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*WATCH ON 4K DISPLAY FOR BEST EXPERIENCE* 0:00 - Intro 1:03 - VS Kuno 4:08 - VS Shampoo 5:58 - VS Mousse 8:48 - VS Kodachi 10:27 - VS Akane 12:09 - VS Ukyo 14:33 - VS Hinako 17:19 - VS Genma 19:28 - VS Ranma [Male] 21:21 - VS Ryoga 23:18 - VS Herb 25:44 - Ending I have never watched an episode of Ranma 1/2 nor read a chapter of its long-running manga series in my life. However, I discovered this fine gem of a 2D fighter nearly 20 years ago when early AVGN wannabe "jedite1" reviewed Irem's butchered localization of the first title in this trilogy. I was surprised by both how much fun it was and how much depth it had for an anime licensed tie-in game. The pixel art is also some of the very best on the SNES. I do wonder if I should've gone with composite video, though, considering all the dithering effects used on the sky tiles. Like many other SNES-exclusive fighting games, Ranma 1/2: Chougi Ranbu Hen (I'm playing an English translation) is hilariously unbalanced. Some characters, like Kodachi or Hinako, are comically useless. Others, like Ryoga, are so ridiculously overpowered that they can end matches within 5 seconds thanks to this game's unique quirk of Normal ➡️ LP+LK/HP+HK Special ➡️ Motion Special combo strings. I went with Mariko for entertainment purposes, as she sits in a unique spot where she's not QUITE top-tier due to her pitiful damage output, but has enough tools to make her an extremely frustrating match-up for most characters: -An air fireball with an enormous hitbox and no wind-up that turns into a normal fireball, cancels opponent's fireballs while leaving them open, and utterly locks down any character without a DP. -The single best air-to-air normal in the game. -A cartwheel special that is entirely invincible for its entire wind-up, either leaps backwards or forwards depending on LK or HK, does multiple hits for lots of damage, knocks down, and even seems to be pretty safe if done from afar. (12:44) -A ridiculously fast P+K leap kick to close in on opponents, which might even be able to link into combos from far enough away and can even occasionally cross-up (25:30). -An insanely broken c.LP poke that can combo up to 8 times to make up for its pathetic damage and combo into the leap kick for a knock down (sometimes). (20:08) -A multi-hit, anti-air standing HP that builds dizzy meter after a j.HK or air fireball. -Two slides; neither of which are good, but allow her to escape Ukyo's corner anti-air fireball infinite. -A super air fireball which, while weak (as much damage as the cartwheel special), lingers on-screen for a while and seems to do just as much damage when blocked. (21:34) ----- Recording setup: Wii console S-Video output Sony Trinitron KV-27S42 television Audio recorded line-out into Rode AI-Micro interface with Stereo Input 1 and with Behringer UCA202 as passthrough. iPhone 16 Blackmagic Camera app 4K resolution High bitrate Lens: 26mm 1x FPS: 59.94 ISO: 33 Shutter speed: 1/59 Exposure: 0.0 Tint: 10 WB: 5600 Credits: Logo is copyrighted by Rumic Soft. Use of this logo falls under fair use laws. #crtgaming #retrogaming #ranma1/2 #snes