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Pandora changes announced for Street Fighter X Tekken, throws remove recoverable health in v2013

Posted by Catalyst
December 21, 2012 at 10:42 a.m. PST

A new blog entry documenting the changes to v2013 of Street Fighter X Tekken has been posted. Some of the most notable things are that characters who activate Pandora will appear closer to their fallen partner, and the cross gauge automatically maxes out now at the start, but will not replenish.

Also. throws will now complete erase the opponent's recoverable life, along with the additionally announced buffs to grabs.

You can read the previously announced changes to various cast members in two parts: Part 1 & Part 2.

Hit the jump to check out the full change list.

Another blog from Street Fighter producer Ayano-san is here!

Happy holidays everyone! Christmas is upon us, and I hope that you’ll all get a great present from your loved ones. Perhaps it’ll be the PS Vita version of Street Fighter X Tekken? You’d have to do some catching up if that’s the case, but it’s the thought that counts!

Let’s move onwards with the SFXTK Ver. 2013 balance updates concerning the characters and the overall system. Once again, these updates are about tweaks or additional changes.

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.

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.

Gems


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

Whew! That was a pain to write!

Right now we’re preparing a full changelog of SFXTK Ver. 2013 changes, so once it’s ready we’ll release it publicly.

Sources: Capcom Unity and 4Gamer. Tips from GakoTheChef and Aqua.

Comments

Default avatar
NInJabReaKa said on December 22, 2012 at 12:44 a.m.

"Vitality Gauge
• Vitality Gauge will not shake when a character takes damage."

.....Why?

Default avatar
xsgwesdfgwe said on December 22, 2012 at 3:06 a.m.

(This user was banned.)

Doopliss's avatar
Doopliss said on December 22, 2012 at 3:44 a.m.

@99: If you KNOW they'll roll, it probably won't be hard to just jump back and grab them when you land.

Kirin's avatar
Kirin said on December 22, 2012 at 4:30 a.m.

Jab jab jab throw jab jab jab throw jab jab jab throw...

Freyzii's avatar
Freyzii said on December 22, 2012 at 10:01 a.m.

@94 Dude what's with the insult to a whole site? All of us our "scrubs"? What an ass.
Anyway you can Pandora has definitely not turned into X-Factor. Even if you have 3 power gems activated, let's say the one for going into Pandora, 3 special moves and 5 normal attacks, you can NOT kill a character. Sure there are some combos but not within the time limit. Most you can get is 800+ and that's of course with all three power gems and with some extremely powerful combo that you hit perfectly and is under the 10 second limit.

roknin's avatar
roknin said on December 22, 2012 at 11:25 a.m.

If you're using Pandora hoping to do 1000 damage in one go, you're doing it wrong.

Pandora requires people to look carefully at their situation, and then respond appropriately. It's not meant to be a win button.

In fact, the current change just made it a ton more useful, and easier to combo into. So if your opponent is at 500 life and you're about to die, you can make one good read, combo into a ground/wall bounce, pandora and get three bars instantly to go right into a boosted super.

Truth be told, I'm actually worried it'll be too easy to use, but at least the penalty for dropping it is very heavy.

As far as throws removing recoverable life... The more I read it, the more I can't wait for v2013. Such a good, interesting change, and while throw range is still meh, being able to rob someone of the chance to heal makes up for it. Life management is going to be extremely important going forward, even more so than it already is. People that regularly use boost combos for all their damage will now be severely crippling their own health recovery.

It's looking good all around to me, or at the very least enough has changed that I can't way to play with the new version and just hit the lab figuring out new stuff.

Daikuma's avatar
Daikuma said on December 22, 2012 at 5:33 p.m.

Zangief is the only one character in this game who can't combo into his super in pandora...

LEAVE ZANGIEF ALONE ;(

Doopliss's avatar
Doopliss said on December 22, 2012 at 5:42 p.m.

Abel can't either. But they both can if you play, for example, Yoshimitsu, right?

Linkk123's avatar
Linkk123 said on December 22, 2012 at 7:29 p.m.

Awesome.

GLKFierce's avatar
GLKFierce said on December 24, 2012 at 1:59 a.m.

#94 you truly hold what is the scrub mindset that is holding this game back. You don't understand how powerful vanilla pandora was so you don't see what you lost. Stay free.

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