Nainstalovat Steam
přihlásit se
|
jazyk
简体中文 (Zjednodušená čínština)
繁體中文 (Tradiční čínština)
日本語 (Japonština)
한국어 (Korejština)
ไทย (Thajština)
български (Bulharština)
Dansk (Dánština)
Deutsch (Němčina)
English (Angličtina)
Español-España (Evropská španělština)
Español-Latinoamérica (Latin. španělština)
Ελληνικά (Řečtina)
Français (Francouzština)
Italiano (Italština)
Bahasa Indonesia (Indonéština)
Magyar (Maďarština)
Nederlands (Nizozemština)
Norsk (Norština)
Polski (Polština)
Português (Evropská portugalština)
Português-Brasil (Brazilská portugalština)
Română (Rumunština)
Русский (Ruština)
Suomi (Finština)
Svenska (Švédština)
Türkçe (Turečtina)
Tiếng Việt (Vietnamština)
Українська (Ukrajinština)
Nahlásit problém s překladem
for example, his down air sends him almost as high as his double jump, before sending him downwards slower than his fast fall, and landing the attack brings me too my next point: his attacks feel like they pass through the opponent, rather than impacting them. i dont know anything about character design, but when you compare his shoulder bash in this game too his shoulder bash in project M, there is a huge difference in how impactful it feels. despite these downfalls making him unfun to play currently, i do think it could develop into a good character if more time is spent ironing out the kinks, and i wish you luck on this project or your next if you decide to just move on