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欢迎来到骷髅女孩WIKI,一个服务于小众、致力于中文本地化的WIKI。目前团队人手不足,如果你对搬运、翻译或编写中文资料感兴趣的话,请到QQ群127859346咨询。查看角色出招表请使用电脑浏览器。
防守
阅读
2023-11-25更新
最新编辑:Junchnzy
阅读:
更新日期:2023-11-25
最新编辑:Junchnzy
防御
防御是任何格斗游戏的最基本的防守手段,任何打击(包括飞行道具)类型的攻击都可以通过防御来化解。上段攻击必须使用站姿防御(←),下段攻击必须使用蹲姿防御(↙)。其他既可以用站姿防御,又可以用蹲姿防御的打击都被认为是中段攻击,可以通过任意一种姿势进行防御。
- 空中普通拳脚通常是通常是上段。
- 空中必杀技和超必杀技普遍是中段。
- 并不是所有的蹲姿普通拳脚都是下段,同时有些角色的某些站姿普通拳脚却是下段。
- 对于多段普通拳脚,只有接触对手的第一段必须使用站姿防御或蹲姿防御,接触之后的所有打击都被视为中段。
- 空中防御可同时防御上、中和下段攻击。
- 模糊跳(Fuzzy Jump)以及下段攻击触发预防御阻止尝试模糊跳的角色跳起来的效果,跟其他设计了空中防御的游戏是一样的。不过如果在防御硬直中落地,防御硬直会在落地瞬间立即结束,见落地取消。
- 处于防御硬直中并不能自由的切换姿势,成功防御后,即使切换并保持另一种防御姿势对应的方向,防守角色也会保持在初始的姿势。防守角色只会在成功防御一次打击并再经过1F才能改变姿势。利用这个机制在《骷髅女孩》中也可以设计模糊攻击/F式,类似于《街头霸王》、《罪恶装备》和《苍翼默示录》等系列游戏,与《拳皇》等系列游戏不同。
- 连续防御:只要一个防守角色处于防御硬直中,并且在脱离防御硬直之前在没有任何空隙的情况下被施加了新的防御硬直,该角色就会自动进行防御,即使玩家停止保持防御的方向指令,也会继续防御。不过值得注意的是,自动触发的连续防御只会是站姿防御,并且无法帮你防御下段攻击。
预防御和模糊跳
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When the attacking player executes a move, an opponent within a reasonably close range will show a blocking animation if holding a block direction. This is called preblock. The preblock animation prevents the defending player from walking backwards and jumping backwards, but will not prevent any other action.
Because of how preblock prevents jumping backwards, players must commit to a neutral or forward jump if they are aiming to jump out of a blockstring or over pokes. Additionally, lows are very effective against jumping backwards, as preblock will keep the opponent grounded and will hit them stand blocking.
更多细节
- Preblock is activated if a hitbox is out within 275px of the character.
- Air moves will only cause preblock if the opponent is crouch blocking. When dash blocking, crouch blocking may halt your movement where stand block wouldn't.
- Projectiles and any attack performed as an assist will not cause preblock.
- You cannot be thrown during preblock.
