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Drakul
04-11-2012, 03:05 PM
This is in training, btw.

I can do it at times easily but, other times, it thinks I'm still jabbing.

I've been trying to come up with combos with my usual team of Z & H, as people keep saying that's more or less what you've got to do in this game. The best I've got so far is a 10 or so hit combo that ends with Hugos Ultra or Super or Cross Art, whatever they call it in this game.

I've also figured out a few moves that let me go into Hugos Ultra right after. Zangiefs Ultra is not at all flexible.

Kalyx triaD
04-11-2012, 03:30 PM
What's your Gem setup with them?

Drakul
04-11-2012, 04:54 PM
Both of them are using 3 strength boost gems each. Including a strength boosts exclusive to the Limited Edition I bought.

Kalyx triaD
04-11-2012, 07:09 PM
Do you activate them often?

And would vitality gems be better suited to your problem with combos? These gems combined with damage scaling may mitigate the damage taken, as well as your frustration.

Have you experimented with speed gems on those big guys?

Fignuts
04-11-2012, 07:47 PM
Kalyx, when are you playing this again?

Kalyx triaD
04-11-2012, 07:52 PM
I know I've been off for a while. Been getting back into Battlefield 3 and SoulCalibur V. I have played yesterday and I'll be back into the groove going forward.

Drakul
04-12-2012, 12:51 AM
Do you activate them often?

And would vitality gems be better suited to your problem with combos? These gems combined with damage scaling may mitigate the damage taken, as well as your frustration.

Have you experimented with speed gems on those big guys?

I don't really try to activate them. They have conditions that mean they can easily activate in the natural flow of the fight but they don't always. Sometimes I get the KO before they can activate.

I've tried those gems that are supposed to reduce damage. They don't do a thing. They might absorb one strike but that's it, then they deactivate. If I don't get hit they last about 20 seconds, though.

I've never tried speed gems out on them, no.

There is a gem that say "instant replenishment of EX meter +200". I tried it out, activated it and the EX meter didn't replenish instantly at all or even fill quicker when I did a move.

I've noticed that from time to time. Certain gems don't seem to do anything and I've had the FAB do damage on both suplexes and the piledriver almost all the time but, on 4 or 5 occasions, the suplexes have not done damage but the piledriver still does.

Fignuts
04-12-2012, 02:57 AM
Won a handful of matches against Khuntry. He won a lot more.

Still, even a lot of the matches that I lost were relatively close. Probably the best I've ever done against him in this, or in SF4.

My Julia and King in particular did pretty well against him. I'm getting good at mixing up julia's offense to create openings, and tagging in king for the big damage. They might end up replacing Juri and Heihachi as my main.

I've still got a ways to go before I'm at Khuntry's level, but I did learn a few things this time out, so I'm slowly getting there.

Fignuts
04-12-2012, 02:59 AM
Not to beat a dead horse, but I reaaaally hope they patch in an unlimited timer for online.

We both won a few time over rounds that could have gone either way. Even when I win, it feels like a hollow victory.

Also, a question:

Has anyone else picked up new characters, simply because their alternate costumes are fucking awesome?

I'm picking up Guile and Cammy, pretty much for that reason.

On a related note, I hope we see some alternates from tekken games. Tekken 4 in particular has some fantastic designs. King, Jin, Xiaoyu, Yoshi, Bryan, Lei, Law, Hwoarang, Julia, and Nina all have great attires, that I would buy as alternates for this game.

Kalyx triaD
04-13-2012, 03:17 AM
Sorry couldn't join. Had an offline training session with a friend.

Drakul
04-13-2012, 03:45 AM
I can think of a couple of costume ideas they could have gone with.

Tag swap costumes, Chun-Li dressed as Cammy and Cammy dressed as Chun-Li etc. The only issue with that might be with the male/female teams. Jin in a dress and Hugo in Daisy Duke shorts. Adjustments would need to be made.

It could be cool seeing them dress as each other plus you could have them dress in the same outfit for a real "team" look.

Or they could use my earlier animal idea. Ryu as a dragon, Cammy as a cat, Hugo as a rhino(?). Not like Cammys King outfit, Chun-Lis Panda outfit or Zangiefs Kuma outfit but like Bloody Roar.

Fignuts
04-13-2012, 10:48 AM
Furries?

ew

Drakul
04-13-2012, 11:09 AM
I don't get the hate for anthropomorphic characters, these days.

We loved Mickey Mouse, we loved Sonic & Crash Bandicoot but, suddenly, anything that involves an animal acting like a human gets called "Furry" and dismissed as bad.

What's it all about?

Drakul
04-14-2012, 12:26 AM
I was playing online yesterday and facing a B+ & C+ togethor in ranked. I managed to get the B+ down really low and in a corner. I put in the input for the SPD 3 times and the whole time all I did was move back and forth and jump. Hitting HP did nothing.
Has this always happened or is it because of the update?

Funky Fly
04-15-2012, 03:36 PM
I don't get the hate for anthropomorphic characters, these days.

We loved Mickey Mouse, we loved Sonic & Crash Bandicoot but, suddenly, anything that involves an animal acting like a human gets called "Furry" and dismissed as bad.

What's it all about?

It's all about the creepy motherfuckers that want to have sex with them.

Drakul
04-16-2012, 10:41 AM
Ranked in this game is genuinely infuriating. I shouldn't be fighting people with an A rank that still use assist gems. They need to patch in a "cut off point" for assistance in ranked. So, when you reach, say C or C+, assist gems should no longer work.

In SSFIV, I'd lose a ranked match and it was usually because the guy that beat me was better and I could tell he was just better, of course the game had its spammers and cheap players but, on the whole, it felt "legit" when I lost.
The vast majority of my losses in this game just feels like I'm being cheated over and over again.

Drakul
04-17-2012, 03:09 AM
And I'm done.

Fignuts
04-17-2012, 03:15 AM
Yeah, I stopped playing ranked a while ago. Much more enjoyable with friends.

RoXer
04-17-2012, 03:15 AM
Think I am too but play a few more with me before you quit

Drakul
04-17-2012, 03:27 AM
I'm trading in the game between today and Thursday. I have the LE though so I'm not sure how I go about it.

Do I just take the game and the comic book or do I take the arcade money bank I've already assembled too?

Kalyx triaD
04-17-2012, 02:12 PM
You return the game when I'm getting back into it. My BP is growing finally.

Drakul
04-17-2012, 02:31 PM
I've not traded it in just yet. It's on my "to do" list.

Fignuts
04-17-2012, 04:26 PM
You return the game when I'm getting back into it. My BP is growing finally.

Have fun losing all those battle points, when the computer pairs you against several 8,000+ BP players in a row.

Boomer
04-17-2012, 06:47 PM
I've not traded it in just yet. It's on my "to do" list.

Hold off on it, my man. Once I get some free time I'm finally free to join in on the action. We need more people playing it, not less.

RoXer
04-17-2012, 06:50 PM
Yeah I'm starting back up this weekend probably

Boomer
04-17-2012, 06:51 PM
I should have time this weekend too. Don't have any plans currently, and I finally finished up Morrowind. I'll be fucking awful, but I'm in.

Blitz
04-17-2012, 09:30 PM
Drak, have you tried playing anyone besides grapplers?

Kalyx triaD
04-17-2012, 09:55 PM
My Cammy/Ken team is really shaping up. Asuka is even making sense now. I just had to really let loose with the game, I guess. Finally found a rather expensive projectile dodge for Asuka (EX elbow strike). Kinda wish it dodged for free but whatever.

Might get back on Chun Li after some fun offline sessions.

Drakul
04-17-2012, 11:41 PM
Hold off on it, my man. Once I get some free time I'm finally free to join in on the action. We need more people playing it, not less.

Then they should have made the game less spleen burstingly annoying.

Drak, have you tried playing anyone besides grapplers?

BLASPHEMY!

Seriously, though, I've played as Yoshimitsu, Poison, Sagat and Rolento quite a bit with a bit of Akuma, here and there. Paul once in a while but he's mostly offline.
I've played everyone on the SF cast a few times but the names above, along with Zangief & Hugo, are the ones I've played the most.

Fignuts
04-18-2012, 01:50 AM
Fuck Heihachi. Maining Julia from now on.

Kalyx triaD
04-18-2012, 02:59 AM
That works.

Kalyx triaD
04-24-2012, 01:54 AM
Nina is joining my stable.

Fignuts
04-24-2012, 02:51 AM
Me and Khuntry are having absolute wars.

Where are you, Kalyx?

Kalyx triaD
04-24-2012, 03:29 AM
Buddy's still on Battlefield 3. Ugh.

Fignuts
04-24-2012, 03:49 AM
Nina is joining my stable.


Nina is fun to use, but she's a bit lacking in certain areas.

RoXer
04-24-2012, 08:23 PM
Thinking of getting rid of this

Kalyx triaD
04-24-2012, 10:03 PM
Try the new gems first.

Fignuts
04-25-2012, 01:29 AM
I'm loving this game. Wish everyone wasn't ditching it.

Roxer, why are you getting rid of it?

Kalyx triaD
04-25-2012, 01:34 AM
There's a gem combination that can make Cammy a real bitch.

Fignuts
04-25-2012, 01:37 AM
Are they out yet? I thought a bunch of new gems were supposed to come out with the costumes, but there aren't any in the store, last I checked.

Also, I'm down for a session right now, if you want to play.

Kalyx triaD
04-25-2012, 01:42 AM
My bud, as usual, is on Battlefield 3. The new gems are already in there just head to the station. Some new ways to get boosts. A few bullshit ones that invalidate older gems. New assist stuff for the little sisters of the world. Pandora and Cross Assault extenders should be interesting but very costly (a whole gem slot).

Fignuts
04-25-2012, 01:46 AM
Oh boy, an extender for cross assault. So it can be utterly useless for another 10 seconds?

I'll probably be on for another couple hours if your friend decides he's done shooting people.

Fignuts
04-28-2012, 04:35 AM
So is everyone done with this or something?

Kalyx triaD
04-28-2012, 05:14 AM
Hell no.

Boomer
04-29-2012, 05:04 PM
Nah, I'm not. Just had other gaming priorities, I guess.

Kalyx triaD
04-29-2012, 09:26 PM
Putting some of those new gems to work. Wanna see them in action.

Blitz
04-29-2012, 09:30 PM
Warriors Orochi 3 sidelined me, but I should be around.

Kalyx triaD
04-30-2012, 03:14 AM
Sorry I didn't arrive. Was having an unusually hype extended session with my roommate. He's coming to gripes with his Chun/Steve team and I'm making sure Cammy is the biggest bitch ever. We found some interesting uses for Pandora; the extender gem works well and gives you time to lock down a runaway. He found that activating Pandora in response gives him the life buff to defend himself while my time runs out. It was fun.

Asuka's really finding her way, I can't wait to see how she fares against you guys. Nina is so good, I will pick her back in Tekken. She's relentless. Will be online this week for some lobbies if I can.

Fignuts
05-01-2012, 12:45 PM
New gems and colors are out.

2 sets of gems exclusively for SF characters, and the same for Tekken.

One normal set of colors and one special. Special isn't chrome, but this shiny plastic look. Kind of like hakan when he's oiled up. Interesting that when I went to use them, there were actually 8 special colors but I could only access 4. Clicking on the locked one brought me to the pack that I already purchased. Downloading it again didn't unlock it. Hope they fix it because I want the red one.

New normal colors are blue, purple, pink, and yellow. All a very slight shade lighter or darker than the ones we already have. Kind of dissapointing, as I was hoping for orange, or a darker red or blue. Or a more vibrant white that doesn't look grey.

Kalyx triaD
05-01-2012, 01:04 PM
Had a 4plyr session with the roommates. Kalyx/Jazzi beat down D-Rep/Wolf rather convincingly with a Cammy/Nina team. Their Steve/Law team is finding their footing, though.

Fignuts
05-01-2012, 01:31 PM
Dude should be commended for even attempting Steve. Guy is so hard to use, with very little going for him.

I'm trying, just because I like the idea of his playstyle, but I'm expecting buffs in the near future, to say the least.

Kalyx triaD
05-01-2012, 01:52 PM
Steve looks like he can throw a good pressure game, and projectiles should mean squat to him.

Fignuts
05-02-2012, 02:26 AM
I don't understand how to get out of pressure.

link combo, cross up, link combo, cross up etc.

When they don't jump in, they are far enough away after the link that I can't jump in.

Getting ass raped all the time is getting frustrating.

Drakul
05-02-2012, 03:20 AM
Getting ass raped all the time is getting frustrating.

http://img24.imageshack.us/img24/1474/topgunsfxtthrowaway.gif

Fignuts
05-02-2012, 03:22 AM
Nah I still have a blast playing with Funky's brother, and will likely have fun with a few other tpww posters.

Drakul
05-02-2012, 03:23 AM
It is an insanely frustrating game, though.

Fignuts
05-02-2012, 03:28 AM
Not with the right people. At least with my experience playing the game. Kalyx, Blitz, Roxer are all fun matches.

Even Khuntry, even though he uses that high pressure stuff a lot, and wins most matches, they are usually pretty close, and I still have fun.

My biggest gripe is still not being able to set an infinite timer. that is a definite issue.

Blitz
05-02-2012, 03:35 AM
Rolling completely nullify cross-ups though.

Kalyx triaD
05-02-2012, 03:38 AM
Wanna bet?

Fignuts
05-02-2012, 03:40 AM
I'm talking about on block. These link combos that are really difficult to punish, if at all possible, and then they follow with the cross up and repeat the whole thing.

You can go for a DP as soon as the link finishes, but if they don't cross up, then you get punished hard.

dunno

Fignuts
05-02-2012, 03:41 AM
Also, rolling isn't invincible, fyi. There is a very small frame in which you can get hit out of it. I only use it if I know I'm safe.

Kalyx triaD
05-02-2012, 04:06 AM
We all have to remember alpha counters are in the game. I forget a lot, but I'm doing it more often against pressure.

Kalyx triaD
05-03-2012, 11:05 AM
Had a great session with Fignuts and Khuntry last night. Khuntry after me and Fignuts 'traded ideals'. It was back and forth, then Khuntry came and I kinda lost some steam with too many mistakes.

