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楼主: Schelfaniel

[ARC] KOF98资料全书【神乐千鹤】

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 楼主| 发表于 2009-11-17 22:55 | 显示全部楼层
IV a. 普通技

Standing A (4/5)
Chizuru merely slaps her opponent. The damage isn't great, but the good part
about this move is its combo-ability. This move is a great combo-starter and it
has virtually no start-up nor recovery time.
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Standing B (3/5)
Chizuru does a high kick. Harder to combo with since it pushes opponents a bit
away. But all in all, this move is quick & still a fairly good combo starter.
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Standing C (2.5/5)
Chizuru slaps upward. Kinda hard to combo with unless your opponent is
cornered. The damage though is substantial & this move still recovers fairly
quickly.
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Standing D (3/5)
Chizuru does a high kick, but this hits harder and she lunges herself forward a
bit. Its reach & strength is a plus. However, this move is hard to combo with
and has a bit of lag time after the move.
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Standing close D (3/5)
Chizuru knees her opponent. Combo-ability is better than her regular standing
D.
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Standing CD (3/5)
Chizuru spins a little then sends out a kick that knocks the opponent off
his/her feet. The lag time before is significant, but there's not much lag
after the attack.
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Crouching A (3/5)
Chizuru slaps her opponent while crouching. Same like A, but harder to combo
with since a majority of her combo moves are while she's standing up.
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Crouching B (3/5)
Chizuru does a tapping low-kick. Kinda useful for starting combos, but not much
else.
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Crouching C (1.5/5)
Chizuru does the standing C attack, however, this has a little more lag before
and after the move since Chizuru has to get up and get back down to her
crouching position.
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Crouching D (2/5)
Chizuru extends her leg out and trips her opponent if it hits. This move has a
rather long lag if missed, so don't do it unless you're sure it'll hit.
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Jumping A (3/5)
Chizuru sends one of her arm downward, doing light damage. It's possible to do
a ground combo off this move, but it takes practice in timing.
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Jumping (straight up) B (1.5/5)
Chizuru simply do a light-damage kick downward. However, since she doesn't move
forward at all during this move, it usually pushes opponent too far off to be
connected with another move.
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Jumping (towards or away) B (3/5)
Chizuru's kick is move downward than her straight-up B. This kick, however, has
much more potential for combo-ing.
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Jumping C (1/5)
Chizuru's body twist into a weird shape with one hand that kinda extends out and
hits. Hard to hit, and not much potential for comboing afterwards.
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Jumping D (2.5/5)
Chizuru extends an almost-horizontal kick at her opponent. This attack needs
good timing to hit at the correct time. From my personal experience, it is
impossible to combo after this.
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Jumping CD (4/5)
Chizuru has one of the best jumping CDs of any characters of the game. It comes
