1. Invitado La navidad llego a Cz, ¿Por que no vas a visitar la choza de Santa Cooz?
  2. Invitado ¿Puedes jugar sin repetir palabra?
    Descartar aviso
  3. Invitado ¿Por que no derribas a un que otro adversario con una bola de nieve?
    Descartar aviso
  4. Invitado Faltando tan solo unas pocas horas para navidad, alguien a quien no le gusta esta festividad, decidió sorprender a santa, raptarlo, atarlo y robar los regalos que llevaba consigo.
    Descartar aviso
  5. Invitado Esta vez el grinch esta en CemZoo y quiere tener su propio arbol para ponerlo en su casa pero no quiere cualquiera, tiene que ser creativo y unico el cual escogerá.
    Descartar aviso

Novedades Noticias de PS3

Tema en 'Game Zone' iniciado por Fredi-Kun, 12 Febrero 2009.

Cargando...
  1.  
    The Rogue

    The Rogue CemZoonita Mercenarios de CZ Critico

    Escorpión
    Trailer Nivel EPICO :OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG::OMG:


    Aunque me cueste la vida, lo conseguire!
     
    Última edición: 24 Enero 2014
  2.  
    Tasobeats

    Tasobeats CemZoonita Tribu Cooz Mercenarios de CZ

    Piscis
    dehehco ese trailer ya lleva rato(asta lo postee mas arriba xD) pero igual sige siendo epico xD

    este de aca si es masomenos nuevo aunke no estubo tan chido pero mostro los combos de Seiya y a algunos personajes soporte como Allen,Neuro y Hisoka. Yo queria ver a Toguro :(
     
  3.  
    The Rogue

    The Rogue CemZoonita Mercenarios de CZ Critico

    Escorpión
    en 3DJuegos.com aparece como del 21/01 el trailer que puse, malditos atrsados xD

    Solo espero que lllegue almenos a españa...ya que si lo hacen, algunno lo traera pra qui a venderlo xD
     
    • Me gusta Me gusta x 1
  4.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries
    Se ha confirmado una versión de PSVita del juego, y además de eso los DLC serán también compatibles con los de PS3.
    Su fecha de salida para el PSVita será el 24 de Abril, mientras que la de PS3 es el 25 de Marzo.
     
  5.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries
    Nuevo vídeo:

    Yaiba: Ninja Gaiden Z - Las Vestimentas


    Se anuncia una edición especial de este juego la cual contará con un cómic a color elaborado por Dark Horses, vestimentas adicionales para Ryu Hayabusa y Momiji para los usuarios de Dead or Alive 5 Ultimate y música a través de descarga digital para ambas versiones.
     
  6.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries

    Archivos adjuntos:

  7.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries
    Lista de cambios en el juego:

    System

    Delay standing
    Can only be performed against hard knockdown attacks
    Can be performed by pressing any two buttons as the character hits the ground
    The word “Technical” will be displayed if performed properly
    Characters remain on the ground for 11 frames longer than normal

    Red Focus
    Performed by pressing light punch + middle punch + middle kick
    Takes up two meters
    Can absorb an infinite number of attacks
    Damage absorbed builds the Ultra meter at 2x normal speed
    Does 1.5x damage of a character’s normal focus attack
    Level 1 and 2 are the same as normal focus and armor effect fades when you release the buttons
    Level 3 has armor effect until the attack is active

    EX Red Focus
    Performed by pressing light punch + middle punch + middle kick
    Takes three meters to perform
    Does 1.5x damage of a character’s normal focus attack

    Ultra Combo Double
    Allows characters the ability to use both Ultra simultaneously
    Characters either do 75% damage or 60% damage of their normal Ultra damage
    Character classified under the 60% damage are: Zangief, Cammy, Fei Long, T.Hawk, Makoto, Hakan, Dhalsim, Rose, Akuma, E.Honda, and Hugo
    Characters classified under the 75% damage are: All remaining characters

    Abel

    Close Standing Heavy Punch: First attack’s hitbox extended downwards hitting crouching characters much more consistently
    Far Standing Heavy Kick: Attack comes out faster (14F->13F)
    Far Standing Heavy Kick: Attack is active longer (2F->3F)
    EX Falling Sky: Attack is active longer (2F->3F)
    EX Falling Sky: Extended Invincibility on Upper Body (6-7F to 6-8F)
    Heartless: Attack is active longer (2F->4F)
    Soulless: Ultra now connects when performed after crouching HP with opponent in the corner

    Adon

    Close Hard Kick: Hit box expanded at the tip to increase usefulness
    Forward+MP: Frame advantage on hit reduced (4F->3F)
    Light Kick Rising Jaguar: Opponents float a little higher after the second hit allowing to combo into another light kick Rising Jaguar more consistently near the corner
    Light and Medium Jaguar Kick: Damage has been changed from 140-> 130
    Light/Medium Jaguar Kick: Block damage changed to 33
    Hard Kick Jaguar Kick: Damage has been changed from 130->120
    Hard Jaguar Kick: Block damage changed to 30
    Light/Medium/Hard/EX Airborne Jaguar Kick: Now does less block damage (20->10)
    Jaguar Revolver: Distance traveled from second kick on reduced to reduce it going over opponents
    Jaguar Revolver: Damage reduced slightly (510->480)
    Light/Medium/Hard Rising Jaguar: Now less advantageous after focus cancel against a guarding opponent (-5 on block)

