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#77#77#77#77
FAQ

Разработчик и издатель:Capcom Entertainment
Официальные сайты:
[SF5][Shadaloo SF5]
[SF6][Buckler's Boot Camp]
Оф. форумы:
Даты релизов:
[USF IV : 7 августа 2014]
[Street Fighter X Tekken : 11 - 14 мая 2012 г.]
[Street Fighter V : 16 февраля 2016 г.]
[Street Fighter 6 : 02 июня 2023 г.]
===============
Ryu, Ken и другие знаменитости!

Страничка в Steam - Ultra Street Fighter IV
Страничка в Steam - Street Fighter X Tekken
Страничка в Steam - Street Fighter V
Страничка в Steam - Street Fighter 6

[Скриншоты USF4][Трейлеры USF4]

[Скриншоты SFXT][Трейлеры SFXT]

[Скриншоты SF5][Трейлеры SF5]

[Скриншоты SF6][Трейлеры SF6]

Отдельный топик по SF6

_________________
**********
Delenda est.


Последний раз редактировалось George80 11.06.2024 23:23, всего редактировалось 67 раз(а).


Партнер
 

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Street Fighter X Tekken DLC characters for PC update from Capcom
Derek on Capcom-Unity made a post earlier that gave a small update to Street Fighter X Tekken's PC patch for the 12 downloadable characters.
He noted that the development is essentially done and it still needs to be sent in to Microsoft, which as we've seen before with Super Street Fighter 4 Arcade Edition v2012 patch 1.07 it can take quite a bit of time.
Today, I'm passing along an update about the next batch of DLC for Street Fighter x Tekken (PC), which among other things will include all of the new characters. Here's the update: the development work for this DLC batch is essentially finished, but we still need to wrap up QA and get Microsoft to approve it all before we'll actually be able to release it to the public. As soon as the status changes, I'll hop back on the blog and let everyone know.


 

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Новые намёки об SSF4AE от продюсера Йошинори Оно

Ono would like to add an online training mode to SSF4 AE v2012, like the one in Street Fighter X Tekken.
Ono is interested in continuning to update SSF4 AE v2012, but he said the community seems split on the issue, with half wanting more balance tweaks to the roster while the rest are fine with it as is. He did clarify that he's more interested in adding features and less in rebalancing the game.


а также грядёт новое бесплатное обновление для SFXT: Street Fighter X Tekken v.2013

The update, called “Street Fighter X Tekken 2013” (following Super Street Fighter IV Arcade Edition Ver.2012′s naming convention), will come to all versions of the game in the middle of December, 2012.

Добавлено спустя 4 часа 46 минут 42 секунды:
мне кажется что ПК версия получит патч 2013 через несколько месяцев после выхода на консолях.


Последний раз редактировалось George80 17.12.2012 9:05, всего редактировалось 2 раз(а).

 

