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Street Fighter X Tekken

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Street Fighter X Tekken Empty Street Fighter X Tekken

Post by NinjagoonAF Sun Feb 17, 2013 11:39 am

Street Fighter X Tekken Sfxtlogo


The dream collab between two of the biggest, and most iconic, fighting games ever. Street Fighter X Tekken brings the Tekken characters into the Street Fighter style of gameplay (with a lil bit of Tekken spices in there).



Its a 6 button fighter meaning it has a light, medium, and heavy punch/kick. Its 2 vs. 2 but it has what I call the Tekken Tag Syndrome where as soon as you lose 1 of your characters the round ends, so you'll have to be very careful and pay attention to both health bars.



Recently there has been a balancing patch for the game called version 2013. Here are the patch notes (for anybody that gets the game or already has it)

Street Fighter side:
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.



Tekken Side:

Kazuya
• Rising Uppercut (fastest input): Effect has changed to make it stand out.
• Sound effect changed to make it different from a regular Rising Uppercut.

• Standing MK: Damage changed from 30+30 (60) to 30+40 (70).

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

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

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

King
• Far Standing HK: Damage changed from 90 to 110.

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

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

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

• EX Double Leg Take Down: Attack’s active frame changed from 2 frames to 3.

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

• Diagonal jumping HP: Hurtbox on the arm now comes out 2 frames faster.

• Jump HK: Hurtbox on the leg now comes out 3 frames faster.

• Crouching LK: Attack hitbox decreased.

Bob
• Crouching HP: Attack hitbox increased.
• Push hitbox changed.
• During the active frames from 3 to 6, the area from the neck up is invincible to air attacks.
vDamage changed from 90 to 80.

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

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

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

• Close Standing HK: 7 frames added when used in a Boost Combo (on hit -9, on block -14).

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

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

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

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

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

• Standing MP: Hurtbox increased.
• The portion of the leg below the knee is now invincible against aerial attacks.
• Attack hitbox increased.
• Crouching MP: Startup changed from 6 frames to 5.
• Reduced by 1 frame when attack connects (on hit +5, on block ±0).

• Sky Rocket LK/MK: Pushback on block decreased.
• Blockstun decreased by 2 frames.
• 10 frames subtracted when attack connects on block.

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

• Fox Hunt: Hit effect on counter hit is the same as Skyscraper.

Yoshimitsu
• Movement speed: Now the same speed as Cody.

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

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

• Poison Wind Bronze Fist: Special Move counter attack timing made 3 frames faster.
• Special Move cancel timing made 4 frames faster.

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

• Poison Breath LP: Frames on hit increased by 1 frame.

• Poison Breath MP: Frames on hit increased by 2 frames.
• The hitbox on active frames from 1 to 17 has been reduced.

• Flea to Poison Breath LP: Frames on hit increased by 1 frame.

• Flea to Poison Breath MP: Frames on hit increased by 2 frames.

• Poison Wind Silver Fist: Complete invincibility until Yoshimitsu lands on the ground.
• Increased speed when moving backwards.
• Range of movement decreased.

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

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

Raven
• Standing LP: Pushback on block increased.
• Frames decreased by 2 on block (now +2).

• Close standing HK: Frames decreased by 10 when attack connects (on hit +6, on block ±0).

• Crouching HK: Hitbox increased.

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

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

• Bear Hug: Damage increased from 140 to 150.

• Bear Slam: Damage increased from 140 to 150.

• Guard Cancel: Changed to a standing status hitbox

Heihachi
• Heaven's Wrath LK: Counterhit hitbox is only on the leg.

• Heaven’s Wrath MK: Counterhit hitbox is only on the torso.

• Heaven’s Wrath HK: Startup changed from 1 frames to 7.
• Counterhit hitbox is on both the leg and torso.

Asuka
• Tsuwabuki: Frames decreased by 3 on hit (now +6 on hit).

• EX Double Lift Kicks: Damage changed from 60+50 (110) to 60+60 (120).
• Full invincibility now lasts until the 14th frame.

Law
• Crouching HP: Startup changed from 11 frames to 7.
• Damage decreased from 90 to 80.

• Fury Fist Rush: Pushback on block decreased.
• Hurtbox increased.

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

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

Paul
• Forward dash: Frames decreased by 6 (now 17 frames overall).

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

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

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

• EX Shredder: Startup changed from 10 frames to 7.
• Now hits crouching opponents.

• Mortar Punch: Now ground bounds on counterhit.
• Damage changed from 90 to 130.

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

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

• Walk speed has been increased

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

• Phoenix Talon: 3rd hit no longer hits crouching opponents.

• Crouching MP: No changes.

• Leaping Side Kick: Invincible against air attacks.
• Recovery when landing increased by 5 frames.
• Falling speed of opponent on hit slowed.

• Median Line Destruction (EX version included): Hit stun and block stun changed.
• Final attack’s active frame hitbox changed to 5 frames.

Ogre
• Close/Far standing MP: Pushback on hit reduced.

• Owl's Hunt (regular input): Hitbox active frames changed from 2 frames to 3.
• Hitbox increased.
• Pushback on block decreased.
• No longer fully invincible during attack.




Despite all the bad rep the game has gotten overtime, its pretty good. I'd recommend it for anybody that's a fighting game fan.
NinjagoonAF
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