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Street Fighter X Tekken is for REAL!

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  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    Interesting- according to SRK, that change list is far from complete:
    Ayano also mentions that they are paying close attention to all the feedback they’ve received so far concerning the long list of changes they released, and that we should be on the look out for more blogs like this one in the near future.


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    I think those blogs are just the ones that gave reasoning for the changes, not necessarily patch notes.


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    Actually yeah, could be read that way. From the way he was talking about feedback, I though he meant they were looking at that before finalising.


  • Registered Users Posts: 195 ✭✭Junsuina Chikara


    Was going to make a new thread but then thought I'd post here ->

    I've noticed a lot of hate against Capcom about the whole paid DLC thing with the gems. I agree that it was a terrible business model by Capcom to have to pay for the gems DLC on XBL/PSN but I actually bought the PC version when it was on sale a few months back. I've come to find that all the gem packs are free on the PC version. Granted, I know there are less players on PC but the only paid DLC for PC are the costume packs which obviously has no effect on gameplay. So perhaps running mainstream SFxT tournaments could be run on PCs instead of consoles? I can provide my laptop for these purposes if need be as it handles SSFIV/SFxT flawlessly.

    Just a thought on the whole thing with DLC.


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  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    Gems are usually banned from tournament play anyway.

    Interesting that they're free on PC though!


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    Gems were allowed at the 25th tournies and will be at the finals as well.


  • Registered Users Posts: 3,239 ✭✭✭UberPrinny_Baal


    Fergus_ wrote: »
    Gems were allowed at the 25th tournies.

    Capcom ran those, it would have been incredibly defeatist of them to ban the thing they've been trying to promote all along.

    To be fair to gems as well, any SFxT matches I saw, it didn't take the players long to pick their load-outs.

    Certainly was less time than it takes for a Korean SFIV player to pick the damn stage....


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    Fergus_ wrote: »
    Gems were allowed at the 25th tournies.

    Because Capcom decided the rules at them. They don't at any other tournaments, and as long as people can't play with potential game altering mechanics without cost, and capcom don't give free gem packs out to all the struggling tournament organisers like ours, I for one won't be supporting their addition.

    DLC characters are annoying enough as it is, gems are just a step too far imo.


  • Registered Users Posts: 955 ✭✭✭GorySnake




    Season's Beatings allowed gems, it's up to the TO.

    Personally I've never liked them and when I played online, very rarely used them, unless my opponent was using all defense and I actually had to use power gems to do any damage.


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  • Registered Users Posts: 10,972 ✭✭✭✭chopperbyrne


    We should use any gems that are free and not game-breaking, like auto-block/combo gems.

    It doesn't take that long to select gems if you have your loadout written down beforehand.

    Just need to find out what numbers aren't allowed and state it clearly beforehand.


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    We should use any gems that are free and not game-breaking, like auto-block/combo gems.

    It doesn't take that long to select gems if you have your loadout written down beforehand.

    Just need to find out what numbers aren't allowed and state it clearly beforehand.

    In theory I'd agree, but are you going to check every gem set up before every fight to make sure someone isn't using a gem on that machine which isn't available on another machine?

    It's messy, proper messy, I think.


  • Registered Users Posts: 10,972 ✭✭✭✭chopperbyrne


    Has anyone in our community bought any gems?

    Think the only extra paid ones I have are from the special edition.


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    I bought one or two gem packs.


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    So, a buff of sorts to sonic boom, buff to air throw (always said it didn't do enough damage), a buff to his AA and people can't roll out of boom set ups?

    Yay for SSF4 Guile!


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    Dat Asuka, also Sakura's cl.hk floating is interesting, would increase her midscreen damage.


  • Registered Users Posts: 4 vincespa


    SFXTK 75% discount on steam!! just only for 10€


  • Registered Users Posts: 2,328 ✭✭✭Nutrient


    vincespa wrote: »
    SFXTK 75% discount on steam!! just only for 10€

    Still not worth it :pac:


  • Registered Users Posts: 2,888 ✭✭✭Fergus_


    Buy it you noobs >_>


  • Moderators, Science, Health & Environment Moderators, Social & Fun Moderators, Society & Culture Moderators Posts: 60,082 Mod ✭✭✭✭Tar.Aldarion


    Yeah it's great fun


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  • Registered Users Posts: 195 ✭✭Junsuina Chikara


    Yeah, saw the sale on Steam but I already got it. By the way folks, you can get all sorts of games seriously cheap on online-key shops. I use DLCompare.com and you can compare different prices of different games and most things I've found are Steam keys so in case you miss a sale, you can always pick it up real cheap on one of these online-key shops. DLCompare say that all shops they list are verified so you're pretty safe. Steam sales are usually better though but in case you miss any sales, DLCompare is the next best bet.

    http://www.dlcompare.com/games/digital-download-street-fighter-x-tekken-284


  • Registered Users Posts: 3,333 ✭✭✭Sairus


    Chiffon Knee Length Party Dress confirmed for next wave of DLC costumes.


