Platforms:
Playstation 3
Playstation Vita
XBox-360
PC (v.2013 was not released yet for it)
Playstation Vita
XBox-360
PC (v.2013 was not released yet for it)
Number of players:
1-4 players
Street Fighter X Tekken has now received an update that has vastly changed and improved the gameplay. For one thing, time outs have now become less frequent, worst case scenario being matches ending with the timer being under 40 counts.
About the DLC drama, the game is way cheaper now, so you can buy the game for a good price and get the $20 DLC (MvC3 had 2 chars for $7 each one (they came with the disk too), so $20 for 12 characters is not that expansive.
About the DLC drama, the game is way cheaper now, so you can buy the game for a good price and get the $20 DLC (MvC3 had 2 chars for $7 each one (they came with the disk too), so $20 for 12 characters is not that expansive.
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.
• 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.
• 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.
• 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.
• 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.
General Changes
• Gem activation effects - Glowing effects toned down
• "FIGHT" timing at the beginning of the round - Disappears before characters are able to move
• Recoverable health color - Changed from dull white to orange color to increase visibility
• Camera work - Camera no longer changes during the launch attack portion of a cross rush
• Normal throws - Startup changed from 7F->5F
• Guard cancels - Can no longer follow up with additional hits after connecting with a guard cancel move
• Recoverable health speed - Speed of life recovery reduced to 1/3
• BP table contents - BP table modified
• Fortitude gem effects - Small:100 Mid:130->Small:80 Mid:110
• Life Force gem effects - Small:80 Mid:100->Small:60 Mid:80
• Harmonize gem effects - Small:60 Mid:80 Large:100->Small:40 Mid:60 Large:80
• [ID:23] Immense Power Lv.3 - Attack 30%UP->Attack 10%UP Effect Time 10 secs->20 secs *Along with changes, name changed to Immense Power Lv.1
• [ID:182] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• [ID:189] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• Forward recovery roll - After a forward roll, hurt box appears 7F before any additional actions are possible (still throw invincible)
• Cross Arts - Initial move damage changed from 100->150
• "FIGHT" timing at the beginning of the round - Disappears before characters are able to move
• Recoverable health color - Changed from dull white to orange color to increase visibility
• Camera work - Camera no longer changes during the launch attack portion of a cross rush
• Normal throws - Startup changed from 7F->5F
• Guard cancels - Can no longer follow up with additional hits after connecting with a guard cancel move
• Recoverable health speed - Speed of life recovery reduced to 1/3
• BP table contents - BP table modified
• Fortitude gem effects - Small:100 Mid:130->Small:80 Mid:110
• Life Force gem effects - Small:80 Mid:100->Small:60 Mid:80
• Harmonize gem effects - Small:60 Mid:80 Large:100->Small:40 Mid:60 Large:80
• [ID:23] Immense Power Lv.3 - Attack 30%UP->Attack 10%UP Effect Time 10 secs->20 secs *Along with changes, name changed to Immense Power Lv.1
• [ID:182] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• [ID:189] Harmonize Lv.3 - Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
• Forward recovery roll - After a forward roll, hurt box appears 7F before any additional actions are possible (still throw invincible)
• Cross Arts - Initial move damage changed from 100->150
Thanks to Zukuu, we have almost all frame data from the game (with the DLC characters and still being updated) compiled in a well organized spreadsheet. Check it out here!
Shoutouts to Tizoc for helping me out!