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Capcom's final Street Fighter X Tekken v2013 change video featuring system changes and updates

Posted by SFilp • January 31, 2013 at 2:36 p.m. PST
CapcomFighterTV have posted their final Street Fighter X Teekken v2013 change video.

Today's video covers the system changes and other updates to the game.

Comments

Ittouryoudan said on January 31, 2013 at 2:35 p.m.

Been playing this since the patch came out and I have to say I'm impressed. They really did make this game flow better.

#1
bunny said on January 31, 2013 at 2:51 p.m.

this game seems even laggier than befor and thanks to the lag untechable throws are very techable this isn't the grand rebirth i'd hoped for .... wheres tXsf?

#2
zUkUu said on January 31, 2013 at 2:57 p.m.

Let me get this straight about Rolls:
You can now be hit from the 7th-10th frame during the roll, but can still block the hit. However, you're also throwable and can't tech during the roll.

Right?

#3
Rhyllis said on January 31, 2013 at 3:01 p.m.

That's right zUkUu. If you roll, and they attack you during it, you'll have to try and block. In other words, if you roll and start mashing an uppercut hoping for a reversal, you'll be vulnerable before it comes out.

And if they throw you, you can't do anything but get thrown.

#4
roknin said on January 31, 2013 at 3:03 p.m.

zUkUu - yessir, that is correct. However, your ONLY option is to block - no reversal or anything - and of course have to block correctly. ^_^

I'm actually glad to see it visually, as I was having some trouble getting the exact spot I needed to be at to catch those last frames for the throw. Got some experimenting to do soon. ^_^

#5
Izick said on January 31, 2013 at 3:04 p.m.

This game is really fun and strategic.

#6
Guybrush20X6 said on January 31, 2013 at 3:12 p.m.

I guess they aren't gonna cover the PS3 characters. Shame, Pac-Man got some nice buffs.

#7
gtfopanda said on January 31, 2013 at 3:13 p.m.

Damn, was hoping you couldn't actually block after some point with the roll.

Given how the game favored runaway it should've been like that, it's still pretty much a free escape unless you get super read and thrown.

#8
Robert1989 said on January 31, 2013 at 4:01 p.m.

Who complained about the life bars shaking when taking damage? O_o I thought that was a unique thing to SFxT as I don't believe no other fighting game does that. Was it really that bothersome???

#9
IAmMassive said on January 31, 2013 at 4:04 p.m.

@8 I remember complaining day 1 to the mates I play with about that freaking roll. So safe, get out of pressure free. There was nothing strategic about it. I'm really glad I have SOME option now, though I'm right there with you, wish one were incapable of blocking in those 3 frames. Oh well. It's a start.

#10
KingKong said on January 31, 2013 at 4:34 p.m.

@9 Well at least, from a spectator's perspective, the lack of shaking offers a much better experience.

#11
BumblebeeCody said on January 31, 2013 at 4:39 p.m.

Capcom should've delayed the game and made it like this. This honestly does look quite good, but I'm still pissed about DLC and not getting the full SFxT and showing what this game is fully capable of. This is a step in the right direction but was a step that should've been taken before the game even came out.
But I still want Pandora gone. I hate MvC3 because of this comeback factor but now giving Pandora some usage just takes away the point of getting good.

#12
Os said on January 31, 2013 at 5:07 p.m.

off topic comment

i need help, i want to buy the (first) Street Fighter 4 complete pack of alternate costumes, but i cant find it on the PSN store, can you help me find it?

#13
gtfopanda said on January 31, 2013 at 5:15 p.m.

@ #10

Yeah, it really just kills the momentum for mixup characters. Hell even for non mixup ones, because the rare time you knock them down you want to capitalize on that...

The worst thing is that it was pretty much a free, much better (because actually unpunishable) teleport for any character. That is just wrong.

I agree it's a start, but if you've already look at some v2013 replays you can see the game still drags itself, timeouts are still there for the most part - especially with the stupid gems.

If rolls could actually get fully punished (it doesn't have to be a huge window, just a decent one to do it on reaction off a semi-read) the gameplay would be much faster, and those abusing rolls would get smashed for it.

@ #9

Don't know if you've played the game, but can I guarantee you that thing was horrendous. And it sucks for spectators too.

If it was unique, it was because it was stupid an no one else did that for that very reasion.

#14
Teapo said on January 31, 2013 at 5:27 p.m.

If you got free hits off a roll that would be free 400+ damage for basically everybody off a roll punish. The free 130ish/removing all red health/forcing them to wake up again possibly leading to another roll and another throw (most throws do more damage now too)is already a pretty good reason to not roll. I mean they can only roll one way and are forced to block/pray to god you don't reset the situation with the easiest punish of all time. That is way riskier than just understanding how to block/tech, doing a reversal which you could tag cancel, doing an alpha counter.

#15
Cinderkin said on January 31, 2013 at 5:48 p.m.

Can someone explain how to get the 5 basic gem layouts for versus play? I tried 2013 at a friends house with a fresh save and every character had the same 5 sets of gems making it so much easier to just pick a set and play.

Then I come home and try to play and all of the gems are the old sample 1 and sample 2 meaning I have to set gems for every single character again and that sucks. I really don't want to delete my save and start over.

#16
thf24 said on January 31, 2013 at 5:49 p.m.

@12 I still don't see the problem with Pandora. It isn't nearly as strong a mechanic as Marvel x-factor, it's still not that easy to use, and it's still a pretty big gamble. If you drop or just fail to kill with the combo you activate it on, you're probably going to lose the round.