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Street Fighter X Tekken v.2013 balance change - SF side
Abel
• Command change
- Shoulder Tackle changed from (charge, forward+P) to (charge, forward+K)
- Breathless changed from (charge, forward+PPP) to (charge, forward+KKK)
• Guard cancel
- Marseilles Roll changed to Shoulder Tackle
- Attack Startup 8F, Damage 120
• Close HP
- Hit box enlarged
- Push back on block for boost combos reduced
• Far HP
- Push back on block for boost combos reduced
• Far HK
- Push back on block for boost combos reduced
• cr. HP
- Hurt box reduced
- Hurt box on arm is now invincible versus jumping attacks
• Wheel Kick
- Hit stun frames reduced (L->+1F / M, H, EX->+2F)
- When hits in midair it becomes bound damage
- Damage L. 100->80, M. 110->80, H. 120->90
• L. Wheel Kick
- Hit box position changed
• Tornado Throw
- Damage L. 140->160, M. 150->170, H. 160->180
- Throw invincible from startup until throw activation
• L. Shoulder Tackle
- Startup reduced from 24F->20F
• M. Shoulder Tackle
- Armor properties added during hit box active frames / Hit effect changed to ground knockback
• H. Shoulder Tackle
- Armor properties added during hit box active frames / Counter hit causes wall bounce
Akuma
• Close HK (2nd hit)
- Hit effect on airborne opponent changed to bound.
- Can now be canceled
• Far HP
- Can now be canceled
• Far HK
- Blockstun frames changed from +5 on hit/±0 on block +6 on hit/-2 on block
• Ashura Senku (Punch ver.)
- Distance covered has been reduced
- Invincibility time changed from 1-50 frames to 1-40 frames
- Full frame length changed from 61 to 72 frames
• Ashura Senku (Kick ver.)
- Distance covered has been reduced
- Invincibility time changed from 1-40 frames to 1-30 frames
- Full frame length changed from 54 to 64 frames
• EX Gohadoken
- "Abolished from mid-air combo limit"
• Tatsumaki Zankukyaku (MK)
- Damage stun changed from 40+20+20(80) to 40×3(120)
• Tatsumaki Zankukyaku (HK)
- All hits are guaranteed if the first hit connects
• Airborne Tatsumaki Zankukyaku
- Hurtbox increased
• Hyakki Gojin
- Damage increased from 50 to 70
• Hyakki Gosho
- Damage increased from 70 to 100
• Hyakki Gozan
- Damage increased from 60 to 80
• Zanku Hadoken
- Hitbox has been reduced
- When used during a backwards jump, 5 frames added upon landing
• Goshoryuken (MP, HP)
- During the first hit, blockstun has been decreased by 10 frames
- The second hit does not connect on a crouching, blocking opponent
- Pushback on block has been reduced
• Misogi
- Hitbox has been increased
Balrog
• Close LP
- Block pushback has been increased
• Close LK
- Block pushback has been increased
• Close HK
- 2 frames added to Boost combo (on hit -2, on block -9)
• Far LP
- No longer connects on crouching opponents
• Far MP
- Active frame window has been changed to 4 frames
- Can now be canceled
• Far HK
- 2 frames added to Boost combo (on hit -5, on block -11)
• cr. LK
- Block stun has increased by 2 frames (on hit +5, on block +1)
• cr. HK
- Overall animation has been reduced by 3 frames
- Block stun has decreased by 3 frames (on block -9)
- Block pushback has been decreased
• Dash Straight (EX included)
- Now moves forward 4 frames after startup
• EX Dash Upper
- Now moves forward 4 frames after startup
• Buffalo Head
- Now connects on crouching opponents
• EX Dash Swing Blow
- When the opponent is hit with this attack while crouching, they'll take bound damage and go into "fall over" stun
Blanka
• Close MP
- Frames increased by 9F for boost combos (on hit -6F/On block -10F)
• Close MP
- Frames increased by 6F for boost combos (on hit -5F/on block-9F)
• Close MK
- Frames increased by 4F for boost combos (on hit -5F/on block-9F)
• Close HP
- Can now be canceled
• Far MP
- Frames increased by 5F for boost combos (on hit -5F/on block-9F)
• cr. MK
- Frames increased by 5F for boost combos (on hit -6F/on block-10F)
• cr. HP
- Push back on block reduced
- Frames increased by 3F (on hit -5F/on block -11F)
• Vertical Roll
- Damage 160->130?
- Frames increased by 5F whiff and on block
• Electric Thunder
- Changed knock away direction on hit or guard when opponent comes from behind Blanka
• EX Rolling Attack
- Changed push back distance of the Super Charge version to match that of the normal EX version when on guard
• Grand Shave Roll
- Full invincibility until hit box becomes active
Cammy
• Hooligan Combination
- Can transition into Cannon Strike
- Transition version has 6F more landing stun than normal version, on hit advantage frames reduced by 4F
• Close LP
- (+7F on hit / +3F on block)->(+5F on hit / +2F on block)
- Increased push back on block
• Close MP
- Block stun during boost combos reduced by 4 (-6F on block)
• Close HP
- Block stun during boost combos increaed by 5F (-8F on hit / -14F on block)
- Push back on block for boost combos reduced
• Close HK
- Cannot jump cancel on block
• Far LP
- Block stun increased by 2 (+1F on block)
• Far HP
- Push back on block for boost combos reduced
• Far MK
- Push back on block for boost combos reduced
• Far HK
- Push back on block for boost combos reduced
• cr. MP
- Block stun during boost combos reduced by 3 (-7F on block)
• cr. HP
- Push back on block for boost combos reduced
- Block stun during boost combos increased by 6F (-8F on hit / -14F on block)
• Cannon Spike
- Reduced push back on block / Block stun reduced by 10F
• L Cannon Spike
- Active frames 1~2F Damage 100
- From 3F onwards Damage 130
• M Cannon Spike
- Active frames 1~2F Damage 110
- From 3F onwards Damage 140
Chun-Li
• Close MK
- Block stun during boost combos increased by 5F (-6F on hit / -10F on block)
• Close HK
- Cannot jump cancel on block
• Far MP
- Arm hurt box activates 1F faster
- Push back on block for boost combos reduced
• Far HP
- Push back on block for boost combos reduced
• cr. HK
- Push back on block for boost combos reduced
• Angle Jump HP
- Mid air hit causes knockdown
• Kakusenshu
- Hurt box changed
- Hit box enlarged
- Damage 60->70
• H. Kikouken
- Block stun increased by 2F
• EX Hyaku Retsu Kyaku
- Only first hit reduceds mid air combo count
- Hit stun for all hits changed to same as H. version
Cody
• Close MP
- Frames increased by 9F for boost combos (on hit -6F/On block -10F)
• Close MK
- Frames increased by 2F for boost combos (on hit -5F/On block -9F)
- Push back on block for boost combos reduced
• Close HP
- Frames increased by 9F for boost combos (on hit -10F/On block -16F)
• Close HK
- Frames increased by 6F for boost combos (on hit -12F/On block -18F)
- Push back on block for boost combos reduced
• Far LK
- Hit box reduced
• Far MP
- Frames increased by 9F for boost combos (on hit -8F/On block -12F)
• Far HP
- Frames increased by 6F for boost combos (on hit -13F/On block -18F)
- Push back on block reduced
• Far HK
- Frames increased by 7F for boost combos (on hit -14F/On block -19F)
- Push back on block reduced
• cr. LK
- Startup increased from 3F->5F
- Hit box reduced
- Frames increased by 3F (on hit ±0F/on block -4F)
• cr. MK
- Frames increased by 5F for boost combos (on hit -9F/on block -13F)
• cr. HP
- Frames increased by 8F for boost combos (on hit -12F/on block -18F)
- Push back on block for boost combos reduced
• cr. HK
- Frames increased by 6F for boost combos (on block -20F)
- Push back on block for boost combos reduced
• MP (with knife)
- Frames increased by 10F for boost combos (on hit -9F/on block -13F)
- Push back on block for boost combos reduced
- Hit box reduced
- Hurt box reduced
• MP (with knife)
- Frames increased by 5F for boost combos (on hit -9F/On block -13F)
- Push back on block for boost combos reduced
- Hit box reduced
- Hurt box reduced
- Now cannot be canceled
• HP (with knife)
- Reduced frames by 4F (on hit +5F/On block ±0F)
- Frames increased by 4F for boost combos (on hit -12F/On block -17F)
- Push back on block for boost combos reduced
• cr. HP (with knife)
- Push back on block for boost combos reduced
• Zonk Knuckle
- Push back on block reduced
• EX Zonk Knuckle
- Knock away changed to shoot straight up on hit
- Damage decreased from 160->100
- Push back on block reduced
• EX Bad Stone
- Startup reduced from 30F->28F
• Guard cancel
- Became a 2-hit move
• Prisoner Throw
- Damage increased from 120->130
Dhalsim
• Close LK
- Startup 3F->4F - Hit box reduced • Close MP - Block stun during boost combos increased by 3F (-4F on hit / -10F on block)
• Close MK
- Block stun during boost combos increased by 3F (-7F on hit / -11F on block)
• Close HP
- Block stun during boost combos increased by 5F (-9F on hit / -15F on block)
- Push back on block for boost combos reduced
• Close HK
- Block stun during boost combos increased by 8F (-9F on hit / -15F on block)
- Push back on block for boost combos reduced
• cr. LP
- (+6F on hit / +2F on block)->(+3F on hit / +1F on block)
• cr. MP
- Block stun during boost combos increased by 9F (-6F on hit / -10F on block)
• cr. MK
- Block stun during boost combos increased by 4F (-6F on hit / -10F on block)
• cr. HP
- Block stun during boost combos increased by 8F (-11F on hit / -16F on block)
- Push back on block for boost combos reduced
• Double Zoom Straight
- Damage 90->80
- Hurt box active frame timing changed
• Double Zoom Punch
- Damage 90->80
• Jump Double Zoom Punch
- Damage 100->80
• Sliding
- Hit box reduced
• Yoga Sliding
- Hit box reduced
• M. Yoga Flame
- Block stun reduced by 2 (0 on block->-2F on block)
• H. Yoga Flame
- Block stun reduced by 2 (+3F on block ->+1F on block)
• Yoga Flame
- Hurt box appears 2F before hit box activates
• EX Yoga Flame
- Startup 17F->15F
• Yoga Blast / EX Yoga Blast
- Opponent cannot quick stand on hit
• Yoga Inferno
- Startup 3F->6F
• Yoga Volcano
- Startup 9F->7F
- Damage 250->280
• Guard cancel
- Changed to 2 hit move
Dudley
• MP
- Frames increased by 5F for boost combos (on hit -3F/On block -7F)
- Push back on block for boost combos reduced
• HP
- Push back on block for boost combos reduced
• HK
- Damage decreased 90->75
• cr. MP
- Frames increased by 5F for boost combos (on hit -4F/On block -8F)
- Push back on block for boost combos reduced
• cr. MK
- Startup decreased from 10F->7F
- Increased hold over from 3F->5F
- Hurt box reduced
• Diagonal Jump HK
- Damage decreased from 100->80
- Decreased hold over from 10F->7F
• Dart Shot
- Decreased block stun by 4F (On block -4F)
• M Jet Upper
- Damage decreased from 140->120
- Decreased airborne combo count
- Decreased block stun by 4F
- Decreased screen freeze by 4F
- Push back on block reduced
• H Jet Upper
- Increased airborne combo count
- Damage decreased from 160->120
• Short Swing Blow (including EX)
- Added invincibility attribute to throws
- Removed hurt box on the head and torso during Super Charge
• EX Cross Counter
- Hit box enlarged on second and third hits
• Rolling Thunder
- Easier to transition to lock animation when move hits an airborne opponent
Elena
• Jump
- Total frames for jump decreased from 41F->38F
• Close MP
- Startup decreased from 6F->5F
- Can now be cancelled
• cr. MP
- Hit box enlarged
- Frames increased by 5F for boost combos (on hit -3F/On block-7F)
• cr. MK
- Hit box enlarged
• Target Combo 4(MK D+HP)
- Hit box enlarged
• Sliding
- Startup decreased from 14F->10F
- Hurt box area above neck now invincible to projectiles
• Handstand Kick
- Decreased frames by 3F (on hit +3F/On block-1F)
• M/H Lynx Tail
- Decreased frames for block stun by 2F (M -4F->-6F?H -2F->-4F)
• EX Lynx Tail
- Final hit now knocks opponents behind Elena
- Damage decreased from 150->100
• EX Scratch Wheel
- Length of invincibility changed from 1~5F->1~6F
• EX Rhino Horn
- Now invincible against projectiles from the first frame of the move until the second frame of the start of the final attack
• Leg Lift Throw/Leg Hook
- Damage increased 120->130
• Brave Dance
- Startup decreased from 14F->5F
Guile
• Command change
