Street Fighter 4 Challenge Mode: Unterschied zwischen den Versionen

K (Die Seite wurde neu angelegt: = Time Attack Normal = = Time Attack Hard = = Survival Normal = = Survival Hard = = Trial Normal = = Trial Hard =)
 
 
(5 dazwischenliegende Versionen desselben Benutzers werden nicht angezeigt)
Zeile 1: Zeile 1:
'' Angaben sind vom Spiel übernommen
'' Spammen von Hondas Headbutt hat sich als hilfreich erwiesen
= Time Attack Normal =
= Time Attack Normal =
{| border=1 style="text-align: left; color:black; border: 1px #000000 solid; border-collapse: collapse;"
! style="width:10px;background-color:#808080;" | <small>Level</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Time</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Stages</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Bonus</small>
! style="background-color:#B5B5B5;" | <small>Player</small>
! style="background-color:#B5B5B5;" | <small>CPU</small>
! style="background-color:#B5B5B5;" | <small>Item</small>
! style="width:10px;background-color:#808080;" | <small>Level</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Time</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Stages</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Bonus</small>
! style="background-color:#B5B5B5;" | <small>Player</small>
! style="background-color:#B5B5B5;" | <small>CPU</small>
! style="background-color:#B5B5B5;" | <small>Item</small>
|-
|1
|500"00
|4
|30s
|def+, auto heal, infinite gauges
|no block, no UC, no SC
|Color 3
|11
|50"00
|12
|30s
|no UC, no Focus, no EX, no dash, no throw escape, no target combo
|no UC, no Focus, no EX, no dash, no throw escape, no target combo
|Color 7
|-
|2
|300"00
|4
|20s
|def+, auto heal, auto gauge increase
| no UC, no SC
| Personal Action 4
|12
|200"00
|7
|20s
|Bolstered revenge gauge increase, chip damage recovery
| def+, normals cause chip damage
| Personal Action 12
|-
|3
|300"00
|7
|20s
|def+, auto heal, auto gauge increase
| no UC, no SC
|Title
|13
|150"00
|5
|20s
|def+
| def+, gauges not displayed
|Title
|-
|4
| 200"00
|5
|10s
|def+, gauges max at start
| no UC
|Title
|14
|250"00
|12
|5s
| atk+, def+, no special moves
|normal
|Title
|-
|5
|250"00
|12
| 5s
|def+
| no UC
| Title
|15
|100"00
|4
|25s
|def+
| invisibility
|Title
|-
|6
| 200"00
|9
|10
|def+
| normal
|  Color 5
|16
|500"00
|16
|5s
|def+, infinite SC gauge, noc UC, no SC
| normal
|Color 9
|-
|7
| 180"00
|6
|10s
|def+
| normal
| Personal Action 4
|17
|150"00
|10
|10s
|Bolstered Revenge Gauge increase
| atk+, def+, infinite gauges, no block
|Personal Action 8
|-
|8
| 100"00
|2
|30s
|def+
| def+
| Title
|18
|200"00
|1
|10s
|def+, infinite SC gauge
| def+
|Title
|-
|9
|200"00
| 6
|20s
|def+
|def+
| Title
|19
|200"00
|6
|20s
|no block
| def+, atk+
|Title
|-
|10
|300"00
|15
|15s
|Bolstered gauge increase
|normal
| Title
|20
|60"00
|25
|30s
| def+, gauges max at start
|def+
|Personal Action 10
|-
|}
= Time Attack Hard =
= Time Attack Hard =
= Survival Normal =
= Survival Normal =
{| border=1 style="text-align: left; color:black; border: 1px #000000 solid; border-collapse: collapse;"
! style="width:10px;background-color:#808080;" | <small>Level</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Quota</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Heal</small>
! style="background-color:#B5B5B5;" | <small>Player</small>
! style="background-color:#B5B5B5;" | <small>CPU</small>
! style="background-color:#B5B5B5;" | <small>Item</small>
! style="width:10px;background-color:#808080;" | <small>Level</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Quota</small>
! style="width:10px;background-color:#B5B5B5;" | <small>Heal</small>
! style="background-color:#B5B5B5;" | <small>Player</small>
! style="background-color:#B5B5B5;" | <small>CPU</small>
! style="background-color:#B5B5B5;" | <small>Item</small>
|-
|1
|4
|50%
|Def+, infinnite gauges
|No block, no UC, no SC
|Color 4
|11
|8
|25%
|def+
| gauges not displayed, auto Revenge Gauge increase
|color 8
|-
|2
|4
|50%
|Def+, auto gauge increase
|no UC, no SC
|Personal Action 3
|12
|8
|25%
|def+, infinite SC gauge
| def+
|personal action 7
|-
|3
|4
|50%
|Def+, gauges max at start
|no UC
|title
|13
|6
|25%
|def+, invisibility
| normal
|title
|-
|4
|4
|50%
|def+
|no UC
|title
|14
|10
|30%
|def+
|normal
|title
|-
|5
|8
| 30%
|def+
| no UC
| title
|15
|7
|20%
|def+
| def+
|title
|-
|6
| 12
|12%
|def+
| normal
|  color 6
|16
|3
|50%
|atk+, gauges max at start, auto gauge increase
|atk+, gauges max at start, auto gauge increase
|color 10
|-
|7
| 5
|10%
|def+
| normal
| personal action 5
|17
|5
|20%
|def+, no block
| normal
|personal action 9
|-
|8
| 4
|20%
|def+ infinite SC Gauge
| def+
| title
|18
|2
|35%
|auto SC Gauge increase
| normal
|title
|-
|9
| 6
|20%
|Def+,
|Auto SC Gauge increase
| title
|19
|3
|30%
|def+, no special moves, normal moves cause chip damage
| def+, chip damage racovery
|title
|-
|10
|5
|25%
|def+, chip damage up
|normal
| title
|20
|15
|30%
| def+, chip damage recovery
|def+, normal moves cause chip damage
|title
|-
|}
= Survival Hard =
= Survival Hard =
= Trial Normal =
= Trial Normal =
= Trial Hard =
= Trial Hard =