Got caught with Fignuts King counters a lot. Had to reassess myself after a few rounds. Cammy's jump cancel cross-up barrage is doing well, but Fugnuts adjusted to it fairly quickly. Gonna add some new branches to it to mix it up. And for the record, the neutral jump is always a mistake - I would cross-up all day otherwise, especially with speed gems all on.

Watching Khuntry pick up Cammy is interesting to me, as his approach is different. His Raven is just unusual. Like Abel in SSF4 I just go blank and have no idea how to begin fighting him.

Heihachi's fireball deflection is indeed news to me.

Had an interesting moment where I activated Pandora on Nina and I damn near won. I should have finished that juggle with a special, but perhaps the time would have run out anyway.

I promise my Asuka is better than what you seen. Off night for me and her. Jin was also blah but I just wasn't excited to play him last night. I was on him 24/7 at launch but now I'm more interested in where I can take Nina and Asuka.

Ken is Ken and Cammy does what she does.

Funky Fly
05-03-2012, 01:53 PM
I literally haven't touched this game from like 3 weeks after I got it. Just not feeling it.

Fignuts
05-03-2012, 05:33 PM
booooooo

Fignuts
05-03-2012, 05:35 PM
I think with any combination, of Juri, Julia, Ryu, Heihachi, and King, I can do really well. Outside of that circle though, I'm definitely lacking. I want to add a couple more characters to my main stable, but I'm not sure who.

Funky Fly
05-03-2012, 05:42 PM
booooooo

Don't give me that shit, I barely even like this game. I should go trade it in before it becomes completely worthless, but I'm waiting for the character DLC to drop since 6 of the 12, I'm actually really likely to use and I wanna give it one last chance..

Fignuts
05-03-2012, 05:58 PM
What don't you like about it?

Also, I only say boooooo because you are one of my favorite sparring partners, and this is my favorite game atm.

Fignuts
05-03-2012, 06:01 PM
Also, you do know the dlc characters don't come out till the fall, right?

Funky Fly
05-04-2012, 01:46 AM
Yeah, just checked that today. Probably gonna trade it in for Kingdoms of Amalur. Not been gaming a lot on the whole lately, as my irl social life has kinda gotten outta control. Any time you see me online I'm either doing a couple of missions here and there on Mass Effect 2, playing online in Mass Effect 3 or watching The Boondocks or Fist of the North Star on Crackle while horribly hungover.

I miss the old SSF4 lobbies, but this game just doesn't do it for me. It's comborific, which is all good, but it feels weird and off to me somehow. Plus I fucking hate that they still haven't fixed the analog stick jumping issue. Nothing like getting ready to punish a guy from the air only to jump straight up and eat a 15 hit combo.

Kalyx triaD
05-04-2012, 02:07 AM
Things are getting hot, dude.

Funky Fly
05-04-2012, 02:18 AM
Doesn't matter. I can probably get $40 for this shit, plus with a few random old games I intend to trade in, I'll come out with a brand new game for free.

RoXer
05-05-2012, 12:03 AM
I'm getting rid of this on Monday most likely but I'm up for some decision-altering sessions if anyone wants to play over the weekend

Kalyx triaD
05-05-2012, 12:10 AM
I may be on, but if the game's not doing it for you don't play something you don't like because others are. I dropped MW3 after a few days and much of my friendslist are still on the shit.

RoXer
05-05-2012, 12:24 AM
Oh don't worry, there's about a 90% chance it's going out on Monday.

But I'm going to give it one last session and if something clicks than there's a small possibility I'll keep it.

Kalyx triaD
05-05-2012, 12:29 AM
Then I'll need to tussle with you before you retire.

Drakul
05-05-2012, 03:47 AM
I might finally trade it in as well. I've not touched it since I got SCV. My only confusion is what do I trade it in with? It's the LE but I've used the DLC and built the money bank. Do I just trade it in with the "comic book" or do I cram the bank in their too?

Never thought I'd play an SF game I didn't like or one that I could say a 3D fighter is better than (I'm a 2D fighter at heart.) but SCV is a hundred times better than SFxT.

When I'm not playing SCV, I'm playing Wolfenstien 3D so I wont be playing SFxT for a long time.

Funky Fly
05-05-2012, 01:45 PM
I might finally trade it in as well. I've not touched it since I got SCV. My only confusion is what do I trade it in with? It's the LE but I've used the DLC and built the money bank. Do I just trade it in with the "comic book" or do I cram the bank in their too?

Never thought I'd play an SF game I didn't like or one that I could say a 3D fighter is better than (I'm a 2D fighter at heart.) but SCV is a hundred times better than SFxT.

When I'm not playing SCV, I'm playing Wolfenstien 3D so I wont be playing SFxT for a long time.

Word, I definitely dig SCV more, and I barely play that game. Speaks volumes.

As for trade ins around here, generally with the collectors edition of a game you need to present the disc, the case and the manual for the full trade in value. If you're missing the manual or the case they lower the value by a few dollars. Plus, you could always call the store and ask.

Blitz
05-23-2012, 05:38 PM
Since this is the most recent Street Fighter related thread, I'll just leave this here.

http://bulk2.destructoid.com/ul/227919-sf1.jpg

For Street Fighter's 25th anniversary, Capcom is going to put out a sizable collector's set that includes multiple games, movies, music, and more. The package, which will be available for PlayStation 3 and Xbox 360 for $149.99, is due out on September 18, 2012.

The full list of goodies can be found below, but I feel compelled to point out that this comes with Ryu's belt. I didn't know I needed such a thing until now, but I really, really do.

Capcom has also revealed the tentative schedule for its 25th anniversary global tournament series that's taking place throughout the rest of this year. $500,000 and plenty of other non-cash prizes are up for grabs, so you know they mean business.

The limited edition Street Fighter 25th Anniversary Collector’s Set includes:

Past and Present Street Fighter Games – Playable on current gen PS3™ and Xbox 360 console systems, the four critically-acclaimed titles selected from the star-studded catalog are: Super Street Fighter® II Turbo HD Remix, Street Fighter® III 3rd Strike Online Edition, Super Street Fighter® IV Arcade Edition with all costume DLC, and Street Fighter® X Tekken® including all character and Swap Costume DLC.

Exclusive Video – The two-disc Blu-Ray set includes a documentary that highlights the profound influence the franchise has had on fans - and vice versa - throughout the years. The collection of videos also includes Street Fighter®IV and Super Street Fighter®IV Anime movies as well as all episodes of the Street Fighter animated series and Street Fighter®II: The Animated Movie.

Light-up Ryu Statue – A specially commissioned and highly-detailed collectable Ryu statue stands prominently at 8” tall and features the iconic character in mid-Shoryuken, with flames lit from below.

11-Disc Soundtrack – Street Fighter game music spanning the past 25 years, in addition to remixes and fan-created music inspired by past Street Fighter games .

64-page Hardcover Art Book – A tribute to Street Fighter game fans from all over the world, the art book includes fan pieces submitted by professional and aspiring artists alike.

Ryu’s Belt – Created to regulation specs, the full-size martial arts black belt is a replica of the one Ryu wears and even includes his classic "Fūrinkazan" in kanji!

Certificate of Authenticity – Each Collector’s Set comes individually numbered complete with a certificate of authenticity.


That's actually kind of awesome for $150. If I didn't already have all those games, that is.

Kalyx triaD
05-23-2012, 05:47 PM
Only thing that interests me is the Juri anime and all SFxT DLC characters/costumes unlocked.

Drakul
05-24-2012, 02:01 AM
Sucks it's going to be impossible to get in the UK without importing it. Importing it would then jack up the already big price tag.

Kalyx triaD
05-24-2012, 02:06 AM
Good session with Fignuts and a new buddy. Got cut short over an IRL blunder. Happy to be back online!

Fignuts
05-24-2012, 03:40 AM
Hot damn, honestly a good thing you left. After a couple matches with that guy, we teamed up and went on ranked, and cleaned fools out. Got all the way back up to 1000BP. What few matches we lost were due to stupid mistakes. Totally winnable.

I'm still down to play some more, kalyx, if you got that IP stuff sorted.

Kalyx triaD
05-24-2012, 03:50 AM
It's not the connection, more a 'somebody is clumsy as fuck' thing.

'Box is occupied now.

Fignuts
05-25-2012, 04:41 AM
This game is so meant to be played as a team. Making way more progress in ranked on a team, than I ever did alone.

Fignuts
06-04-2012, 03:54 AM
Finally got up to 1500bp. Did it all while on a team, as well. Even beat a slew of people that were B's at 3000-6000bp.

My Julia is starting to get ridiculous.

Kalyx triaD
06-04-2012, 03:56 AM
Having fun with Poison these days. Xiaoyu still needs work.

Kalyx triaD
06-05-2012, 02:23 PM
<iframe width="560" height="315" src="http://www.youtube.com/embed/tP79Bs_Lt_o" frameborder="0" allowfullscreen></iframe>

Kalyx triaD
06-05-2012, 02:39 PM
http://media.eventhubs.com/images/2012/06/05_dlcsfxt01.jpg

Nigger colors are out.

Fignuts
06-06-2012, 12:33 AM
Yeah, and still no decent white people skinb colors.

RACISTS! I see how Capcom is, now.

Fignuts
06-17-2012, 02:16 AM
Had a bunch of endless battle sessions with some 10,000+ guys, and did relatively well with Julia & King/Ryu. Almost took a match.

Went to ranked and pulled out a win against a 3,000+ player, and he got all pissed. We got matched up again and the fucker picked Rolento. Still beat him, lol.

Fignuts
06-17-2012, 02:17 AM
So in other words Kalyx, you best not drop this for too long, or else you'll get bodied when you come back.

Also, where is Khuntry? haven't played him in a couple months.

Kalyx triaD
06-17-2012, 03:31 AM
Want those extra characters right fucking now.

Khuntry's here right now having a SCV session with and two others. We're getting on this game hardcore.

Me and Khuntry will be on SFxT, it's just that SCV bug biting us.

HeartBreakMan2k
06-17-2012, 07:11 AM
I'm sure everyone has it already, but this is on sale through gamefly for about 18 bucks.

Fignuts
06-18-2012, 01:38 AM
Time Overs need to get the fuck out of this game.

Kalyx triaD
06-18-2012, 02:01 AM
lol

Fignuts
06-18-2012, 02:18 AM
My first match with Khuntry tonight?

5 rounds, 1 KO, 4 TO.

I don't like winning that way, and I damn sure don't like losing that way. They need to address this, as part of their upcoming "major overhaul".

Kalyx triaD
06-18-2012, 02:43 AM
Funny thing is; offline we have sessions that do end in KOs more often than not. I think there's a lot of fumbling and turtling online.

Kalyx triaD
07-06-2012, 06:01 PM
The 12 characters are now releasing at the end of this month (31st)! YES! YES! YES! YES! YES! YES! YES! YES!...

Fignuts
07-07-2012, 03:07 AM
That is just ridiculously fantastic news.

Fryza
07-07-2012, 04:40 PM
For 1,600 points. I want a few of them in there. But twenty bucks is a little steep.

Kalyx triaD
07-07-2012, 04:42 PM
That's actually a damn good deal compared to other fighting game character DLC. Flames Iori in KoF13 alone was $5, a quarter price of this twelve character pack.

Blitz
07-08-2012, 04:44 AM
http://www.arcadequartermaster.com/capcom/sfa1/art_guy.jpg

Deal with it

Fignuts
07-08-2012, 12:36 PM
http://www.game-art-hq.com/wp-content/uploads/2011/08/SFXT-Street-Fighter-X-Tekken-Official-Game-Art-Julia-Chang-Character-Poster.jpg


I will.

Kalyx triaD
07-10-2012, 01:19 AM
Very excited for Sakura to help me get on the level.

Kalyx triaD
07-10-2012, 08:25 AM
http://media.eventhubs.com/images/2012/07/09_sfxtdlc12.jpg

Kalyx triaD
07-11-2012, 09:54 PM
<iframe width="560" height="315" src="http://www.youtube.com/embed/ieTPWFrXltA" frameborder="0" allowfullscreen></iframe>

Wish they did this for MvC3. Just make the Episode trailers longer with voiceovers.

Fignuts
07-12-2012, 05:24 PM
http://www.eventhubs.com/news/2012/jul/12/live-q-street-fighter-x-tekkens-producer-ayano-san-diego-comic-con-2012/

Here's the transcript:

• Capcom is looking at three key ways to solve the time over problems in SFxT, they are:

- Gray life recovering too fast.
- Increasing damage.
- Making the timer slower.

Nothing is set in stone and it could be a combination of multiple things that they use to fix this issue.

• The upcoming July 31 balance patch has changes for every character in the game. The entire roster is being balanced in different ways, some fighters have a lot or a few changes, but every person has been tweaked.

• The auto-block and auto-tech gems will take up more gem slots than they used to, in addition to the previously announced increased meter usage. Again, even if you block/tech correctly, these gems will still drain your meter.

• The DLC character release date was moved up because of fan and community feedback.

• Making Pandora mode useful is something they're looking into right now. They're aware that many people are not using this mode, and they went on to talk about how powerful Pandora was back in development of the game, especially in combination with gems. During development, whoever got Pandora first ended up winning. In the version of the game that shipped though, it ended up being too weak.

• The July 31st patch will NOT address Pandora.

• Over the next two weeks, they're going to cover more balance changes to the rest of the roster. Check out Capcom-Unity and the Japanese SFxT blog for those updates. We'll also post notes about these updates here on EventHubs.

• Lei and Christie have difference stances they can go into, so they're not exactly friendly for newer players who are just picking up the game

Kalyx triaD
07-12-2012, 09:48 PM
I hope they buff Pandora sooner than later. I like it as a concept but it does suck.

Blitz
07-12-2012, 10:02 PM
I wanna play Christie and Lei but I just never seem to do well with stance-based characters.

Kalyx triaD
07-12-2012, 10:34 PM
They're my bread and butter. Those two as well as SoulCalibur's Maxi are my mains. I hate when characters don't have stances.

Kalyx triaD
07-13-2012, 12:58 AM
My brother's internet connection is terrible. Won't be seeing me online for a while, can't do much more than log on.

When the characters drop in 20 days, I may not be able to be online by then. Give me time there.