    Akuma

    Close standing medium kick: Attack comes out faster (5F->4F)
    Close standing medium kick: when connected against a crouching opponent, they are forced to stand
    Close standing medium kick: hitbox has been extended downward to hit crouching characters more consistently
    Crouching hard kick: Can no longer cancel into the Ultra Raging Demon from this attack
    Light/Medium/Heavy/EX Zanku Hadoken : Longer recovery added when used during a back jump (2F)
    Demon Flip: Can now cancel into EX Zanku Hadoken from this attack
    Medium Goshoryuken: Attack is only focus cancellable on the first hit on block and on the first or second hit on hit
    Hard Goshoryuken: Attack is only focus cancellable on first hit on block and on the first second or third hit on hit
    Hard Goshoryuken: Invincibility reduced (6F->5F)
    Light/Medium/Hard Goshoryuken: Now less advantageous after focus cancel against a guarding opponent (-5 on block)

    Balrog

    Light Dash Punch: Able to move faster after connecting with this attack (-2F->-1F)
    Light Dash Swing Blow: Damage has been reduced (80->70)
    Light Dash Swing Blow: Stun has been reduced (100->70)
    Light Dash Swing Blow: Less advantageous when this attack hits the opponent (10F->0F)
    Light Dash Swing Blow: Less disadvantageous when the attack is blocked (-5F->-2F)
    Light Dash Swing Blow: Charge time has been reduced (55F->45F)
    Medium Dash Swing Blow: Charge time has been reduced (55F->50F)
    Medium Dash Swing Blow: Less disadvantageous when the attack is blocked (-7F->-6F)
    Medium Dash Swing Blow: Less advantageous when this attack hits the opponent (10F->2F)
    Turn Punch: Charge time for levels 2~5 has been reduced to 2 seconds, 4 seconds for each level after that
    Violent Buffalo: If the player holds punches for the last hit, Balrog performs a straight. If he holds kick, Balrog performs an uppercut
    Dirty Bull: Command has been changed (63214×2+PPP->720+PPP)
    Dirty Bull: Recovery has been reduced when it does not connect (58F->48F)
    Dirty Bull: Reach has been extended (1.09->1.3)
    Dirty Bull: Damage has been reduced (399->250)

    Blanka

    Forward dash: Moves forward faster (21F->20F)
    Close middle kick: Considered airborne from the 3rd frame onward
    Crouching middle kick: More advantageous after hit (4F->5F)
    Crouching middle kick: Slightly increased pushback when opponent is hit or blocks this attack
    Heavy Rolling Attack: Knocks down from any distance
    Light/Medium/Heavy/EX Backstep Rolling: Block stun increased (increased by 2F)
    Light/Medium/Heavy/EX Vertical Rolling: Can be focus cancelled on either hit or block

    Cammy

    Close standing hard punch: Damage reduced (85->80)
    Close standing hard punch: Stun damage reduced (150->120)
    Far standing hard punch: Damage reduced on the first frame (80->70)
    Crouching light kick: Start up time increased (3F->4F)
    Crouching heavy punch: Damage reduced (90->80)
    Crouching heavy punch: Stun reduced (200->150)
    Crouching heavy punch: Advantage after hit reduced (7F->6F)
    Light/Medium/Heavy Cannon Strike: height at which the attack can be performed has been reduced
    Light/Medium/Heavy Cannon Strike: recovery added (5F->7F)
    EX Cannon Strike: Advantage on block reduced (5F reduction)
    Hooligan Combination: Can cancel into Light/Medium/Heavy cannon strike
    Spiral Drive Smasher: Last hit damage reduced on non animation version (210->170)
    Light/Medium/Hard Cannon Spike: Now less advantageous after focus cancel forward dash against a guarding opponent (-5 on block)

    Chun-Li

    Vitality: Life increased (900->950)
    Rear Spin Kick: Attack starts up faster and has received a hitbox improvement (12F->10F)
    Yosokyaku (headstomps): Hitbox increased
    Light/Medium/Heavy Spinning Bird Kick: Last hit causes a knockdown
    EX Kikoken: Knocks down on hit
    EX Spinning Bird Kick: Hitbox on the last attack improved to hit more characters
    EX Spinning Bird Kick: Hitbox increased on first attack to hit crouching opponents
    EX Hazanshu: Armor break effect added
    Kikousho: Invincibility when the attack begins has been extended (8F->9F)
    Kikousho: Damage increased (330->365)

    Cody

    Back Step: Distance traveled increased
    Crouching middle kick: Advantage after hit increased (-3F->-1F)
    Crouching middle kick: Disadvantage when guarded decreased (-6F->-2F)
    Crack Kick: Considered airborne during attack (airborne from 8F)
    Knife throw: Armor break effect added
    Knife attacks: Increased hit capabilities
    Zonk Knuckle: Can be focus cancelled
    Bad Stone: Stone is immediately thrown when punch button is released
    EX Criminal Uppercut: Hit Invincibility increased to frame before it becomes active
    EX Criminal Uppercut: Opponent pushback after block reduced by half
    Last Dread Dust: Damage reduced (506->466)
    Last Dread Dust: Distance traveled moving forward increased

    C.Viper

    Close standing hard punch: Damage increased (90->100)
    Far stand hard kick: Hurtbox around foot slightly decreased
    Crouching middle kick: Hitbox at foot extended
    EX/Red/Normal Focus attacks: Start up time has been reduced (3F reduction on all)
    Light Thunder Knuckle: Hitbox extended at the end of her hand
    Medium Thunder Knuckle: Hit advantage increased when focus cancelled (to 4F)
    Heavy Thunder Knuckle: Feint recovery increased (6F->7F)
    Emergency Combination: Damage increased (300->350)
    Burstime: Smoke effect during Ultra decreased
    Burning Dance: Attack starts up faster (10F->9F)
    Burning Dance: Height restriction on attack reduced