out fast, it doesn't have any recovery time, and its long-reaching (she extends
both her legs out almost full length). Even if blocked, it pushes opponent a
fairly safe distance away.
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 楼主| 发表于 2009-11-17 22:55 | 显示全部楼层
IV b. 普通投、特殊技与必杀技 Moon Decree (4/5) Chizuru waves her arm in front of her opponent, and they get knocked off their feet and fall to the ground. This move's high rating is primarily due to the fact that it knocks opponents down, giving time for you to prepare a move. --------------------------------------------------------------------------- Revolving Heavens (4/5) Chizuru slides behind her opponent and flips them over, knocking them down on her feet. Like Moon Decree, this move gives you time to prepare moves. --------------------------------------------------------------------------- Unrevived Gong (2/5) Chizuru sends out a giant one-hit slap forward. This is used as an overhead attack, and its lag before AND after the hit is what makes this move so horrible. However, its cancellable. --------------------------------------------------------------------------- Unrevived Treasury (2/5) Chizuru hops forward a bit and sends out a weak-damage kick. Might have potential against back-jumping or back-dashing opponent. Cancellable into special move. --------------------------------------------------------------------------- Unrevived Sound of Running Water (1.5/5) Chizuru slides forward. Must be crouch-blocked. However, there's a lag, and since it doesn't trip opponents over, it gives them a chance to counterattack. --------------------------------------------------------------------------- Oracle's Decree (4/5 for A, 3/5 for C) Another copy of Chizuru appears and sweep upwards, dealing up to two hits. The A version sends out an illusion while the C version sends out the real Chizuru. The A version, though slightly less damaging, is safer as in the C version, Chizuru has a lag as she drops to ground level. All in all, this move is fairly good to use as it comes out virtually instantly, has little lag time in general, and deals fair damage. --------------------------------------------------------------------------- 180th Revival (2.5/5 for A, 1/5 for C) Possibly the worst special move for Chizuru. She simply slaps her hand downward, creating a stream of energy that either hit the enemy for moderate damage or reflect a projectile. Both versions have a lag if blocked, and in the C version, Chizuru does a little spinning dance before actually slapping. This move is a no-no unless you absolutely are certain that a projectile is coming your way. --------------------------------------------------------------------------- 202nd Revival style A (3/5) Chizuru sends out a copy of herself (A for illusion copy, C for real self), that slaps upward as she stands. However, she gets hit if she or the illusion runs into a projectile or certain attacks. Because you get to control when she attacks, this move can be confusing for both the Chizuru-player and the opponent-player. --------------------------------------------------------------------------- 202nd Revival style B (3/5) Chizuru sends out a copy of herself (B for illusion, D for real self) that slaps horizontally as she crouches (this attack though could be blocked standing). Like style A, she gets hit and takes the damage if she runs into an attack and the move's advantage is that you can control when she attacks. --------------------------------------------------------------------------- 202nd Revival style C (3/5) While this attack can be used after either style A or style B, it REALLY