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New Street Fighter X Tekken glitch makes impossible combos possible

Posted by SFilp
February 18, 2013 at 3:51 p.m. PST
Zukuu and Street11 have both been working on recording the Street Fighter X Tekken frame data, has just posted a video which details a glitch in the game.

This glitch is being called the Link-cancel, which allows characters to do combos that are otherwise impossible. In the video, Zukuu uses Cody's crouching hard kick which has 7 frames of start up to comment after a move that grants 6 frames of hit advantage or in other words a 0 frame link.

Comments

bagel_bytez's avatar
bagel_bytez said on February 18, 2013 at 3:57 p.m.

So basically by hitting it a frame earlier it cancels itself?

#1
alfarin's avatar
alfarin said on February 18, 2013 at 3:58 p.m.

Well... That was quick

#2
SnakeX's avatar
SnakeX said on February 18, 2013 at 3:59 p.m.

Damn, this glitch opens up a lot of opportunities for new combos. As far as I can tell it doesn't make anything broken so I think it's fair game until (or if) Capcom decides to patch it out.

I've yet to try it, but it looks difficult to pull off which may limit its practicality. That's probably the only negative thus far.

#3
Default avatar
skitz0phrenic said on February 18, 2013 at 4:01 p.m.

Pretty sweet little glitch. I can't think of any negative way this could really impact the game either, and it's definitely not easy to do. It leaves you pretty vulnerable to being punished if you drop it too.

#4
ShinzoBishamon's avatar
ShinzoBishamon said on February 18, 2013 at 4:02 p.m.

So now you can do normal SF4 AE combos in cross...I wonder what the next glitch in this game will be.

#5
JusticeSoulTuna's avatar
JusticeSoulTuna said on February 18, 2013 at 4:04 p.m.

Wait a minute, isn't that vanilla? Look at the grey health and look at the health bar, it shakes. I don't think this video represents 2013, that is at least until they prove it.

#6
MyKiLL's avatar
MyKiLL said on February 18, 2013 at 4:06 p.m.

Race y'all to the lab.

#7
Meety's avatar
Meety said on February 18, 2013 at 4:07 p.m.

Welp, time for Desk to show this off. Hitting the training room with this new discovery.

#8
zUkUu's avatar
zUkUu said on February 18, 2013 at 4:09 p.m.

@6
I recorded the 1.06 PC Version because I could macro time the stuff to make a more fluent looking video. It works in v2013 as well (we discovered it there a few days ago). I actually used this without noticing it when I wrote the Cody Combo thread back when the DLC was released (knife c.hp, s.mp). I thought it was a normal 1F link, but now that we have the frames, we stumbled upon it.

@3,4
It's as hard as any other 1F link, and for existing 1F links, it makes them just easier. ;)

#9
Snipeclips's avatar
Snipeclips said on February 18, 2013 at 4:10 p.m.

@6

Who knows if this could happen after the patch. Most likely it'll be the same glitch in 2013 unless Zukuu himself tested it on it there.

#10
Azis's avatar
Azis said on February 18, 2013 at 4:13 p.m.

Actually felt some SF4 combos felt easier to pull.

#11
BlankaBeast's avatar
BlankaBeast said on February 18, 2013 at 4:13 p.m.

But what moves can you do it with, that is the question.

#12
Sweecide's avatar
Sweecide said on February 18, 2013 at 4:13 p.m.

New desk combo video incoming.

#13
Default avatar
RebornOdin said on February 18, 2013 at 4:18 p.m.

I don't see this as having any practical use whatsoever. I mean, yeah, it's useful theoretically, but in actuality it requires frame perfect timing, all for something that really isn't going to give you that much of an advantage in an actual match.

It's a nifty thing and nothing more in my book. It doesn't require attention like 'unblockables' in SSF 4 AE do.

#14
Azis's avatar
Azis said on February 18, 2013 at 4:23 p.m.

Forsee Cammy close HP, c.HP, c.HP, c.MP, s.HK or some other fair stuff.

#15
Default avatar
roarmonster said on February 18, 2013 at 4:32 p.m.

@RebornOdin @14

only an idiot wouldn't realize this is as useful in the same way that plinking is useful. The point isnt that you can now do 0 frame combos, which is still cool. The point is that regardless of the combo, off of some moves, a link is 1 frame easier. Making 1 frames 2 frames, 3 frames 4 frames, etc.....just like plinking. Saying this doesn't deserve any attention and is not practical whatsoever is just dumb

#16
Ralenzo's avatar
Ralenzo said on February 18, 2013 at 4:32 p.m.