拆投
防守角色可以使用拆投(被投时输入LP+LK)化解即将生效的普通投或空投。拆投过程中,攻守双方角色都会进行一段无敌(完全)的动画,期间不会造成伤害,并在同一帧上恢复,使双方平帧。所有普通投在从击中开始算都有14F的拆投窗口。此外,处于普通投的出招帧会在无需输入额外LP+LK指令的情况下自动拆投。角色无法使用投时,便无法使用拆投,例如在任何其他招式的出招或收招帧期间。角色在按住任何向下的方向(↙、↓和↘)时无法进行普通投和拆投,所以处于蹲姿时无法化解投。另外在地面上↓+LP+LK的指令始终会被识别为2LP。
下/投择防守策略
推挡
防守角色可以在防御硬直(和防御时的打击停顿)中通过输入 + 来进行推挡。推挡可以将对手推开,使其后退一个比大多数攻击的范围长的距离,通常会化解继续防御的压力。推挡是安全的,且不需要消耗资源,而且可以推开对手,所以推挡往往是在被压制时使用。
推挡从开始到结束是一个固定25F的动画(不包括打击停顿)。处于推挡动画中,防守方会获得以下特性:
- 消解所有攻击的动量,但是连续的攻击也会消解推挡的推力。
- 进攻方可以利用这一点(通过打击停顿)延长推挡动画时间,并同时使用多段攻击或连续攻击消解推挡的推力。
- 无法被施加防御硬直,只能被施加打击停顿(见PBGC)。
- 如果在推挡动画中切换并保持不同防御姿势对应的方向指令(站姿推挡时保持“↙、↓或↘”或者蹲姿推挡时松开“↙、↓或↘”),会使推挡同时防御上/下段攻击(见绝对防御)。
- 磨损伤害都将转化为可恢复生命值(红血)。
推挡援护只会将援护角色推开。
推挡飞行道具会把飞行道具的释放者推开。
推挡在游戏内中被称为Reaction Shot。
推挡防御取消(PBGC)
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推挡防御取消,本Wiki中通称PBGC(Pushblock Guard Cancel的缩写)是一种用推挡动画来防御压制中的额外打击以恢复中立状态的技巧,在推挡期间,打击造成的防御硬直会被消解。
推挡动画固定时间为25F(不含打击停顿)。如果推挡动画防御了一次额外的打击,推力便会消失,并且打击不会对推挡动画造成防御硬直。然而,只应用打击的打击停顿,会施加到推挡动画上,使得推挡时间变长。推挡动画完成后,角色将返回到中立状态。当你的推挡动画结束时,立刻使用一个攻击的情况下会产生绿色闪光特效,这种有绿色闪光特效的攻击就是PBGC成功的标志。
绝对防御
如果处于绝对防御状态,允许防守角色同时防御上/下段攻击。首先,进行推挡,然后切换防御方向(站姿推挡时保持“↙、↓或↘”或者蹲姿推挡时松开“↙、↓或↘”)并保持。这使得角色在推挡动画防御任何上/下段攻击。这可以在练习模式中看到,当角色处于绝对防御状态受招判定框会变成紫色。
弱点
推挡尽管是个非常强力的防守手段,但仍然有可以被反制的措施:
- 固定25F的动画时间可以替代防御硬直,当剩余防御硬直多于25F时,使用推挡自然可以让你提前恢复中立状态,反之,当防御硬直本就少于25F时,使用推挡会让你更晚恢复中立状态,让你错过一些关键的时机。比如成功防御一个原本就可以正常确定反击的攻击,但是因为推挡让你更晚恢复中立状态,你便无法确反。
- 当你已经不处于防御硬直中时,仍然尝试输入推挡指令,将根据当时的状态使角色进行后冲刺或其他攻击。这意味着放帧压制和帧数陷阱字符串和帧陷阱可以分别克制提前输入的推挡尝试和靠反应输入的推挡尝试。
- 尽管在推挡动画中你可以利用绝对防御来应付对手令人眼花缭乱的上/下择,然而对手也同样可以等待你的推挡动画结束后再做行动也不迟。
- 尽管化解无缝压制的效果拔群,同时还能防御逆向并无敌(对投),但是面对中断压制进行投择和逆向择的对手还是需要另做打算。
更多细节
推挡的更多细节 |
Pushblock Input OverlapNormally, inputting 1+PP will get you a normal. However there are some situations where it will give you a dash / backdash instead.