- (back+HP+HK) no longer activates guard cancel
• Health
- 950->900
• Far HP
- Push back on block for boost combos reduced
• Far HK
- Push back on block for boost combos reduced
• cr. LP
- Frames increased by 3 (+5F on hit / +1F on block)
• cr. LK
- Frames increased by 3 (+4F on hit / 0 on block)
• Reverse Spin Kick
- 6F~29F is throw invincible
• Flash Kick
- Block stun reduced by 10F
- Screen freeze reduced by 5F
- Push back on block reduced
Guy
• Close MK
- Frames increased by 4F (on hit +6F/on block +2F)
- Frames increased by 6F for boost combos (on hit -3F/on block -7F)
• Close HK
- Frames increased by 10F for boost combos (on hit -8F/on block -13F)
- Push back on block for boost combos reduced
• Far MP
- Frames increased by 2F for boost combos (on hit -4F/on block -8F)
• Far MK
- Shortened frames by 2F (on hit ±0F/on block-1F)
• Far HP
- Push back on block for boost combos reduced
• Far HK
- Push back on block for boost combos reduced
• cr. MP
- Frames increased by 7F for boost combos (on hit -4F/on block -8F)
• cr. HP
- Push back on block for boost combos reduced
- Frames increased by 8F for boost combos (on hit -10F/on block -16F)
• Jump MP
- Can now be canceled
• Ninja Sickle
- Startup 12F->10F
- Knock away changed to shoot straight up on hit
- Push back on block reduced
- Hit box enlarged
• Bushin Gokusaken
- Opponents now launched straight upwards on hit
• Bushin Gokusaken Throw
- Damage increased from 100->170
• Neck Breaker
- Became 2-hit move
• Bushin Izuna Otoshi
- Slowed timing of attack activation
• M Bushin Kaiten Izuna Otoshi
- Hit box property is now a strike instead of a throw
- Increased air combo juggle counter
• EX Bushin Kaiten Izuna Otoshi
- Hit box property is now a strike instead of a throw
- Increased air combo juggle counter
- Increased invincibility time by 1F
• EX Bushin Senpukyaku
- Added area below the knees to the hit box
• Neck Flip
- First attack is now a mid-level attack
• EX Run
- Added Armor Effect to Sudden Stop follow up
• Grab Throw/Shoulder Throw
- Increased damage from 120->130
Hugo
• HP
- Opponent cannot perform quick recovery off the ground when hit by this while in the air
- 4 frames added to Boost Combo (-9 on hit, -15 on block)
- Push back on block for boost combos reduced
• cr. LP
- Damage reduced from 50 to 40
• cr. LK
- Hit box reduced
- Hurt box reduced
• cr. MP
- Damage reduced from 80 to 70
- 5 frames added to Boost combo (-5 on hit, -9 on block) / Push back on block for boost combos reduced
• cr. MK
- 4 frames added to Boost Combo (-13 on block) / Push back on block for boost combos reduced
• Hammer Hook
- Wall bound when move connects on counter hit
• Body Press
- Block stun reduced by 8 frames / Damage reduced from 140 to 110
- Active frames reduced from 21 to 8 frames
• Giant Palm Breaker
- Damage changes
- LP: 100->80
- MP: 100->110
- HP: 140->130
• Moonsault Press
- Damage increased from 200 to 230
• EX Meat Squasher
- Damage increased from 200 to 260
• Monster Lariat
- Block stun increased by 3 frames (on block -10)
- Super armor startup changed from 1 to 6 frames
• EX Monster Lariat
- Block stun reduced by 5 frames (on block -8)
Ibuki
• EX Kunai
- EX Kunai can be canceled while descending
• far LP
- Hit box reduced
- Hurt box reduced
- Frames changed from (on hit +6/on block +2) to (on hit +7/on block -1)
• LK
- Hurtbox increased
• cr. MK
- Push back on block for boost combos reduced
• far HP
- Push back on block for boost combos reduced
• Forward jumping HK
- Startup increased from 5 to 7 frames
- Damage decreased from 100 to 75
• Yami Kazura
- Damage increased from 120 to 130
• Spin Kick
- Hit box reduced
• MK Tsumuji, HK Tsumuji
- Franes changed from (MK on block -1/HK on block ±0) to (both on block +3)
Juri
• Close HP
- on hit, opponents are launched higher
• Far LK
- Can no longer be linked
• cr. HP
- Damage decreased from 90 to 75
- On block, cannot be jump canceled
- Hitbox has been reduced
• Diagonal Jumping HP
- Damage decreased from 100 to 75
- Hurtbox comes out 1 frame quicker
• Karen Kick/Assatsu Kick
- Damage decreased from 150 to 130
• EX Senpusha
- Hit and block pushback has been reduced
• EX Kasatushi
- Hurtbox has been added after move is successful
Ken
• Far HK
- Startup 13->11F
- Frames reduced by 3 (0 on hit / -5F on block)
• Shiden Kakato Otoshi
- Can cancel the feint
• Target Combo
- (-1F on hit /-7F on block)->(+3F on hit / -4F on block)
• Shoulder Throw
- Damage 120->130
• L. Shoryuken
- 1~2F full invincibility changed to lower body invincibility
- Floats higher on hit
- Damage 80->70
• M. Shoryuken
- 1st hit block stun reduced by 10F
- Screen freeze reduced by 5F
- Push back on block reduced / 2nd hit no longer hits crouching opponents
• H. Shoryuken
- Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150->130 / Increased air combo juggle counter
• Hadouken
- (-4F on hit / -9F on block)->(0 on hit / -5F on block)
• Air Tatsumaki Senpu Kyaku
- Hurt box enlarged
• Shippu Jinrai Kyaku
- Damage 300->340 / 1st hit moves forward more
M.Bison
• Close MP
- Startup decreased from 7 to 5 frames
• Far MP
- Startup decreased from 8 to 5 frames
- Hitbox has been reduced
- Hurt box reduced
• Bison Warp
- Overall animation has increased by 8 frames
• Double Knee Press (LK)
- Block pushback has increased
• EX Double Knee Press
- When the final hit connects, opponents are now launched straight up slightly instead of being knocked down
• Knee Press Nightmare
- The move starts off with full invicibility, and midway through the movement becomes projectile invincible only.
• Deadly Throw
- Damage decreased from 150 to 140
Poison
• Command change
- Backflip command changed from KK to KKK
• Forward Dash
- Full animation reduced from 22 to 16 frames
• Close MP
- Damage increased from 60 to 70
- 3 frames added to Boost Combo (-5 on hit, -9 on block)
• Far HP
- Damage increased from 90 to 100
- 7 frames added to Boost Combo (-14 on hit, -19 on block)
- Push back on block for boost combos reduced
• Close HK
- Start up reduced from 14 to 11 frames
• cr. MP
- 3 frames added to Boost Combo (-4 on hit, -8 on block)
• cr. HP
- Startup decreased from 9 to 7 frames / Frames reduced by 8 (±0 on hit, -6 on block)
• Elbow Drop
- Start up increased from 17 to 21 frames. / Active frame on attack reduced from 6 to 5 frames / Frames reduced by 6 (-1 on hit, -5 on block)
- Note: confirmed on Ryu / Damage increased from 60 to 70
• Love Me Tender (L)
- Startup decreased from 29 to 27 frames
• EX Whip of Love
- Second hit frames changed to +1 on hit and -3 on block / 4th hit frames changed to -8 on block
• Slapshot
- Damage reduced from 150 to 140
Rolento
• Vitality
- Reduced from 1000 to 930
• Far LP
- Hit box reduced
- Hurt box reduced
• Far MK
- 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
• Far HP
- 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
• Far HK
- 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• cr. MP
- 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
• cr. MK
- 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
• cr. HP
- 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• Jump MK
- Hitbox reduced
• Patriot Circle
- First attack frames increased by 4 (on hit, -1, on block -5)
• Stinger
- Hitbox increased
- Push back on block reduced
Rufus
• Close LK
- Block pushback increased
• Close MK
- 6 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
• Far MP
- 6 frames added to Boost combo (-6F/-10F)
- Push back on block for boost combos reduced
• Far MK
- 4 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
• Far HP
- 4 frames added to Boost combo (-9F/-14F)
• cr. LK
- Hitbox reduced
• Hand Machinegun
- Damage increased from 120 to 130
• Vulture Kick
- Frame advantage on hit reduced by 2 frames (on hit +1)
• Falcon Kick
- Frame advantage on hit reduced by 7 frames
• Target Combo
- Damage decreased from 90 to 60
• Galactic Tornado
- Damage adjusted:
- MP 100->80
- HP 120->90
- EX 160->80
• Messiah Kick (mid)
- Block stun reduced by 2 frames (On block -1)
• Messiah Kick (high)
- Block stun reduced by 5 frames (On block -5)
Ryu
• Far LP
- Startup 3F->4F
• cr. MP
- Startup 4F->5F
- Hit box reduced
• cr. MK
- Startup 5F->6F
- Hit box reduced
• cr. HK
- Startup 5F->7F
• Solar Plexus Strike
- Frames reduced by 2 (+5 on hit / 0 on block)
• Shoryuken
- Block stun reduced by 10 F
- Screen freeze reduced by 6F
- Push back on block reduced
• M. Shoryuken
- Frames 1~5 are invincible
• Air Tatsumaki Senpu Kyaku
- Hurt box enlarged
• EX Tatsumaki Senpu Kyaku
- Frames 3~7 are throw invincible
• H. Ryu's Joudan Sokutou Geri
- Block stun reduced by 4F
• Guard Cancel
- Changed to 3 hits
Sagat
• Close MK
- Push back on block for boost combos reduced
• Close HP
- Push back on hit changed to be same as light attacks
• Close HK
- 1st hit will hit crouching opponents
- 1st hit causes forced standing
• Far HP
- Push back on block for boost combos reduced
• Far HK
- No longer build meter on whiff
• cr. MP
- Block stun during boost combos increased by 4F (-5F on hit / -9F on block)
• cr. HP
- Push back on block for boost combos reduced
• Step Low Kick
- Block stun reduced by 3 (-3F on block)
• Tiger Uppercut - Block stun reduced by 10F
- Screen freeze reduced by 4F / Push back on block reduced
• EX Tiger Uppercut
- Moves forward further
- Hit box after 2nd hit enlarged forward
• EX Tiger Knee Crush
- Block stun reduced by 5 (-3F on block) / Damage 110->90 / Changed air combo count
Sakura
• LK
- Hit box reduced
- Hurt box reduced
- Startup 3F->4F
• Close MP
- Frames reduced by 2 (on hit +4F/on block +1F)
• Close HK
- Hit effect changed to knock away against opponents on the ground on hit
- Push back on block for boost combos reduced
• Far HP
- Can be canceled
- Push back on block for boost combos reduced
• Far HK
- Push back on block for boost combos reduced
• cr. HP
- Hurt box reduced
• Jump MP
- Changed hit effect to knock down against airborne opponents on hit
• Hadoken
- Increased total frames from 42F->49F
- Frames adjusted from (on hit ±0/on block -6F)->(on hit -3F/on block -7F)
• Sakura Otoshi
- Hit box enlarged
• Haru Ranman
- Damage increased from 300->330
Vega
• cr. LP
- Frames increased by 1 (on hit +4, on block ±0)
• cr. MK
- Block stun has been reduced by 3 frames (on block -2)
- 6 frames added to Boost combo (on hit -6, on block -13)
- Push back on block for boost combos reduced
• Vertical jumping HK
- Opponent will go into a hard knockdown state if hit with this attack while in the air.
• Flying Barcelona Attack
- The position of the hurtbox has been changed
- Pushback on block has been reduced
• Izuna Drop
- Throw area has been reduced
• Sky High Claw (H)
- The knockback timing on hit and on block has been changed
• Scarlet Terror (M)
- Damage decreased from 100 to 80
• Scarlet Terror (H)
- Damage increased from 100 to 120
- Mid-air combo count number increased
• EX Scarlet Terror
- Damage increased from 150 to 160
- Mid-air combo count number increased
Zangief
• Walking Speed
- Slightly slower
• Close MP
- 5 frames added to Boost combo (on hit -5, on block -9)
- Push back on block for boost combos reduced
• Close MK
- 4 frames added to Boost combo (on hit -6, on block -10)
• Far LP
- Damage decreased from 40 to 30
• Far LK
- Startup increased from 4 to 5 frames
• Far MP
- 5 frames added to Boost combo (on hit -5, on block -9)
- Push back on block for boost combos reduced
- Adjusted so that the hurt box comes out 1 frame before the attack
• Far MK
- Push back on block for boost combos reduced
• cr. MP
- Damage decreased from 80 to 70
• cr. MK
- 2 frames added to Boost combo (on hit -5, on block -9)
• Flying Body Attack
- Block stun reduced by 8 frames
- Damage decreased from 120 to 100
• Screw Piledriver
- Damage adjusted:
- LP: 180->200
- MP: 200->220
- HP: 220->240
• Quick Double Lariat
- Hitbox increased on the 5th frame