only does an extra hit if style A hits, or if the opponent blocked style A or B. Either button, the real Chizuru does a leap and does a horizontal slap in mid- air, dealing extra damage. However, if this is blocked, Chizuru takes a risk of being counter attacked. --------------------------------------------------------------------------- 202nd Revival style D (3.5/5) Similar style C, this attack can only be connected if they get hit by style B, if they blocked either style A or style B, or they got hit by style A on the edge of the screen. Either button, the real Chizuru does a downward slap , dealing extra damage. This move is less risky than style C, thus earning the extra half-point. --------------------------------------------------------------------------- 202nd Revival style E (3/5 for A or C, 2.5/5 for B or D) Chizuru sends out a copy that leaps and does a downward slap (A is short- distance... B is middle-short... C is middle-long, and D is long-distance). A and C sends out illusionary copies, and B and D sends out the real Chizuru. Like her other illusionary attacks, Chizuru takes damage if the copy runs into an attack. This move should be used to either teleport Chizuru out of a corner or to quickly strike an unexpecting opponent.
 楼主| 发表于 2009-11-17 22:56 | 显示全部楼层
IV c. 超杀 --------------------------------------------------------------------------- Ancient Seal (1/5) In this move, Chizuru casts a sealing spell with her hand (which is stretched forward). If it connects, the opponent get some damage and their special moves get sealed away for awhile. This move has a lag before AND after, and the damage is ridiculous for a desperation move. Use only when your opponent is obviously open for an attack (e.g. Leona after failing her X-Caliber). The A version recovers faster if Chizuru misses. SDM Ancient Seal (1.5/5) Same as ancient seal, except there is slightly more damage and opponent's special moves are sealed away for a longer period of time. Use like regular ancient seal. --------------------------------------------------------------------------- Reversed 1st Revival (4.5/5) Chizuru sends out an illusionary copy of herself to do a damaging dance across the screen. The move itself is very weak, but combined with other attacks, this can be one of the most devestating DMs in the game. The trick is to hit the opponent while he/she is block your illusion (crouching or jumping B is preferable, depending on if you opponent is doing a standblock or a crouchblock). Follow-up with a standing D for major damage. Potential damage of over half the life bar. SDM Reversed 1st Revival(5/5) The dance does more damage, stays longer, the last hit leaves the opponent vulnerable in the air for another attack (jumping CD is preferable). This has the potential of dealing about 80% damage of an opponent's lifebar. V. 基本连招 跳 C>> 立 C>> 铮铮(→ + A)>> 玉响之琴音(↓↘→ + AorC) 跳 C>> 立 C>> 铮铮(→ + A)>> 天神之理(→↓↘+ AorC) 跳 C>> 立 C>> 铮铮(→ + A)>> 神速之祝词(→↘↓↙← + A/B/C/D)>> 天瑞(↓↙←+A/B/C/D) 跳 D>> 立 C>> 铮铮(→ + A)>> 顶门之一针(↓↓ + A/B/C/D) 跳 D>> 下 B>> 下 A>> 零技之礎(↓↙←↙↓↘→+ AorC) 跳 D>> 立 C>> 铮铮(→ + A)>> 零技之礎(↓↙←↙↓↘→+ AorC) 超重击 出现COUNTER>> 零技之礎(↓↙←↙↓↘→+ AorC) 跳 D 逆>>立 C>> 铮铮(→ + A)>> 三籁之布阵(↓↘→↓↘→ + BorD)>>立 C>>跳 C>> 立 C>>>>跳 C>> 立 C(对手气绝) [对手角落里] 跳 + D>> 立 C>> 铮铮(→ + A)>> 神速之祝词(→↘↓↙← + A.A)>> 零技之礎(↓↙←↙↓↘→+ AorC) [对手快落地] 涼涼(↘ + B)>> 立 C>> 铮铮(→ + A)>> 零技之礎(↓↙←↙↓↘→+ A) VI. 攻略 千言万语汇成下面7条小结: 1. 623A/C是主力的对空技,要善加利用,但不可滥用。 2. 在对手防住624A/B/C/D后稍等片刻再追加214A/B/C/D有时可阴到想反击的对手。 3. 尽管2626B/D威力巨大,除用于连招外,空发时不要离对方太远,否则易被高手反击。 4. 2426A不可单出,否则死翘翘。 5. 623A气绝值奇高,请善加利用。 6. 236A反波还凑合,但要看准时机。 7. 胜利后记住按 B, C, 或 D 来观看神乐跳艳舞(汗,这也行?)
 楼主| 发表于 2009-11-17 22:56 | 显示全部楼层
VII. 其他

