3出招系统简析

A brief Introduction to the action system of DMC3

1组合出招Actions by Multi-keypress

2手速对出招的影响 Actions and APM

3华丽度对出招的影响 Actions and Stylishness

4节奏感对出招的影响 Actions and Rhythm

5同行者系统 Introduction to DG

6某些特殊技巧 Special Skills

 

 

 

组合出招 Actions by Multi-keypress

3招式常见“锁定+方向+按键”的出招方式。但这三次按键实际上是有顺序的,具体为先按住“锁定”(默认空格),然后再按下方向键(默认WSAD,以角色面对的方向为准),最后按下指定按键,而不是要三个键同时按下。

    The action that should be triggered by multi-keypress like lockon+direction+melee attack/style action/shoot is common in DMC3. Actually these 3 keypresses do have order, which is working in lockon, direction and MA/SA/S ordinally.

以这个GIF的情况为例:

Let us use this GIF as an example

出招方式是“锁定++格斗”,以默认键位:“锁定”是空格;“前”的话,维吉尔面向右上方,既D+W;“格斗”既J,那么出招按键就是,按下“空格”,再按下“D+W”,再按一次“J”。

 The right way we activate skill “stinger” is lockon+forward+melee attack. According to default keyboard setting, lockon is “space”; the enemy is at the top-right direction of vergil, namly “D+W”; melee attack is “J”. Thus we need to first press “space”, then “D+W” and finally “J”.

按住“锁定”时,会有一个锁定框套在某个敌人身上,代表下面要发的招式将是针对它的。一般,角色都会保持面向被锁定的敌人,若存在角色侧对甚至背对锁定目标时(例如出招硬直的时候),出招时的方向判断也依然以角色面对的方向为准——只有但丁的骗徒瞬移、维吉尔的暗黑屠夫瞬移以及剑阵变形,是以角色与被锁定敌人之间的相对方向为准的。

 When pressing lockon, there will be a lock circle on one of the enemies. In most situations, character will face to the locked enemy. However, when the character is back to enemy, the direction of action still rests with the direction character faces. Only air trick, DS action and the transformation of spiral swords are exceptions, which are depending on the direction towards enemies.

在场景里有多个敌人时,虽然游戏提供了切换锁定(默认字母O),但精确的一手锁定依然非常重要。

When there are multiple enemies in the stage, though the game system offer target-changing function(default O) but accurate first-time lock-on is still essential.

在不加任何条件时,按住锁定时游戏会按照特定规则,自动从场上选择一个敌人进行锁定,这个规则是:1、视野内敌人优先 2、前方的敌人优先 3、近距离的敌人优先。在这几条冲突的时候,游戏按照内部算法进行权重。

When we only press lockon alone, the game system will follow a special set of rules to choose target. These rules are listed below

1.     enemies within sight range > out if sight range

2.     enemies forwards >enemies on other directions

3.     enemies nearer > enemies further

If there is conflict between these three rules, the game system will automatically balance by inside algorithm.

如果希望能更准确锁定欲攻击的敌人,那么就需要一些技巧:

1. 带方向按锁定,则该方向的敌人拥有更高的优先

2. 不带锁定对敌人发起普通攻击,以方向键调整攻击方向,在命中欲锁定敌人时,再按下锁定,必然是刚攻击的敌人

If we need to raise up the exactitude of locking on, we may need the following skills.

1. lockon with direction, then enemies on the direction will be priorly locked on.

    2. When pressing melee attack without pressing lockon, if pressing lockon after melee attack hits an enemy, the target will definitely be that enemy.

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手速对出招的影响

Actions and APM

但丁有一个名为“CrazyCombo”的出招系统,在特定招式里高速连打出招按键,招式会得到进化,派生为一个CrazyCombo招式,比如双刀的CrazyCombo Million Slash,就是从双刀Combo3派生而来。

In the action system of Dante, there is a sub-system called “crazy combo”. When APM reaches a critical value in special period of a specific action, so called “crazy combo” will be activated. For example, the crazy combo of A&R, namely million slash, is generated from A&R’s combo 3.