    Dan

    Crouching Taunt: Meter gain when taunt is performed (0->40)
    Crouching Taunt: No gauge increase when taunt hits (70->0)
    Air Taunt: Meter gain when taunt is performed (0->10)
    Close hard kick: Changed to a new command of 4 +Hard Kick
    Far standing light punch: hitbox increased at the top of his hand
    Light Dankyaku: Hitbox increased downward
    Heavy Koryuken: Hitbox extended horizontally
    Light/Medium/Heavy Gadoken: Hurtbox reduced to his wrist area
    Haoh Gadoken: All hits connect against airborne opponents during combos
    Haoh Gakoken: Damage reduced against airborne opponents (368->331)
    Shissho Buraiken: Armor break effect added

    DeeJay

    Far standing middle punch: starts up faster (7F->6F)
    Far standing hard punch: counter hit causes float more often
    Crouching light kick: starts up faster (5F->4F)
    Crouching middle punch: Hitbox has been increased
    Crouching middle kick: Damage increase (70->80)
    Crouching heavy punch: Hitbox has been increased
    Knee shot: More advantageous on hit (3F hit stun added)
    Air Slasher: Block damage increased (12->15)
    Light Rolling Sobat: Disadvantage when opponent blocks attack decreased (-5F->-3F)
    Medium Rolling Sobat: Longer hit stun on the first attack when focus cancelled (6F->7F)
    EX Machine Gun Blow: Disadvantage when blocked increased (-5F->-8F)
    EX Machine Gun Blow: During hit or block, can be focus cancelled
    EX Machine Gun Blow: Launches opponent higher on hit
    EX Machine Gun Blow: Starts up faster (12F->6F)
    EX Machine Gun Blow: Throw invincible (1F~7F)
    EX Machine Gun Blow: Hitbox increased on first two hits
    Sobat Festival: Travels further throughout the attack

    Dhalsim

    Stand middle punch: Starts up faster (10F->9F)
    Stand middle punch: More disadvantageous on hit and guard by 1 frame
    Far standing middle kick: Now hits two times
    Far standing middle kick: Damage distribution changed (60->40*30)
    Far standing middle kick: Stun distribution changed (100->50*50)
    Far standing hard punch: Damage increased (75->80)
    Far standing hard punch: Hit advantage increased (0F->1F)
    4+Light kick: damage increased (30->40)
    4+Middle kick: Hit and Guard pushback decreased
    4+Heavy kick: Damage increased (90->100)
    Light Yoga Blast: Hurtbox reduced
    Middle Yoga Blast: Starts up faster (15F->14F)
    EX Yoga Blast: Damage increase (90*50->90*60)
    EX Yoga Blast: Hits from further away
    EX Yoga Blast: Quick standable
    EX Yoga Flame: Damage increase (50*70->70*70)
    EX Yoga Flame: Hits from further away
    Yoga Shangri-La: Hits from further away
    Yoga Shangri-La: Command has been changed (236×2+PPP->236×2+KKK)
    Yoga Catastrophe: Not possible to perform if a Yoga fire is on screen

    Dudley

    Standing hard punch: Hitbox extended downward
    Standing hard kick: counter hit pushes the opponent back less
    Crouching light punch: hits from further out
    Crouching light punch: the ability to chain crouching light punch into standing 6+light punch has been removed
    Crouching middle kick: starts up faster (8F->7F)
    6+Middle kick: hits from further out
    6+Heavy punch: opponents are knocked down when hit out the air
    Target Combos: damage increased for all combos (by 10)
    Target Combo 1: block damage from second hit has been removed
    Rose: Causes damage (0->1)
    Rose: Advantage on hit increased (6F->13F)
    Light machine gun blow: Disadvantage when block reduced (-2F->-1F)
    Heavy machine gun blow: Pushback on hit reduced
    Light/Medium/Heavy Shortswing Blow: Throw invincible throughout attack
    EX Shortswing Blow: Throw invincible until first hit

    E.Honda

    Close standing hard punch: Hitbox increased vertically
    Far standing hard punch: Damage increased from max range (80->90)
    Far standing hard kick: Disadvantage when opponent guards reduced (7F->6F)
    Far standing hard kick: Hitbox increased in front
    Forward/Backward jump middle punch: Hurtbox reduced
    Forward/Backward jump middle kick: Attack is active longer (increased by 1F)
    EX Sumo Headbutt: Pushback on block reduced
    EX Hundred Hands: Advantage after hit increased (4F->5F)
    EX Command Grab: Throw invincible on start (1F~5F)
    Ultimate Killer Head Ram: Start up increased (8F->10F)
    Orochi Breaker: Starts up faster after the flash (2F->1F)
    Orochi Breaker: Grabs from further (1.16->1.4)
    Orochi Breaker: Command change (63241×2+PPP->720+PPP)

    El Fuerte

    Standing light punch: hitbox extended downwards
    Close / Far standing light kick: Starts up faster (5F->3F)
    Close / Far standing light kick: No longer able to special cancel
    Close standing middle kick: Starts up faster (14F->11F)
    Close standing middle kick: Recovers faster (14F->13F)
    Far standing middle kick: Recovers faster (15F->14F)
    Close standing hard kick: Starts up faster (12F->10F)
    EX Guacamole Leg Grab: Recovers faster (10F->6F)
    Levels 1/2/3 and EX Quesadilla Bomb: Start up faster (17F->14F)
    Levels 1/2/3 and EX Quesadilla Bomb: Recovers faster (18F->14F)
    EX Quesadilla Bomb: Throw invincible when it starts up (1F~7F)
    Fajita Buster: Damage increased (150->180)
    Tostada Press: Attack is active for longer (7F->8F)
    Gordita Sobat: Recovers faster (18F->17F)

    Evil Ryu

    Vitality: Life increased (900->950)
    Crouching middle kick: Stun on guard increased (1F)
    Crouching hard kick: Starts up faster (7F->6F)
    Target Combo: Can be performed off of far standing middle punch
    6+Middle Kick: Hitbox extended to hit crouching opponents
    Heavy Axe Kick: Starts up faster (26F->25F)
    Light/Medium/Heavy Shoryuken: More disadvantageous when dashing forward after a focus cancel (-5F)

