Street FighterxTekken ver. 2013 (The free edition)

This is why I don’t understand people suggesting to remove ABC from the game. If you are getting blown up by ABC launcher its because you have terrible defense and removing ABC won’t solve the problem…

Can not wait for that AA buff to the Tekken cast, tired of Nina either getting stuffed or trading half the time with her AAs

– Sent from my Palm Pixi using Forums

I seriously fear this AA buff. They’re going to dominate the SF cast now, sheesh. I hope the SF cast will get some kind buff to footsies or whatever that will match this. Or how about a nerf to that broken-ass frame-data on the Mishima’s jumping attacks???

Also, another thing to keep in mind: buffering ABC/Launcher at mid-range is good when you have no meter or are looking to bring your partner in, but it’s also often the weakest option damage wise not to mention cross-rush gives the most grey health to the opponent.

Again using Yoshi for example, if I throw a s.lk and buffer “s.mk, s.hp” it’s either to get a cross-rush or a EX move, but I won’t get more than 280-330 damage from that. So when I want damage I don’t buffer ABC/Launcher, I throw a cr.mp and buffer something like Windmill which I can then switch cancel for 460+ damage. And I still have control of whether I want to keep my partner in or launch back to Yoshi instead.

So then, why would I even buffer ABC instead of Windmill? It depends on the matchup or situation most of the time. cr.mp is 10 startup and s.lk is 4 startup. Against Ibuki for example, it’s much better to use s.lk and buffer ABC because my s.lk will always beat Ibuki’s Slide. But the same slide will beat my cr.mp (I think) and I can’t combo from s.lk into Windmill unless it’s a counter hit which I’ll rarely get vs Ibuki’s slide.

tl;dr: There’s usually something better you can buffer than ABC/Launcher especially if you have 1 or 2 meter. Doing ABC all the time at mid-range is not smart. But sometimes you have no choice (no meter for EX move or switch cancel).

But then how will I carelessly jump at her for free damage? :frowning:

What’s the problem? Now we get to bait all the tekken characters anti airs on wakeup. Hell maybe half the people and their dogs will stop trying to jump in like complete dumbshits now

RIP sim

Also please fix elena

I fear for Asuka in this patch, jumping on Tekken chars was easy enough with her lol with j.hp, and she already has good AAs (even though you really shouldn’t be jumping on her with her neutral game), so I guess matchups across the board for tekken chars is gonna be harder for Asuka.

My fear stems from the fact that this is not a keep-away game. Most of the Tekken cast has a big weakness to pressure, and now its going to be harder to pressure them if they have great AA’s. I don’t at all mind this buff, but I want something on the SF side to compensate for it. That’s all. :slight_smile:

Akuma
-Ex tatsu wall bounce
-950 health
-Give his srk more priority

Poison
-More overall damage
-More combo ability
-More tag ability

M.Bison
-Change the height on his scissor kicks so its easier to combo
-add some of his SF4 combos or better to this game

King
-Less start up on his throws.

-Yoshimitsu
-Rework him so he can be played more in tournaments

Asuka
-Yeah she is supposed to be a mix up character but atleast buff up some her normal hit boxes.

Pandora
-Make it not kill but instead you cannot use your partner for the next round.

-Supers
Make them all stop the clock. Its an easy fix.

Create an option for no gems or for no boost gems.

It seems unsafe and I can slip a jab in with some characters, but with juri it often trades and leads into the same shit. A 3 frame normal would be nice and make it a little more bearable or at least not having my ex senpusha not feel so iffy.

Because some sf characters don’t have AA’s (sakura I’m looking at you) so on top of their already good pressure game and mixups you’ve given them AA’s? That’s dumb. Hopefully it isn’t Lili Andante tier and more like chun li.

If anything they should give that to tekken characters who actually need them, instead of the entire cast.

I agree it’s not that bad, but I wish some characters on the SF side had better damage( Poison), better pressure/reach/alpha counter (Juri), and better AA’s (Sakura). Oh, and an overhead that isn’t NEGATIVE ON HIT (Poison) I ended up dropping her/him/it because of getting shoryu spammed off of that. I know it’s better when done meaty, but cmon that’s just silly. Heihachi (in general, lol now he gets an unblockable) Cody AB AB lk st mp (BS). Julia pretty lame solo combo damage without meter. Ryu OP (Generally far better at the cast at everything). Cammy jabs… Asuka (EVERYTHING just euthanize her). Akuma Damage output bad especially since his health is so low. Dudley ducking doesn’t go through fireballs…but Steve’s does (Pretty sure it did in sf4 don’t quote me on that though). Zangief Cross art into super being 0 frame startup and heals him if his partner has high health etc. I mean these may be personal gripes, but I feel as though there is something wrong with this stuff.

