安裝 Steam
登入
|
語言
簡體中文
日本語(日文)
한국어(韓文)
ไทย(泰文)
Български(保加利亞文)
Čeština(捷克文)
Dansk(丹麥文)
Deutsch(德文)
English(英文)
Español - España(西班牙文 - 西班牙)
Español - Latinoamérica(西班牙文 - 拉丁美洲)
Ελληνικά(希臘文)
Français(法文)
Italiano(義大利文)
Bahasa Indonesia(印尼語)
Magyar(匈牙利文)
Nederlands(荷蘭文)
Norsk(挪威文)
Polski(波蘭文)
Português(葡萄牙文 - 葡萄牙)
Português - Brasil(葡萄牙文 - 巴西)
Română(羅馬尼亞文)
Русский(俄文)
Suomi(芬蘭文)
Svenska(瑞典文)
Türkçe(土耳其文)
tiếng Việt(越南文)
Українська(烏克蘭文)
回報翻譯問題






This will cause Pac Man to be stuck on the ground, directly below the opponent, until the chase runs out. Visually, Pac Man doesn't interact with trampolines while in a pellet chase, but clearly its doing something funky here.
1. F-air's sound effect sounds too heavy for a quick combo aerial, make it the same one used for f-tilt or u-tilt.
2. Keeping the Power Pellet on the Hydrant after it gets launched by other attacks would open up some more mobility options, like using it to hit an opponent off-stage between you and the hydrant or launching it upwards and using it to chase them if they recover high.
3. This would be the most ambitious but hear me out. It would be awesome if Pac-Man could use his d-air onto the trampoline and it would bounce him up slightly higher than the distance he d-aired onto it just like how he bounces off trampolines in Pac-Man World 2.
Make his d-air accelerate the longer he falls and make him actionable a few moments after hitting the trampoline like when he hits the ground and this could lead to some fun movement mix-ups.
U-Air is a bit strong for how big and fast it is.
F-Air seems a little too fast, even if it is meant as a quick combo move I think you went too far translating from Smash to Rivals.
Dash Attack seems way too lagless for how quick it is and the distance it covers.
And his movement seems a bit too good considering he has 3 separate projectiles and is great at setting traps. I'd reduce his run speed, wavedash length, and maybe fall speed and air speed a bit.
THE PAC IS BACK!