Been experimenting with Ibuki, some may remember I had a brief stint with her when SSF4 launched. Been wanting to pair her with Asuka because of the ninja attire.

Also experimenting with charge cancels. Will say nothing more on that subject.

Fignuts
07-13-2012, 01:15 AM
Pandora does not suck. The timing is tight (as it should be) but you can combo into a pandora powered super off a wall bounce for huge damage.

I've almost lost a round or two to Kalyx due to pandora. Actually lost a match in ranked to someone due to his strategic use of pandora.

Fignuts
07-13-2012, 01:18 AM
Ryu's ex donkey kick into pandora, into julia's super, = massive damage if I land it.

Kalyx triaD
07-13-2012, 11:21 AM
Yeah but that's one use that can lead to supers regardless. And I hate wasting a gem slot to extend Pandora. I do like Pandora based gems. I just need more time to open people up.

Fignuts
07-31-2012, 01:54 AM
Will be on all morning tomorrow, trying out new characters.

Ryu and Ken's tatsus have been nerfed, along with ryu's donkey kick.

Also, thank christ, rolento's lp, and raven's crouching hp have both been nerfed. A little less cheese from those two now.

Fignuts
07-31-2012, 01:55 AM
Assist gems also getting nerfed, apparently.

Blitz
07-31-2012, 02:15 AM
Probably gonna get bodied tomorrow, considering I haven't touched this in months.

Kalyx triaD
07-31-2012, 07:49 AM
Won't see me for another week or so, not that I won't be playing the new characters in that time frame. Just don't expect me online for a bit.

Fignuts
07-31-2012, 01:30 PM
So far i'm liking alisa and bryan the most.

Lei has an extremely long movelist. He and christie are going to be mad difficult to use.

Kalyx triaD
07-31-2012, 09:15 PM
Not for me, fuck that. My Tekken go-to's right there.

Blitz
07-31-2012, 09:18 PM
Elena and Guy are what I'm working with now, predictably. But I really like Brian and Christie's potential as well. Lei may be a future project.

Blitz
07-31-2012, 09:28 PM
Oh and Lars. If only for his sweet ass Geki alt.

Fignuts
08-01-2012, 02:54 AM
Ok, so somewhat in depth first impressions.

Lars- VERY prominent Adon feel here. To the point where one of his moves is almost exactly the same. Definitely feel like he's intended to be played in that same, "hit-and-run" style. He doesn't seem like he's got a lot in the mix up game though, so he may not be a tough match to read.

Alisa- Oh shit, where do I begin. Her style has similarities with Juri, which is why I suppose I took to her the fastest. Like Juri, she is an extremely versatile character. Not only does she have her multi-directional projectiles, but she's got a dash -> slide move that's as fast, if not faster than Guy's. Believe it will go under fireballs as well.

She's got several ways of getting in close, and once she does, she can bust out some pretty damaging combos, especially off boost combo to tag cancel.

And then there are the chainsaws. There are a number of ways to enter "Destroy mode", and if you do, that's when you want to get in close, as they are pretty difficult to defend against, andt they do pretty good damage.

Downside is, you can't attack while jumping, and you can't kick. You can build meter by pressing the kick buttons though.

Already discovered some really nasty combos with her, both solo and paired with Julia. In fact that may become my new main team.

Bryan- Moving along decently with Bryan, but I dunno. He was the character I looked forward to most, but he's kind of boring to play. Seems like his BnB combo starter would have to be that spinning backfist combo, as you can cancel into any of his specials from it.(and from there into the super if you use an ex special) Couldn't hit it on Blitz earlier though, as it's not yet in the muscle memory.

Jack- Haven't really messed around with him enough to comment.

Lei- Not really liking Lei at all, tbh. His DP move has a sketchy hitbox, and his other specials have horrible start up times. Think blitz poked me out of them about 10 times. Most of his stances don't really seem to have any practical use, and are there just for the sake of giving him stances. Maybe youcan combo into different stances? That would make them more viable. I dunno, I just suck with him, lol. I think you just need to concentrate really hard on reading and predicting your opponents actions, to play him effectively. Not to mention memorizing a shit ton of target combos.

Christie- Seems easier than Lei but still quite difficult. I will still give her a go however, because I love mix-up characters, and she is full of them. One thing that worries me is how wide open you are in handstand. Have to be very careful when using it outside of combos, and like when using lei, read your opponent carefully.

Her other specials range from low to overhead, and come out pretty fast, making her tough to deal with.

She reminds me of Julia in a small way, in that her specials all seem to be most effective from mid range, while her normals and target combos are most effective up close. Oh and she's got some pretty freakin' great target combos.

Dudley- Dudley, honestly seems even more dangerous here, than he was in AE. He's fast. And I know everybody's faster because the game is faster, but damn. I feel like they gave Dudley a little extra in the speed department. His recovery time also seems better. My opponents haven't been able to punish me on blocked specials, that would have got me bodied in AE. Might have to add him to the stable. Also, I love how the Fro on his swap costume completely blots out his partner on the versus screen.

Elena- Alex, Yun, and Makoto were the only characters I got in depth with in 3rd Strike, but I did play around with Elena a few times. More than a couple times, when Blitz was playing against me, she flew right over my head with a special and completely whiffed. Even all her normals outside of that fast crouching mid kick seem to have a slow startup. All this leads me to thing she's another mid range character.

The rest I didn't spend a whole lot of time with, but just seem like faster versions of their AE counterparts.

In addition to my new Alisa/Julia team, I might also start running Steve/Dudley. I've already expanded my character playlist to include Steve and Chun-li. In addition to some of the new characters, I'd also like to learn Ogre, Marduk, Kuma, Asuka, and Xiaoyu. Honestly, I'd just like to be able to hit random and be able to put up a good fight regardless of who I get.

Fignuts
08-01-2012, 06:58 PM
Take back what I said about lars. Both of his manual dash's and his flipping kick move have modifiers to change what move comes out at the end. Might look into him more.

Messed with Jack, and I'm really liking him. He is my favorite behind Alisa at the moment. He hits like a god damn freight train, as expected. To the point though where 3 simple combos could be enough to finish off characters with lower stamina. His normals are slow, but his specials are incredibly fast. You can totally catch people off gaurd with them.

Fignuts
08-01-2012, 07:00 PM
Blitz, do you play Third Strike at all? I bought it when it came out, but I have no one to play with. Would like to get some rooms going in that if you or anyone else is interested.

Fryza
08-01-2012, 11:47 PM
Caved in, bought the DLC and some costumes.

Gonna try out Christie and Alisa, since they were the two I was looking forward to the most.

Fignuts
08-02-2012, 12:47 AM
Didn't even know you played. Gonna have to join one of our tpww room.

Kalyx triaD
08-02-2012, 12:54 AM
Think he's PS3.

Fryza
08-02-2012, 02:15 AM
Naw, I'm 360. Let me know when things go down, I'll hop in and make an ass outta myself.

Blitz
08-02-2012, 03:33 AM
Blitz, do you play Third Strike at all? I bought it when it came out, but I have no one to play with. Would like to get some rooms going in that if you or anyone else is interested.
I did when it came out yeah, but I found it very hard to find opponents online, and no one here was playing.

Drakul
08-03-2012, 01:14 PM
Picked this up again when the DLC characters released. Realised I bought the whole DLC pack for one character.

Any combination of Zangief, Hugo & JACK X and I feel I'm pretty strong. Anyone else and I'm weaker than wet toilet paper.

I still think Tekken characters completely suck the fun straight out of the whole game. I've been combo'd, I'm lying on the floor, how can you still hit me?

It doesn't help that it seems Tekken character can combo/juggle as long as they like but my guys can only string togethor 2 juggles before they automatically miss the third.

If it was just Street Fighter Tag Team Tournement I'd be having a great time, I think.

Also, 360 is NEVER getting Megaman and Pacman, even though they are on the disc.

Kalyx triaD
08-03-2012, 01:30 PM
Megaman and Pacman suck, though.

As I told you before, the Tekken characters have the hardest time in this game sense it's more SF than anything. You main big lumbering characters, so you'll get rushed down more often, and this makes the game feel like it lends itself to the Tekken characters more. It's actually a shocking degree of balance, but you play with very extreme characters. It's like playing SF with Dhalsim exclusively and complaining that the jumps are floaty and characters move too fast. In fact, sense you started taking 2D fighters seriously (SF4, I believe?) you were almost completely maining Gief. He, like certain other characters, are not the best representations of how SF overall plays.

Drakul
08-03-2012, 01:43 PM
Megaman & Pacman would just be cool to have, whether they suck or not. If The Monopoly guy & Colonel Sanders were on the disc, I'd want them available, eventually.

Even when I try out Rolento, Poison or, since the DLC, Sakura & Blanka I still get juggled badly. I Shoryuken someone into the air and I can pull of another one to keep them in the air and then, no matter what I do after that, the 3rd strike automatically misses. Playing against Fignuts, his Heihachi kept my Poison in the air for quite a while. Meanwhile, when I tried to keep him up in the air, I couldn't beyond two attacks.

I hate that I go on and on about this stuff but it is something I can't see the "fairness" in. I just keep thinking "Why can Tekken guys juggle me for 10 hits but I can't string togethor 3?". I wouldn't be surprised if I'm missing something.
Can the SF cast do anything the Tekken cast can't do? If they can, then it wouldn't be so bad because each side would have a unique "perk".

I pick big guys because it suits my playstyle much better. No matter the genre, strength is the way I go almost everytime.

Kalyx triaD
08-03-2012, 01:50 PM
There's actually a pretty deep system as to what juggles and what doesn't. For instance, the Tekken juggles involve a lot normals. Special moves usually end juggles because their point value is very high.

It gets nerdier from there, but in short very few characters can actually juggle a bunch of special moves.

Have you gone to YouTube to see if your characters have extended juggle capability?

Fignuts
08-03-2012, 02:49 PM
Yeah, but look at the characters you play as. Hugo, Gief, and now Jack, only need a few hits per combo to do the same amount of damage as the 10 hit combos from other characters.

After a certain amount of damage has been done, you can't juggle any further. You pick the strongest characters, the less you will be able to keep your opponent in the air. I can pull off big combos with Chun-Li, but she hits like a wet noodle, so it balances out.

You're paying too much attention to the combo count, and not to the actual damage you are dealing.

Also, when not using your grapplers, you need to get a better handle on the juggle mechanics. Not one character in the game can juggle further, after two consecutive DP moves. Not Poison not Ryu, no one. DP moves are combo starters(ex and anti-air) and combo enders.

It all comes down to this. Characters who can't keep their opponents in the air that long typically hit a lot harder.

Try doing some trials as well. It can give you ideas, even if it's not the combo they want you to do. I spend a lot of time in training mode just messing around with different combos involving EX moves and Tag Cancels, both of which can extend combos that would end otherwise, and even go into a super. In fact at the end of our last match, I was about to demonstrate that very principale before you pandoraed out of it mid combo. How you did that I have no fucking idea.

Fryza
08-03-2012, 08:23 PM
Played a little last night, with Alisa and Bryan. Two characters I was looking forward to.

Alisa scared me. I wasn't expecting her moves, even though I knew them. When her head came off, I missed the throw, and proceeded to be mauled by AI Akuma. He was not pleased with my shenanigans.

With Bryan, he was really slow and sluggish. I struggle with Tekken characters a little more than SF because I'm not good with fighting games. Needless to say, his slow movements didn't help me out.

I'll have to keep playing though, I enjoyed what I did.

Blitz
08-03-2012, 10:13 PM
We need to get a big lobby going some night.

Drakul
08-06-2012, 01:46 PM
When do the 2nd Alternates go on sale? If anyone knows.

Kalyx triaD
08-06-2012, 02:28 PM
Thinking Oct. since a lot of them seem Halloween/gothic themed.

Blitz
08-06-2012, 02:47 PM
Not bloody soon enough. I need ninja Guy and psycho clown Brian.

Drakul
08-06-2012, 04:18 PM
I really want "Hagger The Horrible" Hugo, Teddybear Kuma, Masked Zangief and Toy JACK but most of the alts look good enough that I'd buy them, probably.

Looking at a video showing all the costumes, I have to ask, isn't Lili a kid? 15 or 16 or something? It kinda makes her witch costume a bit weird considering it seems to show most of her breasts off, covering things just from the nipple downwards.

Kalyx triaD
08-06-2012, 04:26 PM
Best to leave that topic where it is.

Drakul
08-06-2012, 04:28 PM
Japan.

Kalyx triaD
08-06-2012, 04:37 PM
Yeah.

Drakul
08-06-2012, 04:50 PM
I think I might go have a game just now. I'm still really rusty, especially with anyone that isn't my regulars. If any is around, maybe set up a lobby?

Kalyx triaD
08-06-2012, 04:51 PM
Not anywhere near an Xbox right now.

Drakul
08-06-2012, 08:21 PM
I go distracted by Mario Kart: Double Dash and Smash Bros Brawl anyway.

Kalyx triaD
08-06-2012, 08:24 PM
Double Dash was good.

Kalyx triaD
08-15-2012, 01:30 PM
I completely fucking suck at the footsie game. This is something that has went downhill as far 2D gaming goes, and I really need to step that shit up. One session with Fignuts and one with Khuntry pretty much shows that I can get opened up easily just by coming near me. Got so frustrated I couldn't even finish a match with Khuntry because my mind simply wasn't there, I was just pressing buttons.

Otherwise a decent series with both. Gotta take Lei to training mode already, he's my weakest link so far.

Drakul
08-15-2012, 01:49 PM
I can get opened up easily just by coming near me.
I'll remember that.

I've been on a bit of a retro kick* these past couple of days so I've not been playing SFxT.
Now that I'm distracted, I see everyone is playing in lobbies again. Maybe i'll come back tonight or tomorrow.

*The Gamecube is retro. I still remember it being released. Time flies. Besides GC games, I've been playing Brawl and the original LoZ.

Fignuts
08-15-2012, 02:18 PM
Might switch Ryu for Alisa after all. Ryu is strong but at this point, everyone knows the match. Feel like I can open people up better with Alisa's options.

Fignuts
08-15-2012, 02:19 PM
Steve/Dudley team is improving every day as well.

