Capcom is going to take a wait and see approach before they start evaluating Street Fighter X Tekken v2013 again, Christian Svensson recently said. Svensson notes that fighting games are not completely figured out in a couple of weeks, and they want to see what feedback comes from the community over the next several months before they start looking over the title again.Josh: I think the anti-airs by certain Tekken characters are just too strong. (Lili, Asuka, Law, etc.) Are there any plans to make other changes to the v2013 patch of Street Fighter X Tekken?
Svensson: It's too soon to tell. We'll have to see how the community re-embraces SFxT and exactly what feedback comes from the community over the next several months before we evaluate. Fighting games are not "completely figured out" in a couple weeks.
Josh: When will PC get the SFxT v2013 patch? I honestly would consider buying this one instead for $20 if it has the patch and the online is good.
Svensson: The team is working on it currently. We haven't provided an ETA given how long it's taken us in the past and how we've disappointed our consumers by given dates that it SHOULD have been completed in. Until we have a prop date, we're not going to even hint at an ETA.
Josh: Does the Steam version run off Steam servers or is it just GFWL?
Svensson: GFWL.
Josh: Does Combofiend still play Julia on his team? I really like to use Julia and would like to see him still use her despite LK nerf.
Combofiend: I still do use her, but I'm currently maining Heihachi/Asuka. I'm thinking of keeping Julia on one of my secondary teams because outside of the c.lk nerf, I don't think anything else has really changed. She's still really damaging and really scary in close, plus she has a confirmable c.mp.
That is an appropriate picture for this news post...the only thing I would ask for in another update are fixes to game-breaking glitches (so far, the ones found aren't exactly game breaking but a couple of them should be fixed regardless) and that Poison needs SOMETHING that makes her worth using outside of building meter, which many better characters can do more efficiently anyways. Outside of loyalty, I'm finding it harder and harder to want to keep her on a team when the damage potential and team synergy just isn't there. A battery who must rely on chain combos and using up meter to do damage or get switches really isn't a good battery at all.
There are definitely way too many people who think they can completely figure out a game within a week.
Guess they're going to be re-naming it the 2014 patch at this rate.
lol so wait, hold up. Now that Law can stop you from freely and CONSTANTLY jumping over his head/neutral jumping in his face whenever you want (and having NO normal to anti-air with), it's too strong? I think Ken would like to have a word with you (triple DPs).
As for Asuka, leave her alone. Come on, learn other ways to get in and punish instead of just jumping in. Your old trick don't work anymore.
if I had to guess, the problem isn't with the AA itself but the fact that its an AA you can get a full juggle from even from an empty jump. most AA's on the SF side cause an air reset or you have to switch to combo from it, that's not the case with those mentioned in the question.
Fair answer.
I might consider for the next patch:
- Fix Ibuki's hitboxes (theres a video explaining this), EX neckbreaker goes through low projectiles (Guile's and Sagat's), and add 1 frame of hitstun after tsumuji.
- Hugo's Lariat invincibility back to frame 1, and INCREASED range on his SPDs (stupid grappler that can't grapple).
- Sakura's lk tatsu -2 on block.
- Vega's EX FBA invincible to projectiles.
- Ogre's Snake Blade -6 on block.
- Blanka's lk upball or cl.HK upper body invincible against air attacks, Jhp ground bounces on regular hit, cl.mk airborne from frame 1, faster startup on electricity.
Yeah, they shouldn't listen too scrubs who have no concept of fundamentals.
What matters is when you *release* the parity patch, not when you announce it.
Either you announce it or not, if people have to wait 6 months for a *core* parity patch the interest in the game will slowly die, even if you announce it halfway.
And it also doesn't help that there's still huge issues (more like the game is unplayable) with the netcode on PC.
@ 16
I really like your list. I'm not an Ibuki fan but I felt bad what happened to her with the patch. I'd add giving Vega an anti-air.