  • Registered Users Posts: 3,333 ✭✭✭Sairus


    Sairus wrote: »
    Chiffon Knee Length Party Dress confirmed for next wave of DLC costumes.
    Oh sure, delete the post and render my response completely nonsensical.


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    Sairus wrote: »
    Oh sure, delete the post and render my response completely nonsensical.

    Wasn't me, I just deleted the link in it as I thought it was funny :(


  • Registered Users Posts: 3,333 ✭✭✭Sairus


    Final Tekken changes Part 1: http://shoryuken.com/2012/12/15/street-fighter-x-tekken-ver-2013-final-balance-changes-for-tekken-cast/



    Kazuya


    Rising Uppercut (fastest input)

    Effect has changed to make it stand out.
    Sound effect changed to make it different from a regular Rising Uppercut.

    Standing MK

    Damage changed from 30+30 (60) to 30+40 (70).


    Nina

    Blonde Bomb LP

    Frames decreased by 4 frames when attack connects (on block -6).
    Hit effect changed from a blow back to a falling stun (on hit ±0)

    Blonde Bomb MP

    Frames decreased by 4 frames when attack connects (on block -6).
    Hit effect changed from a blow back to a falling stun (on hit ±2).

    Blonde Bomb HP

    Frames decreased by 4 frames when attack connects (on block -6)
    Hit effect changed to a sideways blow back knock down, similar to the effect of Kazuya’s Devastator.



    King

    Far Standing HK

    Damage changed from 90 to 110.

    Crouching HP

    Start up changed from 8 frames to 7 frames.
    Frames decreased by 4 frames when attack connects (on hit +2, on block -4).
    Hitbox increased.
    Active frames changed to 6 frames.
    The part above the chest has been made invincible to air attacks.
    Pushback on hit and block during a Boost Combo has been decreased.

    Jumping Knee Lift

    Damage changed from 80 to 100.
    Mid-air combo count consumption changed to 2.
    The move now has a ground hitbox from start up until the 4th frame.



    Marduk

    Double Leg Take Down

    Attack’s active frame changed from 2 frames to 3.
    Now hits mid-air opponents.
    Frames decreased by 18 when attack connects (on block -31).

    EX Double Leg Take Down

    Attack’s active frame changed from 2 frames to 3.

    Mount Rush

    Attack’s active frame changed from 2 frames to 3.
    Now hits mid-air opponents.

    Diagonal jumping HP

    Hurtbox on the arm now comes out 2 frames faster.

    Jump HK

    Hurtbox on the leg now comes out 3 frames faster.

    Crouching LK

    Attack hitbox decreased.



    Bob

    Crouching HP

    Attack hitbox increased.
    Push hitbox changed.
    During the active frames from 3 to 6, the area from the neck up is invincible to air attacks.
    Damage changed from 90 to 80.

    Cracker LP

    Hurtbox on the first active frame of the attack hitbox has decreased.
    Startup changed from 10 frames to 6.

    EX Giga Jacker

    Complete projectile invincibility from startup to the recoil after a hit.
    Damage changed from 120 to 180.
    Hit effect changed so quick recovery cannot be performed.
    Bound when hitting an airborne opponent.



    Julia

    Close Standing MP

    Frames decreased by 3 when attack connects (on hit +7, on block +3).
    5 frames added when used in a Boost Combo (on hit -5, on block -9).

    Close Standing HK

    7 frames added when used in a Boost Combo (on hit -9, on block -14).

    Far Standing MP

    Frames decreased by 3 when attack connects (on hit +7, on block +3)
    5 frames added when used in a Boost Combo (on hit -6, on block -10)

    Crouching MK

    Pushback on block during a Boost Combo reduced.
    Boost Combo’s collision box pushed back.
    3 frames added when used in a Boost Combo (on block -11).

