With all of the system and character changes that were announced for Street Fighter X Tekken, there has been a ton of questions from the community about specifics and how this will impact the game. Luckily, Capcom UK's community manager for the title, David "Dawgtanian" Hinds, has stepped in to offer up quite a bit of clarification on the v2013 patch via his Twitter account.Dawgtanian: Pandora has gone from 7 to 10 secs, maxes out the cross gauge instantly, places the incoming character closer, but no longer refills meter. This means you don't have to wait for meter to regenerate after activating and always have a clutch desperation move at hand.
The new positioning means you are able to combo into Pandora more easily. This also gives command grab characters something to play with! Pandora is still a mechanic that requires thought, we listened to feedback and purposely made sure it wasn't going to end up over powered.
I played around with it for an hour and already came up with some interesting hit confirms from a medium strength normal (not even counter!) So even if you have low health and no meter, you can potentially score a devastating attack despite the odds being against you.
Dat_Juliano: What does "The incoming character’s position closer on activation" means?
Dawgtanian: When you activate, you appear right where your first character was, instead of further behind them.
Metallicmike: Is it possible to do > Pandora > use the pause effect to check if your opponent did something > invincible command grab super
Dawgtanian: I believe it now has 2 frames of recovery, but that's a really small amount of time. It can certainly be used in that way.
Metallicmike: I see this as "I'm really looking forwards to seeing random Pandora into super in a real match", there's a lot wrong with this >.<
Dawgtanian: Not at all, it has 2 frames recovery to prevent it from happening a lot. Of course if you whiff a move, you might get hit.
OSRyanHunter: "A hurtbox will appear in the 7 frames when Forward Recovery ends, and the player *WILL* be able to block." There a typo there?
Dawgtanian: Not a typo ;)
OSRyanHunter: You can block on wakeup after a roll, but not attack/reversal? Can you tech a throw?
Dawgtanian: There is a specific point in the roll where you can be guaranteed thrown and not able to tech it.
ReadyUpDan: I read that life recovers slower now, is that true?
Dawgtanian: Much slower.
Spazstuwie: Why did they decide to make Pandora meter MAX from infinite it seems like a big step back when they made a few steps forward :/
Dawgtanian: Because if you already had max meter there wasn't much point in using a risky Pandora. Now you have a use for it even with none.
Mykel_Wilson: Why does Vega (Claw) still have no moves with invincibility? The backflip gets punished and predictable. He has no options for wakeups.
Dawgtanian: Some characters have to block on wake up.
Metallicmike: Does Alisa's Super do more damage now in a combo? It mentions they changed the damage distribution, since it did nothing before.
Dawgtanian: Most likely, but not tested.
Incoming **** storm from kiddies that will bash anything despite never playing the game. Yes, we get it, you don't like the game. Any further "Herp a derp dis gaem sucks" is just you trolling.
I am pretty disappointed that they didn't take the 'dial a gem' number pad idea from Srk's Ponder. Picking gems is still a pain for tournaments and for time reasons they will most likely keep gems banned at tournaments.
Also, i hope they patch it so Vita players can invite PS3 players like in PS: Allstars
he should elaborate what the ambiguous meaning of "Recovery on hit reduced by 12F (-10 => +2F On hit)" means.
A) the "hit stun" got improved (by 12 frames) [this would lead to an infinity]
B) the move has now different recoveries on hit and block (that would be a first in the game afaik).
C) the overall recovery got reduced by 12 frames, thus making it better on hit AND block, but the "hit stun" would remain the same.
C is the most likely, but it's not clear by that description.
Tournaments.... that are only brought to certain cities on the coasts, and free patches are something every game brings to the table. It's called fixing mistakes.
This guy doesn't learn.
@#6
Almost everyone in the FGC is an immature cry baby. It's the reason why theirs people with no tolerance for an others opinion or interest. If someones view is opposite of theirs they instantly think the other is in the wrong.
how about we talk about when is pc ganna get an update. pc doesn't even have the dlc characters yet smh...
@9
Yeah, FGC is really filled with crybabies. But SFxT is not the only Capcom game that suffers from their immaturity, SFxMM also does. Instead of complaining, we should thank Capcom for so much fan support.