#17
katytaylor323 said on January 31, 2013 at 6:21 p.m.

(This user was banned.)

#18
BurningVigor said on January 31, 2013 at 6:23 p.m.

@14

What game are you playing? More than 90 percent of the matches of seen and play have no timeouts.

Roll would have no purpose almost if you wanted it like that. Throwing them back in the corner is already a huge punish in this version.

#19
gtfopanda said on January 31, 2013 at 6:26 p.m.

@ #17

I agree that (well, at least pre-2013) Pandora is trash compared to MvC3's X-Factor, but I think #12's point was that you pretty much only activate Pandora when you know you've lost the round, so you can "safely" gamble on that.

MvC3 is a whole different beast, you can activate it early to terminate a character you know poeses a huge threat, or save it for big time comebacks, or simply to negate you're opponent's X-Factor and prevent chip damage.

Pandora is just a cheap "I got nothing to lose" comeback mechanic compared to that - and I'm not exactly a big fan of X-Factor.

#20
riceface said on January 31, 2013 at 6:48 p.m.

i was the one screaming that launch animation was a time waster and it happens so often that it got boring to watch, im glad they took it out! might come back to this game

#21
chipndip said on January 31, 2013 at 6:48 p.m.

gtfopanda: Not gonna rustle your jimmies, cause you have legitimate opinions and concerns behind what your saying. Still, I wanna point out.

1) UMVC3 and SSFIV counts are longer than one second. A standard match in UMVC3 normally breaches around 3 minutes. I don't even know for SSFIV. These rounds are LITERALLY 99 seconds each. It's not much time to play with. Some of these dudes end the round in 19 seconds. That's a V for the opponent in LESS time it takes to even get into the match from the character select screen (if you include loading times). However, time outs take away from hype if they happen too often. It's totally understandable that someone would be turned off due to them from before, but it's not overwhelming now.

2)Pandora's a "do or die" mechanic more than a full-fledged comeback. If you want it to work, you'd actually have to go out of your way to practice Pandora combos in different scenarios so that when you use it, it doesn't fk up. Remember, if you drop it, or it doesn't land a win, you lose. Period. You could be at 69 seconds or 3. You miss, you lose. Due to this, it isn't exactly cheap. I'd pick this type of thing over X-Factor, any day.

#22
gtfopanda said on January 31, 2013 at 7:04 p.m.

@ #22

No worries man.

1) As I said in another news it's too early to pass judgement, I was just pointing out that from what I was expecting a much faster pace and less dragged out games. Probably just my expectations being off. I won't say 'SFxT is still a sluggish runaway fest', I simply cannot with such a small sample of matches, it would be plain unfair.

Still, I think the roll changes aren't enough, and that would've helped making SFxT's pace faster.

#15 mentioned 400 damage combos, but if you're getting read that bad, AND your opponent decides to use meter on it (because you won't reach that damage without spending some stocks), then you deserve to lose 1/3 health (some of which is recoverable, since he opted not to throw).

Also, given the usual teleport-on-wakeup dynamics, it's usually long range pokes used as combo starters, and those hardly ever lead to massive damage.

About SFIV: counts aren't longer than 1 second there, just launch any youtube video and see for yourself.

2) It's pretty much a matter of tastes, yeah, but the risk is so huge you're pretty much killing it. Sure there may be instances where Pandora can net you a kill, but we had those in Vanilla too and we all know how it didn't get much chance.

I think they could've tried something different if they really wished to promote it, like losing 80 % (I'm just chucking out numbers here) health or something along those lines.

#23
trufenix said on January 31, 2013 at 8:28 p.m.

@23, no one would ever roll if it was completely unsafe, there would be absolutely no incentive. The only reason throw vulnerability works is because throw range is still abysmal.

#24
DarknessFallz said on January 31, 2013 at 9:08 p.m.

In theory doesn't this make rolling to try and get out of the corner pointless since you will get thrown out of it? If you're facing a mix-up heavy character and you get knocked down in the corner then you're basically playing ssf4 and you will either get mixed up, you could get lucky and block the incoming attack(s) or you could get lucky, block the hit and use the alpha counter to escape then? Any which way, rolling to escape corner pressure is now virtually a thing of the past if your opponent is at proper distance (which is highly probable after a knock down)?

#25
Rising_Jaguar said on January 31, 2013 at 11:07 p.m.

i liked it when the health bar shook, and when the rolls were safe.
was a much more exciting game to approach the opponent predicting
what they'd do. but whatever guys~

i wonder how capcom saw 'whoever used pandora first' would win in vanilla~
nobody touched that back then..

#26
iushdfiu said on February 1, 2013 at 4:23 a.m.

(This user was banned.)

#27
BumblebeeCody said on February 1, 2013 at 8:42 a.m.

@thf24 and gtfopanda
Actually yeah. I'm wrong on some parts, it is different to X-factor in that you have to make sure you don't eff up or you'll die after the time limit expires. It's no where no offensive to fighting games that X-factor is. But then, why even have it in?
After reading these comments I have thought Pandora through and don't find it that bad, I just have a problem with the fact they made it a tactic that's easier to use and means we'll be seeing more of.

#28
Infinike said on February 1, 2013 at 12:46 p.m.

i actually stoppped playingthis after the update because they nerfed my main(Cody) to the point i just lose every fight i play

#29
Cyan said on February 1, 2013 at 2:06 p.m.

Red Life recovers slower than grass is growing.

#30


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