    Rising Kick LK

    Startup changed from 8 frames to 6.
    Damage changed from 120 to 130.
    Frames on block decreased by 10.
    Block stun decreased by 3 frames.
    Pushback on block decreased.

    Rising Kick MK

    When the second hit connects with a crouching opponent, they can no longer block.
    Frames on block decreased by 10 frames.
    Block stun decreased by 3 frames.
    Pushback on block decreased.



    Bryan

    Standing LK

    1 frame removed when attack connects (on hit +5, on block ±0).
    Can now be canceled.
    Hurtbox increased.

    Standing MP

    Hurtbox increased.
    The portion of the leg below the knee is now invincible against aerial attacks.
    Attack hitbox increased.

    Crouching MP

    Startup changed from 6 frames to 5.
    Reduced by 1 frame when attack connects (on hit +5, on block ±0).

    Sky Rocket LK/MK

    Pushback on block decreased.
    Blockstun decreased by 2 frames.
    10 frames subtracted when attack connects on block.



    Steve

    Hellfire Rush

    After the short cutscene on hit, Bryan is invincible until he can move again, and the length of this state has been decreased by 15 frames.

    Fox Hunt

    Hit effect on counter hit is the same as Skyscraper.



    Yoshimitsu

    Movement speed

    Now the same speed as Cody.

    Far standing MP

    Damage increased from 60 to 80.
    Startup changed from 12 frames to 9.
    Attack active frames changed from 2 to 3.
    Frames decreased by 2 when attack connects (on hit +1, on block -3).
    Attack hitbox increased.

    Crouching LP

    Frames decreased by 1 when attack connects (on hit +5, on block ±0).

    Poison Wind Bronze Fist

    Special Move counter attack timing made 3 frames faster.
    Special Move cancel timing made 4 frames faster.

    Suicide

    Damage increased from 120 to 250.
    Self-inflicted damage increased from 60 to 200.
    Does not hit airborne opponents.
    LP version: invincible to throws.
    MP version: invincible to physical attacks.
    HP version: invincible to projectiles.

    Poison Breath LP

    Frames on hit increased by 1 frame.

    Poison Breath MP

    Frames on hit increased by 2 frames.
    The hitbox on active frames from 1 to 17 has been reduced.

    Flea to Poison Breath LP

    Frames on hit increased by 1 frame.

    Flea to Poison Breath MP

    Frames on hit increased by 2 frames.

    Poison Wind Silver Fist

    Complete invincibility until Yoshimitsu lands on the ground.
    Increased speed when moving backwards.
    Range of movement decreased.

    Crouching MK

    Frames decreased by 2 when attack connects (on hit +2, on block -3).

    Sword Poke Whirlwind

    Invincibility time changed to occur between frames 1 and 8.
    Projectile invincibility added while the “lock” attack hitbox is active.



    Raven

    Standing LP

    Pushback on block increased.
    Frames decreased by 2 on block (now +2).

    Close standing HK

    Frames decreased by 10 when attack connects (on hit +6, on block ±0).

    Crouching HK

    Hitbox increased.



    Kuma

    Rolling Bear

    Timing on input when following up with Rolling Bear Headbutt tweaked.

    Frolicking Bear

    Startup changed from 8 frames to 7.
    Anti-air invincibility changed from frames 3-7 to frames 1-9.
    Damage decreased from 120 to 100.

    Bear Hug

    Damage increased from 140 to 150.

    Bear Slam

    Damage increased from 140 to 150.

    Guard Cancel

    Changed to a standing status hitbox.



    Heihachi

    Heaven’s Wrath LK

    Counterhit hitbox is only on the leg.

    Heaven’s Wrath MK

    Counterhit hitbox is only on the torso.

    Heaven’s Wrath HK

    Startup changed from 1 frames to 7.
    Counterhit hitbox is on both the leg and torso.



    Asuka

    Tsuwabuki

    Frames decreased by 3 on hit (now +6 on hit).

    EX Double Lift Kicks

    Damage changed from 60+50 (110) to 60+60 (120).
    Full invincibility now lasts until the 14th frame.



    Law

    Crouching HP

    Startup changed from 11 frames to 7.
    Damage decreased from 90 to 80.

    Fury Fist Rush

    Pushback on block decreased.
    Hurtbox increased.

    Somersault Kick

    Mid-air combo count consumption changed to a value of 2.
    Startup changed from 14 frames to 8.
    Damage increased from 40 to 70.