To be fair though, I see Vegaman’s point it’s not too much of a big deal and it’ll probably teach people to jump less, but I just think there are bigger issues in the game than the tekken cast not having AA’s (Because a lot of them have armor/great alpha counters or great pressure).

I hope the timer stops for super / cross art animation and I hope pandora becomes a decent (but not OP) comeback mechanic, adding a much needed “Oh shit !!!” / hype factor to the game. I love those unexpected, wild, comeback, almost cameback moments, and with 2 characters health bars to wade through it isnt gonna happen in this game without help. Maybe just make it available at 40 or 35% and down but you dont die if it runs out…You just have no partner. Im not saying make it xfactor just something that adds to the excitement and makes fights genuinely tense once its activated.

Also this is gonna be 2013 edition but its not gonna be the only 2013 edition right? I know ps3 has more characters but theres still 14 spaces for more people on Xbox… I hope this isnt the last update we get. Id really hope Capcom doesnt pull another Marvel or (seperately, unbelievable…) Ultimate Marvel debacle by dropping support on the game less than a year into its existance. Seems like theyve been abandoning their games 8 months or so in lately… odd when fighters usually have shelf lives of a few years, especially with decent dlc / character support.

i dunno if i would agree with the 950 hp. Because that would make him really strong. It’ll make him the strongest shoto and people would flock to him and he’d be so annoying to fight. He should have 900 because at least it would take a few mixs up to kill him instead of like two.

She’s gonna need a bit more than that to be viable if everyone else is getting buffed imo. Her upclose game is really flawed and neutral game is non existant. She can be shut down too easily by AC and that flaw is still going to remain in 2013 patch.

They can jump in all they want, and eat a Cannon spike switch into Xiao for almost 500 damage and untechable KD; or eat a Xiao sweep combo.

I love it when people jump in, just not the Mishimas. ;_;

Also you guys talking about safe/unsafe stuff, can’t you just alpha counter>switch cancel for ~300 damage for 2 bars?

O.o

I’ll buy that. There are some things that are a bit more important to fix

The game is designed to incorperate over 100 characters which is almost double the current cast. The issue is that it all depends on how much DLC and games sell and if there’s a demand for it. If SFxT turns around and picks up we can expect a good 10-20 characters next patch. If not, then there’s no reason for them to lose money over developing more content that wont sell. I would venture to say that this will be the last major update to the game before Nov 2013.

Personally i think his health should stay the same. He really should get a big across the board damage boost tho. I disagree with EX Tatsu getting a wall bounce (because that would both look dumb and by the time akuma recovers from the tatsu it’ll be too late to hit the opponent) but demon flip palm doing a ground bounce on hit is cool… BUT it should be unsafe on block.

I’m a firm believer that the reward should directly reflect on the risk. You shouldnt have high risk/low reward or low risk/high reward situations. Landing a standing fierce that has a 10 frame startup should always lead to more damage than landing a cLP that has a 3 frame startup because it’s much harder to land that standing fierce. I understand that this is damn near impossible to do in a game this complex. I think that the developers found a good base middle ground to start on. But any changes from this point on should be based on risk vs reward and be proportional. Either changes should negate an unbalanced risk/reward, or they should be implimented with a risk vs reward guidline (give this but at that cost or under that condition or taking away from another risk/reward situation)

yeah i agree that they could jump in on me and eat a lariat, or nj HP/HK, or crouching fierce, or standing roundhouse, or headbutt, or one of a million other things… mishimas or not. But after about the 5th or 6th time in a row knocking their ass outta the air it gets to the point where it feels like you’re picking on little kids… and gets boring fast.

Do you play on XBL? There’s a Cammy/Xiao player that has been kicking my ass every time we meet in ranked… was it you?

I ask because that’s… preeeeeetty much what happens whenever I decide to jump on that team, lol.

Just to make everybody aware, YOU GUYS ARE LETTING AKUMA PLAYERS ASK FOR BUFFS! May I remind everybody, he doesn’t need them. :stuck_out_tongue:

950 Akuma plus auto correct vortex? NO THANKS.

Bryan is a very mediocre character, in my opinion. He has one exact effective range (the tip of his st. LP), and is really terrible at all other ranges. His much-touted f. MK and f. MP overhead look good on paper (totally safe blockstring on the first, +f overhead that allows combo on hit for the other), but they’re just too slow to be effective. If your opponent is fucking around at mid range and buffering shit, or whiffing normals, then you get a chance to get in. If he plays at all cagey, then you’re kind of stuck.

Bryan has all the tools he needs to be excellent on paper, but it just doesn’t come together because he has nothing to threaten you with at point-blank range. He desperately needs for his cr. LP to be at least 4f startup with a bigger hitbox. Cl. MP should also be 4f. Those two tools would give him a decent shot at a point-blank game (still not nearly as good as the Cammys and Codys of this world), but at least something to do.