約 4,591,529 件
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2nd Season Team Build(仮) htmlプラグインエラー このプラグインを使うにはこのページの編集権限を「管理者のみ」に設定してください。 クラス構成 1W 2Me 1N 1E 3Mo コンセプト Energy Denial Build ビルド詳細 W/E(R) Me/* Me/* N/* E/* W/E(R) Eviscerate* Axe Rake Executiners Strike Penetrating Blow Wild Blow(Disrupting Chop)(Distracting Blow) Sprint Gale(Tiger s Fury) Resurrection Signet Me/* Energy Surge* Energy Burn Energy Tap Empathy Mind Wrack Signet of Weariness Wastrel s Worry Resurrection Signet Me/* Energy Surge* Energy Burn Energy Tap Empathy Mind Wrack Signet of Weariness Wastrel s Worry Resurrection Signet N/* Offering of Blood* Dark Pact Shadow Strike Vampric Gaze Strip Enchantment(Life Shiphon) Necrotic Traversal Well of Suffering Resurrection Signet E/* Elemental Attunement* Earth Attunement(Channeling) Stone Daggers Stoning Obsidian Flame Gale(Maelstrom)(Drain Enchantment) Ward Against Melee Ward Against Foe =備考= Relic用にWAFをResurrection Signetスロットに装備 Enchant除去が絶対的に足りない問題 相手Heroに対するInterrupt問題
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マジック 価格 550G/400ES 1分に一度、デーモンを召喚するパワーを使用できるのが最大の特徴。 大型デーモンはかなり硬く、挑発効果もあるため、壁役として機能しやすいTUヒーローと言える。 一方、召喚デーモンは衝突判定付きなため、移動の妨げになりやすいのは欠点となる。 非召喚時の効果には召喚キャラの攻撃力UPも付くため、召喚を壁に使うビルドとの相性が特に良い。 パワー 表記数値は60Lv、チームアップ装備なしの時のもの TIER1 Companion Passive 召喚時間無制限 Assist Passive 召喚時間 30秒攻撃力UP 200%最大値の5%分のHealthを毎秒回復 Enchanted Mind Away 非召喚時に以下のボーナス発生ダメージ +240攻撃命中時 health回復 +52召喚キャラの攻撃力+10% TIER2 Bodyguard Passive プレイヤーのダメージの10%を肩代わりする Loyal Ally Passive 敵を一体倒す毎に再召喚クールタイムを1秒短縮する Amazing Awaereness Away 非召喚時に、資金、レア率、スペシャルアイテム率をそれぞれ10%UP TIER3 Dark Reaping Melee ソウルソードで敵の生命力を吸収し、プレイヤーを回復する Mentalダメージ 12360-18540health回復 1400CT 5秒 Seven League Step Melee ソウルソードのテレポート斬りで敵を攻撃する Mentalダメージ 7866-11798反射回数 7CT 5秒 Sorcerous Eruption Away 非召喚時、Magikから力の付与を受け、魔力の爆発で敵をスタンさせる CT 30秒攻撃を受けた際、5%の確率で発動Mentalダメージ 52040-78059スタン時間 2秒 TIER4 Prince of Otherplace Summon 強力なデーモンを召喚し、使役する 出現時に敵を挑発CT 60秒デーモン 攻撃力 Mental ????-????デーモン health プレイヤー比1000%デーモン defense プレイヤー比1000%召喚時間 15秒 Denizens of Otherplace Summon デーモンの群れを召喚し、使役する CT 60秒デーモン 攻撃力 Mental ????-????デーモン health プレイヤー比500%デーモン defense プレイヤー比500%召喚時間 15秒召喚数 8体 Mark of Limbo Away 非召喚時、魔法陣から3体のデーモンを召喚する 攻撃を受けた際、2.5%の確率で召喚CT 30秒デーモン 攻撃力 Mental ????-????デーモン health プレイヤー比200%デーモン defense プレイヤー比200%召喚時間 10秒 召喚されるデーモンには衝突判定があり、移動を阻害してしまう点、注意が必要
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When You Play “Phoenix Wright,” Are You Really Phoenix Wright? Capcom Talks About About Gaming’s Top Courtroom Drama http //multiplayerblog.mtv.com/2007/10/31/when-you-play-phoenix-wright-are-you-really-phoenix-wright-capcom-talks-about-about-gamings-top-courtroom-drama/ October 31, 2007 When You Play “Phoenix Wright,” Are You Really Phoenix Wright? Capcom Talks About About Gaming’s Top Courtroom Drama 日本語要約 If you’re played the “Phoenix Wright” Nintendo DS games you may have noticed that they’re a little different. Part throw-back to text-adventure games, part shining beacon of how funny games can still intentionally be. Part rare video game coutroom drama, part case study in just how non-interactive a game can be. Last week I e-mailed Capcom a bunch of questions about the series How do these games get made? How do they get so funny? Would they designers ever make a law game in which you only defend guilty people? What have lawyers said to you about these games? And so on… I wrote up some of the answers in my MTV News GameFile column yesterday, but I found the interview so interesting that I’m posting the whole thing here. Some of the answers were quite brainy, much to my delight. Two things jumped out at me in the interview. The first is series producer