Kalyx triaD
08-15-2012, 03:13 PM
Kinda surprised to see that team from you, you've been experimenting.

I saved our last match, I think that was our best of the session. My Sakura isn't quite as terrifying as in SF4 because I'm getting used to this game's pace with her, and my sudden case of horrible close range game (which Sakura was great at before).

I put some practice with Lei and it may take me a while to see what the hell Capcom was going for. His stances have some mixup potential, but it's a lot of work incorporating that. I accept the challenge.

Christie is great, we're hitting it off fast. She needs a partner, though. Sakura and Ken may end up being permanent eventually, they have good chemistry as I've imagined.

I was on the verge of adding Vega and Chun Li back into my fold, but with these new characters I gotta drop that idea. Akuma may be the only recent add who stays, almost exclusively because of an amusing quote me and Khuntry pulled from Ninja Assassin as Akuma's sound cue.

Kalyx triaD
08-15-2012, 03:14 PM
And I'm gonna join that 'cr.mp, cr.mp, SUPER' party you and Khuntry been throwing, because fuck you guys.

Kalyx triaD
08-19-2012, 02:11 AM
Alright, Christie is fucking marvelous. And I'm making use of Lei's Drunken and Back-Turned stances. I'm beginning to rectify my issues with up-close combat.

Blitz
08-19-2012, 04:17 AM
Christie/Elena. Team Capoeira Girl is my next project.

RoXer
08-19-2012, 04:40 AM
Former tpww poster G will be getting this game next week and he may olay it for about an hour at some point and I will most likely be playing with him during that hour so if you're on at that time send an invite.

Personally I don't think he'll last 20 mins but we'll see.

Fignuts
08-20-2012, 12:57 AM
He'll get massacred if he plays me or kalyx.

Kalyx triaD
08-20-2012, 02:31 AM
Well... there is a co-op training mode option. In fact, I was gonna ask Figgy for a training session, as a team and some exhibition matches.

Kalyx triaD
08-20-2012, 02:31 AM
Training is healthy.

Kalyx triaD
08-20-2012, 08:51 PM
Totally on now!

Kalyx triaD
08-20-2012, 10:47 PM
Can you send replay files to your friends? I have a match I wanna send Figgy and Khuntry.

Fignuts
08-20-2012, 11:10 PM
I think so. You can in AE.

Kalyx triaD
08-20-2012, 11:20 PM
I'll look it over later tonight.

Kalyx triaD
08-21-2012, 12:02 AM
Blitz I got some Christie ideas for you unless you got your groove with her already.

Blitz
08-21-2012, 12:09 AM
Haven't taken her online yet. I'm still looking for the right partner for Guy, and may put some time into Bryan/Lars.

Kalyx triaD
08-21-2012, 12:17 AM
Didn't you play with Ibuki?

Blitz
08-21-2012, 12:28 AM
Ib worked better for me in SFIV than she has in this game. Currently running Guy/Cammy occasionally Guy/Poison, but might go back to working with Law and slot him in instead of the ladies.

Fignuts
08-21-2012, 03:27 AM
Had probably the best match i've ever played against khuntry tonight. My new julia/heihachi team vs his kazuya/raven team. Still struggling to decide who is the best partner for julia. Its between ryu, alisa, and hachi right now.

In other news i still despise playing against rolento.

Kalyx triaD
08-21-2012, 12:34 PM
I KNOW RIGHT

Fignuts
08-21-2012, 04:28 PM
Game isn't even fun against him. Even if iwin getting there is is just aggravating. You'll never see me playing him unless i get him in random.

Fignuts
08-21-2012, 04:28 PM
Same with hugo. Fucking slut.

Kalyx triaD
08-21-2012, 04:40 PM
Hugo I've learned to deal with. He jobs to back dash.

Fignuts
08-21-2012, 04:49 PM
Certain characters ar extremely difficult to get in with against hugo. He doesnt need armor on that lariat if you ask me. Hes got enough tools to be a really strong character without it.

Kalyx triaD
10-11-2012, 08:55 PM
SFxT ver2013:

<iframe width="560" height="315" src="http://www.youtube.com/embed/HYkSdIvmRxU" frameborder="0" allowfullscreen></iframe>

- Life regen adjusted to reduce Time Outs, also red life to show recoverable life easier (as in every game that does that).
- Pandora possibly made to be dangerous. (Speculation based on trailer)
- Gem activation adjusted for less glow and more outlines Last Dragon style.
- Anti-Airs improved to work, and initiate juggle state.
- Character rebalance across the board.
- Free update like SSF42012, except for...
- Halloween costumes (paid).
- Mid-December release.

Fignuts
10-11-2012, 10:59 PM
Why don't they just increase the god damn timer?

Jesus.

Drakul
10-12-2012, 02:02 AM
A more dangerous Pandora sounds fun.

Fignuts
10-12-2012, 02:11 AM
Played this for the first time in a couple months.

Got destroyed.

Kalyx triaD
10-12-2012, 04:08 AM
Yeah, betting I'm more rusty.

Emperor Smeat
10-24-2012, 10:00 PM
Don't have a PS3 to see if Sony fixed the issue but if they didn't the Swap Costume DLC pack is currently free on PSN for anyone who hasn't downloaded the pack yet.

If you go on the PlayStation Store right now, you can see that the costume pack is listed twice, one listed at $8.49 and the other for free. Downloading either causes the other entry to disappear, so it's most likely an error on Sony's behalf. Now there was a pricecut announced for the DLC for Street Fighter X Tekken to coincide with the Vita release, but I doubt Capcom's intentions were to make it free.

http://www.screwattack.com/news/sony-may-have-accidentally-made-street-fighter-x-tekken-dlc-free

Also its being found out that the Vita version doesn't include the 12 extra characters originally promised and instead the download code for them was replaced with the Swap Costume pack. Those characters no longer are free unless you bought them for the PS3 version.

Kalyx triaD
10-24-2012, 10:09 PM
Taking Cammy's Jump Cancel HK on block away is gut wrenching, but the upcoming update has more good points than not.

Kalyx triaD
10-26-2012, 12:43 AM
Abel

• Command change - Shoulder Tackle changed from (charge, forward+P) to (charge, forward+K)
- Breathless changed from (charge, forward+PPP) to (charge, forward+KKK)
• Guard cancel - Marseilles Roll changed to Shoulder Tackle
- Attack Startup 8F, Damage 120
• Close HP - Hit box enlarged
- Push back on block for boost combos reduced
• Far HP - Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. HP - Hurt box reduced
- Hurt box on arm is now invincible versus jumping attacks
• Wheel Kick - Hit stun frames reduced (L->+1F / M, H, EX->+2F)
- When hits in midair it becomes bound damage
- Damage L. 100->80, M. 110->80, H. 120->90
• L. Wheel Kick - Hit box position changed
• Tornado Throw - Damage L. 140->160, M. 150->170, H. 160->180
- Throw invincible from startup until throw activation
• L. Shoulder Tackle - Startup 20F
• M. Shoulder Tackle - Armor properties added during hit box active frames / Hit effect changed to ground knockback
• H. Shoulder Tackle - Armor properties added during hit box active frames / Counter hit causes wall bounce

Special move meter gain
• Second Middle: on hit 30->15
• Second Low: whiff 5->10
• Finish Middle: on hit 30->20
• Finish Low: whiff 5->15/on hit 30->40
• Wheel Kick: whiff 15->10/on hit 60->30
• Marseilles Roll: whiff 15->0
• Sky Fall: whiff 10->15/on hit 60->55
• Tornado Throw: whiff 10->20/on hit 60->65
• Shoulder Tackle: whiff 15->0/on hit 40->50

Akuma

• Close HK (2nd hit) - Hit effect on airborne opponent changed to bound.
- Can now be canceled
• Far HP - Can now be canceled
• Far HK - Blockstun frames changed from +5 on hit/±0 on block +6 on hit/-2 on block
• Ashura Senku (Punch ver.) - Distance covered has been reduced
- Invincibility time changed from 1-50 frames to 1-40 frames
- Full frame length changed from 61 to 72 frames
• Ashura Senku (Kick ver.) - Distance covered has been reduced
- Invincibility time changed from 1-40 frames to 1-30 frames
- Full frame length changed from 54 to 64 frames
• EX Gohadoken - "
• Abolished from mid-air combo limit"
• Tatsumaki Zankukyaku (MK) - Damage stun changed from 40+20+20(80) to 40×3(120)
• Tatsumaki Zankukyaku (HK) - All hits are guaranteed if the first hit connects
• Airborne Tatsumaki Zankukyaku - Hurtbox increased
• Hyakki Gojin - Damage increased from 50 to 70
• Hyakki Gosho - Damage increased from 70 to 100
• Hyakki Gozan - Damage increased from 60 to 80
• Zanku Hadoken - Hitbox has been reduced
- When used during a backwards jump, 5 frames added upon landing
• Goshoryuken (MP, HP) - During the first hit, blockstun has been decreased by 10 frames
- The second hit does not connect on a crouching, blocking opponent
- Pushback on block has been reduced
• Misogi - Hitbox has been increased

Special move meter gain
• Gohadoken: whiff 15->5, on hit 40->20
• Shakunetsu Hadoken (L): whiff 15->5, on hit 20->25
• Shakunetsu Hadoken (M): whiff 15->5, on hit 20×2(40)->15×2(30)
• Shakunetsu Hadoken (H): whiff 15->5, on hit 20×3(60)->10×3(30)
• Zanku Hadoken: whiff 15->5, on hit 5->16
• Goshoryuken (M): on hit 20+20(40)->30+10(40)
• Goshoryuken (H): on hit 20+10×2(40)->20+10×2(40)
• Tatsumaki Zankukyaku (L): whiff 15->10, on hit 40->20
• Tatsumaki Zankukyaku (M and H): whiff 15->10, on hit 40 x number of attacks->20+10 x number of attacks
• Airborne Tatsumaki Zankukyaku; whiff 15->0, on hit 40->35
• Hyakkishu: whiff 10->0
• Hyakki Gosho: whiff 0->15
• Hyakki Gojin: whiff 5->10, on hit 40->30
• Hyakki Gosai: whiff 5->15, on hit 40->60

Balrog

• Close LP - Block pushback has been increased
• Close LK - Block pushback has been increased
• Close HK - 2 frames added to Boost combo (on hit -2, on block -9)
• Far LP - No longer connects on crouching opponents
• Far MP - Active frame window has been changed to 4 frames
- Can now be canceled
• Far HK - 2 frames added to Boost combo (on hit -5, on block -11)
• cr. LK - Block stun has increased by 2 frames (on hit +5, on block +1)
• cr. HK - Overall animation has been reduced by 3 frames
- Block stun has decreased by 3 frames (on block -9)
- Block pushback has been decreased
• Dash Straight (EX included) - Now moves forward 4 frames after startup
• EX Dash Upper - Now moves forward 4 frames after startup
• Buffalo Head - Now connects on crouching opponents
• EX Dash Swing Blow - When the opponent is hit with this attack while crouching, they'll take bound damage and go into "fall over" stun

Special move meter gain
• Dash Low Straight: whiff 15->10, on hit 40->30
• Dash Low Smash: whiff 15->10, on hit 40->30
• Dash Swing Blow: whiff 15->10, on hit 40->30
• Buffalo Head: whiff 15->10, on hit 40->30
• Turn Punch: whiff 15->10, on hit 40->45
• Dash Straight: whiff 15->0, on hit 30->40
• Dash Upper: whiff 15->0, on hit 30->40

Blanka

• Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
• Close MP - Frames increased by 6F for boost combos (on hit -5F/on block-9F)
• Close MK - Frames increased by 4F for boost combos (on hit -5F/on block-9F)
• Close HP - Can now be canceled
• Far MP - Frames increased by 5F for boost combos (on hit -5F/on block-9F)
• cr. MK - Frames increased by 5F for boost combos (on hit -6F/on block-10F)
• cr. HP - Push back on block reduced
- Frames increased by 3F (on hit -5F/on block -11F)
• Vertical Roll - Damage 160->130?
- Frames increased by 5F whiff and on block
• Electric Thunder - Changed knock away direction on hit or guard when opponent comes from behind Blanka
• EX Rolling Attack - Changed push back distance of the Super Charge version to match that of the normal EX version when on guard
• Grand Shave Roll - Full invincibility until hit box becomes active

Special move meter gain
• Vertical Roll: whiff 15->10/on hit 40->30
• Electric Thunder: on hit 20->30
• Rolling Attack: whiff 15->0/on hit 30->40

Cammy

• Hooligan Combination - Can transition into Cannon Strike
• *Transition version has 6F more landing stun than normal version, on hit advantage frames reduced by 4F
• Close LP - (+7F on hit / +3F on block)->(+5F on hit / +2F on block)
- Increased push back on block
• Close MP - Block stun during boost combos reduced by 4 (-6F on block)
• Close HP - Block stun during boost combos increaed by 5F (-8F on hit / -14F on block)
- Push back on block for boost combos reduced
• Close HK - Cannot jump cancel on block
• Far LP - Block stun increased by 2 (+1F on block)
• Far HP - Push back on block for boost combos reduced
• Far MK - Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. MP - Block stun during boost combos reduced by 3 (-7F on block)
• cr. HP - Push back on block for boost combos reduced
- Block stun during boost combos increased by 6F (-8F on hit / -14F on block)
• Cannon Spike - Reduced push back on block / Block stun reduced by 10F
• L Cannon Spike - Active frames 1~2F Damage 100
From 3F onwards Damage 130
• M Cannon Spike - Active frames 1~2F Damage 110
From 3F onwards Damage 140

Special move meter gain
• Cannon Spike: whiff 15->10 / on hit 60->30
• Accel Spin Knuckle: on hit 40+60(100)->20×2(40)
• Cannon Strike: whiff 15->5 / on hit 40->15
• Razor Edge Slicer: whiff 0->5 / on hit 60->30
• Fatal Leg Twister: whiff 5->10 / on hit 40->50
• Cross Scissors Pressure: whiff 5->10 / on hit 40->50
• L and M Spiral Arrow: whiff 15->0 / on hit 40->50
• H Spiral Arrow: whiff 15->0 / on hit 20+20(40)->30+20(50)

