En-eins perfektewelt pc download
Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. EN-Eins Perfektewelt is the sequel to Akatsuki Blitzkampf , and the fourth entry in the series counting the arcade release of Akatsuki Blitzkampf. The game itself, while similar to previous entries in many ways, also has plenty of new mechanics. However, the game is still a footsies based fighter like Street Fighter. The game was designed to be easily controllable, with no complicated command motions, as well as easy to grasp with its "San Sukumi" system roughly translated: Three Way Deadlock, or a Rock-Paper-Scissors Trifecta.
This way, both casual players and hardcore can get into the game quickly, reaching the next level of gameplay in a relatively short time so that the emphasis can be placed upon proper movement, spacing, baits and punishes instead of practicing difficult execution or grasping the intricate mechanics.
How is the game different from Akatsuki Blitzkampf? The game features many differences from Akatsuki Blitzkampf. Some of the more obvious ones include the three new characters.
EN-Eins, the new main character, who is a clone of an unknown entity. Kati, the girl who Mycale possessed in Akatsuki Blitzkampf who is now in search of Mycale. An energy wave with good range. Has roughly as much range as Akatsuki's far 5B. Can be used to start combos and is used in a lot of combo filler. A pretty good 5C. Has good range and despite how it looks it will hit low to the ground opponents.
Has ok damage, and can be used as a pretty good anti-air. Used in some meterless midscreen combos. A typical C finisher. Hits overhead like most, but is slower than some other overhead C finishers. Won't really ever be used outside of ending meterless combos. Also used as combo filler in some bigger combos, and is one of the more used normals in his kit.
An alright sweep. Has good range and ok startup, but is very unsafe. Won't be used much in favor of 2B or simply going for a safer option on a block string. Typical j. A frame data wise, but has a bad hitbox.
OK for air to air situations, but almost impossible to land with. A pretty good move overall. Has good range and can be used as a cross-up aerial. Pretty good for landing too. Also a good move. Comes out fairly fast for j. Cs and has good range, as well as being very good for landing. Most used aerial in neutral. Teleports behind opponent and does a launcher attack. Doesn't teleport behind if opponent is in corner or is far away from opponent. Can lead into some cool combos, but won't see much use overall since an opponent can just autoblock to avoid having to deal with the cross-up.
Still worth using occasionally, but not too often. A pretty meh move in EN-Eins' kit. EN-Eins creates an energy blade, and flies forward to hit the opponent before flying back.
Doesn't have much use, as its not good for landing due to it flying back after flying forward, and when whiffed, EN-Eins is in a counter hit state until he touches the ground and finishes his landing lag, making it even more dangerous.
Still, it has its uses, especially the EX version. All versions have 9F of landing lag. EN-Eins' main combo tool, and probably the most important move in his kit. Used in all of his combos, sometimes multiple times within one combo. Since any of the attacks within one of the rekkas can be canceled out of, it opens up many combos options for him, and is part of why he's one of the easier characters in the game. EN-Eins grabs the opponent and shocks them. This throw can be teched.
For whatever reason it does more damage than every other grab in the game. Due to this extra damage EN-Eins' tick throws are more dangerous than the rest of the cast. EN-Eins grabs the opponent and kicks them into the ground. Cannot be teched. Can be comboed into OTG 22A if gotten close enough to the ground. EN-Eins hits the opponent with a beam, then takes control of their body and lifts them into the air, before exploding? EN-Eins has a very strong neutral, as his very good movement combined with fast, long ranged normals gives him very good footsies.
His best normals in the neutral are 2B , 5B , and ' 5C' , all of which have good range and good frame data. Having a projectile helps him out a lot too, as it allows him to apply pressure and cover an approach.
Finally, A can be thrown out from time to time, as its completely safe on block, and leads to good damage if it hits.
EN-Eins has a very strong combo game. EN-Eins has 4K-6K combos from any part of the screen, which normally end with 22D , which is untechable, leading to extra OTG damage and an assured oki situation.
Making it even stronger is that, while he has his fair share of hard and complicated combos, you can very easily get by with his easier combos, as they still deal good damage and give an oki situation. His only weakness combo wise is that his meterless combos are relatively low damage. However, because meter builds up so fast in EE and EN-Eins is particularly good at building meter, he rarely doesn't have meter to burn.
This gives him some of the best combo game in the cast, only being beaten by a few other characters like Sai and Adler who have good meterless combos. EN-Eins, while not having great mix, has pretty good offensive pressure. A lot of EN-Eins' pressure comes from the fact that his block strings are completely unpunishable except in specific situations, since he can always end a block string with A , which is -3 on block, and he can't be hit by a frame 3 move since it pushes opponents too far away from him.
This basically means that once he gets in, he can keep pressuring opponents repeatedly, and while his mix isn't the best, if someone's stuck blocking too long eventually they'll get hit by a 2B or a C if he decides to go for a mixup and eat a full combo. Request an account by joining the Mizuumi Discord and follow the instructions in the welcome message. Cut Content. Marilyn Dajie. Anonym Guard. System Specifics. Category : EN-Eins Perfektewelt. Navigation menu Personal tools Log in.
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