Minae Matsukawa’s description of the relationship between the player and Phoenix Wright, the character they control. We also wanted to betray the player’s feelings. The player may want Phoenix to do one thing, but he’ll do another, even after the player knows what’s really going on. Playing through an Ace Attorney game, you can see that Phoenix is one part the player, and one part his own character, Phoenix Wright. And when the player walks around, they solve the case both with and as Phoenix at the same time. In a way, this case set out to betray not only the player, but also the character Phoenix himself. The other ties into a comment made by gamer Calvin Smith on a “Zelda” post I published yesterday. He lamented that “a lot of developers and gamers claim open-endedness as a virtue.” When I asked Matsukawa about the common critique that the gameplay in “Phoenix Wright” is too linear, she said If we were to give players any more leeway … the structure of the game would fundamentally change. We wouldn’t be able to tell a single story anymore if there were too many paths. Also, what we want the players to enjoy is not so much the solving of each riddle they come across them one at a time, but rather, the ability to use their logic to put together what happened as they collect the pieces of the larger puzzle, as it were, and that’s something that we feel is an important aspect of the game. Food for thought. The full interview is below. Multiplayer There are many TV shows and movies that are all about legal trials, but very few games. Why do you think that is? Do you think there should be more? Or does the genre have limited appeal as a video game? Minae Matsukawa, Capcom producer I think it’s because there is a certain level of difficulty in making a game based on court proceedings. Back in 2001 when we, Capcom, were making the first “Gyakuten Saiban” (which later became “Phoenix Wright Ace Attorney” overseas) game for GameBoy Advance (GBA), we were the only ones making a courtroom-based game. Now, the number of games in this genre is increasing, for example, the “Harvey Birdman” game being made overseas. To be honest, though, I’m not sure the base idea of a law game is inherently interesting on its own to most people, although I really can’t speak for the rest of the team. I believe that more than wanting to create a courtroom game, the original director and creator, Mr. Shuu Takumi, had wanted to make a game where the player would find the lies and contradictions in statements when he set out to make the first GBA “Gyakuten Saiban” (”Ace Attorney”) game, and it was from that single gameplay concept that he realized the perfect setting would be in the courtroom, or so I’ve heard. If it wasn’t for this, we might not have ended up with that as our setting, and that would’ve been a shame since the “courtroom” is right there in the title. (The literal translation of the Japanese title, “Gyakuten Saiban,” is “Comeback Court.”) But in the end, I think with the increase in the number of trial-based games being made nowadays, the genre will become increasingly popular. Multiplayer The “Phoenix Wright” games are very funny, but as far as I know are not at all accurate to the way the legal system works. How did you decide upon the legal system in “Phoenix Wright”? Is it based on any real-world legal system? Or is it just designed to be one that simply works well as a game? Matsukawa Well, going back to how the game system was conceived, the team didn’t think of the court idea first, and instead was focused on the idea of uncovering lies and contradictions. Actually, what’s funny is when the Japanese press asks us