要完成这种招式进化,重点就是在源招式Combo3结束之前,必须完成派生动作所必须的“连打次数”。不同CrazyCombo的源招式持续时间不同,同时,所需的“连打次数”也并不相同,因此有些CrazyCombo好发一些,有些难一些。要是你的手速不够,可能开启了游戏加速后,某些CrazyCombo会根本发不出来,比如散弹的枪神CrazyComboPoint Blank,就是难度较高的一个CrazyCombo

In order to activate crazy combo, we must let APM reach the critical APM before the end of A&R’s combo3. Different crazy combos’ duration and activation critical APM value are different. For example, you may find it difficult to activate the crazy combo of shotgun Point Blank(GS style action, lv3).

有一个技巧可以降低招式的手速要求,“预输入”,详见新手Q&A

There is a skill called “pre-APM input”. Please refer to Q&A

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华丽度对出招的影响

Actions and Stylishness

战斗的时候,画面右上角会有一个华丽槽,表示当前的战斗华丽度。这个华丽度除了用来计算关末华丽分数,它还决定着某些持续性招式的持续时间。例如但丁的三截招式Windmill,若要打满10Hits,重要条件之一,就是你的战斗华丽度得在S以上;若是零华丽空发,就算把键盘和手柄按爆了也是发不出10Hits的。

During battle, there will be a stylish bar on the top-right corner of the screen, which shows the right-time stylishness. This right-time stylishness is not only related to the stylish points at the end of every mission but also concerned with the duration time of specific action. For example, the Windmill of Cerberus is closely related to stylishness. If we want to let it last long enough to complete 10hits, we need to let present stylishness over S. You will NEVER let Windmill hit 10 times when stylish bar shows E, no matter how high your APM is.

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节奏感对出招的影响

Actions and Rhythm

节奏感对出招的影响主要来自两方面。

There are two aspects of the relation between rhythm and actions.

1. 皇家护卫风格有个特性,只要你能在“即将承受攻击的瞬间”进行防御或者释放,那么防御动作带有无敌效果,释放动作也进化为“一闪”,高风险高回报。是什么让高手们抓这个“瞬间”抓得那么准?反应速度吗?不是的,从敌人动作、声音,玩家可以提前推算出那个“瞬间”的时间点,提前做好准备,到了瞬间就进行防御/释放,这是一种节奏感,从敌人的出招征兆,到“瞬间”的到来之间的一种节奏。

1. There is a peculiarity of RG, which is that Dante can be invincible when block or release(namely “just block” and “just release”) just at the time of being attacked. Why is those talents’ just-block rate so high? Does it depend on reflection neuron? Absolutely not. Players usually can make use of the sound and action of enemies to foresee the time point of block and do some preparation. It is a sense of rhythm to grasp the time period between the indication of enemies’ attack and attack itself.

2. 节奏与手速同在。越是死命要按快,速度就越提不起来。真正的高手速,是以一个固定的频率在按键的。

2. Rhythm goes along with APM. You may not reach a high APM when you hit keyboard crazily. High APM is always input with a fixed pressing frequency.

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同行者系统

Introduction to DG

长文不转:http://tieba.baidu.com/p/709148161 By aegislee

Please refer to http://tieba.baidu.com/p/709148161 By aegislee

 

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某些特殊技巧

Special skills.

就算是初学者,可能偶尔也会听说“鬼步”、“连削”、“连踩”、“劈削”、“蒸馏斩”、“十倍弹速”,这些其实不是招式,而是某些招式组合。

例如,维吉尔的“连削”是“跳取消”和阎魔刀“Aerial Rave”的组合。Aerial Rave第一或者第二Hit命中后,用跳取消,中断收招硬直,并立即再次发出Aerial Rave,然后无限循环。

此处翻译无从求证,从略

更多类似技巧请参照新手Q&A

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