Street FighterxTekken ver. 2013 (The free edition)

Its was a effective spacing tool. I’ve never seen anyone use her bd to “run away” I used it to setup traps with qcf p

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Capcom call Julia’s Backdash,Back step…or Back step is the move during Swift step?

Since they mention it without mentioning Swift Step or Swift Step Explosion, I believe (and I could be wrong) it’s just talking about her back dash.

Personally I don’t see it as being that bad of a thing, that backdash was pretty ridiculous. It can probably still be used for oki, will require some adjustments of course.

This will be a moot point though if rolls are nerfed or made throwable, which… I’m kinda’ wondering.

She also needed that low short hitbox nerf. She’s fine now, and I’m glad they buffed her damage to compensate for the nerfs. She was way too much of a bulky tank like Makoto in AE. She just needed slight health toning down and a few tweaks. She gets good damage off of her mixups yet she had 1000 health and her reach was a bit too good on low short. She’s still going to be a very good character who will be more like a glass cannon.

I’m not playing sfxt anymore till this drops. So many changes to this game in its young life. I just don’t know about this and I love this game…

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Previously they talk about Forward Dash about Poison and not Forward Step…

In first i play Julia for her back dash,cause it remeber me Rose…i can deal without her back dash,but make it faster.

Iono’ if I’d say more like a glass cannon at 950 health, but other than that I tend to agree. :razzy:

Ah, I C. Might be the case then, but it didn’t really specify. :frowning:

Julia nerfs don’t really bother me too much.

Loss of 1f super makes me sad though

, faster and more damaging DP is nice although it seems useless for tag cancelling as a reversal now, nice to see throw damage buffs, and ex lashing arrow wallbounce will certainly be useful and she builds a lot more meter off tiger strike and her cr.mp is a lot better now, I see better/more damaging combos coming Julia’s way. Cr.lk nerf is a bummer though but it was asking for it, same with backdash. Also vagina tax but w/e.

I’m really happy they didn’t touch her party crasher move, that’s the most fun part about her, Julia got off pretty lightly tbh for a top character, just gotta block more with her if backdash is ass now and DP tag is useless.

I’ll probably still use her, not as if she’s completely torn apart like certain characters.

I must say I’ve been running a sub Team: MILF and BRIT (Brothers Really Into Tea) and this changelog so far has restored my faith in this patch. I mean Nina got out of this untouched, in fact stronger. HOPEFULLY they do this with Lili and Asuka.

Hugo splash was nerfed.

Just an example of its utility.

Don’t follow the game but decided i’d give it a try again with the update, but then i see they nerfed ewgf to -1. Was it really warranted? What’s the point of doing it over the regular wgf then? Just extra juggle?

Boost combo nerfs and everything are awesome and needed, but this one make me sad and it’s stupid :frowning:

If they are going to nerf boost combos and other stuff to the point of uselessness, then why did they implement them in the first place?

I think the Rising Uppercut that was nerfed is the regular one that’s -1 right now. They don’t list EWGF in the game or guides.

For novice players of course.

My guess is that they are mainly there for beginners who don’t know how to link now, but also for characters that has one good poke normal for OS buffering and footsies which does not go in to launcher because of range, but if chained in to another normal will do this (for example hugo’s c. Lk st. Mp launcher). Also chains can be used in the same way as before to a certain degree because you can save yourself from becoming horribly disadvantaged by canceling in to ex moves. I am sure there are more uses, but yea, chains are much weaker but still have their use.

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True sentiments. I believe the way they laid out some of the linking into chains in the challenge mode is how they should have played out in the long term. But a huge oversight in making them so safely distanced on block, thus relying on them a lot more.

Im actually surprised Kazuya didn’t get nerfed even harder. But I like using him so its all good. :slight_smile:

This is the excerpt from capcom-unity:

• Rising Uppercut (Fastest Input) - Block stun reduced by 2 (-1F on block)

Fastest input reads as just frame or ewgf to me, and the only way reducing blocktun to -1 can make sense is if it’s regarding ewgf, which was +1 before (but pushed you too far back). Regular wgf was -1 before and would be -3 now.

Thanks for the clarification

All right, but was it needed? I agree with every other change (boost combo nerfs, better anti air, etc), but removing a lot of utility from wgf and ewgf is just sad. The damage is still there (500 meterless combos), they just nerfed the tool and i’d rather have it the other way around, less damage and same functionality.

Forward moving specials with frame advantage is stupid, but ewgf is: a) hard to do, b) pushes you back out to the point where the +1 is pretty insignificant. I’m just asking, since i don’t follow the game, if the nerf was warranted as kazuyas were abusing the shit out of ewgf and what’s the point of doing ewgf over wgf now (except combos ofc).