Chun-Li

• Close MK - Block stun during boost combos increased by 5F (-6F on hit / -10F on block)
• Close HK - Cannot jump cancel on block
• Far MP - Arm hurt box activates 1F faster
- Push back on block for boost combos reduced
• Far HP - Push back on block for boost combos reduced
• cr. HK - Push back on block for boost combos reduced
• Angle Jump HP - Mid air hit causes knockdown
• Kakusenshu - Hurt box changed
- Hit box enlarged
- Damage 60->70
• H. Kikouken - Block stun increased by 2F
• EX Hyaku Retsu Kyaku - Only first hit reduceds mid air combo count
- Hit stun for all hits changed to same as H. version

Special move meter gain
• Kikouken: whiff 15->5 / on hit 40->20
• Hazanshu: whiff 15->10 / on hit 40->30
• L Spinning Bird Kick: whiff 15->10 / on hit 10×4+20(60)->8×5 (40)
• M Spinning Bird Kick: whiff 15->10 / on hit 5×6+20(50)->8×5+5×2 (50)
• H Spinning Bird Kick: whiff 15->10 / on hit 5×8+20(60)->8×5+5×4 (60)
• Hyaku Retsu Kyaku: whiff 10->0 / on hit 10×n->8×n

Cody

• Close MP - Frames increased by 9F for boost combos (on hit -6F/On block -10F)
• Close MK - Frames increased by 2F for boost combos (on hit -5F/On block -9F)
- Push back on block for boost combos reduced
• Close HP - Frames increased by 9F for boost combos (on hit -10F/On block -16F)
• Close HK - Frames increased by 6F for boost combos (on hit -12F/On block -18F)
- Push back on block for boost combos reduced
• Far LK - Hit box reduced
• Far MP - Frames increased by 9F for boost combos (on hit -8F/On block -12F)
• Far HP - Frames increased by 6F for boost combos (on hit -13F/On block -18F)
- Push back on block reduced
• Far HK - Frames increased by 7F for boost combos (on hit -14F/On block -19F)
- Push back on block reduced
• cr. LK - Startup increased from 3F->5F
- Hit box reduced
- Frames increased by 3F (on hit ±0F/on block -4F)
• cr. MK - Frames increased by 5F for boost combos (on hit -9F/on block -13F)
• cr. HP - Frames increased by 8F for boost combos (on hit -12F/on block -18F)
- Push back on block for boost combos reduced
• cr. HK - Frames increased by 6F for boost combos (on block -20F)
- Push back on block for boost combos reduced
• MP (with knife) - Frames increased by 10F for boost combos (on hit -9F/on block -13F)
- Push back on block for boost combos reduced
- Hit box reduced
- Hurt box reduced
• MP (with knife) - Frames increased by 5F for boost combos (on hit -9F/On block -13F)
- Push back on block for boost combos reduced
- Hit box reduced
- Hurt box reduced
- Now cannot be canceled
• HP (with knife) - Reduced frames by 4F (on hit +5F/On block ±0F)
- Frames increased by 4F for boost combos (on hit -12F/On block -17F)
- Push back on block for boost combos reduced
• cr. HP (with knife) - Push back on block for boost combos reduced
• Zonk Knuckle - Push back on block reduced
• EX Zonk Knuckle - Knock away changed to shoot straight up on hit
- Damage decreased from 160->100
- Push back on block reduced
• EX Bad Stone - Startup reduced from 30F->28F
• Guard cancel - Became a 2-hit move
• Prisoner Throw - Damage increased from 120->130

Special move meter gain
• Bad Stone: whiff 15->5
• Criminal Upper (L): on hit 5×4(20)->20+8×3(44)
• Criminal Upper (M): on hit 10+5×4(30)->20+8×4(52)
• Criminal Upper (H): on hit 10+2×5(20)->20+8×5(60)
• Zonk Knuckle: whiff 15->10/on hit 20->30
• Ruffian Kick: whiff 15->0/on hit 30->50

Dhalsim

• Close LK - Startup 3F->4F - Hit box reduced
• Close MP - Block stun during boost combos increased by 3F (-4F on hit / -10F on block)
• Close MK - Block stun during boost combos increased by 3F (-7F on hit / -11F on block)
• Close HP - Block stun during boost combos increased by 5F (-9F on hit / -15F on block)
- Push back on block for boost combos reduced
• Close HK - Block stun during boost combos increased by 8F (-9F on hit / -15F on block)
- Push back on block for boost combos reduced
• cr. LP - (+6F on hit / +2F on block)->(+3F on hit / +1F on block)
• cr. MP - Block stun during boost combos increased by 9F (-6F on hit / -10F on block)
• cr. MK - Block stun during boost combos increased by 4F (-6F on hit / -10F on block)
• cr. HP - Block stun during boost combos increased by 8F (-11F on hit / -16F on block)
- Push back on block for boost combos reduced
• Double Zoom Straight - Damage 90->80
- Hurt box active frame timing changed
• Double Zoom Punch - Damage 90->80
• Jump Double Zoom Punch - Damage 100->80
• Sliding - Hit box reduced
• Yoga Sliding - Hit box reduced
• M. Yoga Flame - Block stun reduced by 2 (0 on block->-2F on block)
• H. Yoga Flame - Block stun reduced by 2 (+3F on block ->+1F on block)
• Yoga Flame - Hurt box appears 2F before hit box activates
• EX Yoga Flame - Startup 17F->15F
• Yoga Blast / EX Yoga Blast - Opponent cannot quick stand on hit
• Yoga Inferno - Startup 3F->6F
• Yoga Volcano - Startup 9F->7F
- Damage 250->280
• Guard cancel - Changed to 2 hit move

Special move meter gain
• Yoga Fire: whiff 15->5
• Yoga Flame: whiff 15->0 / on hit 30->50
• Yoga Blast: whiff 15->0 / on hit 40->70

Dudley

• MP - Frames increased by 5F for boost combos (on hit -3F/On block -7F)
- Push back on block for boost combos reduced
• HP - Push back on block for boost combos reduced
• HK - Damage decreased 90->75
• cr. MP - Frames increased by 5F for boost combos (on hit -4F/On block -8F)
- Push back on block for boost combos reduced
• cr. MK - Startup decreased from 10F->7F
- Increased hold over from 3F->5F
- Hurt box reduced
• Diagonal Jump HK - Damage decreased from 100->80
• - Decreased hold over from 10F->7F
• Dart Shot - Decreased block stun by 4F (On block -4F)
• M Jet Upper - Damage decreased from 140->120
- Decreased airborne combo count
- Decreased block stun by 4F
- Decreased screen freeze by 4F
- Push back on block reduced
• H Jet Upper - Increased airborne combo count
- Damage decreased from 160->120
• Short Swing Blow (including EX) - Added invincibility attribute to throws
- Removed hurt box on the head and torso during Super Charge
• EX Cross Counter - Hit box enlarged on second and third hits
• Rolling Thunder - Easier to transition to lock animation when move hits an airborne opponent

Special move meter gain
• Jet Upper (L & M): whiff 15->10
• Jet Upper (H): whiff 15->10
• Machinegun Blow (L): whiff 15->10
• Machinegun Blow (M): whiff 15->10/on hit 10×4(40)->8×4(32)
• Machinegun Blow (H): whiff 15->10/on hit 10×6(60)->8×6(48)
• Cross Counter: whiff 15->10
• Duck: whiff 10->5
• Ducking Straight: whiff 5->10/on hit 30->40
• Ducking Upper: whiff 5->10/on hit 20×2(40)->15×2(30)
• Thunderbolt: on hit 20×2(40)->15×3(45)
• Short Swing Blow: whiff 15->0/on hit 30->50

Elena

• Jump - Total frames for jump decreased from 41F->38F
• Close MP - Startup decreased from 6F->5F
- Can now be cancelled
• cr. MP - Hit box enlarged
- Frames increased by 5F for boost combos (on hit -3F/On block-7F)
• cr. MK - Hit box enlarged
• Target Combo 4(MK?2HP) - Hit box enlarged
• Sliding - Startup decreased from 14F->10F
- Hurt box area above neck now invincible to projectiles
• Handstand Kick - Decreased frames by 3F (on hit +3F/On block-1F)
• M/H Lynx Tail - Decreased frames for block stun by 2F (M -4F->-6F?H -2F->-4F)
• EX Lynx Tail - Final hit now knocks opponents behind Elena
- Damage decreased from 150->100
• EX Scratch Wheel - Length of invincibility changed from 1~5F->1~6F
• EX Rhino Horn - Now invincible against projectiles from the first frame of the move until the second frame of the start of the final attack
• Leg Lift Throw/Leg Hook - Damage increased 120->130
• Brave Dance - Startup decreased from 14F->5F

Special move meter gain
• Mallet Smash: whiff 15->10/on hit 20×2(40)->15×2(30)
• Scratch Wheel (L): whiff 15->10/on hit 40->30
• Scratch Wheel (M): whiff 15->10/on hit 40×2(80)->15×2(30)
• Scratch Wheel (H): whiff 15->10/on hit 40×3(120)->10×3(30)
• Lynx Tail (L): whiff 15->10/on hit 40->30
• Lynx Tail (M): whiff 15->10/on hit 20×2(40)->20×2(40)
• Lynx Tail (H): whiff 15->10
• Spinning Scythe: on hit 10×2(20)->15×2(30)
• Spinning Scythe (follow up): whiff 5->10/on hit 10×2(20)->15×2(30)
• Rhino Horn: whiff 15->0/on hit 20×2(40)->30×2(60)

Guile

• Command change - (back+HP+HK) no longer activates guard cancel
• Health - 950->900
• Far HP - Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. LP - Frames increased by 3 (+5F on hit / +1F on block)
• cr. LK - Frames increased by 3 (+4F on hit / 0 on block)
• Reverse Spin Kick - 6F~29F is throw invincible
• Flash Kick - Block stun reduced by 10F
- Screen freeze reduced by 5F
- Push back on block reduced

Special move meter gain
• Flash Kick: on hit 40->30
• Sonic Boom: whiff 15->0 / on hit 20->25

Guy

• Close MK - Frames increased by 4F (on hit +6F/on block +2F)
- Frames increased by 6F for boost combos (on hit -3F/on block -7F)
• Close HK - Frames increased by 10F for boost combos (on hit -8F/on block -13F)
- Push back on block for boost combos reduced
• Far MP - Frames increased by 2F for boost combos (on hit -4F/on block -8F)
• Far MK - Shortened frames by 2F (on hit ±0F/on block-1F)
• Far HP - Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. MP - Frames increased by 7F for boost combos (on hit -4F/on block -8F)
• cr. HP - Push back on block for boost combos reduced
- Frames increased by 8F for boost combos (on hit -10F/on block -16F)
• Jump MP - Can now be canceled
• Ninja Sickle - Startup 12F->10F
- Knock away changed to shoot straight up on hit
- Push back on block reduced
- Hit box enlarged
• Bushin Gokusaken - Opponents now launched straight upwards on hit
• Bushin Gokusaken Throw - Damage increased from 100->170
• Neck Breaker - Became 2-hit move
• Bushin Izuna Otoshi - Slowed timing of attack activation
• M Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
- Increased air combo juggle counter
• EX Bushin Kaiten Izuna Otoshi - Hit box property is now a strike instead of a throw
- Increased air combo juggle counter
- Increased invincibility time by 1F
• EX Bushin Senpukyaku - Added area below the knees to the hit box
• Neck Flip - First attack is now a mid-level attack
• EX Run - Added Armor Effect to Sudden Stop follow up
• Grab Throw/Shoulder Throw - Increased damage from 120->130

Special move meter gain
• Bushin Senpukyaku: whiff 15->10/on hit 20×number of attacks->12×number of attacks
• Bushin Izuna Otoshi (Jump): Air 10
• Bushin Izuna Otoshi (Elbow Drop): on hit 40->20
• Bushin Izuna Otoshi (Throw): on hit 30->60
• Run: whiff 10->5
• Sudden Stop: whiff 10->5
• Shadow Kick: whiff 5->15
• Neck Flip: whiff 5->10/on hit 20+20(40)->20+10(30)
• Kaiten Izuna Otoshi: whiff 15->10/on hit 30->80
• Hozanto: whiff 15->0

Hugo

• HP - Opponent cannot perform quick recovery off the ground when hit by this while in the air
- 4 frames added to Boost Combo (-9 on hit, -15 on block)
- Push back on block for boost combos reduced
• cr. LP - Damage reduced from 50 to 40
• cr. LK - Hit box reduced
- Hurt box reduced
• cr. MP - Damage reduced from 80 to 70
- 5 frames added to Boost combo (-5 on hit, -9 on block) / Push back on block for boost combos reduced
• cr. MK - 4 frames added to Boost Combo (-13 on block) / Push back on block for boost combos reduced
• Hammer Hook - Wall bound when move connects on counter hit
• Body Press - Block stun reduced by 8 frames / Damage reduced from 140 to 110
- Active frames reduced from 21 to 8 frames
• Giant Palm Breaker - "Damage changes
• LP: 100->80
• MP: 100->110
• HP: 140->130"
• Moonsault Press - Damage recduced from 200 to 230
• EX Meat Squasher - Damage increased from 200 to 260
• Monster Lariat - Block stun increased by 3 frames (on block -10)
- Super armor startup changed from 1 to 6 frames
• EX Monster Lariat - Block stun reduced by 5 frames (on block -8)

Special move meter gain
• Giant Palm Breaker: whiff 15->10, on hit 40->30
• Moonsault Press: whiff 15->20, on hit 40->100
• Shootdown Backbreaker: on hit 20->65
• Meat Squasher: whiff 15->20, on hit 20->80
• Ultra Throw: whiff 15->20, on hit 0->60
• Monster Lariat: whiff ->15->0, on hit 40->50

Ibuki

• EX Kunai - EX Kunai can be canceled while descending
• far LP - Hit box reduced
- Hurt box reduced
- Frames changed from (on hit +6/on block +2) to (on hit +7/on block -1)
• LK - Hurtbox increased
• cr. MK - Push back on block for boost combos reduced
• far HP - Push back on block for boost combos reduced
• Forward jumping HK - Startup increased from 5 to 7 frames
- Damage decreased from 100 to 75
• Yami Kazura - Damage increased from 120 to 130
• Spin Kick - Hit box reduced
• MK Tsumuji, HK Tsumuji - Franes changed from (MK on block -1/HK on block ±0) to (both on block +3)