about this same issue, they usually think we based the game’s system off of the American judicial system! But if we really had based the game off of a real court system, it might not be quite as interesting as a game, simply because court proceedings usually aren’t interesting, right? I think that more than the setting, the game itself has to be interesting. The system in the game is really, at its core, about chasing down witnesses and trying to catch them in the act of lying, so keeping this as the most important aspect of the game and gameplay in mind, we didn’t base the judicial system in “Ace Attorney” off of any real systems, but instead created something unique to the “Ace Attorney” world. Multiplayer Do you know if the series has any fans who work as lawyers or judges? If so, have you ever heard feedback from anyone in those professions? If so, can you tell me an anecdote about that? Matsukawa Sure! I remember when I made my first trip to [the San Diego] Comic-Con 2 years ago, before any of the “Ace Attorney” games had been released or was as well known as it is now, there was a young man, about 17 or 18 years old, and he told me that his father is a lawyer. Even now, I distinctly remember him telling me that he and his father were greatly anticipating this game, and that he hoped that we wouldn’t let him down. I remember being very happy to hear him say that since the game hadn’t even been released yet back then. Fast forward to a few months ago in July. I went back to Comic-Con for the first time in 2 years, and this time, a gentleman came up to me and said that he was a professor at a law school! He told me that as an educator of lawyers-to-be, he highly recommended the “Ace Attorney” games to his students. We ended up talking for a little while as I signed his poster, and he told me such things as, “Americans really love all things law,” and that he thought it was amazing that he could teach his students through a good video game, which was great to hear from a law professor. While he wasn’t trying to teach the law system in the game, since as I just mentioned, the game system is purely fictional, I think the basic ideas that a lawyer should trust their client, and to expose lies to find the truth – those are things that are pretty universal, and things we can all learn about. I hope on my next visit, I can hear from even more fans, whether they’re related to the law or not. I’m really looking forward to hearing everyone’s stories. [SKIP THE NEXT QUESTION TO AVOID A MILD SPOILER ABOUT THE SECOND “PHOENIX WRIGHT” GAME, “…AND JUSTICE FOR ALL”] Multiplayer There was a really interesting case in the second “Phoenix Wright” game, during which Phoenix is forced to defend a man he knows is actually guilty. I really liked this case, because it made me play the role of someone who knew he was doing something wrong. Very few video games have ever put me in that situation before. To what extent has the development team wanted to put players in unusual situations like that? Would you be interested in making a game like “Phoenix Wright” where you were always defending people who were guilty? It could be fascinating. Matsukawa One thing you often hear when you talk with the team is “we want to betray the player’s expectations,” and that’s usually the starting point when they write the scenario. Now, by the time you get to that particular episode, it’s become pretty standard that whoever Phoenix defends is always innocent, so the player’s expectation will lead them to believe that their client this time will be innocent as well. And it was this expectation, this belief in the innocence of Phoenix’s client