    Fei Long

    Crouching light kick: Starts up slower (3F->4F)
    Crouching light kick: Ability to rapid fire the attack has been removed
    Crouching middle punch: Damage increase (55->65)
    Light Rekka: Distance traveled on first punch reduced
    Light/Medium/Heavy Rekka: Hit advantage on second hit reduced (reduced by 2F)
    Shienkyaku: Removed accidental input command (464+K)
    Light/Medium/Heavy Tenshin: Does one point of damage
    EX Tenshin: Starts up faster (12F->10F)
    Rekkashin Geki: 3rd hit of the non animation version knocks the opponent higher so the final hit connects in combos against airborne opponents
    Light/Medium/Heavy Shienkyaku: More disadvantageous when dashing forward after a focus attack cancel (-5F)

    Gen

    Fixed issue where Gen has 1 frame more invincibility on neutral wake up
    Stun Vitality: Increased from 900->950
    Normal/Red/EX/EX Red Focus attack: Hitbox has been reduced into his wrist area
    [Mantis]
    Stand heavy punch: Stun damage distribution changed (100*100->150*50)
    Light/Medium/Heavy Hundred Hands: Hitbox has been extended to hit further out
    Light/Medium/Heavy Hundred Hands: Frame advantage on hit reduced (reduced by 1F)
    Light/Medium/EX Hundred Hands: Pushback on hit and guard reduced
    Heavy Gekiro: Causes soft knockdown
    Heavy Gekiro: Timing is now switched with the EX version from AE 2012
    EX Gekiro: Causes hard knockdown
    EX Gekiro: Timing is now switched with the Heavy version from AE 2012
    ****nketsu: 600 stun when this attack connects with a full Ultra bar
    ****nketsu: Hitbox extended outward to hit from further
    [Crane]
    Crouching light punch: Advantage on hit increased (3F->5F)
    Crouching heavy punch: If the opponent is hit with a counter hit, they float higher
    Crouching heavy kick: Recovery reduced (29F->24F)
    Forward/back jump hard punch: Hurtbox increased to make it easier for the opponent to anti-air
    Forward/back jump hard kick: Hurtbox increased to make it easier for the opponent to anti-air
    Light/Medium Jyasen: Guard disadvantage after block decreased (-3F->0F)
    Light/Medium/Heavy/EX Jyasen: Damage on last hit increased (increased by 10)
    Oga: Hitbox on his foot has been reduced

    Gouken

    Far standing light kick: now is Special, Super, Focus, cancellable
    Crouching light punch: Starts up faster (4F->3F)
    Crouching medium punch: Advantage on hit increased (1F->3F)
    Kongoshin: Removed accidental input command (646+P)
    Hyakki Gosai: Stun decreased (200->160)
    Light Senkugoshoha: Travels forward further
    EX Tatsumaki Gorasen: Starts up faster (7F->5F)
    EX Tatsumaki Gorasen: Invincibility reduced (1F~8F->1F~6F)
    EX Tatsumaki Gorasen: Hitbox increased to hit opponents crouching and further out

    Guile

    General: Hurtbox sizes have been readjusted when Guile is getting up from the ground
    Airthrow: Range has been increased
    Crouching light punch: Advantage on hit increased (4F->5F)
    Crouching middle kick: Both hitbox and hurtboxes have been extended
    Reverse Spin Kick: Hitbox extended downward to hit crouching opponents more consistently
    Light/Middle/Heavy/EX Flash Kick: Invincibility increased (1F for all versions)
    Sonic Hurricane: Damage increased (300->330)
    Somersault Explosion: Starts up faster (7F->5F)
    Somersault Explosion: Damage decreased (510->450)
    Somersault Explosion: Tracks which side the opponent is on upon start up
    Somersault Explosion: The second somersault’s start up has been reduced to connect against airborne opponents more consistently
    Somersault Explosion: Invincibility has been reduced (1F~10F->1F~6F)

    Guy

    Movement: Guy walks faster
    Far standing light kick: Hitbox increased around foot to increase anti-air capabilities
    Far stand hard kick: Attack is active for longer (3F->5F)
    Far stand hard kick: Hitbox increased around foot to increase anti-air capabilities
    Crouching middle punch: Hitbox adjusted to reduce anti-air capabilities
    Elbow Drop: Hitbox extended downward to hit crouching opponents more consistently
    Ninja Sickle: Starts up faster (11F->9F)
    Target Combo: HItbox has been increased on the 2nd attack to hit opponents more consistently
    Heavy Hozanto: Starts up faster (30F->28F)
    Sudden Stop: Recovers faster (17F->16F)
    Neck Flip: Hitbox increased to hit smaller characters more consistently
    EX Neck Flip: Causes knock down when opponent is hit out of the air
    EX Bushin Senpukyaku: Hitbox has been increased to hit smaller characters more consistently
    Bushin Goraisenpujin: Travels further on the second hit

    Hakan

    Standing hard punch: Hitbox increased above his head to increase anti-air capabilities
    Crouching light kick: Recovers faster (9F->8F)
    Crouching middle punch: Can special cancel, super cancel, ex cancel, focus cancel out of this attack
    Jumping middle kick: Hitbox increased to cross up much more consistently
    6+Middle Punch: Disadvantage after block reduced (-5F->-4F)
    6+Middle Punch: Disadvantage after hit reduced (-2->0)
    Airthrow: Damage increased (140->150)
    Light/Medium/Hard Oil Rocket (unoiled): Throw distance increased (0.97->1.05)
    EX Oil Rocket (unoiled): Throw distance increased (0.97->1.2)