That will probably explain why I had an easier time doing 1 frame links than in AE.
I was even doing 1 frame links with some characters without even realizing it.
And here I thought I was getting better =/

#17
Default avatar
electpaisa said on February 18, 2013 at 4:57 p.m.

@#17

Yeah, I felt something similar while doing Guile's F+HK, cr.MP link in SFxT. It is a 1-F link in AE and feels a lot easier to pull in SFxT. Although it may have not been a glitch from Capcom, they might have done it on purpose to make links easier, and if it is a glitch, I hope they don't fix.

#18
massi4h's avatar
massi4h said on February 18, 2013 at 5:08 p.m.

@18, that's because it's a 3 frame link in SFxT. Frame data says F+HK is +7, while crouch MP has a 5 frame startup

#19
RoanHen's avatar
RoanHen said on February 18, 2013 at 5:15 p.m.

This game is garbage.

#20
BumblebeeCody's avatar
BumblebeeCody said on February 18, 2013 at 5:17 p.m.

Your update folks!

#21
Default avatar
mai_k_4_life said on February 18, 2013 at 5:22 p.m.

no wonder why i was able to do 1 frame links so much easier than in SSF4, great finds! this game is great! Back to the training room

#22
Kara101's avatar
Kara101 said on February 18, 2013 at 5:26 p.m.

Yep, i've been doing cs.mk (+7f on hit) into sweep (8f start up) with ken and I always thought it was because the cs.mk hit on the last active frames giving a frame adv bonus, but I guess this video shows the real reason.

#23
Default avatar
JoeLewis said on February 18, 2013 at 5:41 p.m.

Alisa players have been doing that in their combos.... Wow.. Never looked a it this way. Good stuff,

#24
Strider_Hien's avatar
Strider_Hien said on February 18, 2013 at 5:42 p.m.

@20 Your reasoning behind that statement?

"I suck" must be the answer....>_>

#25
Ralenzo's avatar
Ralenzo said on February 18, 2013 at 5:47 p.m.

After thinking about it, I came to the conclusion that there is nothing broken about this new 'glitch'.
It just means that linking some normals are much easier to do then in AE which is imo a good thing.

#26
Default avatar
Wolfz said on February 18, 2013 at 5:53 p.m.

Maybe it has something to do with the fact that you can chain normals other than lights in this game? I don't know exactly how chained normals work, but I get feeling that it has something to do with this.

#27
Default avatar
Roge9 said on February 18, 2013 at 5:55 p.m.

The less one frame links the better.

#28
Crazcar's avatar
Crazcar said on February 18, 2013 at 5:56 p.m.

The only real issue I have with this is for characters with no/few normals that work like this vs characters where most/all their normals can do this. Then again, all this really does is just making some links a bit easier, which is hardly game breaking. Would rather they remove this and give the normal an extra frame on hit instead so it's simpler to read on frame data, but it's moot.

#29
FightDirty's avatar
FightDirty said on February 18, 2013 at 5:57 p.m.

I think glitches can be good at times and add an unexpected dimension to a game. I see nothing wrong with keeping it as is, but if Capcom wants to patch it then I guess that's up to them.

#30
Default avatar
RebornOdin said on February 18, 2013 at 6:06 p.m.

#16

You let me know how much/well you apply this in your games. Don't worry, I'll wait for the plethora of knowledge to follow.

#31
CrimzonWolf777's avatar
CrimzonWolf777 said on February 18, 2013 at 6:18 p.m.

Do this with v2013 then I'll be impressed more.

#32
Existent's avatar
Existent said on February 18, 2013 at 6:24 p.m.

#31
I think you're taking the "frame perfect" statement the wrong way. If this can be plinked it makes a whole world of a difference. Effectively getting an extra frame off of certain attacks can and will make a difference to those aware of it.

#33
DJScrubble's avatar
DJScrubble said on February 18, 2013 at 6:41 p.m.

To all the people complaining about glitches that love street fighter, you act like combos weren't a glitch in the first place. Yeah, Capcom thought about releasing SF2 because combos were a glitch, but instead chose to embrace it because the fans liked it.

#34
Default avatar
keebler said on February 18, 2013 at 6:57 p.m.

