https://www.segasaturno.com/portal/viewtopic.php?f=19&t=9062&p=100256#p100256
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Ryo Suzuki
19 Junio 2017, 06:47 PM

Re: Dead or Alive 2 Shokai Gentei Ban (Limited Edition) japo traducido al castellano
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Comprendo. Buena info.

 Te pongo el texto que te decía del que saqué yo la info:

[quote]The gameplay of Dead or Alive 2, and all subsequent Dead or Alive games, borrows heavily from the Virtua Fighter series, but makes some key changes that drastically changes the way Dead or Alive is played in comparison to Virtua Fighter. 

In 'Dead or Alive 2, the basis of the entire fighting system is the circular relationship between three types of moves: holds, throws, and blows. Similar to "rock-scissors-paper", the moves have different actions, and can be stopped by other moves: blows are striking attacks that can be countered by holds; holds are defensive attacks that catch blows and either deals counter damage or parries the attack; and throws are grappling attacks that deal damage to guarding and holding opponents which loses to blows, but catches throws, which don't obey the normal rules. 

The other defining feature is a "stun system". In Dead or Alive 2, many attacks, upon hitting, will inflict a "stun" on the opponent. While stunned, the opponent cannot attack, and cannot guard, but they can hold. If the attacker lands a non-knockdown, non-launching attack while the opponent is stunned, the opponent will be re-stunned in a new way, depending on what attack was landed. 

A major difference between Dead or Alive 2 and other similar games is in the safety and non-punishability of attacks, both upon hitting and upon being blocked. Most blows in Dead or Alive 2 can be punished on hit and block by each character's faster throws, making blow-based offense very risky. 

In Dead or Alive 2, sometimes battles will occur in areas with environmental hazards; walls and falls in the middle of stages are everywhere in Dead or Alive 2. Many stages are also multi-tiered. To get to other areas of the stage, one character must be knocked off a ledge and fall into the next area. These falls deal usually fairly high damage, but cannot knock the opponent out. There are also some walls are either electrified, or booby-trapped, causing more damage when a character is slammed into a wall by either a knockdown blow, a throw, or a hold. 

In addition to the rules of juggling, each character also fits into a specific weight category, which affects how the character responds to being launched and being juggled. The heavier a character is, the lower the character is launched, the less the character bounces up when juggled, the faster the character falls: 

Light Weight Class: Ayane and Kasumi 
Medium Weight Class: Ein, Helena Douglas, Jann Lee, Leifang, Ryu Hayabusa, Tina Armstrong, Zack 
Medium-Heavy Weight Class: Gen Fu 
Heavy Weight Class: Bass Armstrong, Bayman, Leon 
Very Heavy Weight Class: Gohyakumine Bankotsubo 

Extra Features of this release over the standard version. 


Characters, pictures and moves were altered to appear more realistic, lessening the anime-look. 

Some fighting animations were elaborated upon and some were cut. 

New stages were added (8 more than the Dreamcast update) 

More character outfits were added. 

Survival Mode now only took place in the "Danger Zone" arena. 

Overall gameplay speed was increased. 
Runs at 60 FPS unlike previous versions 

Several special moves were added, but left undocumented. 

There were more updates but I will leave a little for you to find. 

This rip unlike all the others out there is 100% untouched. The ENGINE.BIN file was left untouched and all the files are on this CDR rip just like the GDI file. All the files hashes match up after testing with CLRMAME Pro. 45000 LBA was kept just like GD-ROM as well as the sort order was kept in tact as well. This is as close to the original as you will ever find. All the needed space was obtained through re-linking of files to make it fit on a 700mb CDR instead of touching the actual files on the GD-ROM. [/quote]

Igual se refieren a la versión DOA2: Hardcore de la PS2, es lo que parece que han hecho un copy & paste tal vez donde no debían.

Lo que comentas de la versión original de Naomi. Yo debo ser poco observador porque me compré hace unos meses la placa y probé el juego en esa versión arcade por VGA y yo lo veo idéntico a Dreamcast (al igual que otros portados de Naomi a DC, no veo diferencias!).


P.D: Nextmare, ahora te leo. Pues el de Xbox apenas le he dado (y tengo la versión europea y japo, además).


