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Street Fighter X Tekken Ver. 2013 trailer showcases widespread tweaks

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Later this month Capcom will release a free patch for Street Fighter X Tekken that introduces a number of changes designed to speed up and improve gameplay while balancing out certain characters’ moves to make for fairer fights.

The publisher recently released a trailer providing a visual overview of “Street Fighter X Tekken Ver. 2013” complete with side-by-side comparisons of gameplay before and after the patch.

Take a look below:

Over on the Capcom-Unity blog, the game’s producer Tomoaki Ayano also listed the first round of character-specific changes introduced in the update:

Guile

  • 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.

Abel

  • 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).

Chun-Li

  • 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.

Cammy

  • Flying Neck Breaker: damage increased from 140 to 190.

Dhalsim

  • 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.

Sagat

  • 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.

Poison

  • 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).

Hugo

  • 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.

Ibuki

  • Tobizaru: damage increased from 140 to 190.

Rolento

  • Far standing LP: hitbox has been reduced.

Zangief

  • 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).

Vega

  • Stardust Drop: damage increased from 150 to 190.
  • Bloody High Claw: tweaked to make it easier to hit with.

Balrog

  • 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.

Juri

  • EX Senpusha: pushback on hit and on block has been decreased, and forward movement on the attack has been standardized.

M.Bison

  • Bison Warp: 9 frames added (overall animation increased from 42 frames to 51).

Akuma

  • 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.

Sakura

  • LK Shunpukyaku: damage increased from 30 to 40.
  • Sailor Shot/Choba Throw: damage increased from 100 to 130.

Guy

  • 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.

Cody

  • 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.

Elena

  • 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.

Dudley

  • EX Cross Counter: overall tweaked to make it easier to connect with.

Head over here to browse through El33tonline’s previous coverage of Street Fighter X Tekken.


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