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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

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