Im liking these new changes.One thing I thought was cool was the changed color for recoverable health. I remember being in a close fight with someone from this board. I glanced at my grey health but wasn’t sure how much it was so i squinted my eyes a little to make sure. He jumped and i reacted a litte late so my AA got stuffed and i died a miserable death inside. Its just nice to know Capcom is thinking about the little things through all the bad times. Ill keep being on this game for a while(Nina is just too fun for me!) Only thing that im not clear about. The modified BP table. Is it gonna be like AE with multiple /'s and rankings n stuff? Are we gonna get reset? I worked pretty hard to get to 6200 BP and i DO NOT feel like doing it again… Just hope it wasnt sooo long till Jan 29. But i guess the longer it takes the better ver.2013 will be. I cant wait.

SFxT is very awesome, cant wait for 2013 to roll around though my character raven still wont be the same. hopefully they wont shit on lars to hard

I found that when I played the game, which was probably longer than most, I didn’t have trouble building meter. Allowing players to return almost double in meter gain for attacks landed worries me. Does this mean that blocked attacks with give you more meter too? Or less meter now? Regarding boost combos: If less, and the changes are targeting a more rush down style, will inability to easily hit confirm affect this? Considering that you would receive less meter, and therefore could not expend EX as often, wouldn’t that encourage less button hitting, meaning less rush down? Changes to the start gem systems was needed, if you are a player who uses gems, but from a competitive stand point, I don’t see them ever being used. Unless Capcom implemented a CvS2 style; pick from a choice of set gems before choosing characters. Or has this already been put in? Anyway, health regen speed decreased is good, color change is good, but not needed. The FIGHT logo disappears before you can move, I would just have to see this to decide if I like it or not. Can you move at all at this point, and not attack?
[INDENT=1][LEFT]I understand that Capcom is trying to improve the game which is great, but are these the biggest issues that were found? Who was surveyed for these issues? I played this competitively for a while and found way more problem areas. The timer runs out entirely too quickly, and that was me using S tier Ryu and Raven. I spent almost 15-20 seconds performing more advanced combos that only did about 40% life on ONE character. Why doesn’t the game pause the timer during Super animations that take 10-15 in game seconds, not to mention that if they don’t kill in those seconds and the timer runs out, you lose? Why have they not made any needed adjustments to Pandora? Why should I die from using it? 10 in games seconds is still too short, considering the in-game clock hasn’t been adjusted. See your other games such as Marvel 3 for how a revenge meter should work; X-Factor accomplished this well.[/LEFT][/INDENT]
Character changes, thank you! Omg, there is so many changes here, I’ll follow up after I finish reading the new strategy guide.

I think it’s really great that Capcom is trying to really make the most out of this game, even when the fighting game community is treating them so poorly. The patch itself it trying to strengthen the diversity of characters that people will play. Unfortunately for me, this means nerfing Ryu to the ground, and he is my favourite character. While I enjoyed Ryu being one of the top guns in this game, all good things must come to an end.

More importantly, I like the direction they’re taking with Pandora, on trying to make the mechanic more applicable. I don’t think giving it a few seconds will be enough to make it worth using, but I respect what they are trying to accomplish. Pandora is the focus of the storyline, why the fighters are fighting, so may as well make it good ha ha!

Most of the changes are well founded, even if some work against the characters I use, but for the sake of making this more of a diverse and fun game I will go with it. One thing that boggles my mind, is why Kazuya doesn’t get toned down a bit, that guy was a monster off the get go!

Keep it going Capcom! As long as you support this game I will keep playing it, but I won’t buy gems!

  • Shouhda

Honestly I’m curious to see if we get a more slowed down game that feels more like AE with tag. SfxTekken is fun to play but just feels like it fly’s by for a tag game. I’m glad to see Capcom not forget this title and let it slip by just cause most of the community isn’t big on it. If anything it helps justify the purchase of this game to see updates and balance patches. Throws are definitely the biggest thing I’m looking forward to with less frames.

I was really disappointed when the character I really wanted to play turned out really bad. I always tend to lean towards more complicated shenanigans characters. So, that being said, I am really looking forward to the buffs that Yoshimitsu is going to receiving. It doesn’t seem like he will be anywhere near the top, but if were clever enough he may just earn a spot on a team :slight_smile:

Capcom usually gets Version 2+ of a game right, so here’s hoping!

I passed when I had the chance to get sfxt for the Xbox, I passed when I had the chance on PC, I just got a vita last week and nearly bought this game this morning… I don’t know too much about how the old version worked because I mainly just saw it on stream, but from what I’ve read, heard, and watched of 2013 recently, it has me thinking it very likely that this patch will make sfxt the front runner for evo 2013 and beyond. Here’s to hoping (for contest and the game’s future!)