Chizuru的普通开场:
Chizuru垂下手臂并说日本鸟语:"开始吧" ……

Chizuru见到大蛇一族的开场 (Chris, Shermie, Yashiro, Vice, Mature & Yamazaki):
Chizuru 身着神教道女祭司的服饰. 从地上捡起神杖,舞动几下,然后放回。最后变为通常服饰。

Chizuru's见到Iori 或 Kyo的开场:
Chizuru 在空中虚划一个圆形,然后拿出八咫镜
(里面有被封印的大蛇?).

Chizuru获胜姿势 A:
Chizuru 两手抚颊,说的是日本鸟语:“我在八咫镜中看到真实的你”。

Chizuru获胜姿势 B:
Chizuru 跳艳舞三次并摆一个搞笑造型。

Chizuru获胜姿势 C:
Chizuru 跳另外一种艳舞。

Chizuru获胜姿势 D:
Chizuru 疯狂跳舞。


VIII.

致谢:


版权:
*King Of Fighters 1998 的版权属于SNK公司.

 

 

 
 楼主| 发表于 2009-11-17 22:57 | 显示全部楼层
僧 的补充:


一、神乐 千鹤(CHIZURU KAGURA)中文出招表
特殊技

除活.铮铮 →+A
除活.玱玱 →+B
除活.淙淙 ↘+B

必杀技

百活.天神之理 →↓↘+A或C
贰百十贰活.神速祝词 →↘↓↙←+A或B或C或D
贰百十贰活.神速祝词.天瑞 神速祝词动作中↓↙←+A或B或C或D
百八活.王响瑟音 ↓↘→+A或C
贰百十贰活 乙式.顶门一针 ↓↓+A或B或C或D

超必杀技

里面八拾五活.零技之础 ↓↙←↙↓↘→+A或C
里面壹活.三籁布阵 ↓↘→↓↘→+B或D

 

 

二、神乐的破防及气绝表

(破防值重计间隔时间为4秒)

(破防及气绝的上限均为105)

Chizuru Kagura 破防值 气绝值

远A: 6-7 4
蹲A: 5 4
直跳A: 7 5
斜跳A: 6-7 5
远B: 7 3
近B: 7-8 3
蹲B: 6 3
直跳B: 7-8 4
斜跳B: 7-8 4
远C: 12-14 18-20
近C: 14-15 15-17
蹲C: 16-17 16-18
直跳C: 15-16 17-19
斜跳C: 11-13 16-18
远D: 11-12 14-15
近D: 20-22 19-20
蹲D: 10-11 13-14
直跳D: 12-16 14-16
斜跳D: 11-14 14-15
CD: 19-21 29-31
跳CD: 11-12 11-12
闪避攻击: 7-8 5
6A: 12-13 15-17
连: 无 无
6B: 13-14 12-13
3B: 10-11 14-15
623A: 4+4-5 19+24-30
623C: 6+5-6 15+15-16
624A/C: 16-18 13-15
624A/B(第2hit,衍生技): 无 13
624B/D: 18 14-15
624C/D(第2hit,衍生技): 无 12-13
26A: 12-13 18-19
26C: 13-14 25-26
22A: 12-13 20-21
22B: 12-14 20-23
22C: 14 21-24
22D: 29-31 22-23
 楼主| 发表于 2009-11-17 22:57 | 显示全部楼层
附:chrisli对这张表的解读

千鹤的623a是很缺德的一招,有近50的气绝值,高!
不过如果看得准的话对空显然不如623c来得可靠.
但是623a可以这样用,利用2B的低身位,比如对付八神的jd或的JC+小跳百合折,
可以2b+2a+623a.两次对手气绝.
在千鹤面前气绝是什么概念 看官自由发挥吧.


三、大蛇一族及神乐的传说

大蛇,作为神的存在,从地球诞生以来便已存在,“地球の绝对意志”(SNK的叫法)。千百年来,大蛇一直处于沉睡之中。

在距今2000年前的时代里,大蛇的意识苏醒了,那时的人类已进入了封建社会,人们开始对大自然进行探索并利用其资源,人们伐木为柴、耕田为食,但人类不知节制,这样的行为触怒了大蛇之神,他决定清洗大地,消灭所有人类,然后重建一个新的世界。

此时大蛇需要完全苏醒,需要达成的条件:收集大量的能量。为此,大蛇将自己灵魂的一部分化作一条八头巨蟒,名叫「八歧」,在搜集能量的同时,也寻找合格的祭品。

八歧具有一切人类的负面感情,这为百姓带来了疾苦,为了生存,百姓不得不每半年送一个少女去祭八歧。这样过了200年。

须佐之男因被陷害而被流放到人间,在一个村子里,他听说了关于八头蟒蛇害人之事,于是联合八尺琼家族和八咫家族来斩杀巨蟒。他们以村里仅剩的16岁少女奇稻田姬作诱饵,将蟒蛇引到一个特制的墙外,蟒蛇闻到酒的香味,于是从墙上的八个洞把头伸进去,蟒蛇喝得大醉,须佐之男乘机将蟒蛇的八个头斩了下,并在蛇尾处发现了一把长剑,这就是名剑「草雉之剑」 。