that the team set out to overturn by constructing the case in such a way that the true nature of your client and the truth behind the murder will only be revealed ever so slowly to the player. We also wanted to betray the player’s feelings. The player may want Phoenix to do one thing, but he’ll do another, even after the player knows what’s really going on. Playing through an Ace Attorney game, you can see that Phoenix is one part the player, and one part his own character, Phoenix Wright. And when the player walks around, they solve the case both with and as Phoenix at the same time. In a way, this case set out to betray not only the player, but also the character Phoenix himself. The fact that we were able to put players in such an “unusual situation” is in itself praise enough for us that we were able to accomplish what we had set to do, and we are very grateful for this. As for if we would be interested in making a game where the defendant was always guilty, if the demand is there, we will think about it. But knowing the team, I suspect that if the game was to be about always defending guilty clients, they would throw an innocent one in there somewhere in their attempt to betray the player’s expectations. Multiplayer I mentioned that the game is funny. Very few video games actually make me laugh, but the “PW” series does. How does your team go about making sure the game is funny? Is the game designed without humor first and then the jokes are added in? Is it funny right from the start? Matsukawa The game starts out as a collection of ideas and concepts, such as, “Let’s use this trick,” “This is where the contradiction should be,” “We should betray the player here,” or “Let’s put a misleading lie here”, and is centered on the idea of the case. The team then uses these ideas to construct an outline of the cases. After that, Mr. Takumi comes up with what kinds of characters should appear in the story, and the team works to bring each one to life. Then all of these various building blocks are brought together to create a rough draft of the scenario. “Ace Attorney” games are at their most basic, text dialogue pieces, so like any piece of writing, there are 3 phases, or “drafts” of any particular case – the outline, the rough draft, and the polished version. After the initial outline and rough draft, the team then sits down to really evaluate the pacing of the game, or how interesting a particular section is, or maybe what sections need more explanation. They write many, many drafts during this polishing phase to really bring the story together. The story is interesting right from the start, but sometimes, even though it looks good on paper, and this has happened to me before too, by the time it’s implemented in the game, you realize that maybe the timing or the pacing is not as good as you thought it would be. It’s a bit disappointing sometimes, but in order to give players a smooth, fun experience, these various interim steps where you are constantly adjusting and readjusting things, such as where to drop hints, must be taken. So even though the initial draft may have been interesting, it’s important that the end version is the best it can be in the game itself, and I think the team feels fortunate that they have been able to bring the variety of stories that they have to the fans. As for when the humor is added, it’s there from the very beginning, but the majority of the humor is written into the scenario during the second phase when the characters are inserted into the skeleton of the story. When you see the characters and how they behave in the story, then you can do things with them and create situations