Special move meter gain
• Kunai: whiff 15->5
• Tsuijigoe: whiff 10->15
• Neck Breaker: on hit 10->60
• Kazakiri: on hit 20×3(60)/10×3(30)
• Tsumuji: whiff 15->10, on hit 20+20(40)->10×2(20)
• Tsumuji (high variant): whiff 5->10, on hit 20->30
• Tsumuji (low variant): whiff 5->10, on hit 60->30
• Hien: on hit 20+40(60)->20×2(40)
• Raida: whiff 15->0, on hit 40->60

Juri

• Close HP - on hit, opponents are launched higher
• Far LK - Can no longer be linked
• cr. HP - Damage decreased from 90 to 75
- On block, cannot be jump canceled
- Hitbox has been reduced
• Diagonal Jumping HP - Damage decreased from 100 to 75
- Hurtbox comes out 1 frame quicker
• Karen Kick/Assatsu Kick - Damage decreased from 150 to 130
• EX Senpusha - Hit and block pushback has been reduced
• EX Kasatushi - Hurtbox has been added after move is successful

Special move meter gain
• Fuhajin (rising kick): whiff 10->5, on hit 0->25
• Shikusen: whiff 10->5
• Shikusen 2nd Impact: on hit 20+20(40)->10 x 2(20)
• Shikusen 3rd Strike: on hit 40->30
• Kasatushi: whiff 15->10
• Senpusha (L): whiff 15->0, on hit 10 x 2(20)->30 x 2(60)
• Senpusha (M and H): whiff 15->0, on hit 10 x 4(40)->15 x 4(60)
• Devil Reverse (jump): whiff 10->0
• Devil Reverse (attack): whiff 15->5
• Double Knee Press: whiff 15->0, on hit 16×2(32)->20×2(40)

Ken

• Far HK - Startup 13->11F
- Frames reduced by 3 (0 on hit / -5F on block)
• Shiden Kakato Otoshi - Can cancel the feint
• Target Combo - (-1F on hit /-7F on block)->(+3F on hit / -4F on block)
• Shoulder Throw - Damage 120->130
• L. Shoryuken - 1~2F full invincibility changed to lower body invincibility
- Floats higher on hit
- Damage 80->70
• M. Shoryuken - 1st hit block stun reduced by 10F
- Screen freeze reduced by 5F
- Push back on block reduced / 2nd hit no longer hits crouching opponents
• H. Shoryuken - Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150->130 / Increased air combo juggle counter
• Hadouken - (-4F on hit / -9F on block)->(0 on hit / -5F on block)
• Air Tatsumaki Senpu Kyaku - Hurt box enlarged
• Shippu Jinrai Kyaku - Damage 300->340 / 1st hit moves forward more

Special move meter gain
• L Shoryuken: on hit 40->30
• M Shoryuken: on hit 20+20(40)->20+10 (30)
• H Shoryuken: on hit 20+10+10(40)->20+5×2 (30)
• Hadouken: whiff 15->5 / on hit 40->20
• Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 30 x number of hits ->20 x number of hits
• L Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10(30)->25+10 (35)
• M Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×3(50)->25+8×3 (49)
• H Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×4(60)->25+8×4 (57)

M.Bison (Dictator)

• Close MP - Startup decreased from 7 to 5 frames
• Far MP - Startup decreased from 8 to 5 frames
- Hitbox has been reduced
- Hurt box reduced
• Bison Warp - Overall animation has increased by 8 frames
• Double Knee Press (LK) - Block pushback has increased
• EX Double Knee Press - When the final hit connects, opponents are now launched straight up slightly instead of being knocked down
• Knee Press Nightmare - The move starts off with full invicibility, and midway through the movement becomes projectile invincible only.
• Deadly Throw - Damage decreased from 150 to 140

Special move meter gain
• Devil Reverse (jump): whiff 10->0
• Devil Reverse (attack): whiff 15->5
• Double Knee Press: whiff 15->0, on hit 16×2(32)->20×2(40)

Poison

• Command change - Backflip command changed from KK to KKK
• Forward Dash - Full animation reduced from 22 to 16 frames
• Close MP - Damage increased from 60 to 70
- 3 frames added to Boost Combo (-5 on hit, -9 on block)
• Far HP - Damage increased from 90 to 100
- 7 frames added to Boost Combo (-14 on hit, -19 on block)
- Push back on block for boost combos reduced
• Close HK - Start up reduced from 14 to 11 frames
• cr. MP - 3 frames added to Boost Combo (-4 on hit, -8 on block)
• cr. HP - Startup decreased from 9 to 7 frames / Frames reduced by 8 (±0 on hit, -6 on block)
• Elbow Drop - Start up increased from 17 to 21 frames. / Active frame on attack reduced from 6 to 5 frames / Frames reduced by 6 (-1 on hit, -5 on block)
• Note: confirmed on Ryu / Damage increased from 60 to 70
• Love Me Tender (L) - Startup decreased from 29 to 27 frames
• EX Whip of Love - Second hit frames changed to +1 on hit and -3 on block / 4th hit frames changed to -8 on block
• Slapshot - Damage reduced from 150 to 140

Special move meter gain
• Whip of Love 1st Hit: on hit 20->30
• Whip of Love 2nd Hit: on hit 20->15
• Whip of Love 3rd Hit: on hit 10->20
• Love Me Tender: on hit 20->30
• Love Me Tender (ender): whiff 5->15, on hit 20->70
• Kissed by a Goddess (L): on hit 20+20(40)->20+10(30)
• Kissed by a Goddess (M): on hit 10 x 2+20(40)->20+8 x 2(36)
• Kissed by a Goddess (H): on hit 10 x 4(40)->20+8 x 3(44)
• Aeolus Edge: whiff 15->0, on hit 40->30

Rolento

• Vitality - Reduced from 1000 to 930
• Far LP - Hit box reduced
- Hurt box reduced
• Far MK - 6 frames added to Boost combo (on hit -8, on block -12) / Push back on block for boost combos reduced
• Far HP - 6 frames added to Boost combo (on hit -15, on block -19) / Push back on block for boost combos reduced
• Far HK - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• cr. MP - 5 frames added to Boost combo (on hit -3, on block -8) / Push back on block for boost combos reduced
• cr. MK - 5 frames added to Boost combo (on hit -9, on block -13) / Push back on block for boost combos reduced
• cr. HP - 10 frames added to Boost combo (on hit -13, on block -17) / Push back on block for boost combos reduced
• Jump MK - Hitbox reduced
• Patriot Circle - First attack frames increased by 4 (on hit, -1, on block -5)
• Stinger - Hitbox increased
- Push back on block reduced

Special move meter gain
• Stinger (jump): whiff 15->5
• Stinger (knife): whiff 15->5, on hit 40->15
• Mekong Delta Attack (attack): whiff 15->10, on hit 40->30
• Mekong Delta Air Raid (attack): whiff 15->10, on hit 40->30
• Mekong Delta Escape (jump): whiff 10->5
• Patriot Circle 1st attack: whiff 10->0, on hit 6 x 4(24)->8 x 4(32)
• Patriot Circle 2nd attack: on hit 6 x 4(24)->5 x 4(20)
• Patriot Circle 3rd attack: on hit 6 x 3(18)->8 x 3(24)

Rufus

• Close LK - Block pushback increased
• Close MK - 6 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
• Far MP - 6 frames added to Boost combo (-6F/-10F)
- Push back on block for boost combos reduced
• Far MK - 4 frames added to Boost combo (-7F/-11F)
- Push back on block for boost combos reduced
• Far HP - 4 frames added to Boost combo (-9F/-14F)
• cr. LK - Hitbox reduced
• Hand Machinegun - Damage increased from 120 to 130
• Vulture Kick - Frame advantage on hit reduced by 2 frames (on hit +1)
• Falcon Kick - Frame advantage on hit reduced by 7 frames
• Target Combo - Damage decreased from 90 to 60
• Galactic Tornado - "Damage adjusted:
• MP 100->80
• HP 120->90
• EX 160->80"
• Messiah Kick (mid) - Block stun reduced by 2 frames (On block -1)
• Messiah Kick (high) - Block stun reduced by 5 frames (On block -5)

Special move meter gain
• Messiah Kick (high): whiff 5->10
• Messiah Kick (mid): whiff 5->10
• Messiah Kick (low) whiff 5->10
• Snake Strike: whiff 15->5, on hit 16 x Number of attacks->10 x Number of attacks
• Galactic Tornado (L): whiff 15->0, on hit 10+20(30)->30+15(45)
• Galactic Tornado (M and H): whiff 15->0, on hit 10 x 2+20(40)->30+8 x 2(46)

Ryu

• Far LP - Startup 3F->4F
• cr. MP - Startup 4F->5F
- Hit box reduced
• cr. MK - Startup 5F->6F
- Hit box reduced
• cr. HK - Startup 5F->7F
• Solar Plexus Strike - Frames reduced by 2 (+5 on hit / 0 on block)
• Shoryuken - Block stun reduced by 10 F
- Screen freeze reduced by 6F
- Push back on block reduced
• M. Shoryuken - Frames 1~5 are invincible
• Air Tatsumaki Senpu Kyaku - Hurt box enlarged
• EX Tatsumaki Senpu Kyaku - Frames 3~7 are throw invincible
• H. Ryu's Joudan Sokutou Geri - Block stun reduced by 4F
• Guard Cancel - Changed to 3 hits

Special move meter gain:
• Shoryuken: on hit 40->30
• Tatsumaki Senpu Kyaku: whiff 15->10 / on hit 40->30
• Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 40->35
• Joudan Sokutou Geri: whiff 15->10/ on hit 40->30
• Hadouken: whiff 15->0/ on hit 40->30

Sagat

• Close MK - Push back on block for boost combos reduced
• Close HP - Push back on hit changed to be same as light attacks
• Close HK - 1st hit will hit crouching opponents
- 1st hit causes forced standing
• Far HP - Push back on block for boost combos reduced
• Far HK - No longer build meter on whiff
• cr. MP - Block stun during boost combos increased by 4F (-5F on hit / -9F on block)
• cr. HP - Push back on block for boost combos reduced
• Step Low Kick - Block stun reduced by 3 (-3F on block)
• Tiger Uppercut - Block stun reduced by 10F
- Screen freeze reduced by 4F / Push back on block reduced
• EX Tiger Uppercut - Moves forward further
- Hit box after 2nd hit enlarged forward
• EX Tiger Knee Crush - Block stun reduced by 5 (-3F on block) / Damage 110->90 / Changed air combo count

Special move meter gain
• Tiger Shot: whiff 15->5
• Grand Tiger Shot: whiff 15->5
• Tigger Uppercut: whiff 15-> 10 / on hit 40->30
• Tiger Knee Crush: whiff 15->0 / on hit 20+20(40)->30+20(50)

Sakura

• LK - Hit box reduced
- Hurt box reduced
- Startup 3F->4F
• Close MP - Frames reduced by 2 (on hit +4F/on block +1F)
• Close HK - Hit effect changed to knock away against opponents on the ground on hit
- Push back on block for boost combos reduced
• Far HP - Can be canceled
- Push back on block for boost combos reduced
• Far HK - Push back on block for boost combos reduced
• cr. HP - Hurt box reduced
• Jump MP - Changed hit effect to knock down against airborne opponents on hit
• Hadoken - Increased total frames from 42F->49F
- Frames adjusted from (on hit ±0/on block -6F)->(on hit -3F/on block -7F)
• Sakura Otoshi - Hit box enlarged
• Haru Ranman - Damage increased from 300->330

Special move meter gain
• Hadoken: whiff 15->5/on hit 40->20
• Shouoken (L): whiff 15->10/on hit 10×2(20)->15×2(30)
• Shouoken (M): whiff 15->10/on hit 10×4(40)->8×4(32)
• Shouoken (H): whiff 15->10/on hit 10×6(60)->5×6(30)
• Airborne Shunpukyaku: whiff 15->0/on hit 40×2(80)->15×2(30)
• Sakura Otoshi (Attack): on hit 15->10
• Sakura Otoshi (Finish): whiff 5->10/on hit 15->20
• Shunpukyaku (L): whiff 15->0/on hit 40->25
• Shunpukyaku (M): whiff 15->0/on hit 40×2(80)->15×2(30)
• Shunpukyaku (H): whiff 15->0/on hit 40×3(120)->10×3(30)

Vega

• cr. LP - Frames increased by 1 (on hit +4, on block ±0)
• cr. MK - Block stun has been reduced by 3 frames (on block -2)
- 6 frames added to Boost combo (on hit -6, on block -13)
- Push back on block for boost combos reduced
• Vertical jumping HK - Opponent will go into a hard knockdown state if hit with this attack while in the air.
• Flying Barcelona Attack - The position of the hurtbox has been changed
- Pushback on block has been reduced
• Izuna Drop - Throw area has been reduced
• Sky High Claw (H) - The knockback timing on hit and on block has been changed
• Scarlet Terror (M) - Damage decreased from 100 to 80
• Scarlet Terror (H) - Damage increased from 100 to 120
- Mid-air combo count number increased
• EX Scarlet Terror - Damage increased from 150 to 160
- Mid-air combo count number increased

Special move meter gain
• Rolling Crystal Flash (L): whiff 20->10, on hit 10+40(50)->20 x 2(40)
• Rolling Crystal Flash (M): whiff 15->10, on hit 10 x 3+40(70)->8 x 3+20(44)
• Rolling Crystal Flash (H): whiff 15->10, on hit 10 x 4+40(80)->8 x 4+15(47)
• Scarlet Terror (L): whiff 15->10, on hit 40->30
• Scarlet Terror (M and H): whiff 15->10, on hit 40+40(80)->20+10(30)
• Flying Barcelona Attack (Jump): whiff 10->5
• Flying Barcelona Attack (Attack): whiff 5->0, on hit 40->30
• Izuna Drop: whiff 5->10, on hit 40->50
• Sky High Claw: whiff 15->0