天照大神为了嘉奖须佐之男、八尺琼家族和八咫家族,将草雉之剑送给须佐之男,并将须佐之男改姓为「草雉」,另外将集合了众神力量的神器勾玉和镜子分别送给八尺琼家族和八咫家族。从此,草雉之剑、八尺琼勾玉和八咫镜成为日本的「守护三神器」,三神器家族也各自创始了一套拳法,世代流传。

在具今660年前,大蛇的力量再次出现,原来被须佐之男斩下的八个头化作八股力量,并以人的形态存在人间,这就是「大蛇八杰集」。

而此时八尺琼家的传人却因仰慕大蛇的力量而与大蛇一族定下了「血之契约」。

愤怒的草雉找到了八神,两人展开一场大战。最后,草雉以微弱的优势战胜了八神,使八神的幻想破灭,从此,草雉和八神家卷入了世代争战的宿命。而大蛇八杰集却突然消失得无影无踪。

在人们已经将大蛇一族遗忘的时候……


94年初,世界各地著名的格斗家们突然接到用红色「R」封口的邀请函,信函里要求格斗家们三人一组参加7月举行的「格斗之王」大赛。

经过初赛之后,几个队伍进入选拔赛,他们是:由美国著名流浪格斗家特瑞·伯格和他的兄弟安迪·伯格及泰拳王东丈组成的饿狼队;由极限流空手道的师徒三人,坂崎琢坚、坂崎良、罗伯特·加西亚组成的龙虎拳队;由军人出身的哈迪伦上校、克拉克上尉、拉尔夫上尉组成的怒之队;来自中国的麻宫雅典娜、锥拳崇、镇元斋组成的超能力队;由坂崎尤莉、不知火舞、金组成的女性格斗家队;由来自韩国的金家潘和他的两个徒弟,陈国汉、蔡宝健组成的金家潘队;由拳击手Heavy D!、篮球手Lucky、橄榄球手Brian组成的美国运动员队。而其中引人注目的一队却是由拥有雷电之力的二阶堂红丸,柔道界的名宿大门五郎,和一个年仅17岁的高中生,草雉家的传人:草雉京。

大赛开始进行,草雉京以家族的赤炎之力脱颖而出,成为大赛的胜利者。此时大赛的内幕也展开了,原来大会的主办者名叫卢卡尔,爱好是收集被他打败的格斗家的塑像。虽然卢卡尔的力量异常强大,但最终还是被草雉京打败,重伤的他想将整个会场引爆,与众格斗家同归于尽,

这时,草雉京的父亲草雉柴舟出现救了众格斗家,但他自己却与卢卡尔同归于尽了。

95年初,世界各地的格斗家们再次接到用「R」封口的邀请函,难道卢卡尔没死吗?格斗家们再次聚集在一起,以揭开大会的内幕。

本次出线的队伍基本与去年一样,只是美国运动员队被一组新人取代,他们是比利、如月影二和一个穿着前卫的少年,八神庵,不用说,

他就是八神家的传人,受到宿命的牵引,参加了95格斗之王大赛。

比赛中,八神庵以凶猛的招式和狂妄的表现获得了「邪恶的八神庵」的称号。而此时,格斗家们被毒气毒晕,送到一个陌生之地,格斗家们惊奇地发现卢卡尔还活着!并且草雉柴舟也没死,还被卢卡尔洗脑,与格斗家们挑战。在他被击败之后,卢卡尔亲自出现了,此时的他已经变成了半机械的人,更可怕的是他使用的力量大蛇之力。

但他最终还是被打败,不甘心的他想将体内大蛇之血的力量完全爆发,却因为身体无法承受这股力量,爆体而亡。

尽管95格斗之王大赛已经结束,但仍有诸多迷题留了下来。虽然大蛇之力出现,但八杰集仍未出现,卢卡尔的力量又从何而来?

