
202506 Ver. 202506 版本
RYU
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Adjustment Summary 调整概要
Ryu's adjustment are aimed at tweaking his situation after a special move connects and improving the abilities of his attacks after using Denjin Charge.
本次隆的调整旨在优化必杀技命中后的战局掌控力,并强化电刃充电状态下的攻击性能。
By improving Ryu's situation after hitting with Heavy Shoryuken or Super Art level 3, we're looking to achieve a balance between Ryu's traditional high damage and continuing his offense, which we hope will increase the expected amount of damage he can dish out in a single interaction.
通过提升重升龙拳与三级超级必杀技命中后的优势,我们力求在保持隆传统高伤害特性的同时,强化其进攻连贯性。此举有望显著提升他在单次攻防回合中的预期伤害输出。
While Ryu can continue on the offense after a big hit, Denjin Charge requires him to temporarily stop his offensive, so we looked to improve his boosted attacks in general to make it worth charging. This is especially true for Super Art level 1 and level 2, which will give him situations and combo damage previously unattainable. Ryu players will now see better rewards when using these techniques as they require two separate resources (Super Art and Denjin stock)
尽管隆在重击后能持续进攻,但电刃蓄力会迫使他暂时中断攻势。因此我们全面强化了他的强化攻击性能,使其蓄力价值得到提升。尤其是一级与二级超级必杀技,现在能创造以往无法实现的战局衔接与连段伤害。隆的使用者如今运用这些技术时将获得更丰厚的回报——毕竟它们需要消耗超级必杀技与电刃层数这两种独立资源。
本次隆的调整旨在优化必杀技命中后的战局掌控力,并强化电刃充电状态下的攻击性能。
By improving Ryu's situation after hitting with Heavy Shoryuken or Super Art level 3, we're looking to achieve a balance between Ryu's traditional high damage and continuing his offense, which we hope will increase the expected amount of damage he can dish out in a single interaction.
通过提升重升龙拳与三级超级必杀技命中后的优势,我们力求在保持隆传统高伤害特性的同时,强化其进攻连贯性。此举有望显著提升他在单次攻防回合中的预期伤害输出。
While Ryu can continue on the offense after a big hit, Denjin Charge requires him to temporarily stop his offensive, so we looked to improve his boosted attacks in general to make it worth charging. This is especially true for Super Art level 1 and level 2, which will give him situations and combo damage previously unattainable. Ryu players will now see better rewards when using these techniques as they require two separate resources (Super Art and Denjin stock)
尽管隆在重击后能持续进攻,但电刃蓄力会迫使他暂时中断攻势。因此我们全面强化了他的强化攻击性能,使其蓄力价值得到提升。尤其是一级与二级超级必杀技,现在能创造以往无法实现的战局衔接与连段伤害。隆的使用者如今运用这些技术时将获得更丰厚的回报——毕竟它们需要消耗超级必杀技与电刃层数这两种独立资源。
- Changes 变更点
- Category 类别Adjustment Details 调整详情
- Jumping Attacks (Modern Controls)
跳跃中攻击(现代操作模式) - Adjustment 调整内容The following attacks can now be performed while jumping based on whether the Assist button is held:
根据是否按住辅助攻击键,现可在跳跃中发动以下攻击:
Assist Button Not Held: 未按住辅助攻击键:
Light Attack During Jump - Jumping Light Punch
跳跃轻攻击 - 跳轻拳
Medium Attack During Jump - Jumping Medium Punch
跳跃中攻击 - 跳中拳
Heavy Attack During Jump - Jumping Heavy Kick
跳跃重攻击 - 跳重脚
Assist Button Held: 辅助键长按:
Assist Button + Light Attack During Jump - Jumping Light Kick
跳跃中辅助键 + 轻攻击 - 跳跃轻踢
Assist Button + Medium Attack During Jump - Jumping Medium Kick
跳跃中辅助键 + 中攻击 - 跳跃中踢
Assist Button + Heavy Attack During Jump - Jumping Heavy Punch
跳跃中辅助键 + 重攻击 - 跳跃重拳
- Standing Medium Punch 站立中拳
- Adjustment 调整Expanded hurtbox around the body forward from attack startup until the end of recovery.
从招式启动帧开始直至收招硬直结束期间,身体前侧的受击判定范围扩大。
- Crouching Light Kick 蹲轻脚
- Adjustment 调整Advantage on block changed from -3 to -1 frames.
被防帧数优势由-3 帧调整为-1 帧。
- Crouching Medium Punch 蹲中拳
- Adjustment 调整1. Recovery changed from 13 to 15 frames when the attack misses.
1. 攻击未命中时恢复时间由 13 帧改为 15 帧。
2. Hurtbox around the arms disappears on frame 16 instead of frame 15.
2. 手臂受击框消失帧由第 15 帧调整为第 16 帧。
3. Expanded hurtbox around the feet during recovery upward. The hurtbox will also now remain until the end of the technique.
3. 收招上升时脚部受击范围扩大,且该受击框将持续至招式结束。
- Jumping Heavy Kick 跳跃重踢
- Adjustment 调整Attack startup changed from 12 to 10 frames.
攻击启动帧数从 12 帧调整为 10 帧。
- Senpu-kyaku (→ + Heavy Kick)
旋风脚(→ + 重踢) - Adjustment 调整内容Expanded the proximity block hitbox that appears between frames 2-10 of the technique.
扩展了该招式第 2 至第 10 帧之间出现的近身格挡判定框。
- Heavy Shoryuken (→↓↘ + Heavy Punch)
重升龙拳(→↓↘ + 重拳) - Adjustment 调整1. Landing recovery changed from 15 to 12 frames.