    Ibuki

    Guard: El Fuerte bug that resulted her in not being able to block his 6+MK has been fixed
    Crouching light punch: Start up increased (4F->3F)
    Target Combo 4: Hitbox extended downward on second hit to hit crouching opponents more consistently
    Hammer Kick: Hitbox extended downward to hit crouching opponents more consistently
    Hammer Kick: Advantage on block reduced (3F->2F)
    Backhand Punch: Second hit can be focus canceled with specials, high jump, focus attacks, red focus attacks
    Tsujigoe: Recovery removed
    Light, Medium, Heavy, EX Tsumuji: Hitbox extended downward to hit crouching opponents better
    Medium Tsumuji: Recovery increased (3F->4F)
    EX Kazegiri: Invincibility increased (6F->7F)
    EX Kazegiri: Hitbox increased to hit airborne character more consistently (on frames 2~3)

    Juri

    Close standing light punch: Hitbox increased to hit crouching opponents more consistently
    Close standing medium punch: Feng Shui version has been adjusted to match non Feng Shui version
    Close standing middle kick: Feng Shui version has been adjusted to match non Feng Shui version
    Far standing middle punch: Can cancel into special moves
    Far standing light kick: Start up reduced (5F->4F)
    Far Hard Kick: Feng Shui version has been adjusted to match non Feng Shui version
    Crouching middle kick: Starts up faster (6F->5F)
    Crouching middle kick: Reduced recovery (17F->16F)
    Kasatsuchi (counter): Takes white damage when opponent’s attack is countered
    Light, Medium, Heavy Shikusen: Cannot be performed when jumping backwards
    Shikusen: 2nd and 3rd attack hitboxes have been adjusted to hit more consistently
    EX Shikusen: Follow up attacks only come out if K button are pressed
    EX Shikusen: Attack trajectory effected by which two buttons are pressed to perform the attack (LK+MK = close, MK+HK = Middle, LK+HK = far)
    EX Fuhaijin: MK+HK version can now hit crouching opponents
    EX Fuhaijin: LK+HK version damage has been increased (50*50->60*60)
    EX Senpusha: Invincibility increased (1F~6F->1F~7F)
    EX Senpusha: Disadvantage after guard increased (-14F->-15F)
    Feng Shui Engine: Invincibility on start up reduced (4F->2F)
    Kaisen Dankairaku: Hitbox has been extended horizontally and vertically to increase ability to hit the opponent from further out

    Ken

    Movement: Walkspeed has been increased
    Close standing medium kick: Hitbox has been adjusted downward to hit crouching opponents more consistently
    Crouching heavy kick: Starts up faster (8F->7F)
    Thunder Kick: Disadvantage after hit reduced (-1F->0)
    Light, Medium, Heavy Hadouken: Damage increased (60->70)
    EX Hadouken: Damage increased (50*40->50*50)
    Medium Shoryuken: The first hit now launches the opponent
    Heavy Shoryuken: Can only focus cancel the attack on the first hit when blocked and first or second hit when it hits
    EX Air Tatsumaki: Trajectory changed when used on the way up
    Shinryuken: Damage increased (330->390) for the non animation version
    Guren Senpukyaku: Forward movement during the first frames of the attack increased
    Light/Medium/Heavy Shoryuken: Disadvantage on guard after a focus dash cancel forward increased (-5F on block)

    Makoto

    Forward throw: Throw range increased (0.9->0.95)
    Back throw: Throw range decreased (0.9->0.85)
    Standing hard punch: Hit stun increased on crouching opponents to match hit stun on standing opponents
    Crouching heavy kick: Stun damage increased (100->200)
    Jumping middle kick: Hitbox increased to increase cross up ability
    Light/Medium/Heavy Karakusa: increased recovery when it misses (4 frames added)
    EX Fukiage: Can now hit standing opponents
    EX Fukiage: Now jump cancellable
    EX Fukiage: Damage decreased (120->80)
    EX Fukiage: Stun damage decreased (200->100)
    Light Tsurugi: Disadvantage after block increased (increased by 1F)
    Medium Tsurugi: Disadvantage after block increased (increased by 1F)
    Seichusen Godzansuki: Damage decreased (480->440)
    Abare Tosanami: Projectile invincibility added

    M.Bison

    Stand middle punch: Starts up faster (8F->6F)
    Stand middle punch: Now special, super, ex focus attack cancellable
    Crouching heavy punch: Starts up faster (12F->10F)
    Hell Attack: Follow up attacks now combo once this connects
    Bison Teleport: Recovery increased (42F->47F)
    Light Knee Press: Disadvantage on block increased (0F->-1F)
    Light Knee Press: Damage increased (60*30->60*40)
    Medium Knee Press: Damage increased (60*50->60*60)
    Heavy Knee Press: Damage increased (70*60->70*70)
    EX Knee Press: Damage increased (70*70->70*80)
    EX Knee Press: Projectile invincibility extended (1F~12F->1F~19F)
    Head Press: Starts up faster (22F->20F)
    EX Devil’s Reverse: Comes down from the sky faster
    Light/Medium/Heavy Psycho Crusher: Will hit opponents who are in a float state
    EX Psycho Crusher: Damage reduced (75*75->75*60)
    Psycho Punisher: Damage reduced (450->420)
    Psycho Punisher: Charge time reduced (55F->40F)

