SmashWiki:12TP/Smash Bros. DOJO!! 04: Difference between revisions
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{{SW1226Header|http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/Lv04.html}} | {{SW1226Header|http://www.nintendo.co.jp/n01/n64/software/nus_p_nalj/smash/Lv04.html}} | ||
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<span style=" | <span style="font-size:0.625em;color:#7f7f7f">{{TranslationQuality|[Advanced-intermediate]|[五級]|0.2}}</span> | ||
[[File:SmashBrosSymbol. | <div style="text-align:center">[[File:SmashBrosSymbol.svg|64px]] | ||
< | <span style="font-size:2.0em">'''{{rollover|Smash Bros. DOJO!! 16-20|スマブラ拳!! 其の十六~二十}}'''</span> | ||
< | <span style="font-size:0.825em">- {{rollover|Taunting|アピール}} -<br> | ||
- {{TranslationQuality|Use directional attacks!|上ベクトル攻撃をつかえ!|0.25}} -<br> | |||
- {{ | - {{TranslationQuality|Use directional influence!|上ベクトル攻撃をかわせ!|0.55}} -<br> | ||
- {{rollover| | - {{rollover|Breakfall|受け身}} -<br> | ||
- {{ | - {{TranslationQuality|Weakening challengers|弱まるチャレンジャー|0.9}} - | ||
</ | </span></div> | ||
---- | ---- | ||
'''{{rollover|#16|其の十六}} < | '''{{rollover|#16|其の十六}} <span style="font-size:0.825em;color:#7f3f3f">[{{rollover|Controls|操作}}]</span> <span style="font-size:1.5em">{{rollover|Taunting|アピール}}</span>''' | ||
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<span style="color:#af0000">'''{{rollover|When you press the difficult-to-press L button, your character will taunt.|押しにくい位置のLボタンを押すと、キャラがアピールする。}}'''</span><br> | |||
{{TranslationQuality|While it has no effect, during the time after defeating an opponent,|なにも効果がないが、相手をやっつけた直後など、余裕を|0.45}}<br> | |||
{{rollover|I like to use it to show off.|見せつけるために使っていきたい。}} | |||
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{{TranslationQuality|You don't have to use the taunt button to taunt,|・・・が、アピールはアピールボタンによるものだけでなく、|0.65}}<br> | |||
{{TranslationQuality|it can also be done with well-timed tricks that are otherwise meaningless.|全く意味のないタイミングでめだつワザをすることでも表現できる。|0.4}} | |||
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{{rollover|Wind up your opponent?|相手をおちょくる?}} {{TranslationQuality|You can afford if if there's evidence you are improving.|相手をおちょくる?余裕ができるのは、上達している証拠。|0.1}} | |||
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[[File:SingSSB.gif|160x120px|class=ssb64-site-img-4px]] | |||
<span style="font-size:0.825em;color:#420000">▲{{TranslationQuality|What a great show going on around here.|このへんのワザなんかいいですねぇ。|0.2}}</span></div> | |||
<div align=right><span style="font-size:1.125em">'''▲'''</span></div> | |||
---- | ---- | ||
'''{{rollover|#17|其の十七}} <font size="-1" color="# | '''{{rollover|#17|其の十七}} <span style="font-size:0.825em;color:#3f3f8a">[{{rollover|Tactics|戦術}}]</span> <span style="font-size:1.5em">{{TranslationQuality|Use directional attacks!|上ベクトル攻撃をつかえ!|0.25}}</span>''' | ||
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<span style="color:#af0000">{{TranslationQuality|Every attack has a direction (vector) for its knockback.|各ワザにはふっとばしの方向(ベクトル)が定められている。|0.55}}</span> | |||
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{{TranslationQuality|Then, using mainly strong attacks, such as smash attacks or aerial attacks,|そして、おもに強攻撃上やスマッシュ攻撃上、空中攻撃上などで、|0.1}}<br> | |||
'''<span style="color:#af0000">{{TranslationQuality|there is a trick to striking your opponent.|相手を上にふきとばすワザがある。|0.0}}</span>''' | |||
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{{rollover|With good usage of these, it becomes easy to pursuit.|これらをうまく使うと、追撃しやすい状態になる。}} | |||
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{{rollover|If you make a strong horizontal hit, following up can be|横におおきくふきとばしたりすると、その後のワザを当てるのは}}<br> | |||
{{rollover|difficult. However,|難しい。しかし、}}<br> | |||
<span style="color:#0000af">{{rollover|you can juggle the opponent if you hit them vertically,|上方向なら相手をお手玉のようにかちあげたり、}}<br> | |||
{{TranslationQuality|if you follow up with a jump, or an upwards item throw|ジャンプして追撃したり、アイテムを真上に投げつけたりと|0.8}}<br> | |||
{{TranslationQuality|or other possibilities.|いろいろできる。|0.7}}</span> | |||
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{{rollover|However, unlike other fighting games, a sequence of attacks|ただし、他の格闘ゲームのように、コマンド、ワザの順番を}}<br> | |||
{{TranslationQuality|can't be assumed to be a memorizble easy combo.|おぼえるだけのイージーな連続ワザは通用しない。|0.8}}<br> | |||