    Dragon Knuckle

    Hit effect changed from a crumple to the knees animation to a long reeling animation.
    Pushback on block decreased.



    Paul

    Forward dash

    Frames decreased by 6 (now 17 frames overall).

    Standing LP

    Startup changed from 4 frames to 5.
    Frames decreased by 3 on block (now +2).
    Pushback on block increased.
    Hitbox decreased.
    Hurtbox increased.

    Crouching HP

    Hurtbox decreased.
    Startup changed from 8 frames to 6.
    Frames on hit decreased by 12 (now +2).
    Damage decreased from 90 to 80.
    Hitbox increased.

    Shredder HK

    Startup changed from 10 frames to 6.
    Damage changed from 20+20+60 (100) to 50+30+30 (110).

    EX Shredder

    Startup changed from 10 frames to 7.
    Now hits crouching opponents.

    Mortar Punch

    Now ground bounds on counterhit.
    Damage changed from 90 to 130.

    Phoenix Smasher

    Damage changed to 230 on counterhit.
    New camera cutscene effect on counterhit.
    Blowback effect on counterhit is now the same as on normal hit.
    Counterhit sound effect is now the same as Ryu’s EX Shoryuken’s final hit.

    EX Phoenix Smasher

    Damage changed to 200 on counterhit.
    Counterhit sound effect is now the same as Ryu’s EX Shoryuken’s final hit.

    Movement speed

    Increased



    Xiaoyu

    Crouching HP

    Advantage on hit reduced by 1 frame (now -5 on hit).
    Damage changed from 90 to 80.
    Hitbox increased.
    Active frames on hitbox changed from 4 to 5 frames.

    Phoenix Talon

    3rd hit no longer hits crouching opponents.

    Crouching MP

    No changes.

    Leaping Side Kick

    Invincible against air attacks.
    Recovery when landing increased by 5 frames.
    Falling speed of opponent on hit slowed.

    Median Line Destruction (EX version included)

    Hit stun and block stun changed.
    Final attack’s active frame hitbox changed to 5 frames.



    Ogre

    Close/Far standing MP

    Pushback on hit reduced.

    Owl’s Hunt (regular input)

    Hitbox active frames changed from 2 frames to 3.
    Hitbox increased.
    Pushback on block decreased.
    No longer fully invincible during attack.




    (Also please note that there's apparently a few mistakes with the list Unity posted with Bryan and Hwoarangs' names being mixed up or something. I don't know enough about the game to correct it :P)


  • Registered Users Posts: 18,697 ✭✭✭✭K.O.Kiki


    System Changes

    Pandora
    • Now lasts 10 seconds instead of 7.
    • Once activated the Cross Gauge will max out, but will not automatically replenish.
    • The character that goes into Pandora will appear closer to their fallen partner.
    • Frames decreased by 2 on activation.
    • Damage is not dependent on remaining vitality, but is now 1.15 times more across the board.
    • All characters will leave their freeze state at the same time.

    Quick Combos
    • Preset Combo 1’s entry will be cleared out so that even if it’s set it won’t activate.
    • Present Combo 1’s set combo will be moved to Preset Combo 2.

    Forward Recovery Roll
    • A hurtbox will appear in the 7 frames when Forward Recovery ends, and the player will be able to block.
    • A Forward Recovery Rolling character will be throwable in the 10 frames at the end of the roll and throw escapes will not be possible.

    Normal Throws
    • Startup changed from 7 frames to 5.
    • Except for air throws, successful regular throws will now erase any recoverable damage on the opponent’s vitality gauge.
    Pandora buff, throwable roll, throws erasing recoverable damage?
    Game's starting to sound better/faster already.


  • Closed Accounts Posts: 4,987 ✭✭✭JohnMc1


    When is this patch available?


  • Moderators, Music Moderators Posts: 25,868 Mod ✭✭✭✭Doctor DooM


    Except for air throws, successful regular throws will now erase any recoverable damage on the opponent’s vitality gauge

    Wow, that's a big buff! Gonna be dangerous to be in throw range.


  • Registered Users Posts: 2,328 ✭✭✭Nutrient


    I gotta say from what I've read thus farthe games looking to be at least more exciting

    About time a throw gained you something significant in this game


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  • Registered Users Posts: 3,333 ✭✭✭Sairus


    Wow, that's a ****ing massive change. I'm actually looking forward to how that pans out.


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