    Oni

    Crouching heavy kick: Starts up faster (9F->8F)
    Crouching heavy kick: recovers faster (24F->23F)
    6+MK: Attack comes out faster. (Startup changed 13F->11F)
    Focus attack: Hitbox extended to the tip of his fingers
    Light Gouhadou: recovers faster (54F->52F)
    Medium Gouhadou: recovers faster (61F->59F)
    Heavy Gouhadou: recovers faster (69F->67F)
    Light Sekisei: Disadvantage after block reduced (-7F->-6F)
    Medium Sekisei: Disadvantage after block reduced (-6F->-4F)
    Medium Sekisei: Removed invincibility frame
    Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first or second hit when opponent is hit
    Light/Medium/Heavy/EX Goushoryu: Focus attack cancel possible on first hit when opponent blocks
    Heavy Goushoryu: Full and hit invincibility reduced (1F~8F->1~5F and 9~10F->6~7F)
    Light Rankan: Damage reduced (120->110)
    Light Rankan: Stun reduced (150->130)
    EX Rankan: Disadvantage after block reduced (-10F->-9F)
    Heavy and EX Rankan: Hurtbox before the attack becomes active has been shrunk
    Meido Gohadou: Damage increased on non animation version (350->375)
    Meido Gohadou (ground): Starts up faster (11F->9F)
    Meido Gohadou (air): Starts up faster (14F->11F)
    Tenchi Sokaigen: command change (41236×2+PPP->63214×2+PPP)
    Light/Medium/Heavy Goshoryu: Disadvantage on guard after a focus dash cancel forward increased (-5F on block)

    Rose

    Movement: Forward dash recovery reduced (21F->20F)
    Close middle kick: Hitbox extended downward to hit crouching opponents more consistently
    Crouching light punch: Damage increased (20->30)
    Crouching light kick: Damage increased (30->40)
    Crouching middle punch: Damage increased (60->70)
    Light Soul Spiral: Forward movement increased
    Light/Medium/Heavy Soul Spiral: Damage increased (100->110)
    EX Soul Spiral: Damage increased (120->130)
    EX Soul Spiral: Stun damage increased (100->200)
    EX Soul Spiral: Hit invincibility increased (11F->13F)
    EX Soul Spiral: Can now be thrown
    Medium Soul Spark: Recovers faster (22F->20F)
    Heavy Soul Spark: Recovers faster (29F->27F)
    Illusion Spark: Starts up faster (12F->10F)
    Soul Satellite: Command change (214×2+PPP->214×2+KKK)
    Soul Satellite: Recovery increased (2F->4F)

    Rufus

    Forward Throw: Damage reduced (150->135)
    Far standing middle punch: Now special, super, ex focus/red focus cancellable
    Far standing middle kick: active longer (1F->2F)
    Target Combo: Disadvantage on block increased (-5F->-8F)
    EX Messiah Kick: Second hit adjusted to hit crouching opponents more consistently
    EX Messiah Kick: Invincibility reduced (16F->13F)
    Light Messiah Kick: Can hit opponents in float state
    Messiah Kick Medium follow up: Recovery increased (19F->22F)
    Messiah Kick Heavy follow up: Recovery increased (17F->19F)
    Spectacle Romance: Hitbox on the 2nd attack expanded
    Space Opera Symphony: Damage reduced (460->420)
    Big Bang Typhoon: Damage reduced (420->360)
    Big Bang Typhoon: Ultra locks on to airborne opponents resulting in full hits

    Ryu

    Crouching medium kick: Decreased disadvantage on block (-3F->-2F)
    Jump forward/back middle punch: Can be cancelled into an air Tatsumaki
    Air Tatsumaki: Will always combo after jumping medium punch
    EX Air Tatsumaki: Hitbox and vacuum effect adjusted to increase consistency
    Light/Medium Shoryuken: Disadvantage after focus cancel forward dash on block increased (-5F on block)
    Shin Shoryuken: Invincibility increased (8F->9F)
    Shin Shoryuken: Plays full animation if connected after an EX Shoryuken FADC cancel

    Sagat

    Close standing light kick: 2nd hit is special, ex focus/red focus, super cancellable
    Tiger Knee: First hit causes crouching opponents to stand when it hits
    EX Tiger Knee: Disadvantage on guard reduced (-1F->0F)
    Tiger Destruction: No longer switches sides when performed in the corner
    Tiger Destruction: Distance traveled decreased
    Tiger Destruction: Damage decreased against airborne opponents (395->340)
    Tiger Cannon: Hits opponents more times when used in a combo against airborne opponents
    Tiger Cannon: Damage reduced against airborne opponents (384->309)
    Light/Medium/Heavy Tiger Uppercut: Disadvantage on block after focus cancel dash forward increased (-5 on block). Angry scar version also affected

    Sakura:

    Far standing middle punch: Hitbox extended at the tip of her fist
    Forward/backward jumping hard punch: Hurtbox extended under her hands so that opponents can anti-air her more consistently
    Light/Medium/Heavy/EX Shunpukyaku: Trajectory of the attack changed when used on the way up
    EX Shunpukyaku: Advantage after guard decreased (+4->+2)
    EX Shunpukyaku: Hitbox has been increased to hit crouching opponents more consistently
    Shououken (all versions): Hitbox extended to hit from further away
    EX Sakura Otoshi: Starts up faster (14F->11F)
    Shinkuu Hadoken: Hitbox behind her has been reduced

    Seth

    Wall Jump: Distance travelled reduced slightly
    Far standing hard punch: Disadvantage on hit reduced (11F->-5F)
    Far standing hard punch: Disadvantage on guard reduced (-15F->8F)
    Forward/backward jumping middle kick: crosses opponents up
    Forward/backward heavy kick: no longer cross opponents up
    Yosokyaku: Attack is active longer 3F->4F
    Dive Kick: Hurt box increased slightly
    Medium Hundred Kicks: Stun reduced (150->100)
    Heavy Hundred Kicks: Stun reduced (200->150)
    Light/Medium/Heavy/EX Piledriver: Stun reduced (200->150)
    Light Shoryuken: Cannot focus cancel after the first hit if the opponent blocks the attack
    Medium/Heavy Shoryuken: Invincibility reduced (7F->5F)
    Medium/Heavy Shoryuken: Cannot focus cancel after the first hit if the opponent blocks the attack
    Light/Medium/Heavy Shoryuken: : Disadvantage on guard after a focus dash cancel forward increased (-5F on block)
    Light/ Medium/ Heavy Tandem Engine: Can no longer be cancelled into from regular attacks
    Tandem Stream: Recovers faster (66F->55F)
    Tandem Typhoon: Can connect more hits against airborne opponents in a combo
    Tandem Typhoon: Disadvantage after blocking reduced (89->70F)

