It should be common sense by now that every CAPCOM fighting game that comes out gets numerous updates but if you were hoping for new characters, game modes and such with Street Fighter X Tekken v.2013 well... then you're out of luck. This isnt a bad thing though as this trailer shows off many of the new updates to the game with a focus on speeding up the action such as being able to start fighting as soon as the words "FIGHT" appear on screen, removing close ups during combos that slow the game down, and reducing the speed of recoverable damage.
This week we have a list for you of the changes given to numerous characters. The best part of this news is that this update will be free!
Check out the trailer below as well as a list of changes made to some of the cast. Next week they will discuss the changes made to the Tekken characters.
Time for another blog from Street Fighter X Tekken producer Ayano-san, bringing us part one of the final update on the balance changes of SFxT Ver. 2013 and a bit on Darkstalker Resurrection.
Hello ya’ll, Tomoaki Ayano here.
Is everyone getting into the holiday spirit!? Even though we just entered December, Tokyo’s abuzz with Christmas cheer; I went to check out some of the festivities at Tokyo station and on the Marunoichi line. Since it was away from the congested areas of the city, it made for a fantastic sight!
First on the agenda today is SFXTK! We’ve finalized all of the balance updates for Ver. 2013, so this week I’m going to outline the changes to the Street Fighter cast. Since we already detailed some of the changes to the characters in previous blog entries, this time around I’m only going to write about wholly new changes or tweaks to the changes that we posted already.
Of course, we’re going to have a fully detailed list in the future, so you can always check that out as well!
Special Move Cross Gauge building tweaks
Somersault Kick: on hit 40 ⇒ 30.
Sonic Boom: on whiff 15 ⇒ 0, on block 15 ⇒ 25, on hit 20 ⇒ 35.
Flying Mare: damage increased from 150 to 180.
Flying Buster Drop: damage increased from 150 to 180.
Crouching HP: hurtbox decreased.
Shoulder Tackle: command input priority has been changed to put it lower than Change of Direction.
Note: Shoulder Tackle and Breathless commands are still the same (charge down, then up and Punch or all 3 Punches).
Far standing MP: the hurtbox on Chun-Li’s arm now comes out 2 frames faster, and the pushback on block for a Boost Combo has been decreased.
Ryuseiraku: damage has increased from 150 to 190.
Hazanshu: hurtbox when landing has been increased.
Flying Neck Breaker: damage increased from 140 to 190.
Jump Double Zoom Punch: damage decreased from 100 to 80, advantage on block and block stun are now the same as Jump Zoom Side Punch, and advantage on hit has been decreased by 1 frame.
Switch Cancel: changed so that it counts as a 2 hit attack, damage decreased from 140 to 120.
Close standing HP: pushback on hit is now the same as LP, and pushback on block for a Boost Combo has been decreased.
Far standing HK: Cross Gauge meter building decreased from 10 to 0 on whiff, on block it’s been increased from 10+10 to 15+15 and on hit 20+20 to 25+25.
Crouching MP: 4 frames added during Boost Combo (on hit -6, on block -10).
EX Tiger Knee: frame disadvantage on block reduced by 3 frames to -2, damage decreased from 110 to 90, tweaked so that it registers in mid-air combos.
Close standing MK: pushback on block for a Boost Combo has been decreased.
Low Tiger Shot: overall animation reduced from 47 frames to 46 frames.
EX Low Tiger Shot: overall animation reduced from 48 frames to 45 frames.
Forward dash: overall animation increased from 14 to 16 frames.
Crouching HP: start-up changed from 9 frames to 7 frames, advantage on hit reduced by 8 frames (now leaves Poison at +0).
Far standing MP: added 3 frames during Boost Combo (on hit -5 frames, on block -9 frames).
Monster Lariat: now -10 frames on block. Additionally, Super Armor startup has been changed so that it now starts on frame 7 instead of frame 1.
Tobizaru: damage increased from 140 to 190.
Far standing LP: hitbox has been reduced.
Far standing MP: added 5 frames during Boost Combo (on hit -5 frames, on block -9), pushback on block has been reduced, hurtbox now comes out 1 frame before attack. Finally, start up has been increased from 4 frames to 5 frames.