{{rollover|Because of how knockback is based on the opponent's damage,|相手の持つ蓄積ダメージでふっとび方がちがうので、}}<br> | |||
{{rollover|you must '''improvise''' according to the situation.|その状況に応じたアドリブ性が必要になるのだ。}} | |||
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[[File:Fox Up Tilt Image SSB64.gif|90x130px|class=ssb64-site-img-4px]] | |||
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[[File:Fox Up Smash Image SSB64.gif|90x130px|class=ssb64-site-img-4px]] | |||
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<div style="text-align:center"><span style="font-size:0.825em;color:#420000">▲{{rollover|Weak attacks|小さい攻撃で}}<br> | |||
{{rollover|are good for juggling.|お手玉もよし。}}</span></div> | |||
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<div style="text-align:center"><span style="font-size:0.825em;color:#420000">▲{{rollover|Strong attacks|大きい攻撃で}}<br> | |||
{{rollover|are good for knock-offs.|ふきとばしもよし。}}</span></div> | |||
|} | |||
<div align=right><span style="font-size:1.125em">'''▲'''</span></div> | |||
---- | ---- | ||
<b>{{rollover|#18|其の十八}} <span style="font-size:0.825em;color:#3f3f8a">[{{rollover|Tactics|戦術}}]</span> <span style="font-size:1.5em">{{TranslationQuality|Use directional influence!|上ベクトル攻撃をかわせ!|0.55}}</span></b> | |||
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{{TranslationQuality|You don't want to be juggled. There is a way to avoid it.|やはりお手玉はコワい。なのでふせぐ手だても考えなければ。|0.45}} | |||
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{{TranslationQuality|Though it has minor drawbacks, the best way is to '''double jump'''.|デメリットに目をつぶれば、いちばん有効なのは空中ジャンプ。|0.55}}<br> | |||
{{rollover|This is because if you are in range of the enemy, you can bait them into missing their attack.|敵との距離をはなすことで、相手のワザのからぶりを誘えるからである。}} | |||
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{{rollover|'''Some special moves, simply moving sideways, and some attacks'''|その他、一部の上必殺ワザ、単純な横移動、一部の攻撃なども}}<br> | |||
{{rollover|are other options.|有効な場合がある。}} | |||
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{{TranslationQuality|Even if you get hit, despite your efforts|それでも攻撃がつながっているために、いかに抵抗しても確実に|0.1}}<br> | |||
{{TranslationQuality|and you wish to learn the timing for the future,|ヒットしてしまうようなタイミングはあるわけだけれど、それを|0.1}}<br> | |||
{{TranslationQuality|use training mode.|おおまかにでも知るには、トレーニングモードをつかおう。|0.1}} | |||
|} | |||
<div style="text-align:center"> | |||
[[File:DK Combo Counter SSB64.gif|160x120px|class=ssb64-site-img-4px]] | |||
<span style="font-size:0.825em;color:#3f0000">▲{{rollover|The counter named "COMBO"|この「COMBO」と書いてある部分がつながっ}}<br>{{rollover|displays the number of unavoidable continuous attacks.|ている(つまり避けられない)連続攻撃数。}}<br>{{rollover|However, even these "unavoidable" attacks|ただ、つながっているから絶対回避不可、}}<br>{{rollover|are not necessarily so.|というわけでもない。}}</span></div> | |||
<div align=right><span style="font-size:1.125em">'''▲'''</span></div> | |||
---- | ---- | ||
'''{{rollover|# | <b>{{rollover|#19|其の十九}} <span style="font-size:0.825em;color:#7f3f3f">[{{rollover|Controls|操作}}]</span> <span style="font-size:1.5em">{{rollover|Breakfall|受け身}}</span></b> | ||
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{{rollover|If you about to hit the ground after behing hit by an attack,|攻撃を受けてふつうに地面に落ちると倒れてしまうが、}}<br> | |||
<span style="color:#af0000">'''{{rollover|you can perform a breakfall by pressing the Z button just before landing.|直前にZボタンを押しつづけることで受け身を取ることができる。}}'''</span> | |||
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{{rollover|Tilt the stick left or right to do a '''forward breakfall''' and '''backward breakfall''',|スティックを左右に倒し、前方受け身や後方受け身を使って、}}<br> | |||
{{rollover|to quickly roll away!|追いうちをさけるのだ!}} | |||
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[[File:DK Hand Slap Jigglypuff Ceiling Hit SSB64.gif|100x100px|class=ssb64-site-img-4px]] | |||
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[[File:DK Jigglypuff Tech SSB64.gif|100x100px|class=ssb64-site-img-4px]] | |||
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[[File:DK Jigglypuff Roll SSB64.gif|100x100px|class=ssb64-site-img-4px]] | |||
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<div style="text-align:center"><span style="font-size:0.825em;color:#420000">▲{{TranslationQuality|It's this person's POV.|このひとハメだよ。|0.2}}<br> | |||
{{TranslationQuality|I'm not doing brilliantly.|やってらんないよ。|0.05}}</span></div> | |||
