Umm in training if the CPU has infinite meter and uses a cross something…Shit idk what it’s called. The thing were both team mates are out fighting at the same time… Anyways if they use that the timer on it won’t run out and both the CPU characters will stay out at the same time.

<blockquote class=“Quote” rel=“kataridragon”>Umm in training if the CPU has infinite meter and uses a cross something…Shit idk what it’s called. The thing were both team mates are out fighting at the same time… Anyways if they use that the timer on it won’t run out and both the CPU characters will stay out at the same time.</blockquote>That’s not really a bug. You’re talking about Cross Assault: that mechanic uses the meter as timer. Once your 3 bars of meter are gone, one character will go in the back. But in training mode, Cross Assault can’t “end” because the meter gain was set on infinite. Change the meter gain to normal once CA is activated, the meter will drain as normal so CA works properly.

That would be true except it doesn’t work that way for the player when the players gauge is set to infinite. So while your post is true it doesn’t explain the descrepency between the players infinite meter and the CPU/dummy meter in training.

Is it just me or the v2013 character specific changes don’t work in trial mode? I was using Paul and his Mountain Raze was sending the opponent to far on hit.

<blockquote class=“Quote” rel=“evillee”>Is it just me or the v2013 character specific changes don’t work in trial mode? I was using Paul and his Mountain Raze was sending the opponent to far on hit.</blockquote>

I wondered if something like this would happen. I haven’t tried any myself but I thought they might have to rework some of the trials.

Trials revert to 2012 when you go into them like AE did with SSF4 they just don’t tell you.
Guy has no Bushin Chain jump cancel in trials mode…

Anybody else notice that Paul’s Rocket Punch thingy has a weird launcher like zoom in on counterhit?

Saw it once, on a stream where PR Rog was using Paul. It’s not a glitch, though - it’s in the change notes.

I think it’s because in tekken,this move have also a zoom,but i don’t know

That move has been zooming in in tekken since like 1997 lol I’m glad they added that classic

People, right after reading this, you should go to www.eventhubs.com and see the video about 0 frame links… and… i am not joking!!! 0 FRAME LINKS! And after that it may be a good idea to look at your characters frame data (theres a link to sfxt 2013 frame data in the 0 frame link article too) with “new” eyes, taking into consideration this glitch.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/38146/eco">eco</a> said:</div>
<div class=“QuoteText”>People, right after reading this, you should go to www.eventhubs.com and see the video about 0 frame links… and… i am not joking!!! 0 FRAME LINKS! And after that it may be a good idea to look at your characters frame data (theres a link to sfxt 2013 frame data in the 0 frame link article too) with “new” eyes, taking into consideration this glitch.</div>
</blockquote>

It’s been discovered that not all normals have this property. Check out this thread for the dets. Street Fighter x Tekken v2013 FRAMEDATA (incl. DLC Chars)

Still having incidents where the opponent doesn’t lose health when hit.

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9219/M.D.">M.D.</a> said:</div>
<div class=“QuoteText”>Still having incidents where the opponent doesn’t lose health when hit.</div>
</blockquote>

Check his gem setup.  He might be using Fortitude gems.<br>

<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/77226/Shooting%20Star%20Rockman">Shooting Star Rockman</a> said:</div>
<div class=“QuoteText”><blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9219/M.D.">M.D.</a> said:</div>
<div class=“QuoteText”>Still having incidents where the opponent doesn’t lose health when hit.</div>
</blockquote>

Check his gem setup.  He might be using Fortitude gems.<br></div>
</blockquote>

Or you use cross counter, which can’t kill.<br>

Xiaoyu’s Cyclone Left doesn’t float on counterhit. Not sure if this was intended or not but I find it kind of silly how a move that is supposed to have standing crush properties goes punished when it does indeed crush a standing attack.<br>

Is it natural that ranked matches that were done via the Briefing Room don’t get recorded in the New Replays list? I played against paired players who I know used the Briefing Room and our match didn’t show up in the New Replays list. I had a 1vs1 match after that and that one showed up.

Wtf, idk if I am the only one, but sometimes, after each online match, It says that I am disconnected from xbox live. I am still connected to xbox live and I can still say my friends list therefore I am not disconnected. Anyone else have this problem?

are the inputs still fucked up or is it just me not pressing down-back properly?

This thread is pointless. Game developers don’t take on any sort of accountability for software bugs, especially Capcom. Where can I report a bug for any console game? Where are the change notes detailing bugfixes? Why are there glaringly obvious bugs in SFxT that have been in since day one? Hell, some of them were ported from SFIV.

Not the best quality, but it’s still quite easy to see what happened:

Either Abel’s Falling Sky or Heihachi’s EX kick uppercut has got some weird POST KO effect. Need some research here.