Oh, and edit to my first post: I should have said "A battery who must rely on meter to do any damage is not a very good battery at all." Forget the other stuff, that was my mistake.
sorry Links but in my humble opinion not justifies a great AA that can be fully juggled from with out meter or counter hit. that would be akin to buffing guy's command elbow to do 150 damage because it doesn't air to air. it was over done.
Funny how no one ever complains about the 5 projectiles per second from all the characters that have one, except Chunners and Poison. Well, I guess I just did.
@samuraix025
Please go play Asuka. She has a rough time getting in on most characters, so it only makes sense that she should be able to punish them for jumping on her. Asuka is not the problem here.
Now, I will agree that some characters are overdone... Christie and Nina come to mind. Christie has several viable anti-airs, some of which are air-invincible NORMAL moves. She can also do decent juggles from her air-invincible wheel kicks. Nina has her Cr. HP and her amazing LK Geyser (which leads to 300+ damage). But you know why I think these two are overdone? They actually have great ground tools as well. Same thing goes for Law. He dominates the ground game in most matchups, yet he also has a nearly foolproof AA that leads to a big damage juggle. The logic is simply not there.
@1. You're absolutely right about poison. I keep her on purely out of loyalty and, in an extremely situational case, for a pandora combo. Pretty much every thing she does can be done by other characters better with other bonuses. She needs something to truly make her standout, gameplay wise that is.
@ #24
Nina's cr.HP isn't that good as antiair because it moves her forward, you cannot use it at will like other AA moves. LK Geyser is also inferior to pretty much every DP in terms of beating other attacks because it doesn't have startup invincibility (ofc it makes it up with huge followup damage).
I'd say when it comes to antiairs there's even better characters than Nina, or at the very least some players would pick DP characters over her (and then tag in spending meter).
About Asuka: she's designed to be a tag in character, even if she got her antiair nerfed it wouldn't be that big of a deal compared to other chars, if you ask me - because she's supposed to start already on the offense.
I'm not saying she shouldn't have those antiair or anything (I'm not competent enough to say - thankies, broken netcode), but she's not supposed to be a point character, so it's only natural her neutral game (and possibily something else) stinks.
My problem with most Tekken anti-airs is that they lead to FULL COMBOS off of a single one. Ryu's anti-airs is gonna get him either a super or a sweep kick, period. Akuma? Not even that much. Ken's known for doing multiple Shoryukens in a row, cause that's his thing. Sakura? Nope. Poison? Nu uh. Chun can in a way similar to Asuka. Guile? Nada. Dhalsim? Psh...he better not. Hugo? Thank god, no. Gief? See Hugo. Blanka? No in Portugese. Bison? No. Balrog? Eh. But the trend is that it's only a couple of SF characters that can get anything more than an extra sweep kick off an anti-air, if anything at all. Tekken chars, on the other hand...almost ALL of them can:
Nina: Yes
Jin: Yes
Asuka: Yes, but I think she should anyway.
Hwo: Yep
Law: Yea
Lili: Why, of course, madam.
Jack: Comparable to Ken's Shoryu-reppa knock-off. So yea.
Christie: Harder, but yup.
Lei: Not too sure here...
Hachi: Yes.
Kuma: If done with an EX, yes.
Ogre: See Kuma, apply to flame kick.
Alisa: Fking saws...yes
This doesn't apply to ALL of them (King and Marduk's AAs are throws, not moves. Kaz and Raven can't do combos off their AAs. Same for Lars), but MOST of them have one AA or another in some form that converts into a full combo. Before, it was kind of ok because they were harder to use, but combine their new strength with the fact that almost all Tekken overheads convert into full combos too, plus the fact that Tekken target combos can be completed on WHIFF (making Law insane with that lunging f. MP move of his...), and you have the reason why Tekken characters are now thought to be very, very strong. Especially those with footsie tools comparable to that of the SF cast like Jin and Law.
If they don't fix the netcode, getting the patch is pointless. People teleporting constantly makes it so that people cannot react properly so what's the point? Even if the patch does come out, I probably still won't play it with its current netcode problem.