1. 落地恢复时间从 15 帧缩短至 12 帧
2. Knockdown time increased by 5 frames when the attack hits on active frames 1-2.
2. 当第 1-2 帧命中时,倒地时间增加 5 帧
- Normal Hadoken (↓↘→ + Punch)
普通波动拳(↓↘→ + 拳键) - Adjustment 调整项1. Recovery on hit changed according to strength.
1. 根据拳键强度调整了击中硬直时间
Light: +1 > +2 轻拳版:+1 帧→+2 帧
Medium: -1 > 0 中等攻击:帧数从-1 调整为 0
Heavy: -3 > -2 重攻击:帧数从-3 调整为-2
2. Damage changed from 600 to 700.
2. 伤害值从 600 提升至 700
- Normal Denjin Charge Hadoken (↓↘→ + Punch)
常规电刃波动拳(↓↘→ + 拳) - Adjustment 调整1. Technique length changed from 42 to 40 frames.
1. 招式持续时间由 42 帧改为 40 帧。
2. Advantage on block changed from -3 to -1 frames.
2. 防御优势由-3 帧改为-1 帧。
3. Damage changed from 800 to 1000.
3. 伤害值由 800 提升至 1000。
- Overdrive Hadoken (↓↘→ + Two Punch)
过载波动拳(↓↘→ + 双拳键) - Adjustment 调整1. Damage changed from 800 to 1000.
1. 伤害值从 800 点提升至 1000 点。
2. Projectile speed increased.
2. 飞行速度提升。
- Overdrive Denji Charge Hadoken (↓↘→ + Two Punches)
超必杀技·电刃波动拳 (↓↘→ + 双拳) - Adjustment 调整说明Damage changed from 1000 to 1200.
伤害值由 1000 调整为 1200
- Overdrive Aerial Tatsumaki Senpu-kyaku (Senpu-kyaku Cancel) (→ + Heavy Kick > ↓↙← + Two Kicks)
超必杀技·空中龙卷旋风脚(旋风脚取消)(→ + 重踢 > ↓↙← + 双踢) - Adjustment 调整项1. Expanded collision pushbox on hit upward.
1. 上调命中时的碰撞判定框范围。
2. Added an additional attack hitbox on the 2nd attack and later that can only hit during a combo, making it easier to hit an opponent at a high elevation.
2. 第二击及后续攻击新增专属连段命中判定框,使攻击位置较高的对手时更易衔接连招。
- SA1 Shunku Hadoken (↓↘→↓↘→ + Punch)
SA1 闪波动拳 (↓↘→↓↘→ + 拳) - Adjustment 调整1. Increased projectile speed.
1. 提升飞行道具速度。
2. Reduced attack hitbox downward on the 1st attack's startup 3rd frame or later that only appears during a combo, and expanded it forward.
2. 缩小连段中首击启动第 3 帧后攻击判定框的向下范围,同时向前扩展判定范围。
The downward reduction is an adjustment made so that if the first attack hits an opponent in the air at a high elevation, it will be more difficult for the opponent to fall through on the 2nd attack or later.
向下范围的调整旨在确保:当首击命中处于较高位置的空中对手时,后续攻击更难因对手下坠而中断连段。
- SA1 Denjin Charge Shinku Hadoken (↓↘→↓↘→ + Punch)
SA1 电刃蓄力真·波动拳 (↓↘→↓↘→ + 拳) - Adjustment 调整1. Doubled projectile speed.
1. 飞行道具速度加倍。
2. Increased total technique length from 86 to 89 frames.
2. 招式总持续时间从 86 帧增至 89 帧。
3. Increased number of hits from 5 to 8.
3. 命中次数由 5 次提升至 8 次。
4. Reduced hitstop/blockstun by 3 frames for hits 1 through 7.
4. 第 1 至第 7 击的受击/防御硬直减少 3 帧。
5. Added a hitbox that will hit only during combos during active frames 1-2, making it easier to hit opponents in front of you.
5. 在招式生效的第 1-2 帧期间新增专属连段的攻击判定框,使正面对敌时更易命中。
6. Hitbox that appears on the third frame of the first hit during a combo has been reduced downward and expanded forward.
6. 连段中首击第 3 帧出现的攻击判定框缩减纵向范围,同时向前延伸。
Note: Downward reduction of the hit box is intended to make it easier for the second hit to connect when connecting with the first hit against an enemy high in the air.
注:攻击判定框的纵向缩减旨在提高首击命中空中高位敌人时,第二击的衔接成功率。
- SA2 Normal/Denjin Charge Shin Hashogeki (↓↙←↓↙← + Punch)
- Adjustment 调整1. Shortened time to charge to Level 2 by 2 frames for both normal and Denjin Charge versions.
1. 普通版与电刃蓄力版的二级蓄力时间均缩短 2 帧。
Note: This will not change the Shin Hashogeki used in Assisted Combo 2 for Modern Controls.
注:现代操作模式下辅助连招 2 使用的真·波动拳不受此调整影响。
2. Changed Level 2 on-hit effect to match Level 3.
2. 二级命中效果调整为与三级效果一致。
3. Added 20% combo scaling to Level 2 Shin Hashogeki.
3. 为二级真·波动拳添加了 20%的连段伤害修正比例。
- SA3/CA Shin Shoryuken (↓↘→↓↘→ + Kick)
- Adjustment 调整Advantage on hit changed from +8 to +14 frames.
命中优势帧数由+8 帧调整为+14 帧。