Flying Body Attack: block stun has been reduced by 9 frames, and damage decreased from 120 to 100.
Quick Double Lariat: hitbox added to the 5th frame.
Crouching LP: damage decreased from 40 to 30.
Crouching HP: pushback on block during a Boost Combo has been decreased, and 5 frames are added when used in a Boost Combo (on hit -7 frames, on block -13).
Stardust Drop: damage increased from 150 to 190.
Bloody High Claw: tweaked to make it easier to hit with.
Special Move Cross Gauge building tweaks
Dash Low Straight: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
Dash Low Smash: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
Dash Swing Blow: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
Buffalo Head: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
Turn Punch: on whiff 15 ⇒ 10, on hit 40 ⇒ 45.
Dash Straight: on whiff 15 ⇒ 0, on block 25 ⇒ 30, on hit 30 ⇒ 50.
Dash Upper: on whiff 15 ⇒ 0, on hit 30 ⇒ 40.
EX Senpusha: pushback on hit and on block has been decreased, and forward movement on the attack has been standardized.
Bison Warp: 9 frames added (overall animation increased from 42 frames to 51).
Far standing HK: when 2nd hit comes out, a hitbox to hit crouching opponents has been added. Frames have also been tweaked from (on hit +5 frames/on block ±0) to (on hit +6 frames/on block -2).
Ashura Senku (Punch version): movement distance has been decreased, invincibility window has been decreased so that it is only available from frames 1 to 34, and overall animation increased from 61 frames to 63.
Ashura Senku (Kick version): movement distance has been decreased, invincibility window has been decreased so that it’s only available from frames 1 to 28, and overall animation increased from 54 frames to 59.
Goshoryuken (MP and HP versions): pushback on block decreased, block stun decreased by 5 frames, 2nd hit does not connect on crouching opponents, and the disadvantage on block for the first hit decreased by 10 frames.
LK Shunpukyaku: damage increased from 30 to 40.
Sailor Shot/Choba Throw: damage increased from 100 to 130.
Far standing MP: 2 frames added during a Boost Combo (on hit -3 frames, on block -7).
Crouching MP: 7 frames added during a Boost Combo (on hit -5 frames, on block -9).
Ninja Sickle: start up decreased from 12 frames to 10, opponent floats straight up on hit, pushback on block reduced, hitbox on 2nd hit increased.
Bushin Gokusaken: opponent floats straight up into the air on hit, damage has been changed from 20+40+50+70 to 30+50+60+120, and the final attack can now be jump canceled.
Bushin Gokusaken (throw version): damage increased from 100 to 170.
Bushin Izuna Otoshi (Elbow drop variation): attack now comes out slower.
Crouching LK: startup changed from 3 frames to 5 frames, hitbox reduced, hurtbox on the leg comes out 1 frame faster. The hurtbox has also been increased, and 3 frames were added on hit and block (now ±0 frames on hit, -4 on block).
Crouching HP: 4 frames added (on hit +2 frames, on block -4), 8 frames added during a Boost Combo (on hit -12 frames, on block -18), and the pushback on block during a Boost Combo has been reduced.
Crouching HK: pushback on block during a Boost Combo has been reduced, as well as 6 frames added during the attack (on block -21 frames).
Crouching MP (with knife): pushback on block during a Boost Combo has been reduced, as well as 6 frames added during the attack (on hit -9 frames, on block -13). The hitbox and hurtbox have been reduced, and the attack can no longer be canceled.
Crouching MP: 9 frames added during a Boost Combo (on hit -8 frames, on block -13).
Far standing MK: 6 frames added during a Boost Combo (on hit -6 frames, on block -10).
Hammer Hook: the time when both characters cannot attack during the first hit has been reduced by 2 frames so that if the first hit is blocked, then the second hit’s hitbox doesn’t come out.
Jump: overall animation reduced from 45 frames to 41 frames.
Standing MP: now comes out in 5 frames, and the second hit can be canceled.
Handstand Kick: reduced by 3 frames (on hit +3 frames, on block ±0).
Mallet Smash: tweaked to be in a standing position while the hitbox is active.
EX Cross Counter: overall tweaked to make it easier to connect with.
How do these changes sound to you!? Next week we’ll announce the updates made to the Tekken characters!