@31

I'm confused why you think something like this would be irrelevant. You mentioned early that it requires "frame perfect timing." That's the case with any one-frame link. I don't see people ignoring those combos. Those are often times some of the best combos, if you can get used to them.

At the very least, it could open up new combo possibilities for people, or make others easier. If you have a character perhaps that now gains access to a new link into a sweep that didn't have a sweep link before, how WOULDNT that matter?!

#35
NumeroGaijin's avatar
NumeroGaijin said on February 18, 2013 at 7:27 p.m.

If this were possible in ae2012 then Fei would still have guaranteed knockdown after a st lp.

#36
Default avatar
Jamal_Troll said on February 18, 2013 at 7:32 p.m.

does that mean I can loop Akuma's far s.HK?

#37
Grimmjow_J's avatar
Grimmjow_J said on February 18, 2013 at 7:54 p.m.

I knew it, but couldn't prove it. I've main Dudley & Steve since the day of baby Jesus birth. My homie would alway pick Jin & Hwoarang. Every time, he would do the same damn combo with Jin. I swear to God! It was new consistent. I would punish him sometimes, and other times, he would mange to block. I would go crazy! I think they fixed it for the most part, but it is a huge problem for individuals who play the game at home with their buddies and only play with their favorite character. Especially if your a trash talker.

Also, I'm throwing this out their for Capcom. You need to fix Dudley's ex machine gun start up time. It's ridiculous how all you have to do is keep tapping the light attack button, and you'll have priority!

#38
Default avatar
roarmonster said on February 18, 2013 at 8:08 p.m.

grimmjow? What do you mean fix the start up time, or the recovery time? It sounds like recovery, unless you are saying it is ridiculous that the opponent can beat ex MGB with a jab, which isnt ridiculous at all

#39
roknin's avatar
roknin said on February 18, 2013 at 8:15 p.m.

I am perfectly fine with them not fixing this if it makes 1F'ers easier, even slightly. Hope this is either a) intentional, or if not intentional b) left alone. ^_^'

#40
Grimmjow_J's avatar
Grimmjow_J said on February 18, 2013 at 8:19 p.m.

I mean the activation time. That are plenty of time when I use Dudley's ex MGB and I'm literally in the character face, and it should be register as a confirm hit. However it's takes at least a few frames to activate and which give the person more then a split second to react and tap light attack. I could understand that for his regular MGB, but the ex should be a bit faster.

#41
Boogityboy's avatar
Boogityboy said on February 18, 2013 at 8:43 p.m.

(This user was banned.)

#42
Default avatar
Rising_Jaguar said on February 18, 2013 at 9:51 p.m.

so...
i can connect a cr.hp right after a gehosen (srk) with yoshimitsu~
does that mean i can link cancel? 8D

#43
Sasuga's avatar
Sasuga said on February 19, 2013 at 12:38 a.m.

Are we sure this is a glitch and not intended behaviour? I feel this was the case all along. 1 frame links felt easier in this game than in AE.

#44
Default avatar
JohnJack said on February 19, 2013 at 12:55 a.m.

Interesting ... but I've seen players that do links in AE that weren't technically possible, [Chun-Li's f.LP (+6 on hit) -> cr.HK (7 frame startup)]. This is accomplished by making the attack meaty.

#45
ChipsLight's avatar
ChipsLight said on February 19, 2013 at 1:42 a.m.

I DON'T UNDERSTAND ! D:

#46
Default avatar
Smorgasboard said on February 19, 2013 at 3:41 a.m.

Do we have any idea what are all the moves that allows this?

#47
Doopliss's avatar
Doopliss said on February 19, 2013 at 6:17 a.m.

@45: The stuff shown in this video are clearly not meaty setups though.

#48
Teags's avatar
Teags said on February 19, 2013 at 7:04 a.m.

@44 - I agree with you completely. I think that this is not a glitch, and intended by Capcom as another way to make the game more accessible. If you go way back to early coverage of this game (~E3 2011), many players were confirming that SF4 links were in the game but that they were 'easier' to do.

Now, I don't know enough about SSF4 frame data to know how different the frames on character normals are between that game and SFxT, but if they are the same, this may only be confirmation on how Capcom accomplished this seeing as the game still runs at 60fps...

#49
Default avatar
soggytoast said on February 19, 2013 at 5:05 p.m.

Yes, I don't think this is necessarily a glitch. It was very likely intended by Capcom to either: A) make the game more accessible by making links easier to perform or B) adding additional input leniency to help with the netcode.

#50


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