草雉柴舟恢复了记忆,而拥有宿命之仇的草雉和八神家的传人终于碰面了,他们这一次虽未决战,但已将对方视为自己的劲敌。

而八杰集仍然没有出现,到底他们在什么地方,打什么主意呢?无人知晓。
 楼主| 发表于 2009-11-17 22:57 | 显示全部楼层
96年,格斗之王大赛再次召开,虽然不是由卢卡尔主办,但其主办者仍是个迷。格斗家们再次聚集在一起,向自己的极限挑战。

本次出线的队伍比往年多出了几队,其中龙虎队的坂崎琢坚退出,由他的女儿坂崎尤莉代替,而女性格斗家队的空缺则由藤堂流空手道的继承者藤堂香橙补上。另外,怒之队的哈迪兰也退出,由他的养女莉安娜代替。八神则和卢卡尔的两名前秘书麦卓和薇斯组成一队参加大赛;

最令人惊讶的是三名黑势力的头目吉斯·霍华德、克劳萨和MR.BIG组成了BOSS队,他们究竟怀着怎样的目的呢?

决赛终于展开,大会的主办人出现了。她名叫神乐千鹤,她与优胜者进行了决战,最后被优胜者打败。这时,她说出了事情的来历。

神乐千鹤原名八咫千鹤,是八咫家的传人。而神乐千鹤的姐姐已被八杰集中四天王的一员杀害,为了集合最强的格斗家们对付此人,神乐千鹤召开了大会,最后神乐千鹤请求优胜者打败他。这时,一阵狂风出现,一瞬间就破坏了整个会场,这个人出现了!他就是掌管风之力的高尼茨。

高尼茨就是取走了卢卡尔右眼的人,他的力量无从估计,更令人惊讶的是,麦卓和薇斯也是八杰集的成员,她们一直负责监视卢卡尔和八神。八神也从高尼茨的口中知道了家族「血之契约」的事,并且当八神体内的大蛇之血觉醒时,他就会暴走。

众格斗家拼死相抗,终于将高尼茨击败,失败的高尼茨最后自杀。

而八神此时真的暴走起来,失去意识的他将麦卓和薇斯杀掉后就不知下落。就这样,96格斗之王大赛结束。

八杰集出现了三个,剩下的五个呢?莉安娜是为了找会失去的记忆而参加大赛,却没有成功,究竟她有着怎样的过去?BOSS队的三人为了追求大蛇之力而来,但都无功而返。

一连几届格斗之王大赛都笼罩在大蛇一族的阴影之下,那么97年呢?这一次,由全球几个著名的财团集资主办的97格斗之王大赛,看上去,只是纯粹的格斗比赛……而现在神乐面临着重新封印大蛇的任务(草雉京和八神庵对此却知之甚少)。在几个赞助商支持KOF97的情况下,神乐希望与草雉京和八神庵联合组队参战以封印大蛇。然而,情况却并不乐观,草雉京似乎不愿意离开原来的日本队;八神庵似乎刚刚杀了他的两个队友。于是,神乐只好与 Mai和King组成了女子格斗家队,而八神庵则单独参战。

神乐是一个警惕性很高的格斗家,但她却不知道新面孔队的人都是八杰集中的人。而其中的一个的身体更是使大蛇借尸还魂的工具(指Chris)。最终神乐与草雉京和八神庵联合起来,共同与大蛇作战。大蛇战败了,于是想控制八神庵(因为八神一族曾被大蛇之血感染过)并让八神杀死神乐与草雉京,但八神却紧紧地抓住了大蛇的脖子……最终在三人的努力下,大蛇被重新封印。

