As if the changes involved in the recent announcement of tweaks for Street Fighter X Tekken were not enough, another long list has been filed to add to the manipulations. They will all be as part of the “Ver.2013″ update coming in January.

Much of the emphasis of this particular round of changes is concentrated around each character, along with alterations made to the overall fight system. Remember that is to arrive on January 29th. A full list of new tweaks are as follows:

Lars

Far Standing LP
Startup changed from 6 frames to 5.

Pushback on hit and block increased.

Far Standing MP
Area around the arm has been made invincible to air attacks.

Bottom part of the hitbox has been increased.

Startup changed from 9 frames to 7.

Far Standing MK
Entire animation has been slightly tweaked.

5 frames added when used during a Boost Combo (on hit -3, on block -7).

Startup changed from 15 frames to 13.

Far Standing HP
Startup changed from 13 frames to 11.

Decreased by 5 frames when attack connects (on hit +2, on block -4).

Hitbox increased.

Avalanche Spike
Damage changed from 100 to 130.

Silent Entry HK
8 frames before attack stun ends, this move can be canceled into the all versions of Silent Entry (LK, MK, HK, EX).

Avalanche Stomp
Changed from a high attack to an overhead.

Cross Rush
Forward movement distance extended.

————————-

Alisa

Close Standing MP
Startup changed from 7 frames to 5.

Frames decreased by 2 (on hit +7).

5 frames added when used during a Boost Combo (on hit -3, on block -9).

Crouching MP
Startup changed from 8 frames to 5.

Pushback on block during a Boost Combo decreased.

Double Rocket Punch
Tweaked so that Alisa no longer recoils backwards.

Trigger Shuffle
Until the first frame of the attack hitbox, this attack is completely invincible.

Mid-air combo counter consumption for the first attack changed to 0.

Stun damage changed.

Destructive Form Standing HP
Hurtbox increased.

Crouching HP
2 frame decrease when the first hit connects on block.

Hertz Blade Flare
Damage changed from 60 to 80.

————————-

Jack-X

Standing LK
Startup changed from 6 frames to 5.

3 frame decrease on hit (on hit +1).

Hitbox decreased.

Hurtbox decreased.

Crouching MP
Damage changed from 100 to 85.

3 frame increase when used in a Boost Combo (on hit -6, on block -10).

Pushback on block decreased during a Boost Combo.

Jump MK
Can now be used as a cross-up.

Mad Dozer
Distance moved during the 2nd and 3rd hits has been decreased.

Super Armor now activates between frames 25 and 39.

Max charged attack now produces a wall bound.

Max charged attack frames decreased by 15 (on block -10).

Megaton Earthquake
Damage changed from 70 x 2 (140) to 50 x 2 (100).

4 frame decreased for the second attack on block (on block -9).

Can now be blocked high.

Standing HK
Pushback on block during a Boost Combo decreased.

Machinegun Blast
Pushback on block decreased overall

————————-

Bryan

Far Standing HK
Startup changed from 17 frames to 14.

Considered airborne starting from the 8th frame.

Crouching HP
Active frames for the hitbox extended by 2 frames (now 5 frames).

Damage for attack hitbox from frames 9 - 14 changed to 90.

Will now hit opponents who have jumped above you.

Startup changed from 10 frames to 7.

Chopping Elbow
Frames decreased by 3 on block (now -1 on block).

Diagonal Jump MK
Can now be used as a cross-up.

————————-

Christie

Crouching HK
Damage changed from 90 to 80.

————————-

Lei

Jump MP
Hurtbox reduced.

Jump HK
Hitbox increased.

Drunken Rapid Fists
Frames decreased by 5 (on block -10).

Snake stance Standing MP
Startup changed from 8 frames to 6.

4 frames added to block (on block +2).

Dragon stance HP
Hit effect floats the same height as the final hit of Snake Bite Combo.

Mid-air combo count and count consumption has been tweaked.

Reverse Lotus LK
When in Back Turn stance, as soon as Lei lands on the ground he’ll be able to move.

Leaping distance tweaked so that Lei does not leap as high as before.

Back Turned stance
Now moves quicker than before.

————————-

MEGA MAN

Close Standing HP
Startup changed from 10 frames to 5.

Far Standing HP
Can now be canceled.

Startup changed from 10 frames to 5.

Ice Slasher
Frames decreased by 2 on hit (on hit +3).

————————-

Pac-Man

Crouching HP
On the 8th frame a hitbox that only connects with airborne opponents has been added.

Frames decreased by 5 on hit (on hit 0).

Pushback on hit and block has been reduced.

Flip Kick HK
Fully invincible from startup until the 8th frame.

Opponent cannot quick recovery when knocked down.

Damage increased from 120 to 130.

EX Flip Kick
Fully invincible from startup until the 10th frame.

Opponent cannot quick recovery when knocked down.

Damage increased from 120 to 140.

EX Hip Attack
Produces ground bound stun on hit.

Now an overhead attack.

Can now be canceled into other moves.

————————-

Cole

Shock Grenade
Overall frames changed from 38 to 45.

————————-

Toro

Shoryuken LP/MP
Frames decreased by 10 on block.

Blockstun now lasts 5 frames less.

Pushback on block decreased.

————————-

System Changes

Pandora
Now lasts 10 seconds instead of 7.

Once activated the Cross Gauge will max out, but will not automatically replenish.

The character that goes into Pandora will appear closer to their fallen partner.

Frames decreased by 2 on activation.

Damage is not dependent on remaining vitality, but is now 1.15 times more across the board.

All characters will leave their freeze state at the same time.

Quick Combos
Preset Combo 1’s entry will be cleared out so that even if it’s set it won’t activate.

Present Combo 1’s set combo will be moved to Preset Combo 2.

Forward Recovery Roll
A hurtbox will appear in the 7 frames when Forward Recovery ends, and the player will be able to block.

A Forward Recovery Rolling character will be throwable in the 10 frames at the end of the roll and throw escapes will not be possible.

Normal Throws
Startup changed from 7 frames to 5.

Except for air throws, successful regular throws will now erase any recoverable damage on the opponent’s vitality gauge.

Vitality Gauge
Vitality Gauge will not shake when a character takes damage.

ID: 24 Immense Power Level 3
Damage increase changed from 30% to 10%.

Duration changed from 10 seconds to 20.

Note: Due to these changes, the name will change to Immense Power Level 1.

ID: 245 Proficiency Level 3
Gauge Cost Reduction changed from Large to Medium.

Duration changed from 10 seconds to 15.

Note: Due to these changes, the name will change to Proficiency Level 2.

ID: 62 Iron Wall Level 3
Defense changed from 30%+ to 20%+.

Duration changed from 10 seconds to 15.

Note: Due to these changes, the name will change to Iron Wall Level 2.

ID: 102 Fortitude Level 3
Damage cut changed from Large to Medium.

Duration changed from 10 seconds to 15.

Note: Due to these changes, the name will change to Fortitude Level 2.

ID: 190 Harmonize Level 3
Vitality immediate recovery changed from Large to Medium.

Note: Due to these changes, the name will change to Harmonize Level 2.

Gem Activation Conditions

When a Super Arts is performed during Pandora, the following Gem activation conditions will not be fulfilled.

Activation Conditions:
Perform a Super Art

A Super Art is performed


Rating:
(Avg: Need 5 votes)
 

 

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