Street Fighter X Tekken v.2013 balance change - T side
Alisa
• Life
- 1000->950
• Close/Far LP
- Startup 5F->4F
• Close MP
- Startup 7F->5F
- Reduced frames by 2 (On hit +7)
• Close MP
- Added 5F to boost combo (On hit -3F/On block -9F)
• Close HP
- Startup 11F->8F
- Reduced recovery by 3F
- Area from chest and up is invincible against air attacks
• Close HK
- Added 8F to boost combo (On hit -9F/On block -14F)
• Far HP
- Area from chest and up is invincible against air attacks
- Midair hit causes knockdown
• cr. MP
- Startup 8F->5F
• cr. MK
- Push back on block when used in boost combo reduced
• Destructive Form LP
- Hurt box enlarged
- Damage 6x5(30)->8x5(40)
• Destructive Form cr. LP
- Damage 6x5(30)->8x5(40)
• Destructive Form cr. MP
- Startup 7F->6F
• Clock Setting
- Hit causes vertical float
- Damage 30+15x4+50(140)->40+10x4+40(120)
• Rocket Punch
- After shooting, no longer moves backwards
• EX Hard Reset
- Block stun on last hit reduced by 14F (On block -7F)
• L. Happy Propeller
- Block stun of first hit reduced by 10F
- 2nd hit will not hit crouching opponents
• EX Eject Slider
- Removed armor properties before recovery ends
• Trigger Shuffle
- Full invincibility from startup until first frame
• Spam Bomb
- Damage 120->130
• Double Bull Shoot
- Damage 120->130
Asuka
• Close/Far LP
- Area from neck and above is invincible against air attacks
• Close/Far MP
- Reduced frames by 7(+6F on hit/+2F on block)
• Close/Far HP
- Counter hit causes crumple
• Close/Far HK
- Startup 11F->9F
- Reduced frames by 4(0F on hit/-5F on block)
• Far LK
- Hurt box reduced
• cr. LK
- Startup 5F->4F
• cr. MP
- Reduced frames by 4(+7 on hit/+3F on block)
• cr. MK
- Now +1F on hit
- Hurtbox after 1F adjusted so it is lower
• cr. HP
- Startup 9F->7F
- Can be canceled
- Blowback on hit same as heavy attacks
- Hurt box reduced
- Damage 90->80
• cr. HK
- Hit box enlarged
- Damage 90->75
• cr. HP
- Damage 100->90
• j. HK
- Damage 60+40(100)->60+60(120)
• Dragon Wheel Kick
- No longer will only do 1 hit sometimes
- 1~9F are invincible against air attacks
• Whiplash to Toe Kick
- Hit box enlarged
- Reduced block stun by 2F (+1F on block)
- Increased forward movement distance
• Raging Storm
- Increased push back on block
- Reduced block stun by 6F (-4F on block)
• Tsuwabuki
- Reduced hit stun by 2F(+5 on hit)
• Thunder Fall Kick
- Damage 40+40(80)->60+6(120)
• Leg Cutter 2nd Hit
- Increased block stun by 6F (-6 on block)
- Reduced push back on block
• Double Lift Kicks
- Damage 20+40(60)->30+40(70)
• Falling Rain
- Damage 40+40(80)->70×2(140)
• EX Falling Rain
- Damage 60+60(120)->90×2(180)
• Sweep Throw
- Damage 170->200
• EX Sweep Throw
- Damage 170->200
• Onikubigari
- Damage 90->80
• EX Double Lift Kicks
- Damage 60+50(110)->60×2(120)
- Full invincibility extended to 12th frame
• Hyakujitsuko
- Reduced block stun by 3(-4 on block)
• Heron Dance
- Can be canceled
• Heron Dance
- Hurt box reduced
- Hit box enlarged
• Cloud Taste
- Damage 120->150
• White Mountain
- Damage 120->150
Bob
• Walk speed
- Changed to same as Ken
• Close/Far LP
- Hurt box enlarged
- Startup 5F->4F
• Close MP
- Startup 10F->6F
• Close HP
- Midair hit causes bound
• Far HP
- Push back on block when used in boost combo reduced
• cr. MP
- (+6F on hit/+2F on block)
• cr. HP
- Hit box enlarged
- Changed way move overlaps with others
- Duing active frames 3~7F, from the neck and up is invincible against air attacks
- Damage 90->80
• j. HK
- Damage 100->90
• Gaufrettes Punch
- Midair hit causes bound
• Fast Break
- Changed from high to mid attack
- Can be canceled
• Cracker (L)
- Hurt box appears 1F later
- Startup 10F->6F
• Cracker
- Causes lower float on midair hit
- Fall speed slowed
• EX Cracker
- Startup 9F->6F
- 0F on hit
• Spiral Rocky
- Blow back on hit modified
- Landing recovery reduced
- Removed invincibility
• Langue Washer
- Damage 60->80
• EX Giga Jacker
- From startup until rebound after hit, move is projectile invincible
- Damage 120->180
- Hit causes untechable knockdown
• Granchi Cannon
- Hit causes wall bounce
- Counter hit causes crumple
- Changed midair combo count
- Move is +2 on block
• Giga Meteo
- First hit doesn't use midair combo count
- If first hit connects midair it causes bound
• Flying Cask
- Damage 120->130
• Quarter Deck
- Damage 120->130
Bryan
• Far HK
- Startup 17F->14F
- Considered midair from 9th frame and on
• cr. LK
- Startup 5F->4F
• cr. MP
- Startup 11F->7F
- Reduced hit stun by 4F (On hit +7)
• cr. MK
- Startup 11F->9F
- Hurt box reduced
• cr. HP
- Active hit frames increased by 2 (active for 5 frames)
- Hit opponents behind as well
- Startup 10F->7F
• cr. HK
- Reduced frames by 6 (On block -9F)
• Mach Breaker
- Startup 13F->8F
- Reduced push back on block
- Hit box reduced
- Reduced active hit frames by 2F (active for 3 frames)
• EX Mach Breaker
- Startup 17F->11F
- Reduced block stun by 12F (On block -15)
- Reduced push back on block
• Chopping Elbow
- Reduced block stun by 7F (On block -5)
• M/H Fisherman's Slam
- Will not hit midair opponents
• Fisherman's Slam
- Active hit frames increased by 2 (active for 6 frames)
Christie
• Life
- 900->950
• Close/Far LP
- Startup 4F->3F
• Close MK
- Hit stun reduced by 6F (On hit +2)
• Close/Far HP
- Hit stun reduced by 7F (On hit +4)
• Close HK
- Hit box enlarged
- Hit stun reduced by 8F (On hit +2)
• Far HK
- "From 4th frame, head is projectile invincible.
- From 9th frame, upper body is projectile invincible."
• cr. HP
- Parts of arm and head are invincible against air attacks
• cr. HK
- Increased midair combo count
- Damage 90->80
• Negativa to Armada Combo
- Hit stun reduced by 9F (On hit ±0)
• Gancho Chibata
- Block stun reduced by 2F (On block -3)
- Reduced push back on block and hit
• Double Arm Stinger
- Midair combo counter usage changed to 2
• Perch Flop Kick
- Startup 14F->10F
- Invincible against air attacks until right after startup
- Damage 80->90
• Helicopter
- Damage 20x4(80)->25x4(100)
- 4th hit on midair hit causes high vertical float
- 2nd and 3rd hit will connect against crouching opponents
• Front Stinger
- Increased midair combo count
- Damage 80->100
• Wheel Kicks
- Hit box enlarged
• L. Wheel Kicks
- Damage 50+50(100)->60+20(80)
- Invincible against air attacks
• M/H Wheel Kicks
- 2nd hit causes knockdown
- Reduced frames by 2 (On block -3)
• M. Wheel Kicks
- Damage 50+50(100)->60+30(90)
• H. Wheel Kicks
- Damage 50+50(100)->60+40(100)
- Projectile invincible
• Batucada
- Only last hit causes push back on hit
Heihachi
• MK
- Startup 6F->5F - First hit causes knockdown on midair hit
- Hurtbox on parts of leg and head are invincible against air attacks
- Damage 30+30(60)->50+20(70)
• Close HK
- Can be canceled
- Damage 90->80
• cr. MP
- 7F added to boost combos (-5F on hit/-9F on block)
• Jichinsai
- Damage 50->90
• Chrome Dome(LV.1)
- Damage 50->80
• Chrome Dome(LV.2)
- Damage 50->130
- Move attack property changed from high to mid
• Chrome Dome(LV.3)
- Damage 50->180
- Move attack property changed from high to unblockable
- Will whiff on midair opponents
• L. Demon Breath
- Removed 3F of block stun(-3F on block)
• M. Demon Breath
- Removed 11F of block stun(0 on block)
• H. Demon Breath
- First part of move advances forward
- Reduced frames of first hit by 10(-10F on block)
- Reduced push back on block for first hit
- Midair combo counter usage of 2nd hit changed to 1
• EX Dragon Uppercut
- Removed forward movement
- Completely invincible from startup to finish
• EX Raijin Stance
- Damage 50+50(100)->130+80(210)
- Removed 8F(-12F on block)
- Reduced push back on block
• Neck Breaker
- Damage 120->130
• Broken Toy
- Damage 120->130
Hwoarang
• Command Change
- Spinning Trip Kick changed from db+LK to b+LK
• LK
- Reduced frames by 2 (+6F on hit/+2F on block)
- Can be canceled
- Hurt box enlarged
• MP
- Hurt box enlarged
- Knee area is now invincible against air attacks
- Hit box enlarged
• HP
- Push back on block when used in boost combo reduced
• HK
- Push back on block when used in boost combo reduced
• cr. LP
- Startup 5F->4F?
• cr. LK
- Reduced frames by 1 (+5F on hit/+1F on block)
• cr. MP
- Startup 6F->5F?
- Reduced frames by 2 (+6F on hit/+2F on block)
• cr. HP
- Push back on block when used in boost combo reduced
• MP (During Flamingo)
- Startup 6F->5F?
- Reduced push back on hit
• HK (During Flamingo)
- Hurtbox on feet is invincible against air attacks
- Causes knockdown on midair hit
• Tsunami Kick
- Can transition to Flamingo Stance 2 frames faster
• Air Raid
- When 3rd hit connects gives additional 6F of advantage (L hit +8, M/H hit +6)
- Reduced push back on block/hit
• Air Raid Special
- Increased advantage on hit by 2F (+8 on hit)
- Reduced push back on hit/block
• EX Air Raid
- Reduced Hwoarang recovery on hit
• Dynamite Heel
- Midair hit causes bound
- Midair combo count usage changed to 2
- Damage 100->80
- Hit box enlarged
• Heel Explosion Combo
- Reduced push back on hit of first hit
- Hit box enlarged
- Changed hitbox properties
- Midair combo count usage of first hit changed to 0
• L/M Sky Rocket
- Reduced block stun by 10F
- Reduced push back on block
- Reduced screen freeze by 2F
• Falcon Dice Kick
- Damage 120->130
• Bring It On
- Damage 120->130
Jack-X
• Health
- 1150->1100
• LP
- Hit box enlarged
• LK
- Startup 6F->5F
- Removed 3F on hit (On hit +1)
- Can be canceled
- Hit box reduced
- Hurt box reduced
• Close HP
- Damage 120->100
- Startup 9F->7F
• Far MP
- Push back on block when used in boost combo reduced
- Added 3F to boost combos (On hit -6F/On block -10F)
• cr. LP
- Damage 50->40
- Startup 7F->6F
- Removed 2F on hit (On hit +4)
- Hit box reduced
- Hurt box reduced
• cr. LK
- Startup 9F->7F
• cr. MP
- Damage 100->85
- Startup 13F->9F
- Added 3F to boost combos (On hit -6F/On block -10F)
- Push back on block when used in boost combo reduced
• cr. MK
- Startup 10F->8F
- Hurt box enlarged
• cr. HP
- Remove 6F (On block -7F)
- Damage 120->100
• j. MP
- Can crossup
• Cossack Kicks
- Damage 50+20x4(130)->50x5(250)
• Mad Dozer
- Reduced move distance from 2nd to 3rd hit
- Armor properties activate during frames 25~40
- Full charge causes wall bounce on hit
- Removed 15F from full charge attack (On block -10)
• Piston Gun
- Reduced push back on block
- Removed 18F from normal version block stun (On block -4)
- Removed 15F from normal version (On block -7)
• L. Rocket Uppercut
- Throw invincible
• M. Rocket Uppercut
- Reduced knockback distance on midair hit
- Reduced push back on block
- Reduced block stun by 10F
• H. Rocket Uppercut
- Damage 100+40(140)
- Reduced block stun by 10F
- Reduced push back on block