Zangief

• Walking Speed - Slightly slower
• Close MP - 5 frames added to Boost combo (on hit -5, on block -9)
- Push back on block for boost combos reduced
• Close MK - 4 frames added to Boost combo (on hit -6, on block -10)
• Far LP - Damage decreased from 40 to 30
• Far LK - Startup increased from 4 to 5 frames
• Far MP - 5 frames added to Boost combo (on hit -5, on block -9)
- Push back on block for boost combos reduced
- Adjusted so that the hurt box comes out 1 frame before the attack
• Far MK - Push back on block for boost combos reduced
• cr. MP - Damage decreased from 80 to 70
• cr. MK - 2 frames added to Boost combo (on hit -5, on block -9)
• Flying Body Attack - Block stun reduced by 8 frames
- Damage decreased from 120 to 100
• Screw Piledriver - Damage adjusted:
• LP: 180->200
• MP: 200->220
• HP: 220->240
• Quick Double Lariat - Hitbox increased on the 5th frame

Special move meter gain
• Screw Piledriver: whiff 15->20, on hit 40->100
• Banishing Flat: whiff 15->10, on hit 40->30
• Double Lariat: whiff 15->5, on hit 40->35 (after first spin 20)
• Quick Double Lariat: whiff 15->5, on hit 40 (after first spin 30)
• Flying Power Bomb: whiff 15->0, on hit 40->100
• Atomic Suplex: whiff 15->0, on hit 40+40(80)->70+50(120)

Kalyx triaD
10-26-2012, 12:43 AM
Bob

• Walk speed - Changed to same as Ken
• Close/Far LP - Hurt box enlarged
- Startup 5F->4F
• Close MP - Startup 10F->6F
• Close HP - Midair hit causes bound
• Far HP - Push back on block when used in boost combo reduced
• cr. MP - (+6F on hit/+2F on block)
• cr. HP - Hit box enlarged
- Changed way move overlaps with others
- Duing active frames 3~7F, from the neck and up is invincible against air attacks
- Damage 90->80
• j. HK - Damage 100->90
• Gaufrettes Punch - Midair hit causes bound
• Fast Break - Changed from high to mid attack
- Can be canceled
• Cracker (L) - Hurt box appears 1F later
- Startup 10F->6F
• Cracker - Causes lower float on midair hit
- Fall speed slowed
• EX Cracker - Startup 9F->6F
- 0F on hit
• Spiral Rocky - Blow back on hit modified
- Landing recovery reduced
- Removed invincibility
• Langue Washer - Damage 60->80
• EX Giga Jacker - From startup until rebound after hit, move is projectile invincible
- Damage 120->180
- Hit causes untechable knockdown
• Granchi Cannon - Hit causes wall bounce
- Counter hit causes crumple
- Changed midair combo count
- Move is +2 on block
• Giga Meteo - First hit doesn't use midair combo count
- If first hit connects midair it causes bound
• Flying Cask - Damage 120->130
• Quarter Deck - Damage 120->130

Special move meter gain:
• Spinner Ball: whiff 10->5/On hit 0->15×2(30)
• Lyonnaise Break: whiff 5->10/On hit 40->25
• Perfect Press: whiff 5->20/On hit 40->45
• Panini Flip: whiff 5->20/On hit 30+20+20(70)->15×3(45)
• Cracker: whiff 10->15/On hit 40->30
• Pound Cake: whiff 5->15/On hit 40->30
• Cracker Jacker: whiff 5->20
• Langue Washer: whiff 5->10/On hit 40->25
• Spiral Rocky: whiff 5->10/On hit 20×4(80)->10×4(40)
• Granchi Cannon: whiff 5->15/On hit 40->30
• Apres Sweep : whiff 5->15
• Cutting Coppa: whiff 5->10/On hit 30->25
• Giga Jacker: whiff 15->0/On hit 40->50

Julia Chang

• Vitality - 1000->950
• Back step - Reduced distance by 40%
• Close/Far MP - Reduced frames by 3 (+7F on hit/+3F on block)
- 5F added to Boost combo (-5F on hit/-9F on block)
• Close MK - 2F added to Boost combo (-5F on hit/-10F on block)
• Close HK - Frames added to Boost combo (-9F on hit/-10F on block)
• Far MP - 5F added to Boost combo (-6F on hit/-10F on block)
• Far MK - 2F added to Boost combo (-6F on hit/-10F on block)
• cr. LK - Hit box reduced
• cr. MP - Reduced frames by 4 (+6F on hit/+2F on block)
- 5F added to Boost combo (-6F on hit/-10F on block)
• cr. MK - Push back on block when used in boost combo reduced
• Tiger Strike - Damage 50+80(130)->50+100(150)
• Rising Kick (L) - Startup 8F->6F
- Damage 120->130
• Rising Kick (L and M) - Block stun reduced by 10F
- Screen freeze reduced by 3F
- Push back on block reduced
• EX Lashing Arrow - Hit causes wall bounce
- Damage 70->100
• Iron Mountain Rush - Startup 1F->3F
• Wild Stallion - Damage 120->130
• Mad Axes - Damage 120->130

Special move meter gain:
• Tequila Sunrise Elbow Smash: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Hunting Tomahawk: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Wind Roll Explosion: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
• Rising Kick (L): On hit 60->40
• Rising Kick (M and H): On hit 60+60(120)->20×2(40)
• Tiger Strike: whiff 15->0/On hit 10+10(20)->20+50(70)

Kazuya Mishima

• MP - Hurt box enlarged
- 6F added to Boost combo (-5F on hit/-9F on block)
• HP - Hurt box enlarged
- Push back on hit and block reduced
- 4F added to Boost combo (-10F on hit/-15F on block)
• HK - Push back on block when used in boost combo reduced
• cr. LK - Hitbox reduced
- Hurt box enlarged
• cr. MP - 6F added to Boost combo (-5F on hit/-9F on block)
• cr. MK - Push back on block when used in boost combo reduced
• cr. HP - 8~9F of arm only is invincible versus jumping attacks
• Right Splits Kick - Midair hit causes ground bound
• EX Rising Uppercut - Forward movement increased
- Damage 80->100
• Demon God Fist - Increased midair combo count
• EX Demon God Fist - Damage 80+100(180)->80+120(200)
• Mist Step - Removed invincibility to standing attacks
- Hurt box reduced
• EX Slaughter Hook - Removed invincibility to strikes
• Rising Uppercut (Fastest Input) - Block stun reduced by 2 (-1F on block)
• Skull Smash - Damage 120->130

Special move meter gain:
• Mist Step: whiff 5->0
• Rising Uppercut: whiff 5->10/On hit 40->20
• Rising Uppercut (fastest input): whiff 15->10/On hit 40->30
• Dragon Uppercut: whiff 5->15
• Dragon Uppercut to Middle Kick: On hit 40->15
• Dragon Uppercut to Spinning Low Kick: On hit 40->15
• Spinning Demon: whiff 5->10/On hit 40->20
• Spinning Demon -> Spinning Demon: On hit 40->15
• Spinning Demon -> Spinning Demon Hook: whiff 5->10/On hit 40->20
• Rising Sun (L): whiff 10->15/On hit 40
• Rising Sun (M): whiff 10->15/On hit 40×2(80)->20×2(40)
• Rising Sun (H): whiff 10->15/On hit 40×3(120)->15×3(45)
• Roundhouse to Triple Spin Kick: On hit 40->15
• Slaughter Hook: whiff 15->10/On hit 40×2(80)->20×2(40)
• Slaughter High Kick: whiff 15->10/On hit 40×2(80)->20×2(40)
• Devastator: whiff 15->10/On hit 40×2(80)->20+30(50)
• Demon God Fist: whiff 15->0/On hit 40->60

King

• Reverse Arm Slam Combo - Move does not come out with [121+P]
• Wonderful Mexican Special Combo - Move does not come out with [121+PPP]
• Close MP - Damage 60->65
- Hit box enlarged
• Close MP - Damage 60->65
- Hit box enlarged
- 5F added to Boost combo (-3F on hit/-9F on block)
• Close MK - Damage 60->70
- 2F added to Boost combo (-5F on hit/-9F on block)
• Close HP - Damage 90->100
• Close HK - Push back on block when used in boost combo reduced
- 5F added to Boost combo (-9F on hit/-14F on block)
• Far MP - Damage 60->70
• Far MK - Damage 60->70
• Far HP - Damage 90->100
• Far HK - Damage 90->110
- Push back on block when used in boost combo reduced
• cr. LK - Startup 6F->5F
• cr. MP - (+5F on hit/+1F on block)
- 3F added to Boost combo (-5F on hit/-9F on block)
• cr. MK - Startup 8F->7F
• cr. HP - Startup 8F->7F
- (+2F on hit/-4F on block)
- Hit box enlarged
- Active frames change to 5
- Hurt box above the chest area is invincible against air attacks
- Push back on hit and block when used in boost combo reduced
• Jumping Knee Lift - Damage 110->100
- Reduced air combo count to 2
- From startup until 4th frame, move counts as ground state
• Running Jaguar Bomb (L) - Invincible against air attacks
- Startup 12F->6F
• Running Jaguar Bomb (M) - Damage 160->170
• Running Jaguar Bomb HH) - Damage 170->180
• EX Running Jaguar Bomb - Startup 13F->10F
- Full body invincibility against strikes
• Lariat - Damage 70->100
• Leg Screw - Damage 170->220
• DDT - Damage 90->120
• Giant Swing (L) - Damage 250->280
• Giant Swing (M) - Damage 230->250
• Giant Swing (H) - Damage 210->230
• EX Giant Swing - Damage 230->250
• Tomahawk (L) - Damage 200->250
• Tomahawk (M) - Damage 180->230
• Tomahawk (H) - Damage 170->210
• EX Tomahawk - Damage 180->230
• Reverse Arm Slam Combo - Damage 20+110(130)->60+120(180)
• EX Reverse Arm Slam Combo - Damage 20+50+100(170)->60+40+120(220)
• Winding Nut - Damage 130->150
• Suplex - Damage 130->150

Special move meter gain:
• Lariat: whiff 5->10/On hit 60->30
• Elbow Drop: whiff 5->10/On hit 60->30
• Water Surface Kick: whiff 5->10/On hit 60->30
• Leg Screw: whiff 15->10/On hit 40->50
• Running Jaguar Bomb: On hit 40->60
• Konvict Kick: On hit 60->25
• DDT:On hit 40->50
• Giant Swing: whiff 15->20/On hit 40->80
• Tomahawk: whiff 15->20/On hit 40->60
• Reverse Arm Slam Combo: whiff 15->0/On hit 40->60

Marduk

• Mongolian Chop - Command changed from [PP] to [6+PP]
• Close LP - Startup 5F->4F
- (+3F on hit/-2F on block)
• Close MP - (+6F on hit/+2F on block)
• Far MP - Push back on block when used in boost combo reduced
• cr. MP - Push back on block when used in boost combo reduced
- (+4F on hit/0F on block)
• cr. HP - Startup 13F->10F
- Floats higher on hit
• Revolving Trap Kick - Changed to be continuous hits
• Double Leg Take Down - Attack active frames 2F->3F
• Mount Rush - Attack active frames 2F->3F

Special move meter gain:
• Gator Slam (L and M): On hit 40->60
• Gator Slam (H): On hit 20×2(40)->30×2(60)
• Northern Lights Suplex: whiff 15->20/On hit 40->80
• Double Leg Take Down: whiff 10->0/On hit 40->30
• Mount Mongolian Chop: whiff 5->0/On hit 0->30×2+40(100)
• Hercules' Hammer: whiff 5->0/On hit 0->80

Nina Williams

• LK - Hurt box enlarged
• MP - Hurt box enlarged
- 7F added to Boost combo (-5F on hit/-9F on block)
• MK - Hurt box enlarged
• HP - Hurt box enlarged
• HK - Hurt box enlarged
- Push back on block when used in boost combo reduced
• cr. LK - Startup 5F->4F
- Hit box reduced
• cr. MP - (+4F on hit/±0F on block)
• cr. MK - Startup 7F->6F
• cr. HP - Startup 8F->5F
- Damage 90->80
• j. MK - Can crossup now
• j. HK - Cannot crossup anymore
• Spider Knee - Increased forward movement
• Ivory Cutter - Damage 50+40(90)->50×2(100)
• Blonde Bomb - Uniform 80 damage->L=70, M=80, H=100
- Push back on hit and block adjusted depending on move strength
• Blonde Bomb (L) - Block stun reduced by 1 (-6 on block)
• Blonde Bomb (M) - (0F on hit/-7F on block)->(+2F on hit/-6F on block)
• Blonde Bomb (H) - Block stun reduced by 1 (-6 on block)
- Hit causes knock down
• Geyser Cannon (L) - Startup 15F->8F
- From 6F onward move is invincible against air attacks
- Hit box enlarged
- Block stun reduced by 3 (-10 on block)
- No push back on block
- No movement when kicks come out
• Geyser Cannon (M) - Damage 70->80
• Geyser Cannon (H) - Damage 80->100
• EX Geyser Cannon - Block stun reduced by 3 (-10 on block)
• Skull Splitter - Damage 70->80
• Arm Break - Damage 60->80

Special move meter gain:
• Skull Splitter: whiff 15->10/On hit 40->30
• Geyser Cannon: On hit 30->40
• Backhand Slap: whiff 5->10/On hit 20->30
• Arm Break: whiff 0/On hit: 30
• Double Arm Break: On hit 0->40
• Blonde Bomb: On hit 0->40