and humorous lines that fit well within the context of the story. Multiplayer Some fans of the “Ace Attorney” games have said that they would like to have more flexibility in arguing court cases. The games currently only give you choices of when to press a witness for more information, when to yell “Objection” and when to present evidence. The player can’t really make their own arguments. Has the development team considered giving players more abilities to argue the case as they wish? Matsukawa Ah, this is something we get asked a lot, but I have to say that the “Ace Attorney” games are, while on the one hand, interactive, they are also on the other, very heavily story oriented. If we were to give players any more leeway, I’m afraid the amount of text the team would have to write would increase by three, four, or even five times the amount they have to write now. That’s not to say we don’t want to, but the structure of the game would fundamentally change. We wouldn’t be able to tell a single story anymore if there were too many paths. Also, what we want the players to enjoy is not so much the solving of each riddle they come across them one at a time, but rather, the ability to use their logic to put together what happened as they collect the pieces of the larger puzzle, as it were, and that’s something that we feel is an important aspect of the game. If we were to give players a bit more freedom, we might have to hide the pieces a bit better, or make the contradictions even harder to find, and in the end, the cases might become too hard or even impossible for people to solve. But we are always open to ideas and suggestions. Multiplayer What’s the most notable feature in “Phoenix Wright 3″ that you would like players to appreciate? Matsukawa I think the one thing I hope players will enjoy is the ending itself. For those who have played the first and second games, I think they will find that the ending is even more involved and deeper than the previous. Also, the ending of “Trials and Tribulations” is the climax and culmination of the Phoenix arc, so it has even more mysteries and puzzles to figure out than its predecessors. There may be times when they may feel frustrated, or think they have no chance of winning, but “Ace Attorney” games are always about happy endings, so I hope players will be able to enjoy it in the end. It’s really hard to talk about the game, and especially the ending, without spoiling anything, but I sincerely hope everyone who plays “Trials and Tribulations” will be able to enjoy the ending, despite any frustrations they may encounter along the way. Multiplayer Finally, can you explain your role on the game and let us know how many people worked on it? Matsukawa The original team that created the game was around 10 or so people, and there were about another 10 people who worked on the localization, so in the end, a little over 20 people worked in total on this game. As for myself, my role is to keep everyone on track, arrange the production schedule, watch out for the production costs, and of course, my main job, to manage the promotion of the “Ace Attorney” games, which includes attending events, such as Comic-Con back in July, where I hand-signed over 2,000 posters! I was really moved to see all those people waiting sometimes over an hour and a half at the Capcom booth just to see the new “Ace Attorney” game. When I compare that to what I experienced two years ago where I was handing out postcards to passer-bys and trying to promote the game in my limited English, I am in awe of how much the series has grown in two short years, and am extremely grateful for the support and love the North American fans have shown the Ace Attorney series. I hope everyone will continue to support the franchise and will look forward to upcoming games in the series. Thank you very much. 