- Increased midair combo count
- 2nd hit midair combo counter usage changed to 4
• EX Rocket Uppercut
- 2 hit move
- Float amount on hit is same as H. Rocket Uppercut
- Reduced push back on block
• M. Atomic Shoulder Tackle
- Startup 21F->19F
- Reduced block stun by 2F (On block -8)
• Atomic Shoulder Tackle
- Damage 140->120
• EX Atomic Shoulder Tackle
- Damage 120->110
• Megaton Earthquake
- Damage 70x2(140)->50x2(100)
- Reduced block stun of 2nd hit by 4F (On block -9F)
• Megaton Drop
- Damage 130->150
• Iron Gunman
- Damage 130->150
Jin
• Far LP
- Reduced block stun by 2F (On block +2)
• Far HP
- Causes crumple on counter hit
• Far HK
- Startup 17F->14F
• cr. MP
- Startup 5F->4F
• cr. MK
- Hurt box reduced
• cr. HP
- Startup 9F->5F
- Active attack frames 3F->5F
• cr. HK
- Hit box enlarged
• Leaping Side Kick
- Invincible against air attacks
• Penetrating Fist
- Reduced recovery by 4F
- Reduced block stun by 2F (On block -3F)
• EX Penetrating Fist
- Hit box enlarged
- Damage 80+80(160)->70+70(140)
• Median Line Destruction (including EX)
- Adjusted screen freeze on hit and block
• Power Stance
- When takes damage from opponent, no longer takes recoverable damage
Julia
• Vitality
- 1000->950
• Back step
- Reduced distance by 40%
• Close/Far MP
- Reduced frames by 3 (+7F on hit/+3F on block)
- 5F added to Boost combo (-5F on hit/-9F on block)
• Close MK
- 2F added to Boost combo (-5F on hit/-10F on block)
• Close HK
- Frames added to Boost combo (-9F on hit/-10F on block)
• Far MP
- 5F added to Boost combo (-6F on hit/-10F on block)
• Far MK
- 2F added to Boost combo (-6F on hit/-10F on block)
• cr. LK
- Hit box reduced
• cr. MP
- Reduced frames by 4 (+6F on hit/+2F on block)
- 5F added to Boost combo (-6F on hit/-10F on block)
• cr. MK
- Push back on block when used in boost combo reduced
• Tiger Strike
- Damage 50+80(130)->50+100(150)
• Rising Kick (L)
- Startup 8F->6F
- Damage 120->130
• Rising Kick (L and M)
- Block stun reduced by 10F
- Screen freeze reduced by 3F
- Push back on block reduced
• EX Lashing Arrow
- Hit causes wall bounce
- Damage 70->100
• Iron Mountain Rush
- Startup 1F->3F
• Wild Stallion
- Damage 120->130
• Mad Axes
- Damage 120->130
Kazuya
• MP
- Hurt box enlarged
- 6F added to Boost combo (-5F on hit/-9F on block)
• HP
- Hurt box enlarged
- Push back on hit and block reduced
- 4F added to Boost combo (-10F on hit/-15F on block)
• HK
- Push back on block when used in boost combo reduced
• cr. LK
- Hitbox reduced
- Hurt box enlarged
• cr. MP
- 6F added to Boost combo (-5F on hit/-9F on block)
• cr. MK
- Push back on block when used in boost combo reduced
• cr. HP
- 8~9F of arm only is invincible versus jumping attacks
• Right Splits Kick
- Midair hit causes ground bound
• EX Rising Uppercut
- Forward movement increased
- Damage 80->100
• Demon God Fist
- Increased midair combo count
• EX Demon God Fist
- Damage 80+100(180)->80+120(200)
• Mist Step
- Removed invincibility to standing attacks
- Hurt box reduced
• EX Slaughter Hook
- Removed invincibility to strikes
• Rising Uppercut (Fastest Input)
- Block stun reduced by 2 (-1F on block)
• Skull Smash
- Damage 120->130
King
• Reverse Arm Slam Combo
- Move does not come out with [121+P]
• Wonderful Mexican Special Combo
- Move does not come out with [121+PPP]
• Close MP
- Damage 60->65
- Hit box enlarged
• Close MP
- Damage 60->65
- Hit box enlarged
- 5F added to Boost combo (-3F on hit/-9F on block)
• Close MK
- Damage 60->70
- 2F added to Boost combo (-5F on hit/-9F on block)
• Close HP
- Damage 90->100
• Close HK
- Push back on block when used in boost combo reduced
- 5F added to Boost combo (-9F on hit/-14F on block)
• Far MP
- Damage 60->70
• Far MK
- Damage 60->70
• Far HP
- Damage 90->100
• Far HK
- Damage 90->110
- Push back on block when used in boost combo reduced
• cr. LK
- Startup 6F->5F
• cr. MP
- (+5F on hit/+1F on block)
- 3F added to Boost combo (-5F on hit/-9F on block)
• cr. MK
- Startup 8F->7F
• cr. HP
- Startup 8F->7F
- (+2F on hit/-4F on block)
- Hit box enlarged
- Active frames change to 5
- Hurt box above the chest area is invincible against air attacks
- Push back on hit and block when used in boost combo reduced
• Jumping Knee Lift
- Damage 110->100
- Reduced air combo count to 2
- From startup until 4th frame, move counts as ground state
• Running Jaguar Bomb (L)
- Invincible against air attacks
- Startup 12F->6F
• Running Jaguar Bomb (M)
- Damage 160->170
• Running Jaguar Bomb (H)
- Damage 170->180
• EX Running Jaguar Bomb
- Startup 13F->10F
- Full body invincibility against strikes
• Lariat
- Damage 70->100
• Leg Screw
- Damage 170->220
• DDT
- Damage 90->120
• Giant Swing (L)
- Damage 250->280
• Giant Swing (M)
- Damage 230->250
• Giant Swing (H)
- Damage 210->230
• EX Giant Swing
- Damage 230->250
• Tomahawk (L)
- Damage 200->250
• Tomahawk (M)
- Damage 180->230
• Tomahawk (H)
- Damage 170->210
• EX Tomahawk
- Damage 180->230
• Reverse Arm Slam Combo
- Damage 20+110(130)->60+120(180)
• EX Reverse Arm Slam Combo
- Damage 20+50+100(170)->60+40+120(220)
• Winding Nut
- Damage 130->150
• Suplex
- Damage 130->150
Kuma
• cr. MP
- Hit box enlarged
• j. MK
- Can crossup
• Hunting Stance
- Can be canceled into from normal attacks
- Input timing to exit Hunting Stance (KKK) is 5F slower
• Rolling Bear Headbutt
- Changed input timing to transition to Rolling Bear
• Bear Smash
- Hit box enlarged
- Midair hit causes knockdown
• Break'n
- Armor period changed from 1~42F->1~20F
• L. Frolicking Bear
- Startup 8F->7F
- Anti air invincibility changed from 3~7F->1~8F
- Damage 120->100
• Swing Swung
- Damage 150->190
• L. Rock 'n Roll Circus
- Damage 150->180
• M. Rock 'n Roll Circus
- Damage 160->190
• H. Rock 'n Roll Circus
- Damage 170->200
• EX. Rock 'n Roll Circus
- Damage 180->200
• Headbutt
- Damage 200->250
Lars
• Close LK
- Startup 5F->4F
• Close HP
- Startup 10F->5F
• Close HK
- Push back on block when used in boost combo reduced
• Far LP
- Startup 6F->5F
• Far MP
- Area around arm is invincible against air attacks
• Far MK
- Changed entire motion slightly
- Added 5F to boost combos (On hit -3F/On block -7F)
• Far HP
- Startup 13F->11F
- Removed 5F from boost combos (On hit +2F/On block -4F)
- Hit box enlarged
• cr. LP
- Hit stun 8F->7F
- Startup 5F->4F
• cr. MP
- Push back on block when used in boost combo reduced
- Added +5F (On hit -4F/On block 8F)
• cr. MK
- Push back on block when used in boost combo reduced
- Added 4F to boost combos (On hit -5F/On block -9F)
• cr. HP
- Damage 50+50(100)->70+20(90)
- Push back on block when used in boost combo reduced
- Added 6F to boost combos (On hit -6F/On block -12F)
- After 2nd hit can transition to launch attack, cross rush
• Storm Axle
- Damage 70->90
• L. Lightning Screw
- Damage 40+50(90)->70+60(130)
• M. Lightning Screw
- Damage 50+50(100)->80+60(140)
• H. Lightning Screw
- Damage 60+50(110)->90+60(150)
• Lightning Screw
- Reduced float when 1st hit connects midair
• Lightning Thrust
- Damage 100->120
- Projectile invincible until hit box disappears
• Rising Storm
- Damage 70->90
• Avalanche Spike
- Damage 100->130
- Move attack property changed from high to mid
• L. Dynamic Entry
- Attack Startup 21F->20F
• H. Dynamic Entry
- Can be canceled into L, M, H, EX Silent Entry from 8F before move recovers
• EX Mjolnir
- Reduced advantage on hit by 10F
- Damage 60->100
• EX Lock & Load
- Midair combo counter usage changed to 1
- Damage 30->50
• EX Double Barrel
- Midair combo counter usage changed to 0
- Hit stun reduced by 15F
• SHB
- Damage 120->130
• Raging Thunder
- Damage 150->130
Law
• Close MP
- 5F added to boost combo (-3F on hit/-7F on block)
• Close MK
- 3F added to boost combo (-4F on hit/-8F on block)
- Reduced push back on block on hit
• Close HK
- 8F added to boost combo (-9F on hit/-15F on block)
• cr. MP
- 3F added to boost combo (-4F on hit/-8F on block)
• cr. MK
- 5F added to boost combo (-5F on hit/-9F on block)
• cr. HP
- Startup 11F->7F
• j. HP
- Damage 100->120
• Machine Gun Arrow
- Can transition to One Two Elbows up until the 3rd hit of Machine Gun Arrow
• Fury Fist Rush
- Reduced push back on block
• Flash Kick
- Midair combo counter usage changed to 2
- Startup 14F->7F
- Damage 40->70
• L/M Flash Kick
- 1~9F is invincible against air attacks
• Dragon Knuckle
- Crumple Damage ->long blowback normal damage
- Reduced push back on block
• Dragon Knuckle Combo
- Removed armor properties
• Dragon's Fire
- Damage 120->130
• Run Up to Drop
- Damage 120->130
Lei
• LK
- Can be canceled by Snake only
• MK
- Can be canceled by Drunken Master Walk only
• HP
- Added 6F to boost combo (On hit -7F/On block -12F)
• cr. MP
- Added 6F to boost combo (On hit -5F/On block -9F)
- Damage 60->50
• cr. MK
- Added 6F to boost combo (On hit -5F/On block -9F)
• cr. HP
- Damage 90->75
• j. LP
- Hurt box reduced
- Hit box enlarged
• Vertical j. MP
- Hurt box reduced
• Vertical j. HK
- Hit box enlarged
• (Drunken Master Walk) LP
- Reduced hit stun by 15 (On hit +5)
• (Drunken Master Walk) LK
- Reduced hit stun by 10 (On hit ±0)
• (Drunken Master Walk) MP
- Reduced hit stun by 25 (On hit +2)
- Reduced push back on block on hit
• (Drunken Master Walk) MK
- Startup 10F->7F
- Reduced hit stun by 15 (On hit -1)
- Upper body is invincible against air attacks
- Midair hit causes knockdown
• (Drunken Master Walk) HK
- Hit causes vertical float knockdown
- Reduced by 8F (On block -14)
- Move back distance is same as back turn kick of Drunken Fox Combination
• Drunken Rapid Fists
- Added forward movement
• Drunken Fox Combination
- Reduced 2nd hit by 37F (On hit ±0)
• Staggering Slide
- Reduced by 27F (On block -15)
- Attack properties changed from high to low
• Tiger Sip Blow
- Reduced by 14F (On block -10)
- Reduced push back on block and hit
• (Back Turn) LP
- Hit stun reduced by 3F (On hit +8)
• (Back Turn) LK
- Hit box reduced
• (Back Turn) MP
- Hit stun reduced by 5F (On hit +6)
• (Back Turn) HP
- Reduced push back on block and hit
• (Back Turn) HK
- Invincible against air attacks
- Reduced by 5F (On block -5)
- When 3rd and 4th hit frames connect with midair opponent, causes similar float to Reverse Double Kick on hit
• Sailboat Stretch
- Damage 120->130
• Closing Fan
- Damage 120->130
• Panther
- Hurt box reduced
- Walk speed changed to be same as Ryu forward walk
• Panther's Scratch
- Can be canceled
• (Snake) LP
- Startup 5F->3F
• (Snake) LK
- Reduced by 3F (On hit +3F/On block -1F)
• (Snake) MP
- Startup 8F->6F
- Block stun increased by 2F (On block +2F)
• (Snake) MK
- Increased active hit frames (5F)
• (Snake) HP
- Counter hit causes crumple