    T.Hawk

    Movement: T.Hawk walks faster
    Close standing middle punch: Pushback on hit and guard reduced
    Far standing hard kick: Hurtbox on his leg has been increased
    Far standing hard kick: Disadvantage on guard reduced (-7F->-5F)
    Crouching middle kick: Special, super, ex focus/ex red focus cancellable
    Thrust Peak: Command changed (3+LP->4+LP)
    Condor Spire: Command changed (421+P->623+K)
    Light Condor Spire: Disadvantage on hit reduced (-5F->-2F)
    Light Condor Spire: Starts up faster (20F->11F)
    Medium Condor Spire: Starts up faster (20F->14F)
    EX Condor Spire: Travels further distance
    Light Tomahawk Buster: Starts up faster (5F->4F)
    EX Tomahawk Buster: Can be focus cancelled
    Light Mexican Typhoon: Throw range increased (1.5->1.55)
    Raging Slash: Command change (63214×2+PPP->63214×2+KKK)
    Raging Slash: Hitbox above his head has been increased

    Vega

    Mask pick up: Mask must be picked up with 2+PP
    Crouching heavy punch: Attack is active longer (2F->4F)
    EX Rolling Crystal Flash: Advantage on hit reduced (4F->2F)
    Bloody High Claw: Hitbox extended on the top of the attack
    Splendid Claw: Starts up faster (8F->7F)
    Super Barcelona Drop: Hits on the way up
    Super Barcelona Drop: Damage has been reduced (100*100*200->100*100*100)
    Super Barcelona Drop: Gauge is lost when the super is inputted

    Yang

    Movement: Yang walks faster
    Close/Far standing light kick: Starts up faster (5F->4F)
    Close stand middle kick: Hitbox increased to hit crouching opponents more consistently
    Far stand middle punch: Can be special, super, focus cancelled
    Crouching light kick: damage increased (20->30)
    Forward/back jumping middle kick: crosses up more consistently
    Light/Medium Mantis Slash: Damage increased on third hit (60->65)
    Heavy Mantis Slash: Damage increased on third hit (60->70)
    Light Kick Senkyutai: Hitstop increased on first hit only (8F->12F)
    Light /Medium/Heavy/EX Command grab: Does one point of damage
    Tenshin Senkyutai: Starts up faster (7F->6F)

    Yun

    Crouching middle punch: damage increased (50->60)
    Standing middle punch: damage increased (50->60)
    Light/Medium/Heavy/EX Command grab: Does one point of damage
    Command grab: Throw distance decreased (1.1->1.0)
    EX Command grab: Throw distance decreased (1.3->1.2)
    Heavy Nishikyaku: Invincibility removed

    Zangief

    Close standing light kick: Special, focus/red focus cancellable
    Far standing middle punch: Can be hit before attack comes out
    Far standing middle punch: Hurtbox extended
    Far standing middle kick: Disadvantage after hit reduced (-7F->-3F)
    Far standing middle kick: Disadvantage after block reduced (-10F->-7F)
    Forward/back jumping heavy punch: Hurtbox increased to allow opponents ability to anti air Zangief
    Light Screw Pile Driver: Throw distance decreased (1.75->1.7)
    Light Banishing Flat: Disadvantage on hit reduced (-5F->-2F)
    Medium/Heavy Banishing Flat: Disadvantage on block reduced (reduced by 2F)
    Light/Medium/Heavy Banishing Flat: Starts up faster (each version by 2F)
    EX Banishing Flat: Starts up slower (13F->16F)
     

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  8.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries
    Nuevo vídeo:

    Soul Calibur Lost Swords - Launch Trailer


    Se trata del trailer de lanzamiento del juego, este es un juego free-to-play disponible solo para PlayStation 3
     
    • Me gusta Me gusta x 1
  9.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries

    Archivos adjuntos:

  10.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries
    Nuevas imágenes:


    Este juego ya tiene fecha de lanzamiento, en norteamerica el día 18 de este mes para PS3 y PS4, el precio será de 14.99 dolares y las versiones de Xbox 360, Xbox One y PC el 19. El juego tendrá su salida en Europa el día 21 de este mes en todas las consolas.

    También habrá nuevos vestuarios para el personaje.
     

    Archivos adjuntos:

    • Me gusta Me gusta x 1
  11.  
    jadackis

    jadackis Cemzoonita

    Sagitario
    ChildOfLightBanner.jpg
    Ubisoft revelo cual iba a ser el juego que con tanto esmero tenia guardado, su nombre Child of Light, mezcla el estilo mas plataformero y el rpg haciendo de este juego uno de los mas esperados para el 2014. Este nuevo rpg saldrá para PC, PlayStation 3, PlayStation 4, Wii U, Xbox 360 y Xbox One durante este 2014.


    Juego clásico basado en combates por turnos, +600 combinaciones de crafteo, un mundo bastante amplio para explorar, +200 skills para desbloquear y un sin fin de cositas que habrá que descubrir. Se especula que su precio rondará los 15€, lo digo para aquellos que lo quieran tener original ya que será una virguería de juego.
     