日本語要約 Q テレビ番組と映画には法廷ものがたくさんあるのに、ゲームには極めて少ないのは何故だと思いますか? ゲームで法廷ものを扱う場合の制限はありますか? 松川 ゲームに法廷ものが少ないのは、裁判に基づくようにするのが難しいからだと思います。2001年に最初の逆転裁判を作っていたころは、このゲームだけが裁判を扱う唯一のゲームでした。そもそもディレクターの巧舟の考えは、法廷ものを創ろうということではなく、嘘や矛盾を暴くゲームを創ったら法廷ものになったのです。現在は裁判に関するゲームも増えて、このジャンルも人気があるように思えます。 Q Phoenix Wrightシリーズは面白いのですが、法律や制度が正確に表現されていません。どのように法制度を決めたのですか? それらは、現実の法制度に基づいていますか? ゲーム内で都合のよいように設計されているのですか? 松川 開発チームは最初、法廷については考えておらず、「嘘と矛盾を暴く」というアイディアに集中していました。面白い話ですが、日本のプレスもこの質問をしてくるのですが、彼らはアメリカの司法制度を基礎にしたと思っているのです。本当の法制度でゲームを創ったら、面白くはならないと思います。本当の裁判はたいてい面白さとはかけ離れているので。ですので、ゲームを面白くするためにゲーム内での法制度を決めたのです。 Q 弁護士や裁判官のPhoenix Wrightファンは居ますか? もし居るのなら、それらの職業の人からの感想を聞きましたか? 松川 居ます! 私が2年前、サンディエゴのComic-Conに初めて行った時、まだAce Attorneyシリーズが発売される前でしたが、父が弁護士であるという17、8歳の男性に会いました。私は今でも、彼と彼の父親が、このゲームを待っていた、期待しているよ、と言ってくれたのを覚えています。 そして今年の7月、2年振りにComic-Conに行った時は、ロースクールの教師をしているという紳士が来たのです。彼は、法曹界の教育者として、Ace Attorneyシリーズを学生に推薦したと私に話しました。ゲーム内の法律は虚構ですが、弁護士が依頼人を信用し、真実を見つけることは私たち一般の人間でも学ぶことができるものです。 私は次のアメリカを訪問する機会を楽しみにしています。 Q 2作目では、実は有罪である人物を弁護しなければならなくなりますが、このエピソードは非常に魅力的でした。開発チームはこのような、プレイヤーを変わった状況にすることが好きなのですか? 松川 開発チームがよく言うことの一つが、「プレイヤーの予想を裏切りたい」ということです。そのエピソードにおいては、今までは無実の人のみを弁護してきたので、今回も無実だろうというプレイヤーの予想をひっくりかえずことが目的でした。 プレイヤーは事実を知ったあともPhoenixが逆のことをしようとしているのを見ることになります。プレイヤーだけでなくPhoenixをもひっくり返したのがこのエピソードでした。 Q ユニークで笑える部分が多いのがAce Attorneyシリーズですが、どのように創っているのですか? 最初はストーリーのみを創って、後からジョークなどを入れるのですか? 松川 まず、「このトリックを使おう」、「ここは矛盾が必要」、「ここでプレイヤーを裏切ろう」、「まぎらわしい嘘をここに置こう」といった骨子から作り始めます。その後に、その物語から必要とされる人物を巧氏が考えて、それらのキャラクターを生き生きとさせていきます。Ace Attorneyはテキスト量が多く、どんな場合でも概略、下書き、推敲されたバージョンの3つが存在します。また、紙の上の文章とゲームにしたときでは変わるので絶えず調整をします。 ユーモアが加わる段階は、最初からある場合もありますが、多くは第二段階の下書きの時です。 Q Ace Attorneyの一部のファンは、もっとゲームに柔軟性が欲しいと言っています。今はいつ異議をとなえるか、何の証拠品を出すかをプレイヤーに選択させるだけで、プレイヤー自身の議論を本当にできるわけではありません。そのあたりを検討したことはありますか? 松川 その質問はよくあるのですが、もしそうすれば、開発チームが書かなくてはならないテキストの量が3倍にも4倍にも、それ以上にも増えてしまうでしょう。それができないということではないのですが、それによりゲームの構造自体も変わってしまいます。ストーリーを分岐させるよりも、ひとつの流れの中でバラバラだった謎が集約させるのがこのゲームの重要な点です。 Q アメリカでの最新作のPhoenix Wright 3について。 松川 楽しんで欲しい点のひとつは結末そのものです。1、2作目をプレイした人なら深い結末を味わうことができます。 ネタバレなしでゲームについて話すのは難しいですが、途中に困難があったとしても最後にはハッピーエンドを楽しむことができるでしょう。 Q 最後に、ゲームを開発しているチームが何人なのか、あなたの役割は何なのかを教えてください。 松川 最初のチームは10人ほどで、翻訳スタッフがもう10人ほどいたので、トータルで20人くらいです。私自身の仕事は、開発の計画の準備、生産コストの注意、そして主要な仕事としてComic-Conのような所での宣伝があります。Comic-Conでは2,000枚以上のポスターにサインをしました! アメリカのファンがAce Attorneyシリーズに見せた支持と愛にとても感謝します。 ▲ページ上へ▲
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Team F TF 2012.4.8 公式Twitter チームFのテストフライト。流石ですね。記録飛行?鳥人間コンテスト?もしくは両方!?どのような舞台に出るかはまだ分からないけれど、いずれにせよすごいフライトが期待できそう。
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無双OROCHI3 公式サイト https //www.gamecity.ne.jp/orochi3/ 無双OROCHI3 攻略 Wiki http //wikinavi.net/orochi3/ 無双OROCHI3 最強最弱談義スレ 追加神器 DLC版 https //www65.atwiki.jp/orochi3rank2/ 無双orochi2 ultimate 公式サイト https //www.gamecity.ne.jp/orochi2/ultimate/index.html https //www.gamecity.ne.jp/orochi2/ultimate/info-ps4.html 無双orochiZ 公式サイト https //www.gamecity.ne.jp/orochi/z/ 無双orochiZ PS4での遊び方 https //www.jp.playstation.com/software/title/bljm60139.html コーエーテクモChannel https //www.youtube.com/channel/UCM0d5CqnNiJu4zsPTnwmjAQ 無双OROCHI3 公式動画 https //www.youtube.com/watch?v=P8Mr2zsH5q0 https //www.youtube.com/watch?v=OQatbcQksCA https //www.youtube.com/watch?v=MiwehVs8k_g https //www.youtube.com/watch?v=dP4yREfgbMI https //www.youtube.com/watch?v=-GP7dU9wsrs https //www.youtube.com/watch?v=85cA-IFD2q0 https //www.youtube.com/watch?v=IHu49GXdIPs https //www.youtube.com/watch?v=o5ROJhntnMc https //www.youtube.com/watch?v=XjELTPEffU0 https //www.youtube.com/watch?v=GK19J4bNH_E https //www.youtube.com/watch?v=IvgYczY1WEk YouTube 無双OROCHI3チャンネル(YouTubeによる自動生成) https //www.youtube.com/channel/UC-UJNX1T3aCT_2ZiZWWZ_ng