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<div style="text-align:center"><span style="font-size:0.825em;color:#420000">▲{{TranslationQuality|What a fool.|なんちて。|0.0}}</span></div> | |||
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<div style="text-align:center"><span style="font-size:0.825em;color:#420000">▲{{TranslationQuality|What a graceful fall.|なんちって。|0.0}}<br> | |||
{{TranslationQuality|What a graceful fall.|なんちって。|0.0}}</span></div> | |||
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<div align=right><span style="font-size:1.125em">'''▲'''</span></div> | |||
---- | |||
<b>{{rollover|#20|其の二十}} <span style="font-size:0.825em;color:#632863">[{{rollover|1P|1P}}]</span> <span style="font-size:1.5em">{{TranslationQuality|Weakening challengers|弱まるチャレンジャー|0.9}}</span></b> | |||
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{{rollover|A challenger approaches. You can use him as a character if you win,|挑みくる隠れキャラ。勝てばプレイヤーとして使えるようになるが、}}<br> | |||
{{TranslationQuality|but you only get one chance if you lose.|負けたらそれまでの1発勝負。|0.35}} | |||
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{{rollover|{{#if:1|That said, <span style="color:#af0000">'''if you lose to a hidden character,'''</span>}}|しかし、実は隠れキャラに負けた場合、}}<br> | |||
<span style="color:#af0000">'''{{rollover|its CP level is lowered by 2, making it weaker.|そのCPレベルが2段階下がり、弱くなっていく。}}'''</span><br> | |||
{{TranslationQuality|Of course, you should not lose just to fight a weaker opponent.|もちろん、負ければ負けるほど弱まっていく。|0.1}} | |||
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{{rollover|So, you should do your best and not give up.|なので、あきらめないでがんばるのがいちばん。}} | |||
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<div style="text-align:center"> | |||
[[File:Ness Approaching SSB64.gif|120x160px|class=ssb64-site-img-4px]] | |||
<span style="font-size:0.825em;color:#420000">▲{{TranslationQuality|This guy. This guy I am doing wrong.|こいつだ。こいつがいけないんだ。|0.1}}</span></div> | |||
<div align=right><span style="font-size:1.125em">'''▲'''</span></div> | |||
<div style="text-align:center"> | |||
---- | ---- | ||
''' | <span style="background:#000000;padding-left:5px;padding-right:5px;border-radius:4px;">'''[[SmashWiki:12TP/Smash Bros. DOJO!! 03|<span style="color:#ffffff">◀◀ PREV</span>]]'''</span> <span style="background:#000000;padding-left:5px;padding-right:5px;border-radius:4px;">'''[[SmashWiki:12TP/Home|<span style="color:#ffffff">HOME</span>]]'''</span> <span style="background:#000000;padding-left:5px;padding-right:5px;border-radius:4px;">'''[[SmashWiki:12TP/Smash Bros. DOJO!! 05|<span style="color:#ffffff">NEXT ▶▶</span>]]'''</span> | ||
</div> |
Latest revision as of 13:26, February 10, 2021
[Advanced-intermediate]
Smash Bros. DOJO!! 16-20
- Taunting -
- Use directional attacks! -
- Use directional influence! -
- Breakfall -
- Weakening challengers -
#16 [Controls] Taunting
When you press the difficult-to-press L button, your character will taunt. |
You don't have to use the taunt button to taunt, |
Wind up your opponent? You can afford if if there's evidence you are improving. |
#17 [Tactics] Use directional attacks!
Every attack has a direction (vector) for its knockback. |
Then, using mainly strong attacks, such as smash attacks or aerial attacks, |
With good usage of these, it becomes easy to pursuit. |
If you make a strong horizontal hit, following up can be |
However, unlike other fighting games, a sequence of attacks |
▲Weak attacks
are good for juggling. |
▲Strong attacks
are good for knock-offs. |
#18 [Tactics] Use directional influence!
You don't want to be juggled. There is a way to avoid it. |
Though it has minor drawbacks, the best way is to double jump. |
Some special moves, simply moving sideways, and some attacks |
Even if you get hit, despite your efforts |
displays the number of unavoidable continuous attacks.
However, even these "unavoidable" attacks
are not necessarily so.
#19 [Controls] Breakfall
If you about to hit the ground after behing hit by an attack, |
Tilt the stick left or right to do a forward breakfall and backward breakfall, |
▲It's this person's POV.
I'm not doing brilliantly. |
▲What a fool.
|
▲What a graceful fall.
What a graceful fall. |
#20 [1P] Weakening challengers
A challenger approaches. You can use him as a character if you win, |
That said, if you lose to a hidden character, |
So, you should do your best and not give up. |