Aktuelle Version vom 27. Februar 2009, 17:43 Uhr

Angaben sind vom Spiel übernommen Spammen von Hondas Headbutt hat sich als hilfreich erwiesen

Time Attack Normal

Level Time Stages Bonus Player CPU Item Level Time Stages Bonus Player CPU Item
1 500"00 4 30s def+, auto heal, infinite gauges no block, no UC, no SC Color 3 11 50"00 12 30s no UC, no Focus, no EX, no dash, no throw escape, no target combo no UC, no Focus, no EX, no dash, no throw escape, no target combo Color 7
2 300"00 4 20s def+, auto heal, auto gauge increase no UC, no SC Personal Action 4 12 200"00 7 20s Bolstered revenge gauge increase, chip damage recovery def+, normals cause chip damage Personal Action 12
3 300"00 7 20s def+, auto heal, auto gauge increase no UC, no SC Title 13 150"00 5 20s def+ def+, gauges not displayed Title
4 200"00 5 10s def+, gauges max at start no UC Title 14 250"00 12 5s atk+, def+, no special moves normal Title
5 250"00 12 5s def+ no UC Title 15 100"00 4 25s def+ invisibility Title
6 200"00 9 10 def+ normal Color 5 16 500"00 16 5s def+, infinite SC gauge, noc UC, no SC normal Color 9
7 180"00 6 10s def+ normal Personal Action 4 17 150"00 10 10s Bolstered Revenge Gauge increase atk+, def+, infinite gauges, no block Personal Action 8
8 100"00 2 30s def+ def+ Title 18 200"00 1 10s def+, infinite SC gauge def+ Title
9 200"00 6 20s def+ def+ Title 19 200"00 6 20s no block def+, atk+ Title
10 300"00 15 15s Bolstered gauge increase normal Title 20 60"00 25 30s def+, gauges max at start def+ Personal Action 10

Time Attack Hard

Survival Normal

Level Quota Heal Player CPU Item Level Quota Heal Player CPU Item
1 4 50% Def+, infinnite gauges No block, no UC, no SC Color 4 11 8 25% def+ gauges not displayed, auto Revenge Gauge increase color 8
2 4 50% Def+, auto gauge increase no UC, no SC Personal Action 3 12 8 25% def+, infinite SC gauge def+ personal action 7
3 4 50% Def+, gauges max at start no UC title 13 6 25% def+, invisibility normal title
4 4 50% def+ no UC title 14 10 30% def+ normal title
5 8 30% def+ no UC title 15 7 20% def+ def+ title
6 12 12% def+ normal color 6 16 3 50% atk+, gauges max at start, auto gauge increase atk+, gauges max at start, auto gauge increase color 10
7 5 10% def+ normal personal action 5 17 5 20% def+, no block normal personal action 9
8 4 20% def+ infinite SC Gauge def+ title 18 2 35% auto SC Gauge increase normal title
9 6 20% Def+, Auto SC Gauge increase title 19 3 30% def+, no special moves, normal moves cause chip damage def+, chip damage racovery title
10 5 25% def+, chip damage up normal title 20 15 30% def+, chip damage recovery def+, normal moves cause chip damage title

Survival Hard

Trial Normal

Trial Hard