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ロケットラクーン 場面 英語字幕 日本語字幕 イントロ(汎用) My version of a coonskin cap is basicallyme chewing on your skull. 俺で帽子を作ったらそのまま頭蓋骨に喰らいついてやる。 How about I make a fur coat out of YOU?! お前の皮をひっぺがしてコートを仕立ててやろうか? Let s see how cute I am after I strangle youwith your own intestines. てめえの腸を引きずりだしてもまだ俺のことを可愛いとか言ってられるかな? イントロ(vsクリス) You ve fought zombies, mutants, tyrants...But nothing s prepared you for -- a RACCOON. ゾンビ、ミュータント、タイラントどもとは戦った。…だがアライグマには備えてなかっただろう。 イントロ(vsウェスカー) So what s this I hear abouta place called "Raccoon City"? ラクーンシティ? 詳しく教えろ。 イントロ(vsネメシス) You sort or remind me of the Hulk.Only much stupider. ハルクに似てるな。でもお前の方が愚かだな。 イントロ(vsスペンサー)※掛け合いのみ Military tactical genius meets military screw up.You do the math. 軍略の天才対軍事オタク。これ以上説明はいらないよな。 イントロ(vsハルク) Ya called me "puny" once, jade jaws.Didn t much care for that. 前に“チビ”って呼んだよな?…でもあまり気にしてねぇからな。 イントロ(vsデッドプール) Again...that wasn t me going through your garbage cans last night. いいか……俺はお前の家のゴミ箱を漁ってねぇからな! イントロ(vsシュマゴラス) Space raccoon versus demon squid.Yeah, this isn t weird or anything. 宇宙アライグマVS悪魔イカ。…何がおかしい。 対戦勝利(汎用) The Guardians of the Galaxy are nothing without me. ガーディアンズ・オブ・ザ・ギャラクシーは俺抜きでは語れないぜ。 Never doubt a raccoon. アライグマを疑ってんじゃねえぞ。 The raccoon s the king of the beasts. Screw the lion. 百獣の王はアライグマだ。ライオンなんて知らねぇな。 対戦勝利(vsクリス) That s for letting them mess upRaccoon City, ya wanker! ラクーンシティには親近感がわくな。まさかヘタなことしてないだろうな? 対戦勝利(vsウェスカー) Let s go to Halfworld and have somebodyexperiment on YOU for a change. ハーフワールドに行って実験してもらえば、何かが変わるかもしれねぇぞ。 対戦勝利(vsネメシス) Man, you ugly. あーあ、醜いな…… 対戦勝利(vsハルク) Let s KO some space clowns again sometimes, mate.For ol time s sake. また宇宙中で暴れまわろうぜ、相棒。あの頃は楽しかったよな。 対戦勝利(vsデッドプール) And that s for saying you just saw my mother at the Bronx Zoo! それと俺の母親をブロンクス動物園で見たとか言ったな! 今のはその分だ! 対戦勝利(vsシュマゴラス) Looks like it s time for some space calamari. Yum! おいしい宇宙イカリング、いただきだぜ! 場面 英語 (邦訳) 勝利(汎用) You didn t need a raccoon s eyesight to see how that fight was turning out. アライグマほど目がよくなくても戦いの結果は見えていただろ? I don t know what it is...but I have a sudden craving for garbage. 理由はわからないが、突然ゴミが欲しくなってきた。 Say one more time how embarrassing it is to get beat up by a raccoon and I m gonna beat you up again. アライグマに倒されるのが恥ずかしいとかもう1回言ったら、またボコボコにしてやるからな。 Used to have a starship called the Rack n Ruin. And I sure "racked and ruined" the hell outta you. 昔乗ってた宇宙船ボロボロにしちまったんだよね。そう、ちょうど今のあんたみたいに。 I hear Earthlings taste just like chicken. 地球人はチキン味がするって聞いたぜ。 Star-Lord seems to think I m some kind of tactical genius.I seem to think he s on to something there. スターロードは俺が戦術の天才だと思っているらしい。あいつ何か企んでやがるな。 Man, I wish Groot were here to see this. グルートにも見せたかったぜ。 I may come from Halfworld, but you re the one who didn t stand half a chance of winning this thing. サイズは半分かもしれねぇが、お前の勝つチャンスは半分もなかったじゃねぇか! 勝利(vsハルク) Little furry animal beats big green monster.Sort of sounds like a fairy tale that s hadtoo much to drink. 小さいフサフサなどうぶつ、大きな緑の怪物たおした。なんか酒飲み過ぎで書いたおとぎばなしみたいだな。 勝利(vsスーパースクラル) You probably feel bad right now. You d feeleven worse if you knew how many SkrullsI ve whacked. 今きっと具合が悪くなってるんだろ。じゃあ俺がこれまでどれだけのスクラルをやったか聞けば、もっと具合が悪くなるんじゃねぇか。 勝利(vsノヴァ) You should turn in your honorary Guardians of the Galaxy membership card after that pitiful display. そんな姿を晒すようじゃ、ガーディアンズ・オブ・ザ・ギャラクシーの栄えある会員証は返上してもらわないとな。 勝利(vsアマテラス) So... you doing anything after this, cutie? Rowwwr! このあと何か予定入ってるのかい、カワイコちゃん?ガルルルル! 勝利(vsデッドプール) OK...so what did you mean I was a reject from the set of Bambi?What the hell s a Bambi? バンビのエキストラから下ろされたってどういう意味だ?