没有了其他的担忧,神乐与 Mai和King重新组队开始了KOF98的征战……

 
 楼主| 发表于 2009-11-17 22:58 | 显示全部楼层
四、个人资料

神樂千鶴 Chizuru Kagara
-神速之巫女-

姓名:神乐千鹤
英文:CHIZURU KAGURA
声优:齐藤亚纪子
附:照片

出场:96,97,98
格斗技:神乐流古武术
生日: 6月26日
年龄:22
出生地:日本
血型:AB型
身高:169CM
体重:52KG
三围:85,57,84
兴趣:睡觉,摩托车比赛
喜好食物:辣味的东西
厌恶事物:没头绪的事
擅长运动:摩托车赛
重视的事物:饲养的文鸟(名字:Chi Chan ,小千)
讨厌的东西 不公平的事情
大会抱负:我打算心情平静地出现在会场
最想和谁对战:无
想和谁组合:势均力敌的格斗家
如何理解KOF:能出场KOF是我的骄傲
对FANS的话:尽最大努力应战

 

五、神乐千鹤的情趣小诗

《神乐·千鹤》

(原作者不详,望知情者告知,谢谢)

  附掌,
   和拍,

  奏出玉响之瑟音。

  铮铮、

  淙淙、

  瑜瑜,

  仿佛一支神速的祝词

  ——祈求天瑞。

  这,不是尘世的俗音,

  这是天神的乐曲!

  转身,

  起舞,

  宛如天神之理。

  妩媚、

  婀娜、

  娉婷,

  就像一千只游曳的仙鹤

  ——云游嬉戏。

  你,不是凡间的精灵,

  你是天上的仙女!


 
 楼主| 发表于 2009-11-17 22:58 | 显示全部楼层
六、关于神乐的几个bug

1、(众所周知的)神乐先空发一个2626B/D,然后跑过去用普通投扔对手一下,即可进入bug状态。以后若再出2626B/D,则可在超杀的过程中使出特殊技、必杀技以及超杀。也可轻易达成无限连。

2、(superlichen提供)在近版边的某一神秘位置,神乐的D投会将对手投向正面。

3、(18171618提供)神乐的被打击无效状态。神乐出2626B/D,对手防,神乐然后上前出普通技如2B、JB等,对手防御吹飞,如果没有打中神乐的话(随后并不一定要求对手被影子击中),则神乐进入被打击无效状态。在此状态中,对手无法用打击系的招式来命中神乐,但可以用投技抓住神乐。

 

七、传说中的天书

(僧注:下文摘自某日本站点)

神楽ちづる(01/08/29)
 

近距離立ちA(4,2,7)、B(7,4,9)、C(2,4,14)、D(3,4,22)

遠距離立ちA(4,2,7)、B(5,6,7)、C(5,2+2+3,13)、D(12,4,20)

屈みA(3,2,7)、B(3,3,8)、C(3,2+2+2,25)、D(7,5,17)

地上C+D(27,2+6,18)

 

垂直ジャンプA(5,6)、B(7,7)、C(5,11)、D(7,9)

斜めジャンプA(5,7)、B(9,8)、C(4+4,4+4)、D(7,4)

小ジャンプA(5,7)、B(6,8)、C(4+4,4+4)、D(7,4)

空中C+D(15,4)

 

特殊技

錚錚(20,3,24)

錚錚(キャンセル版)(14,3,24)

瑲瑲(7+12+2,4,24)

淙淙(9,13,12)
 楼主| 发表于 2009-11-17 22:58 | 显示全部楼层
必殺技

天神の理A(1[M]+6,3,0,9,22(+15))、C(7[M],3[M],0,9,35+6(+0))
[M:全身]
(最後の数値は、行動可能になってから分身が消えるまで)

玉響の瑟音A(13,4[&T]+6[T],4+18)、C(17[M]+23,4[&T]+6[T],7+18)
[M:全身]

神速の祝詞

 A(8,30)(その場)、(10[M]+1+2,2+2,6(+27))(突進)
  [M:膝から下]

 B(8,35)(その場)、(10[M]+3+2+4,4,5(+28))(突進)
  [M:膝から上]

 C(8,24(+26)(その場)、(10[M]+1+2,2+2,19)(突進)
  [M:膝から下]