You can use this to your advantage as backdashes are jump cancelable, which will let you block immediately. Invalid Pushblock InputsThere are some scenarios where the game won't read your pushblock input. If you pushblock something on the first frame it connects, you'll pushblock immediately. But, if you pushblock during the hitstop of the move, the game will wait until hitstop ends, then execute the pushblock. If another attack connects during the hitstop period, the game will ignore the pushblock input. This is best demonstrated on moves like Parasoul's level 3. Determining effective pushblock frame advantageWhen attacks connect during a pushblock, the defending character will recover when pushblock ends, regardless of how much blockstun is applied. This means that the frame advantage of a move that hits a pushblocking character will depend on how early/late it hits relative to the pushblock, not how much blockstun it does. Worst case frame advantage: - (recovery + active - 1)
Best case frame advantage: 24 - (recovery + active - 1)
Example: Parasoul's c.LP can range from +10 to -15. Its frame advantage normally is +4. This does not factor in assists - the assist will apply hitstop to the pushblocking opponent but not the point Blockstun during pushblockTechnically, you can still accumulate blockstun during your pushblock animation, even though your blockstun value is cleared once the pushblock ends. If a move connects during a pushblock animation, its blockstun is still applied, but with 3 frames less blockstun, as can be seen by the hitstun bar. This is used by the game engine to determine if actions such as alpha counter can be executed. So if you pushblock a move without much blockstun, you won't be able to alpha counter towards the end of your pushblock since your blockstun ran out. |
受身
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防守角色倒地后,可能有机会输入←/→+任意攻击按键指令都将向所选的方向上进行受身。受身时的角色在站起来并恢复中立状态之前无敌(完全)。一般的攻击造成的倒地会使防守角色首先在接触地面时出现粉色圆圈特效,此时防守角色是无法立刻受身的。在一次连段中,发生过一次倒地后,下一次防守角色接触地面一定会出现小型蓝色圆圈特效。
防守角色的受身时机取决于进攻方的攻击,包括蓝色圆圈特效和小型蓝色圆圈特效。
- 软性倒地:落地不会造成粉色圆圈特效,有两个受身的时机,第一次落地瞬间(蓝圈)和第二次落地瞬间(小蓝圈)。如果不受身,在起身动画之前皆可被追击。
- 软性倒地(无敌):与软性倒地相比,软性倒地(无敌)便是使角色被击中后立刻变得无敌(完全),直到第一次落地(蓝圈)之前。
- 如果无敌(完全)用于OTG攻击,所有特殊规则都会失效。
- Hard knockdown attacks show no impact effect, never allow a ground recovery, and force the opponent to get up with a default recovery animation.
- The start of the first sliding knockdown in a combo counts as a knockdown and forces the opponent must get up with a default recovery animation. Any additional slide stuns in the combo will show a blue hit effect and allow ground recovery.
- Crumple stuns never allow ground recovery; they always force a default recovery animation even when used in a combo and after a knockdown.
- Assist attacks that would normally knockdown for a red hit effect cause a green impact effect instead. The defending character can use ground recovery 9f after the green impact effect, but is just as vulnerable as normal and must wait for a blue impact effect if ground recovery is not used in this window.
- Assists that would normally cause a slide on hit will cause a similar green impact effect, signaling to the defending player that a ground recovery will become available in the middle of the slide animation.
Unblockable Protection
High / Low Unblockables
Defending characters get a brief period of high/low protection after successfully blocking any high or low hit. This protection lasts for 7f, including hitstop. If the defending player blocks another high or low hit during this period, the protection timer restarts.
Ground Throw / Air Unblockable Protection
The standard jump start up animation gives every character 4f of invulnerability against throw attacks. Stopping any ground throw using these frames gives full invulnerability to the remaining frames of throw start up, then gives the defending character 8f of additional projection against Anti-Air Throw attacks, such as Cerebella's Excellebella and Big Band's Take the 'A' Train. The 8f of protection effectively removes the 'unblockable while rising' property, allowing the defending character to avoid both a ground throw and the Anti-Air Throw if they hit on approximately the same frame.
Some specific command grabs (listed below) will grant this protection with a more generous timing or spacing window.
- Beowulf's Wulf Shoot
- Beowulf's Wulfamania (360)
- Eliza's Weight of Anubis
- Fukua's Inevitable Snuggle
- Fukua's Tender Embrace
- Fukua's Level 5
- Squigly's Daisy Pusher
- Squigly's Level 5
防御反击
即阿尔法反击。在《骷髅女孩》中作为一种使用双人队或三人队时额外的防御取消手段。详见组队。
外部链接