@ 27
Don't forget the 2013 patch is heavily based on community feedback aka the constant complaints that were rehashed two billion times. SF side "dominated", Tekken side was labeled weak in comparison. Capcom had to adhere or risk more backlash for how they handled the Tekken chars and how they didn't listen to the community. They were put in a position where everyone forced them to kiss our a$$es to gain redemption, they made the patch free for a reason.
Of course, they went a little overboard as usual and we'll probably get another patch in the future that appeals to everyone's current issues. I agree with a lot of what you said.
My biggest problem about making the Tekken chars better is that they weakened most of the best pre-patch SFers, and didn't make the already bad SF characters that much better. The game is better balanced now, but it was a move to shut up the haters more than anything.
@ 28
The netcode is odd in this game, it's like half of us have no problems while the rest seem to have insurmountable issues with it. I think the only reason it isn't being tuned up is that the problem isn't large-scale or consistent enough to be addressed currently.
@29: Some of the changes I actually liked. I agreed with ALL of the Hugo nerfs, as well as some of the buffs to some Tekken characters. I guess the part where it falls flat is that, although the Tekken cast got the buffs they needed, they DIDN'T get the NERFS they should have gotten to compensate for the buffs. That's me just fishing for an answer though.
Also, you're right on the connection thing. I love this game's net-code for what it's worth. It's really good, and the only game that ever did any better (on PSN) that I've played is Tekken Tag Two(that game is just...my goodness...). Idk, but I hope they beef it up somehow someday.
@ 31
Lol true :/ I wonder what they did (or didn't do) to make the PC netcode so bad for this game...
asuka needed those buffs.
leave her alone.
or ill break your legs.
People complaining about Tekken anti-airs becoming too strong after complaining in 2012 that their anti-airs are too weak? What's wrong with these people?
Law have really strong and safe on almost all of his ground options.
Giving him a really braindead AA which can be comboed into heaps of damage is just wrong. Nerf him next version plz
# 35
Your point is flawed; if you had simply said "strong" instead of "too strong" it would have worked. Why wouldn't people voice opinions that something is too weak or too strong? Did you even read chipndip's reasoning behind the complaint? It's not just b*tching for the sake of it.
#37
I have based it on Josh's post. He exactly said that some of the Tekken anti-airs are "too strong". You know the reason why Tekken anti-airs were strengthened in the first place? Because of the complaints that the jump-ins in SFxT are "too strong" especially from those who were used to SSFIV where jumping in is suicidal. Isn't that what the SSFIV players want, punishing people's jump-ins?
About chipndips' post about anti-airs leading to a full combo, he must've forgotten Juri. And for those who are not capable of a full combo, there's this nifty feature called tag cancel.
The problem is that people would scream "too weak" or "too strong" without first trying to look for a workaround against it. You can't anti-air? Prevent him from jumping in. When was 2013 released again?
Capcom should be more concerned about the game-breaking glitches first, then move on to the balancing.
If people were more interested in winning than whining about balance, the balance would have turned out better.
I would say Law is the only one that was a bit overdone considering how good his ground game is. Plus having a fully invincible AA that also gives him full damage potential. I've seen people do from 60 to 80% just from an AA with him and one or two bars.
Anti-airs too strong? Jumping in must be your whole game then?
What's wrong with Lili's anti air? It wasn't even buffed but -now- it's too strong...???! Cross her up. Bait it. Stop jumping in. You surely could handle Juri so now you can handle the tekken AA's.
@37 orochi
mavericks point proved.
laws' are so freagin annoying!
get a quick few-hit combo in (activates a gem) then use a
super afterwards (activating another gem.) is like 60%+ gone =="
and that can be done from an anti-air..
trying to wait for the gems to run out is impossible because they
activate upon combo ==" so OP when it comes to law's defense/offensive game :(
he's not impossible to beat, but he's a really tough shell to crack =="
Well the problem too is everyone is trying to use who they want when really you have to just use those same characters. This isn't a game its a challenge! You use those tekken AA until the next patch when in sways in favor of the SF again.
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