    • Me gusta Me gusta x 2
  12.  
    Tasobeats

    Tasobeats CemZoonita Tribu Cooz Mercenarios de CZ

    Piscis
    se ve interesante pero honestamente no me llama tanto la atencion como para comprarmleo a pesar de ke me gusten los RPG, amenos de ke me sobre mucho dinero xD
     
  13.  
    The Rogue

    The Rogue CemZoonita Mercenarios de CZ Critico

    Escorpión
    cada que ves que esucho JRPG pienso en algo estilo KH(No pregunten porque simplemente es lo primero en venir a mi mente) y por alguna razonme hace sentir viejo :viejo:
    No me llama mucho la antencion, pero si hay oportunindad y no hay nada mejor que elegir, lo comprare! xD
     
    Última edición: 9 Febrero 2014
  14.  
    Okita

    Okita Estudiante escuela de edición

    Piscis
    Si tuviera una pc buena para jugarlo, lo compraría, se ve genial, bah al menos a mi me encantan los rpgs y bueno el diseño de este me parece bonito
     
    • Me gusta Me gusta x 1
  15.  
    RPG MASTER

    RPG MASTER Cemzoonita

    Leo
    saldrá en formato fisico ?
     
  16.  
    Anu

    Anu Cemzoonita

    Sagitario
    Muy interesante, le dan un aspecto artístico diferente a los rpg!. Nos dio una sorpresa Ubisoft.
     
  17.  
    jadackis

    jadackis Cemzoonita

    Sagitario
    De momento no tengo noticias de ello, si me entero de algo lo añado al primer post ;)

    Solo por el simple hecho de estar diseñado/dibujado a mano, hay que jugarlo. Quizás pueda parecer algo infantil o simple..me refiero al juego..pero a falta de rpgs actuales que valgan la pena, creo que es una buena opción.
     
  18.  
    Okita

    Okita Estudiante escuela de edición

    Piscis
    A mi me pareció adorable y tierno pero habría que verlo completo jugarlo para dar un juicio así :D
     
  19.  
    jadackis

    jadackis Cemzoonita

    Sagitario
    No me suelo equivocar y este juego tiene una pintaza tremenda para lo simple que parece xD
     
    • Me gusta Me gusta x 1
  20.  
    Okita

    Okita Estudiante escuela de edición

    Piscis
    De hecho me puse a mirar imagenes ahora y para ser a mano está pero lindisimo

    [​IMG]

    [​IMG]

    [​IMG]

    [​IMG]

    Así que la prota se llama Aurora xD

    [​IMG]

    [​IMG]

    [​IMG]
     
  21.  
    Tasobeats

    Tasobeats CemZoonita Tribu Cooz Mercenarios de CZ

    Piscis
    nuevo trailer en donde se muestran a los villanos(Freeza,Madara,Aizen,Toguro,Shishio y Akainu) junto a Kenshiro y Raoh :D
     
  22.  
    The Rogue

    The Rogue CemZoonita Mercenarios de CZ Critico

    Escorpión
    Para mi falta un malo de KHR(Byakuran o Xanxus...o Mukuro xD) y un malo de Beelzebub...ccomo el jefe de los pilares(Creo que se llamaba Behemot) o Fuji y su Satanas xD
     
  23.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries
    Nuevo vídeo:

    BlazBlue: Chrono Phantasma Teaser Trailer
     
    • Me gusta Me gusta x 1
  24.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries
    Nuevas noticias de este juego:

    En este juego se permitirá subir partidas a Youtube y el quinto personaje será revelado en Marzo. A parte de eso, el productor Yoshinori Ono ha dicho que es un personaje que a muchos no le gustará al principio y de las millones de sugerencias que los fans proponen solo 4 han acertado quién es la nueva luchadora.

    También se ha estado especulando que podría haber una versión para PlayStation 4 de este juego por lo que se vio en una imagen que Ono publico en su Twitter.
     

    Archivos adjuntos:

  25. bueno pues hoy viendo por alli por face y todo eso xD confirman a Arale, Bobobo, Kusuo Saiki y Luckyman
    Shoyo Hinata de Haikyu!! será personaje de apoyo

    [​IMG]
     
    • Me gusta Me gusta x 1
  26.  
    Kuroki Tomoko

    Kuroki Tomoko Cemzoonita

    Capricornio
    Lastima que seguramente este juego no salga en europa(ni saldra de japon) y no podre tenerlo y jugarlo pero yo lo compraria solo por Arale,amo esa niña robot y es de mis animes mas amados :c deberian meterla mas a menudo en juegos de dragon ball que si que llegan a europa (algunos,no todos)
     
  27.  
    Fredi-Kun

    Fredi-Kun Creador del tema Cemzoonita

    Aries

    Archivos adjuntos:

    • Me gusta Me gusta x 1
  28.  
    The Rogue

    The Rogue CemZoonita Mercenarios de CZ Critico

    Escorpión
    No creo que Bandai y Sony desperdicien todo lo que podrian ganar con este juego
     
  29.  
    Tasobeats

    Tasobeats CemZoonita Tribu Cooz Mercenarios de CZ

    Piscis
    paso a Bobobo y a Arale pero creo no se ke decir de Luckyman y el de pelo rosa...
    mejor hubieran puesto a personajes de series mas famosas como Kinnikuman,Yugi,Train(Black Cat) o Yoh(Shaman King)
    ojala ke en la sigiente revelaciion pongan almenos a uno o 2 de ellos
    en cuanto a villanos...podrian poner a Saga(Saint Seiya),Creed(Black Cat),Dio(Jojo),Super Phoenix(Kinnikuman) o como dijeron arriba, alguno de Reborn como Xanxus o Mukuro jeje
     
  30. la verdad quien sabe, el repertorio que hay es muy bueno :3 la verdad que deseos de probar a luffy o Tsuna xD....pero es cierto que hay otros grandes que se andan quedando fuera y no solo buenos chicos :3
     

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