 D(8,29(+26))(その場)、(10[M]+3+2+4,4,29)(突進)
  [M:膝から上]

  (その場):(突進が発動するまでのフレーム、発動後行動可能になるまでのフレーム)
   (突進)の"10":移動=ボタン再入力により短く出来る

神速の祝詞 天瑞A(6+3+2,4,15+10)、B(6+3+2,4,15+10)、C(9,5,23)、D(15,5,23)

頂門の一針

 A(8,33)(その場)、(16,4,2(+28))(突進)

 B(8,23(+26))(その場)、(11,4,5+3+11)(突進)

 C(8,39)(その場)、(11,4,5+4+4(+28))(突進)

 D(8,29(+26))(その場)、(16,4,5+4+11)(突進)

超必殺技

零技の礎A(1+5[M]+3,7,32)、C(1+9[M]+12,9,36)、MAX(1+2[M]+2+7[M]+12,9,38)
[M:全身]

三籟の布陣

 本体B(1+5[M]+5,2)、D(1+9[M]+2,3)、MAX(1+8[M]+2,2)
  [M:全身]
  (分身が発動するまでのフレーム,発動後行動可能になるまでのフレーム)

分身B(2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4+2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,2,16(+26))、
  [移動中は膝下無敵]

D(3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4+2,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,2,18(+26))、
  [移動中は膝下無敵]

 MAX (3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,2,3,3

,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,3,4,2,23(+27)
  [移動中は膝下無敵]



附1:angle 对此天书的部分破译

神速の祝詞
D(8,29(+26))(その場)、(10[M]+3+2+4,4,29)(突進)
  [M:膝から上]

  (その場):(突進が発動するまでのフレーム、発動後行動可能になるまでのフレーム)
   (突進)の"10":移動=ボタン再入力により短く出来る
以此为例展开翻译
这招是神速之祝词以D键出的效果解释.
括号中的数字的意思是动作桢数,(8,29+(26))第一个8是出招指令到招动作出现的桢数.29+(26)是指动作判定发生的开始的最大值,就是开始移动前的判定( 桢数 ),这里不确定......
M是指的无敌范围吧......
(10M+3+2+4,4+29)应该是移动中的无敌范围随桢数变化而变化的情况(神乐影子移动的时候步伐的区别.这里应该是提示这个区别.最后的29就是632D中间不按键让它自己发完的总桢数)
(その場):(突進が発動するまでのフレーム、発動後行動可能になるまでのフレーム)这里.发动突进为止的桢数. 发动后行动可能前的桢数(收招前的桢数)
(突進)の"10":移動=ボタン再入力により短く出来る
突进的10:移动(影子出现并移动)可以缩短的桢数(时间)(就是提前输入令攻击距离改变的时间)
我感觉它其实就是把各个动作的桢数以某一个极小的标准分割成若干时间段来表示.
这时候我们用桢数这个词来说明可能并不确切......
因为很明显数字上有些对不上............
我认为作者就是把一招从输入指令.到系统出招.到招数的各个功能/变化显现以时间段来区分.........

天神の理A(1[M]+6,3,0,9,22(+15))、C(7[M],3[M],0,9,35+6(+0))
[M:全身]
(最後の数値は、行動可能になってから分身が消えるまで)
最后的数值是从行动可能(出招时)到分身结束(收招或者提前收招)所需要的(时间桢数 )

三籟の布陣

 本体B(1+5[M]+5,2)、D(1+9[M]+2,3)、MAX(1+8[M]+2,2)
  [M:全身]
  (分身が発動するまでのフレーム,発動後行動可能になるまでのフレーム)
只解释最后一句.:发动分身之前的桢数(闪光前).以及发动后到自己行动可能的桢数(闪光后自己可以移动时)

附2:云化火 对此天书的破译
传说中的天书(我来试着解释一下)
声明:所有时间单位均取frame
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