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Music: 1. Touhou Orchestral of Shotoku Legend ~ True Administrator Title: 斑鳩 (Ikaruga) Circle: AQUASTYLE Album: 天宮廻廊 (C85) Arrange: 豊田竜行 2. Brian N's cover of Kingdom Hearts - Night of Fate 3. Touhou Rock of Extend Ash ~ Hourai Victim Title: エクステンドアッシュ ~ 蓬莱人 Album: Lonely Revelers Circle: RyusaWorks Arrangement: Ryu Tsunetaka a.k.a Yamazaki Ryusa Brian N's channel: / @briann2911 Brian N's cover: • NIGHT OF FATE COVER | Kingdom Hearts Ryu Tsunetaka's Website: http://y.baidu.com/yamazakiryusa Ryu Tsunetaka's Soundcloud: / tsunetakaryu Alright, so after modifying 202 LINES OF HEX, Valor Form is finally good. When doing fights with this form, keep in mind you will need to heavily buff the defense of bosses, or they will die in twenty seconds. Going into modifying this form, I knew right off the bat that it would be the most tedious moveset to create. It was both that and more. Keep in mind I started working on this immediately after I released Ultimate Wisdom Form, and only just now completed it. Unlike Wisdom and Master, this form had no saving grace. Wisdom I could give fast Quick Runs and dashes, Master I could give infinite Aerial Dodges, but Valor cannot escape dashes. After a couple of weeks, I decided to go a different route. Instead of trying to get Valor to avoid damage, I wanted to make the battle style embrace it. This is when I searched for a way to use items during a move, and it turns out there was a way. Now, Valor can actually operate like a tank. I wanted to push this further, so I got the idea of using effects and keyblade hitboxes to simulate reflected damage against enemies whenever Ultimate Valor Sora would be staggered. This is similar to Final Form, except Valor Sora is more violent with it, as you can see by the effects flying across the screen. Valor Form used to be my favorite form because I would always feel like the cool guy who went into the least powerful version of Sora. Because of this, I embarked on a quest to make the player feel like the coolest dude on the planet through the use of flashy, timed effects generation and satisfying combos. This also led to me discovering a slight hitbox modifier for moves, which gave some needed disjoints. This added to the "cool" factor by allowing the keyblades to have the range of the effects being thrown out. Almost every single effect you see was put on a timer matching Sora's animations, I was that committed. One other interesting effect property I found was that you could temporarily, or permanently, treat an attack move as if it was just you normally moving the character around on the ground. During the time you can freely move, this does not count as an attack in the combo detection, which means you can either wait for the temporary movement to expire and go into a finisher, or interrupt the move at any time for a regular attack again. Since this adds diversity to the form, I went ahead and implemented it for several moves. Anyways, if I ever get more ideas, this will get an update like any other moveset. For now, this is more than enough. Have fun using this, cool dude. Go here for everything pertaining to this form: http://www.mediafire.com/file/yj6n1b2...