• (Dragon) LP
- Can be canceled by Dragon's Spite
• (Dragon) LK
- Reduced by 3F (On hit +3F/On block -1F)
• (Dragon) HP
- When it connects it causes same float effect as last hit of Snake Bite Combo
• Tiger
- P attack, hit stun of K attack, block stun, push back on block, all changed to be same as current H. version
• (Tiger) P
- Active armor frames lengthened (10F)
- Counter hit causes wall bounce
- Damage 70->100
• Double Tiger Palm
- Hit box enlarged
- Startup 14F->10F
- Block stun increased by 3F (On block +2F)
• (Tiger) K
- Can be canceled by Double Tiger Palm only
• (Dragon) HP
- Combo count usage changed to 2
• Comet Kick
- Block stun reduced by 3F (On block -6F)
• Guard Cancel
- Startup 9F->6F
- Landing recovery reduced by 7F
- Hit box enlarged
Lili
• Walk speed
- Changed to same as Poison
• HP
- Push back on block when used in boost combo reduced
• HK
- Push back on block when used in boost combo reduced
• Andante
- Removed lower body invincibility against air attacks
- Startup 9F->8F
• Dominating Heel
- Startup 7F->6F
- Damage 40->50
- On hit causes opponent forced standing
• Cross Rush
- Damage 100->50
• Cross Arts
- Received Damage 310->300
• EX Angel Knee
- Damage 90->80
• Angel Knee Ascension
- Damage 90->30
- Midair combo counter usage changed to 1
- Will hit on ground opponents
- Hit box enlarged
- Can be jump canceled
- Changed move attack property from mid to high
Marduk
• Mongolian Chop
- Command changed from [PP] to [6+PP]
• Close LP
- Startup 5F->4F
- (+3F on hit/-2F on block)
• Close MP
- (+6F on hit/+2F on block)
• Far MP
- Push back on block when used in boost combo reduced
• cr. MP
- Push back on block when used in boost combo reduced
- (+4F on hit/0F on block)
• cr. HP
- Startup 13F->10F
- Floats higher on hit
• Revolving Trap Kick
- Changed to be continuous hits
• Double Leg Take Down
- Attack active frames 2F->3F
• Mount Rush
- Attack active frames 2F->3F
Nina
• LK
- Hurt box enlarged
• MP
- Hurt box enlarged
- 7F added to Boost combo (-5F on hit/-9F on block)
• MK
- Hurt box enlarged
• HP
- Hurt box enlarged
• HK
- Hurt box enlarged
- Push back on block when used in boost combo reduced
• cr. LK
- Startup 5F->4F
- Hit box reduced
• cr. MP
- (+4F on hit/±0F on block)
• cr. MK
- Startup 7F->6F
• cr. HP
- Startup 8F->5F
- Damage 90->80
• j. MK
- Can crossup now
• j. HK
- Cannot crossup anymore
• Spider Knee
- Increased forward movement
• Ivory Cutter
- Damage 50+40(90)->50×2(100)
• Blonde Bomb
- Uniform 80 damage->L=70, M=80, H=100
- Push back on hit and block adjusted depending on move strength
• Blonde Bomb (L)
- Block stun reduced by 1 (-6 on block)
• Blonde Bomb (M)
- (0F on hit/-7F on block)->(+2F on hit/-6F on block)
• Blonde Bomb (H)
- Block stun reduced by 1 (-6 on block)
- Hit causes knock down
• Geyser Cannon (L)
- Startup 15F->8F
- From 6F onward move is invincible against air attacks
- Hit box enlarged
- Block stun reduced by 3 (-10 on block)
- No push back on block
- No movement when kicks come out
• Geyser Cannon (M)
- Damage 70->80
• Geyser Cannon (H)
- Damage 80->100
• EX Geyser Cannon
- Block stun reduced by 3 (-10 on block)
• Skull Splitter
- Damage 70->80
• Arm Break
- Damage 60->80
Ogre
• Forward dash
- Reduced frames by 2(Total 17 frames)
• close MP
- Reduced push back on hit
• Far HP
- Reduced hit stun by 9F (On hit +6)
• Far HK
- Push back on block when used in boost combo reduced
• cr. MP
- Can be canceled
- Reduced hit stun by 6F (On hit +2)
• cr. HP
- Damage 90->100
• cr. HK
- Damage 60+30(90)->60+50(110)
• Snake Blade
- 3rd hit Damage 60->80
- Final hit attack properties changed from low to high
• Owl's Hunt (normal input ver)
- Active attack frames changed from 2F->3F
- Hit box enlarged
- Reduced push back on block
• L. Indigo Punch
- Damage 90->100
• M. Indigo Punch
- Damage 90->110
- Increased midair combo count
• H. Indigo Punch
- Damage 90->130
- Increased midair combo count
• H. Ancient Power
- Reduced block stun by 10F
• Hell Inferno
- Damage 300->340
- Active attack frames changed from 3F->7F
• Deadly Spear
- Damage 150->130
Paul
• Demolition Man
- Demolition Man can be canceled only by Burning Fist
• Forward dash
- Reduced frames by 6 (total 17 frames)
• LP
- Startup 4F->5F
- Block stun reduced by 3F (On block +2F)
- Push back on block increased
- Hit box reduced
- Hit box enlarged
• Close HP
- Startup 12F->7F
• Far HP
- Startup 18F->12F
- Hit stun reduced by 6F (On hit +3)
• cr. LK
- Startup 6F->5F
• cr. MP
- Startup 6F->5F
- 6F added to boost combo (On hit -5F/On block-9F)
• cr. MK
- Push back on block when used in boost combo reduced
• cr. HP
- Hurt box reduced
- Startup 8F->6F
- Hit stun reduced by 12F (On hit +2F)
- Damage 90->80
• Sway
- Attack invincibility changed across all levels to 5F
• L. Sway
- After frame 15, can cancel with special moves other than sway
• M. Sway
- Reduced hit stun by 4F (On hit +6)
- Invincible against crouching attacks
- Forward movement made longer than backward movement
- Reduced push back on block
• H. Sway
- Reduced block stun by 2F (On block -8F)
- Reduced push back on block
- Damage 100->150
• Shredder first hit
- Hurt box reduced
• L. Shredder
- Startup 10F->6F
- Damage 20+20+60(100)->30+20×2(70)
- Invincible against air attacks
• M. Shredder
- Startup 10F->6F
- Damage 20+20+60(100)->30+20×2(70)
- Invincible against standing/crouching attacks
• H. Shredder
- Damage 20+20+60(100)->50+30×2(110)
- Invincibility time changed from 1~9F->1~11F
- Will now hit crouching opponents
• Mountain Raze
- Float on hit is same as EX ver.
• EX Mountain Raze
- Startup 20F->15F
- Full invincibility from startup to 17F
- Knockback on counterhit same as normal hit
• Mortar Punch
- Becomes midair state right after startup
- Damage 90->130
• EX Mortar Punch
- Can change distance by pressing left or right on the direction input
• Phoenix Smasher
- Counter damage is 230
- Camera work changes on counter hit
• EX Phoenix Smasher
- SE on hit is same as final hit of Ryu's EX Shoryuken
- Counter damage is 200
• Bone Breaker?Demolition Man
- When 1st hit of Bone Breaker counter hits, 2nd hit will connect and cause ground blowback
- Advantage frames of 2nd hit increased by 2F
• Push Away
- Damage 150->130
• Foot Launch
- Damage 150->130
Raven
• LP
- Increased push back on block
• Close HK
- Reduced frames by 10 (+6F on hit/-1F on block)
• Far MK
- Reduced frames by 3 (+2F on hit/-2F on block)
- Startup 10F->7F
• Far HP
- Hit box enlarged
• Far HK
- Reduced block stun by 5
- On midair hit causes vertical float
- Hurtbox next to hitbox is invincible against air attacks
• cr. MP
- Hit box enlarged
• cr. HP
- Hit box enlarged
• Air Crossed Ninja Stars
- Hit box reduced
- Cannot perform after back jump
• Stormbringer
- Startup 16F->13F
• H. Alter Ego
- Increased midair combo count
• Wind Cross
- Opponents in corner get floated higher on hit
Steve
• Command Change
- Foot Stomp changed from db+LK to b+LK
• Patella Smash
- Can be canceled with Albion Combination
• Close MP
- Will hit opponents jumping over
• Far MP
- 8F added to boost combos (-5F on hit/-9F on block)
• Far HP
- 8F added to boost combos (-11F on hit/-16F on block)
- Push back on block when used in boost combo reduced
• cr. MP
- 8F added to boost combos (-5F on hit/-9F on block)
• cr. HP
- Startup 7F->6F
- Hit box enlarged
- Damage during 8~10F changed to 90
- Area from neck up during 3~5F is invincible against air attacks
• cr. HK
- Push back on block when used in boost combo reduced
• Foot Stomp
- Hurt box reduced
• Straight Chop
- Crouching counter hit causes untechable bound damage
• Duck (including EX)
- Lower body is projectile invincible
• M/H Flicker Jab
- Hit box enlarged
• Hellfire Rush
- Reduced recovery after hit animation ends by 15F
Xiaoyu
• Close HP
- Startup 11F->6F
• Far HK
- Reduced frames by 14(On block +3)
• cr. LP
- Startup 4F->3F
• cr. LK
- Startup 6F->4F
• cr. MP
- Forward movement of 2nd hit increased
- Reduced hit stun by 1F (On hit +6)
- Reduced push back on hit slightly
• cr. HP
- Increased hit stun by 1F (On hit -5F)
- Damage 90->80
• cr. HK
- Damage 90->75
• Vertical/Angled j. MP
- Added hit box to rear hand as well
• Vertical j. HK
- Damage 60+40(100)->70+60(130)
• Angled j. HK
- Damage 60+40(100)->60+50(110)
• Cyclone Left
- Increased float on hit
- Will face towards opponent after passing by them with California Roll
- Damage 80->120
• EX Hakkesho
- Movement distance same as M. Hakkesho
- Startup 33F->22F
- Full invincibility from startup to 15th frame
- Damage 50+50+30+30(160)->40×2+20×2(120)
• Dark & Stormy
- 3rd hit (Mistrust part) Damage 30->80
• Cyanide
- Reduced block stun by 5F (On block -2F)
• Cross Arts
- Received Damage 280->270
• Jade
- Damage 120->130
• So Shoe Me
- Damage 120->130
Yoshimitsu
• Triple Roundhouse Combo
- No longer comes out with df+HK
• Walk Speed
- Changed to be same as Cody
• MP
- Damage 60->80
• MK
- Reduced frames by 4 (+4F on hit/0 on block)
• HP
- Counter hit causes knock back
- Damage 90->120
• HK
- Throw invincible from startup
- Hit properties changed to be same as 3rd hit of Triple Roundhouse Combo
• Far MP
- Startup 12F->9F
- Active attack frames changed from 2->3
- Reduced frames by 2 (+1F on hit/-4F on block)
- Hit box enlarged
• cr. LP
- Reduced frames by 2 (+6F on hit/+2F on block)
• cr. MP
- Move property changed from high to low
- Hit box enlarged
• cr. HP
- Counter hit causes float knockdown
- Push back on block when used in boost combo reduced
- Hit box enlarged
- Damage 90->120
• cr. HK
- Can be canceled
• j. HK
- Midair hit and counter hit causes untechable knockdown
• L. Gehosen
- Frames 1~10 are invincible against air attacks
- Added screen freeze
- Damage 110->80
- Startup 9F->7F
• M. Gehosen
- Frames 1~4 are completely invincible
- Added screen freeze
• Poison Wind Bronze Fist
- Special command input timing faster by 3F
- Special command cancel timing faster by 4F
- Increased backflip speed
- Reduced movement distance
• Poison Wind Gold Fist
- Invincible against air attacks
• Slap U Silly
- Hurtbox appears faster
• Stone Fists
- Hurtbox appears faster
• Suicide
- Damage 120->250
- Self Damage 60->200
- L ver. is throw invincible, M ver. is hit invincible, H ver. is projecile invincible
• EX Suicide
- Damage 200->300
- Self Damage 90->250
• L. Poison Breath
- Frames on hit changed to +2F
• M. Poison Breath
- Frames on hit changed to +3F
- Hit box reduced
• L. Flea to Poison Breath
- Frames on hit changed to +2F
• M. Flea to Poison Breath
- Frames on hit changed to +3F
• Triple Roundhouse Combo
- Hit box enlarged
- If first hit connects it causes forced standing on opponent


