Street Fighter X Tekken: Liste zu den Änderungen der 2013-er Version
Der Producer Tomoaki Ayano hat heute eine Liste zur 2013-er Version zu “Street Fighter X Tekken” veröffentlicht, welcher euch die Besonderheiten der Version und einige Änderungen am Gameplay vorstellt.
Mit der bekannten Steuerung aus Tekken und Street Fighter können sich die Spieler in “Street Fighter X Tekken” in vertrauter Beat’em Up-Manier in spannend neu kombinierte Kämpfe vertiefen. In den Tag-Team-Kämpfen wechselt der Spieler zwischen zwei Kämpfern hin und her. Mit Launcher-Attacken können sie ihre Gegner in die Luft schleudern, der Cross-Angriff erlaubt Angriffe mit beiden Charakteren gleichzeitig. Jeder der zahlreichen spielbaren Charaktere verfügt über individuelle Super-Art-Manöver. Mehrere unterschiedliche Online-Modi warten mit Multiple-Player-Optionen auf.
Hier für euch die Liste der Änderungen zur 2013-er Version zu “Street Fighter X Tekken”
- 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.
————————-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.
————————-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
————————-Bryan
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.
————————-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.
————————-MEGA MAN
Close Standing HP
- Startup changed from 10 frames to 5.
Far Standing HP
- Can now be canceled.
- Startup changed from 10 frames to 5.
Ice Slasher
- Frames decreased by 2 on hit (on hit +3).
————————-Pac-Man
Crouching HP
- On the 8th frame a hitbox that only connects with airborne opponents has been added.
- Frames decreased by 5 on hit (on hit 0).
- Pushback on hit and block has been reduced.
Flip Kick HK
- Fully invincible from startup until the 8th frame.
- Opponent cannot quick recovery when knocked down.
- Damage increased from 120 to 130.
EX Flip Kick
- Fully invincible from startup until the 10th frame.
- Opponent cannot quick recovery when knocked down.
- Damage increased from 120 to 140.
EX Hip Attack
- Produces ground bound stun on hit.
- Now an overhead attack.
- Can now be canceled into other moves.
————————-Cole
Shock Grenade
- Overall frames changed from 38 to 45.
————————-Toro
Shoryuken LP/MP
- Frames decreased by 10 on block.
- Blockstun now lasts 5 frames less.
- Pushback on block decreased.
————————-System Changes
Pandora
- Now lasts 10 seconds instead of 7.
- Once activated the Cross Gauge will max out, but will not automatically replenish.
- The character that goes into Pandora will appear closer to their fallen partner.
- Frames decreased by 2 on activation.
- Damage is not dependent on remaining vitality, but is now 1.15 times more across the board.
- All characters will leave their freeze state at the same time.
Quick Combos
- Preset Combo 1′s entry will be cleared out so that even if it’s set it won’t activate.
- Present Combo 1′s set combo will be moved to Preset Combo 2.
Forward Recovery Roll
- A hurtbox will appear in the 7 frames when Forward Recovery ends, and the player will be able to block.
- A Forward Recovery Rolling character will be throwable in the 10 frames at the end of the roll and throw escapes will not be possible.
Normal Throws
- Startup changed from 7 frames to 5.
- Except for air throws, successful regular throws will now erase any recoverable damage on the opponent’s vitality gauge.
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