@10
Don't blame Capcom, they have nothing to do with the update's delay this time. Not only it's finished, but Microsoft already uploaded it into their servers. They just didn't officially release the installer, for undisclosed reasons (I suppose it's due to their new-year break). Yeah, it's quite strange and, I must say, silly of Microsoft.
@15: You can at least remove their gray health with said throw. Some characters have more options. Characters like Nina and Bryan with decent unblockable moves can probably punish a roll with them, that includes Bryan's Super. Hugo can probably grab them with his wallbounce throw for a combo. Abel should be able to easily punish a roll with Super, the list goes on.
With that said, wouldn't it be possible to create an inescapable Pandora Demon?
Mykel_Wilson: Why does Vega (Claw) still have no moves with invincibility? The backflip gets punished and predictable. He has no options for wakeups.
Dawgtanian: Some characters have to block on wake up.
And thats why some characters will forever be ass. I love how Dawgtanian acts like nothing is wrong.
Yeah Cross Assault would have been so great if every command alternated between characters. Sooo much could be done with that and it would have been fun figuring it all out between all my character combinations. As it is now, you have a loose cannon AI who can just burn all your meter or waste time with throws, hard knockdowns, pointless raw launchers etc. The only thing I ever use it for is to escape/create corner situatuons or split my characters' health bars.
My only gripe with the Pandora changes is that I won't be able to spam EX Konvict Kicks with King anymore lol otherwise it looks like it's going in the right direction.
Mykel_Wilson: Why does Vega (Claw) still have no moves with invincibility? The backflip gets punished and predictable. He has no options for wakeups.
Dawgtanian: Some characters have to block on wake up.
------
how is this even an answer? -_-
@23 He's basically saying, yo, stop b*tching, some characters don't have 3 frame reversals to rely on when they wake up, some characters just have to block on wake up, and they gotta hold that. Seems like a good enough answer to me.
Lol... Dhalsim with a 3f shoryu would be awesome : p
Vanilla pandora was incredibly useful as it prevented and set up punishes for meaty set ups and confusing cross ups, it seems like that will no longer be the case. The meter gain was also pretty important, a good amount of the cast had a strong use for the refill because it could set up +7 bar combos, creative combos that aren't normally possible.
I strongly propose that both versions of pandora be able to be used in 2013 (vanilla and v2013) Much like SSf4's Ultra mechanic having U1 and U2. There are heavy amount of players and contributors to the sfxt community that put a lot of time in exploring this mechanic, showing all the viable possibilities it contained. 2013's changes makes pandora pretty 1 dimensional, focusing on combos that they might not even get. You wont even be able to avoid most meaties in v2013 with pandora, so there isn't much a use for the invincible frames anymore.
@ 25, 28
It must be people who's first fighting game was SF4. I remember reversals being hard, even if you had a shoryuken. Then again I am an old dude yelling at x factor to get off my lawn!! lol
Dawgtanian: There is a specific point in the roll where you can be guaranteed thrown and not able to tech it.
That's what I thought.
Son I am disappoint.
@25 that answer made sense pre patch, but after all the Vega nerfs, particularly the one frame hit confirm with crouching L, it seems he's going to be the typical high effort poor reward character that struggles to be viable.
So, people here are crying out because want a free escape from mix up and mind games after they get knockdown without being able to being punished (thrown at rolls) and also want all characters being able to wake up with some invisible move???....THEN YOU ASK WHY GAMES ARE ASS LATELY, of course they will always be ass if people keep asking this kind of requests, I main vega, and seriously, this char doesn't need anything invisible, he does a hell of damage on a solo combo, has pretty good setups for his super art, good pokes and range, so stop complaining around, he my not be the best char, but is very good already
Mykel_Wilson: Why does Vega (Claw) still have no moves with invincibility? The backflip gets punished and predictable. He has no options for wakeups.
BEST QUESTION I SEEN SO FAR! smh it really is sad though. Vega to me is really a shell of his former self in this game. I feel he has no reach, no speed, no priority in this game. Meanwhile all other characters get buffs or are allready OP'ed
@32
too bad Vega has not that reach anymore, c.mp is not AE-alike, it's worse, and he's gonna be nerfed with v2013.
i'm not saying that he must have a inv.frames reversal, but i would him to be competitive at high levels like a ryu which is the easiest to play, i wonder what Tatsu is gonna do with new vega...
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