Последний раз редактировалось George80 22.12.2012 8:33, всего редактировалось 5 раз(а).

 

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Street Fighter X Tekken v.2013 final balance changes - SF side
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).
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.
Cammy
• Flying Neck Breaker
- damage increased from 140 to 190.
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.
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.
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.
Dudley
• EX Cross Counter
- overall tweaked to make it easier to connect with.
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.
Guile
• Flying Mare
- damage increased from 150 to 180.
• Flying Buster Drop
- damage increased from 150 to 180.
• Crouching HP
- hurtbox decreased.
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
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.
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).
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).
Rolento
• Far standing LP
- hitbox has been reduced.
Sagat
• Close standing HP
- pushback on hit is now the same as LP, and pushback on block for a Boost Combo has been decreased.
• 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.
Sakura
• LK Shunpukyaku
- damage increased from 30 to 40.
• Sailor Shot/Choba Throw
- damage increased from 100 to 130.
Vega
• Stardust Drop
- damage increased from 150 to 190.
• Bloody High Claw
- tweaked to make it easier to hit with.
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).

Street Fighter X Tekken v.2013 final balance changes - T side
Alisa
• Close Standing MP
- Startup changed from 7 frames to 5.
- Frames decreased by 2 (on hit +7).
- 5 frames added when used during a Boost Combo (on hit -3, on block -9).
• Crouching MP
- Startup changed from 8 frames to 5.
- Pushback on block during a Boost Combo decreased.
• Double Rocket Punch
- Tweaked so that Alisa no longer recoils backwards.
• Trigger Shuffle
- Until the first frame of the attack hitbox, this attack is completely invincible.
- Mid-air combo counter consumption for the first attack changed to 0.
- Stun damage changed.
• Destructive Form Standing HP
- Hurtbox increased.
• Crouching HP
- 2 frame decrease when the first hit connects on block.
• Hertz Blade Flare
- Damage changed from 60 to 80.
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.
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.
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.
• Far Standing HK
- Startup changed from 17 frames to 14.
- Considered airborne starting from the 8th frame.
• Crouching HP
- Active frames for the hitbox extended by 2 frames (now 5 frames).
- Damage for attack hitbox from frames 9 – 14 changed to 90.
- Will now hit opponents who have jumped above you.
- Startup changed from 10 frames to 7.
• Chopping Elbow
- Frames decreased by 3 on block (now -1 on block).
• Diagonal Jump MK
- Can now be used as a cross-up.
Christie
• Crouching HK
- Damage changed from 90 to 80.
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.
Jack-X
• Standing LK
- Startup changed from 6 frames to 5.
- 3 frame decrease on hit (on hit +1).
- Hitbox decreased.
- Hurtbox decreased.
• Crouching MP
- Damage changed from 100 to 85.
- 3 frame increase when used in a Boost Combo (on hit -6, on block -10).
- Pushback on block decreased during a Boost Combo.
• Jump MK
- Can now be used as a cross-up.
• Mad Dozer
- Distance moved during the 2nd and 3rd hits has been decreased.
- Super Armor now activates between frames 25 and 39.
- Max charged attack now produces a wall bound.
- Max charged attack frames decreased by 15 (on block -10).
• Megaton Earthquake
- Damage changed from 70 x 2 (140) to 50 x 2 (100).
- 4 frame decreased for the second attack on block (on block -9).
- Can now be blocked high.
• Standing HK
- Pushback on block during a Boost Combo decreased.
• Machinegun Blast
- Pushback on block decreased overall
Jin
• 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.
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.
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).
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.
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
Lars
• Far Standing LP
- Startup changed from 6 frames to 5.
- Pushback on hit and block increased.
• Far Standing MP
- Area around the arm has been made invincible to air attacks.
- Bottom part of the hitbox has been increased.
- Startup changed from 9 frames to 7.
• Far Standing MK
- Entire animation has been slightly tweaked.
- 5 frames added when used during a Boost Combo (on hit -3, on block -7).
- Startup changed from 15 frames to 13.
• Far Standing HP
- Startup changed from 13 frames to 11.
- Decreased by 5 frames when attack connects (on hit +2, on block -4).
- Hitbox increased.
• Avalanche Spike
- Damage changed from 100 to 130.
• Silent Entry HK
- 8 frames before attack stun ends, this move can be canceled into the all versions of Silent Entry (LK, MK, HK, EX).
• Avalanche Stomp
- Changed from a high attack to an overhead.
• Cross Rush
- Forward movement distance extended.
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.
Lei
• Jump MP
- Hurtbox reduced.
• Jump HK
- Hitbox increased.
• Drunken Rapid Fists
- Frames decreased by 5 (on block -10).
• Snake stance Standing MP
- Startup changed from 8 frames to 6.
- 4 frames added to block (on block +2).
• Dragon stance HP
- Hit effect floats the same height as the final hit of Snake Bite Combo.
- Mid-air combo count and count consumption has been tweaked.
• Reverse Lotus LK
- When in Back Turn stance, as soon as Lei lands on the ground he’ll be able to move.
- Leaping distance tweaked so that Lei does not leap as high as before.
• Back Turned stance
- Now moves quicker than before.
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.
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.
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.
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.
• Increased movement speed.
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.
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.
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.
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.