I am excited for the 5 frame throws! 2f isn’t a whole lot, but it’ll help out the game so much! 7f is garbage, at least we have a chance to legitimately use throws now haha

after reading all of the changes i’m not sure this is going to be great but because capcom never reveals 100% of its changes, there is hope. i also just got a vita and i have no games to play. i have the umd for SFA3 max for psp but i need the digital version from the psp because sony pulled a stupid one by only allowing the japanese to use the umd transfer program. posting in here because i want to play a streetfighteresque game for FREE.

Honestly some of the changes make me sick to my stomach (look at the Vega changes, they’re BAD) but when I look at some of the other changes I see a little bit of light (Hwoarang’s changes are going to make him more of a force). I’ll probably still play it when 2013 comes out despite the wishy-washy outlook I have for it, Hwoarang is just too much fun to use.

I’m glad this game is still getting attention and will receive attempts for fixing. However, I feel like it’s a long road before this game is as solid as some of its predecessors

I think this game is great, but I wish it had more street fighter characters.

I’m looking forward to playing v.2013 again, I’m curious to see what changes have been made to Poison (I main her and Hugo as my team).

I love to play this game on PC but the servers are empty so I would like a version of the game where I can try my characters against online players. I think the changes of the 2013 version will greatly improve the game.
The game has so much potential, a rebalance can only be be good.

well, like almost every game of capcom, this patch is gonna be great for most of the characters (except some dlc), and i really want to know whats going to change on my cast, specially with chun´s j.hp and her hk

i bought this game on launch, and literally spent more time in the color edit room than i did playing. then, after i bought the dlc(disc locked content), it was even more apparent to me. this game doesn’t need more characters, it needs system changes.

i understand that capcom must have racked their brains trying to figure out what to put into the game, and what to leave out. forward recovery roll, sure. a backwards recovery roll, no? now capcom did this for cvs2(foward evasion yes, but no backward evasion), and it worked, mainly because that game is faster paced. in sfxt, the forward evasion seems to slow down the pace of the game. i feel that it is too easy to react to. i don’t play tekken, but i’m sure tekken fans don’t like this feature. only two options on hard knock down, and no attack on the way up.

again, capcom must have gone back and forth on this one, but qcf+ppp/kkk or qcb+ppp/kkk to activate super? when i took the game home, i went straight to the training room, and wondered, “why would capcom do this?” qcf+ppp/kkk is engrained in my mind as an ex move, not a super move. supers need to be qcfqcf/qcbqcb+p or qcfqcf/qcbqcb+k. so then i made the adjustment to using pp/kk, but found myself spending more time watching my meter so i don’t accidently activate a super. this is supposed to be street fighter x tekken. these tekken characters are being placed in a street fighter fighting system. that means that they need to adhere to street fighter rules. and don’t tell me that capcom can’t make special step and mist step the two exceptions. they can make this game do anything they want.

on that note, the timer should never have been an issue. i own an mvc2 arcade board. in the option menu, regardless of how much time you put on the clock, you can set the timer to run slow/normal/fast. again capcom can make this game do anything they want.

take out boost combos. at least, make it an easy mode for the noobs that you can toggle on/off from the options menu.

as others have stated, if the gems truly are core to the game, then why do you expect me to pay for them?

last complaint. thank you capcom for making my strategy guide useless. you didn’t include data for characters that were on the disc because they weren’t complete…so why didn’t you take more time, finish them, then releash the game and the strategy guide together? now with the everyone getting their frame data changed, i have literally no need for this book.

all in all, i just want sfxt to be a great game. i want this patch to work, but i just don’t think its going to be enough to bring in more players, and keep them. loads of people will still play this game after the patch, i hope i can too.

I was pretty damn hyped for this game before release (I even watched all of Cross Assault!!), but after getting into the game for a couple weeks it was clear there were definitely problems with it. To that end I’m really glad Capcom is making changes all around instead of just some balance tweaking. Faster throw startup, longer Pandora, and significant reduction in health recovery are all great things I feel will help a lot in changing the pace of the game. As a Juri/Lili user I’m a bit sad to see the Juri nerfs, but it’s understandable. Thankfully Lili is still intact. Don’t have the additional characters yet, but I am really interested in a Christie/Elena team.

While I can only guess at how the pace of matches will change with the various system tweaks, if we can get a change to the clock speed (even if it’s a small one), it would go a long way in making watching the game more fun. Anyway, really looking forward to this patch as it’s no fun having a game with so much potential become so neglected. Cheers!

I hate patches (Unless Game Breaking) leave the games alone.

My reaction to the Ver. 2013 patch is positive and that is based on general game changes rather than balance changes to specific characters. By far, my favorite change is removing the pause after connecting with a launcher. There should be less time overs with slower recoverable health and slight damage increases to many character moves. Overall, the changes are an improvement for players and spectators.