だいたいバンビって何なんだ!? 勝利(vsウルヴァリン) Every wolverine I ve ever met was a filthy and vile creature.You re no exception. クズリなんてのはどれも汚らわしい生き物だった。お前も同じだ。 KO Promise me... no zoo. 動物園はごめんだぜ… KO I ll kill you, you son of a! てめぇいつかブチ殺してやる!クソ野郎が! 判定負け Quite a sticky-wicket... ここまで手強いとはな… 後退 交代 強制交代(2人目) Out of the way! さっさとどきな! 強制交代(3人目) Saving your arses. ケツの穴の心配でもしてろ。 アシスト呼び 挑発 Think I have rabies? Let s find out. 俺が狂犬病持ちじゃないかって?確かめてみろよ。 挑発 You re dead meat, frogface. 殺すぞ、このカエル面が。 Xファクター発動 This is so over! これで終わりだ! Xファクター発動 I m not dead yet! まだ終わってねえぞ! チームエリアルコンボ Follow me, team! ついてこいよ! チームエリアルカウンター Repel the enemy! 追っ払うぜ! アドバンシングガード 地上投げ Haha! Raccoon s slippery! ハハッ!アライグマは素早いんだよ! 空中投げ Haha! Raccoon s slippery! 投げ抜け 受身 Damn! クソが! 強攻撃等ランダム Come on! 行くぜ! スピットファイア Eat this! 喰らえ! オイルボム OIL BOMB! オイルボム! Mr.フラッパー Bear trap! ベアトラップ! ペンデュラム Log trap! ログトラップ! エンジェルギフト Boulder trap! ボルダー・トラップ! クレイモア Sharpnel trap! シャープネルトラップ! ショッピングバック Net trap! ネットトラップ! ロケットスケート ロックンロール(HC) Now let s...ROCK AND ROOOOOOOLL! Eat this!! そーら…ロックンロォォォォル!喰らいな!! マッドホッパー(HC) This weighs more than me! コイツは俺より重いぞ! ロッキーラクーン(Lv3HC) Incoming! Airstrike, suckers!I love the smell of napalm in the morning!※ かかったな!空爆の餌食になりやがれ!朝っぱらからのナパームの匂いはたまんねえな! ディレイドHC(2人目) All you need is raccoon! アライグマこそ全てってな! ディレイドHC(3人目) Vアタック Here comes trouble! 厄介ごとめ! Vアシスト Vカウンター Vコンビネーション Show ya how it s done! 見てな。こうやるんだよ! ※I love~以降のセリフは戦争映画「地獄の黙示録」に登場するキルゴア中佐の名セリフと全く同じ。「朝のナパームの匂いは格別だ。」
https://w.atwiki.jp/kikyotoad/
TBwikiへようこそ こちらはMK7チームTBのwikiです!(Toad Barrel) チャット TBチャット チームについて このチームはタルウッドのみ使用のチームです。(カイトは自由) 主に交流戦をやっていこうと思います。 チームタグは「TB◇」です。 交流戦について 交流戦相手様を募集しております。申込みは私「twitter @kikyou_MK」まで(DMorリプにて)お願いいたします。 ・交流戦予定 5月11日 21時~Cw戦
https://w.atwiki.jp/marvelua/pages/82.html
Sabretooth(セイバートゥース) プロフィール 本名 ビクター・クリード ウルヴァリンと同じ超人兵士開発プロジェクト「ウェポンX計画」から生まれたミュータント。 アダマンチウムで覆われた牙と怪力、超回復能力を武器とする。 ミュータントという境遇から虐待を受けて育ち、それが彼の人格を歪めて殺人癖を持たすに至った。 ウルヴァリンとは何度も死闘を繰り広げたが、今ではX-Menの一員になっている。 一時期はウルヴァリンの父親であるという偽の記憶を植えつけられていた。 ミスティークとの間に政治家だったクリントン・クリードという息子を設けている(クリントンはすでに死亡)。 特徴 怪力 HP自動回復 DLCを購入する事でXbox360版でのみ使用可能(ゴールドエディションなら最初から使用可能) 所属アライアンス アライアンス名 効果 メンバー Agile Warriors 消費EP-10% スパイダー・マン、デアデビル、エレクトラ、デッドプール、ブラックパンサー、ナイトクロウラー、セイバートゥース Bad to the Bone 与えたダメージの+5%分、HP回復 ブレイド、ゴースト・ライダー、ハルク、ルーク・ケイジ、セイバートゥース、ウルヴァリン Rogues Gallery 消費EP-10% Dr.ドゥーム、マグニートー、セイバートゥース、ヴェノム Shaba Ultimates 最大EP+15% サイクロプス、Dr.ドゥーム、ホークアイ、ハルク、マグニートー、ナイトクロウラー、セイバートゥース、ヴェノム X-Men 最大EP+15% コロッサス、サイクロプス、アイス・マン、マグニートー、ナイトクロウラー、セイバートゥース、ストーム、ウルヴァリン コスチューム Modern…初期から所持 ┣ Critical Strike クリティカル率+x% ┣ Max Energy 最大EP+x% ┗ Defense 防御力+x Original…敵撃破数 30 ┣ Dodge 回避率+x% ┣ Claw Damage 爪を使った攻撃のdmg+x% ┗ Defense 防御力+x Age of Apovalypse…敵撃破数 175 ┣ Claw Damage 爪を使った攻撃のdmg+x% ┣ XP 取得経験値+x% ┗ Defense 防御力+x Urtimate…敵撃破数 250 ┣ Skill Boost ストライク、ボディ、フォーカス+x ┣ Melee Damage 近接dmg+x% ┗ Defense 防御力+x スキル パワー名称 パワーの能力 パワーの種類 備考 Sabretooth Slash(セイバートゥース・スラッシュ) x-x物理dmg Melee 爪で引き裂く Pounce(パウンス) x-x物理dmg Special 飛び掛ってマウントから爪で切り裂く飛びかかれないとそのまま攻撃 Talon Concussion(タロン・コンカッション) x-x物理dmg Radial 自分の周りを爪で切り裂く Disembowel(ディセンボウル) x-x物理dmg Melee 爪で切りつけた後に蹴りつつ距離をおく Talon Frenzy(タロン・フリンジー) 1ヒットx-x物理dmg Special 爪で連続切り裂き。連打すると継続する Berserker Rage(バーサーカー・レイジ) x秒持続 Boost 防御力と攻撃速度を上昇させる Roar(ロアー) x秒持続 Debuff 吠えて周囲の相手が逃げ出す。更に防御を下げる Savage Rampag(サヴェジ・ランページ) 敵一体毎にx-x物理dmg、周囲にx-xdmg Xtreme 画面上の敵を一体づつ攻撃したのち、範囲攻撃 名前 コメント
https://w.atwiki.jp/callofduty4jpn/pages/16.html
Clan Dazzle Member1 change Member2 eileN Member3 Rasen Member4 jize Member5 mizuiro
https://w.atwiki.jp/ultimatecastellan/pages/53.html
UP DATE -System- 韓国版から持ってきた画像は、翻訳できないためそのままにしてあります。雰囲気で見てください^^; Copyright©2007 Game HI Inc. All rights reserved. □ ペット □ オプション製造システム □ 遠征隊