v.2013 System Changes
• Gem activation effects - Glowing effects toned down
• "FIGHT" timing at the beginning of the round
- Disappears before characters are able to move
• Recoverable health color
- Changed from dull white to orange color to increase visibility
• Camera work
- Camera no longer changes during the launch attack portion of a cross rush
• Normal throws
- Startup changed from 7F->5F
• Guard cancels
- Can no longer follow up with additional hits after connecting with a guard cancel move
• Recoverable health speed
- Speed of life recovery reduced to 1/3
• BP table contents
- BP table modified
• Fortitude gem effects
- Small:100 Mid:130->Small:80 Mid:110
• Life Force gem effects
- Small:80 Mid:100->Small:60 Mid:80
• Harmonize gem effects
- Small:60 Mid:80 Large:100->Small:40 Mid:60 Large:80
• [ID:23] Immense Power Lv.3
- Attack 30%UP->Attack 10%UP Effect Time 10 secs->20 secs *Along with changes, name changed to Immense Power Lv.1
• [ID:182] Harmonize Lv.3
- Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• [ID:189] Harmonize Lv.3
- Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• Forward recovery roll
- After a forward roll, hurt box appears 7F before any additional actions are possible (still throw invincible)
• Cross Arts
- Initial move damage changed from 100->150
• Pandora
- Timer increased from 7 secs->10 secs

System Changes final
• 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.
• Vitality Gauge
- Vitality Gauge will not shake when a character takes damage.
• ID: 24 Immense Power Level 3
- Damage increase changed from 30% to 10%.
- Duration changed from 10 seconds to 20.
Note: Due to these changes, the name will change to Immense Power Level 1.
• ID: 245 Proficiency Level 3
- Gauge Cost Reduction changed from Large to Medium.
- Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Proficiency Level 2.
• ID: 62 Iron Wall Level 3
- Defense changed from 30%+ to 20%+.
- Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Iron Wall Level 2.
• ID: 102 Fortitude Level 3
- Damage cut changed from Large to Medium.
- Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Fortitude Level 2.
• ID: 190 Harmonize Level 3
- Vitality immediate recovery changed from Large to Medium.
Note: Due to these changes, the name will change to Harmonize Level 2.
• Gem Activation Conditions
-When a Super Arts is performed during Pandora, the following Gem activation conditions will not be fulfilled.
• Activation Conditions:
- Perform a Super Art
- A Super Art is performed


Последний раз редактировалось George80 22.12.2012 9:31, всего редактировалось 13 раз(а).

 

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Street Fighter X Tekken V.2013 на приставках появится 29 января 2013 года......на пк неизвестно


Последний раз редактировалось George80 17.12.2012 7:04, всего редактировалось 1 раз.

 

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Откуда: Алматы KZ
George80 писал(а):
Street Fighter X Tekken V.2013

А в чем отличия от обычной SFxT?

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Chief Bake
выше в моём посте есть описание изменений.


 

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Откуда: USSR
На игру Street Fighter X Tekken в Steam'е скидка 75 процентов (99р стоит) до раннего утра пятницы: http://store.steampowered.com/app/209120/

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Всё о драйверах для видеокарт: http://forums.overclockers.ru/viewforum.php?f=101


 

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добавил распакованный Update 2,но пока сервера не обновлены(ждём внутриигровое обновление), поиграть онлайн будет нельзя.
п.с. теперь оба руководства на русском языке и с менюшкой..корректирую оба по мере возможностей..


 

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Опять распродажа и опять недоступен в регионе, все как надо :lol:


 

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cide
вроде как у нас и так маленькая цена была..возможно из-за этого..


 

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Я этот странный стим поставил как раз когда узнал про скидку, но что тогда, что сейчас вижу вот такое:
#77#77


 

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сейчас зашёл в стим по ссылке сверху,распродажа висит,199р,что игра что пачки костюмов..


 

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1.06 patch for Street Fighter X Tekken PC available now on Steam
для GFWL со вчерашнего дня.


 

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По отзывам на fighting.ru и shoryuken.com,лаги-телепорты так и остались на пк..


 

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Откуда: Алматы KZ
George80 нубский вопрос SFxT v2013 это оотдельная игра будет или мега патч. Вроде капком не любитель патчей, а любитель перевыпусков, типа турбо, супер, АЕ.
Еще интересна инфа SFxT на автоматах в Япошке/Корейщине прижился?

ЗЫ еще я как ярый фанат Теккена в SFxT играю Сагат/Кен :lol:

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Chief Bake
Если выйдет,то должен быть патчем,так же как и для v.2012 для SSF4AE,простой мегапатч,хоть они и не любители патчей,но SFXT проект слабо принятый публикой,да и рыночная экономика диктует свои правила,по второму вопросу,я не слышел об аркадной версии SFXT,но это не значит что её нет,возможно я что то и пропустил..видимо этими ещё не наигрался)..я пока тоже как любитель СФ больше играю теккенцами...


 

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Capcom Unity
All of the remaining DLC will be up on the store starting this Wednesday, February 6th. So that all of you that have been patiently waiting will have an easier time of getting it, we will also be putting it on sale. Initially, the 12 new character DLC pack will have a 75% discount; so it will be available for two weeks at $5.00 instead of its normal $19.99.

Additionally, we can confirm that development is continuing on version 1.08 (aka Ver. 2013). While we don’t have a specific timeframe yet, the team is very aware that the DLC for SFxTK has taken longer than usual to be released and is working hard to try and reduce the amount of time you will have to wait.


 

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В стиме скидки 66% и 75% на игру и персонажей


 

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Откуда: Иркутск
ага, даже я купил, хотя и непонятно накой. жадность!


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