Kalyx triaD
10-26-2012, 12:44 AM
Asuka Kazama

• Close/Far LP - Area from neck and above is invincible against air attacks
• Close/Far MP - Reduced frames by 7(+6F on hit/+2F on block)
• Close/Far HP - Counter hit causes crumple
• Close/Far HK - Startup 11F->9F
- Reduced frames by 4(0F on hit/-5F on block)
• Far LK - Hurt box reduced
• cr. LK - Startup 5F->4F
• cr. MP - Reduced frames by 4(+7 on hit/+3F on block)
• cr. MK - Now +1F on hit
- Hurtbox after 1F adjusted so it is lower
• cr. HP - Startup 9F->7F
- Can be canceled
- Blowback on hit same as heavy attacks
- Hurt box reduced
- Damage 90->80
• cr. HK - Hit box enlarged
- Damage 90->75
• cr. HP - Damage 100->90
• j. HK - Damage 60+40(100)->60+60(120)
• Dragon Wheel Kick - No longer will only do 1 hit sometimes
- 1~9F are invincible against air attacks
• Whiplash to Toe Kick - Hit box enlarged
- Reduced block stun by 2F (+1F on block)
- Increased forward movement distance
• Raging Storm - Increased push back on block
- Reduced block stun by 6F (-4F on block)
• Tsuwabuki - Reduced hit stun by 2F(+5 on hit)
• Thunder Fall Kick - Damage 40+40(80)->60+6(120)
• Leg Cutter 2nd Hit - Increased block stun by 6F (-6 on block)
- Reduced push back on block
• Double Lift Kicks - Damage 20+40(60)->30+40(70)
• Falling Rain - Damage 40+40(80)->70×2(140)
• EX Falling Rain - Damage 60+60(120)->90×2(180)
• Sweep Throw - Damage 170->200
• EX Sweep Throw - Damage 170->200
• Onikubigari - Damage 90->80
• EX Double Lift Kicks - Damage 60+50(110)->60×2(120)
- Full invincibility extended to 12th frame
• Hyakujitsuko - Reduced block stun by 3(-4 on block)
• Heron Dance - Can be canceled
• Heron Dance - Hurt box reduced
- Hit box enlarged
• Cloud Taste - Damage 120->150
• White Mountain - Damage 120->150

Special move meter gain:
• Exorcisor: whiff 10->15
• Mist Palm Thrust: whiff 5->10/On hit 10->25
• Raging Storm: whiff 5->10/On hit 5+5(10)->15×2(30)
• Attack Reversal: whiff 15->20/On hit 40->80
• Falling Rain: whiff 15->20/On hit 20+20(40)->30×2(60)
• Sweep Throw: whiff 15->30/On hit 60->90
• Onikubigari: whiff 15->0/On hit 40->50

Heihachi Mishima

• MK - Startup 6F->5F - First hit causes knockdown on midair hit
- Hurtbox on parts of leg and head are invincible against air attacks
- Damage 30+30(60)->50+20(70)
• Close HK - Can be canceled
- Damage 90->80
• cr. MP - 7F added to boost combos (-5F on hit/-9F on block)
• Jichinsai - Damage 50->90
• Chrome Dome(LV.1) - Damage 50->80
• Chrome Dome(LV.1) - Damage 50->130
- Move attack property changed from high to mid
• Chrome Dome(LV.3) - Damage 50->180
- Move attack property changed from high to unblockable
- Will whiff on midair opponents
• L. Demon Breath - Removed 3F of block stun(-3F on block)
• M. Demon Breath - Removed 11F of block stun(0 on block)
• H. Demon Breath - First part of move advances forward
- Reduced frames of first hit by 10(-10F on block)
- Reduced push back on block for first hit
- Midair combo counter usage of 2nd hit changed to 1
• EX Dragon Uppercut - Removed forward movement
- Completely invincible from startup to finish
• EX Raijin Stance - Damage 50+50(100)->130+80(210)
- Removed 8F(-12F on block)
- Reduced push back on block
• Neck Breaker - Damage 120->130
• Broken Toy - Damage 120->130

Special move meter gain:
• Rising Uppercut: On hit 40->30
• Dragon Uppercut: whiff 10->15
• Dragon Uppercut followup: whiff 5->10/On hit 40->30
• Heaven's Wrath : whiff 15->20
• Hell Axle (L & M): On hit 40->50
• Hell Axle (H): On hit 20+20(40)->30×2(60)
• Demon Breath (L & M): On hit 40->30
• Demon Breath (H): On hit 20+20(40)->25×2(50)
• Raijin Stance: whiff 15->0/On hit 40->60

Hwoarang

• Command Change - Spinning Trip Kick changed from db+LK to b+LK
• LK - Reduced frames by 2 (+6F on hit/+2F on block)
- Can be canceled
- Hurt box enlarged
• MP - Hurt box enlarged
- Knee area is now invincible against air attacks
- Hit box enlarged
• HP - Push back on block when used in boost combo reduced
• HK - Push back on block when used in boost combo reduced
• cr. LP - Startup 5F->4F?
• cr. LK - Reduced frames by 1 (+5F on hit/+1F on block)
• cr. MP - Startup 6F->5F?
- Reduced frames by 2 (+6F on hit/+2F on block)
• cr. HP - Push back on block when used in boost combo reduced
• MP (During Flamingo) - Startup 6F->5F?
- Reduced push back on hit
• HK (During Flamingo) - Hurtbox on feet is invincible against air attacks
- Causes knockdown on midair hit
• Tsunami Kick - Can transition to Flamingo Stance 2 frames faster
• Air Raid - When 3rd hit connects gives additional 6F of advantage (L hit +8, M/H hit +6)
- Reduced push back on block/hit
• Air Raid Special - Increased advantage on hit by 2F (+8 on hit)
- Reduced push back on hit/block
• EX Air Raid - Reduced Hwoarang recovery on hit
• Dynamite Heel - Midair hit causes bound
- Midair combo count usage changed to 2
- Damage 100->80
- Hit box enlarged
• Heel Explosion Combo - Reduced push back on hit of first hit
- Hit box enlarged
- Changed hitbox properties
- Midair combo count usage of first hit changed to 0
• L/M Sky Rocket - Reduced block stun by 10F
- Reduced push back on block
- Reduced screen freeze by 2F
• Falcon Dice Kick - Damage 120->130
• Bring It On - Damage 120->130

Special move meter gain:
• Hunting Hawk (H): On hit 10+10+20(40)->15×3(45)
• Air Raid: On hit 10×3(30)->15×3(45)
• Dynamite Heel: whiff 15->0/On hit 40->50

Jin Kazama

• Far LP - Reduced block stun by 2F (On block +2)
• Far HP - Causes crumple on counter hit
• Far HK - Startup 17F->14F
• cr. MP - Startup 5F->4F
• cr. MK - Hurt box reduced
• cr. HP - Startup 9F->5F
- Active attack frames 3F->5F
• cr. HK - Hit box enlarged
• Leaping Side Kick - Invincible against air attacks
• Penetrating Fist - Reduced recovery by 4F
- Reduced block stun by 2F (On block -3F)
• EX Penetrating Fist - Hit box enlarged
- Damage 80+80(160)->70+70(140)
• Median Line Destruction (including EX) - Adjusted screen freeze on hit and block
• Power Stance - When takes damage from opponent, no longer takes recoverable damage

Special move meter gain:
• Special Step: whiff 0->10
• Thrusting Uppercut: whiff 5->10/On hit 40->35
• Right Roundhouse Punch: whiff 5->15
• Lunging Low Roundhouse Kick (L.L.R.K.): whiff 5->10/On hit 40->20
• Spinning Flare Kick (after low): whiff 5->10
• Spinning Flare Kick (right after Special Step): whiff 5->15/On hit 40
• Power Stance: whiff 10->5
• Median Line Destruction (L): On hit 10×2+20(40)->10×2+30(50)
• Median Line Destruction (M): On hit 10×3+20(50)->10×3+25(55)
• Median Line Destruction (H): On hit 10×4+20(60)->10×5(50)
• Mental Alertness: whiff 10->5
• Left Drill Punch: whiff 5->10
• Swinging Fist Strikes: whiff 5->15/On hit 20->40
• Swaying Willow: whiff 5->15/On hit 20->40
• Leaping Side Kick: whiff 5->15/On hit 20->40
• Right Sweep: whiff 5->15
• Penetrating Fist: whiff 15->0
• Tidal Wave - Damage 150->130
• Over the Shoulder Reverse - Damage 150->130

Kuma

• cr. MP - Hit box enlarged
• j. MK - Can crossup
• Hunting Stance - Can be canceled into from normal attacks
- Input timing to exit Hunting Stance (KKK) is 5F slower
• Rolling Bear Headbutt - Changed input timing to transition to Rolling Bear
• Bear Smash - Hit box enlarged
- Midair hit causes knockdown
• Break'n - Armor period changed from 1~42F->1~20F
• L. Frolicking Bear - Startup 8F->7F
- Anti air invincibility changed from 3~7F->1~8F
- Damage 120->100
• Swing Swung - Damage 150->190
• L. Rock 'n Roll Circus - Damage 150->180
• M. Rock 'n Roll Circus - Damage 160->190
• H. Rock 'n Roll Circus - Damage 170->200
• EX. Rock 'n Roll Circus - Damage 180->200
• Headbutt - Damage 200->250

Special move meter gain:
• Rock 'n Roll Circus: whiff 15->30/On hit 40->10×8(80)
• Megaton Claw: whiff 15/On hit 20->35
• Grizzly Claws: whiff 5->10/On hit 20->40
• Grizzly Claw Smash: whiff 5->10/On hit 20->30
• Headbutt: whiff 15->30/On hit 40->100
• Rolling Bear: whiff 10->15
• Frolicking Bear: whiff 15->0/On hit 40->60

Law

• Close MP - 5F added to boost combo (-3F on hit/-7F on block)
• Close MK - 3F added to boost combo (-4F on hit/-8F on block)
- Reduced push back on block on hit
• Close HK - 8F added to boost combo (-9F on hit/-15F on block)
• cr. MP - 3F added to boost combo (-4F on hit/-8F on block)
• cr. MK - 5F added to boost combo (-5F on hit/-9F on block)
• cr. HP - Startup 11F->7F
• j. HP - Damage 100->120
• Machine Gun Arrow - Can transition to One Two Elbows up until the 3rd hit of Machine Gun Arrow
• Fury Fist Rush - Reduced push back on block
Flash Kick - Midair combo counter usage changed to 2
- Startup 14F->7F
- Damage 40->70
• L/M Flash Kick - 1~9F is invincible against air attacks
• Dragon Knuckle - Crumple Damage ->long blowback normal damage
- Reduced push back on block
• Dragon Knuckle Combo - Removed armor properties
• Dragon's Fire - Damage 120->130
• Run Up to Drop - Damage 120->130

Special move meter gain:
• Flash Kick: whiff 10->15/On hit 40->25
• Backflipper: whiff 5->10/On hit 40->25
• Cloud Gates: whiff 5->10/On hit 40->25
• Dragon's Flight: whiff 5->10/On hit 40->50
• Dragon Knuckle: whiff 5->10/On hit 40->25
• Dragon Knuckle Combo: whiff 5->10/On hit 40->25
• Dragon Knuckle Flight: whiff 5->10/On hit 40->25
• Fury Fist Rush: whiff 15->20/On hit 40+20×8(200)->10+5×8+10(60)
• Shaolin Spin Kicks: whiff 15->0/On hit 40×3(120)->20×3(60)

Lili

• Walk speed - Changed to same as Poison
• HP - Push back on block when used in boost combo reduced
• HK - Push back on block when used in boost combo reduced
• Andante - Removed lower body invincibility against air attacks
- Startup 9F->8F
• Dominating Heel - Startup 7F->6F
- Damage 40->50
- On hit causes opponent forced standing
• Cross Rush - Damage 100->50
• Cross Arts - Received Damage 310->300
• EX Angel Knee - Damage 90->80
• Angel Knee Ascension - Damage 90->30
- Midair combo counter usage changed to 1
- Will hit on ground opponents
- Hit box enlarged
- Can be jump canceled
- Changed move attack property from mid to high

Special move meter gain:
• Angel Knee: On hit 40->35
• Sunflower Lance 1st hit: whiff 10->15/On hit 20->25
• Sunflower Lance 2nd hit: whiff 5->15/On hit 20->25
• Sunflower Lance 3rd hit: whiff 5->15/On hit 10->15×2(30)
• Divine Step: whiff 15->20/On hit 10+20+20(50)->20×3(60)
• Air Spine Shot (L & M): On hit 40->50
• Air Spine Shot (H): On hit 20+20(40)->25×2(50)
• Attack Reversal: whiff 15->20/On hit 50->80
• Feisty Rabbit: whiff 10
• Rabbit's Foot: whiff 5->15/On hit 0->30
• Cloisonne: whiff 5->15/On hit 0->20×2(40)
• Rabbit Thorn: whiff 0->15/On hit 0->30
• Dendrobium: whiff 15->0/On hit 40->50

Ogre

• Forward dash - Reduced frames by 2(Total 17 frames)
• close MP - Reduced push back on hit
• Far HP - Reduced hit stun by 9F (On hit +6)
• Far HK - Push back on block when used in boost combo reduced
• cr. MP - Can be canceled
- Reduced hit stun by 6F (On hit +2)
• cr. HP - Damage 90->100
• cr. HK - Damage 60+30(90)->60+50(110)
• Snake Blade - 3rd hit Damage 60->80
- Final hit attack properties changed from low to high
• Owl's Hunt (normal input ver) - Active attack frames changed from 2F->3F
- Hit box enlarged
- Reduced push back on block
• L. Indigo Punch - Damage 90->100
• M. Indigo Punch - Damage 90->110
- Increased midair combo count
• H. Indigo Punch - Damage 90->130
- Increased midair combo count
• H. Ancient Power - Reduced block stun by 10F
• Hell Inferno - Damage 300->340
- Active attack frames changed from 3F->7F
Deadly Spear - Damage 150->130

Special move meter gain:
• Waning Moon: whiff 15->20/On hit 15+10×7(85)->5×7+40(75)
• Ancient Power (L & M): On hit 40->70
• Ancient Power (H): whiff 15 / on block 20 / on hit 40
• Indigo Punch: whiff 15->0/On hit 40->60

Paul Phoenix

• Demolition Man - Demolition Man can be canceled only by Burning Fist
• Forward dash - Reduced frames by 6 (total 17 frames)
• LP - Startup 4F->5F
- Block stun reduced by 3F (On block +2F)
- Push back on block increased
- Hit box reduced
- Hit box enlarged
• Close HP - Startup 12F->7F
• Far HP - Startup 18F->12F
- Hit stun reduced by 6F (On hit +3)
• cr. LK - Startup 6F->5F
• cr. MP - Startup 6F->5F
- 6F added to boost combo (On hit -5F/On block-9F)
• cr. MK - Push back on block when used in boost combo reduced
• cr. HP - Hurt box reduced
- Startup 8F->6F
- Hit stun reduced by 12F (On hit +2F)
- Damage 90->80
• Sway - Attack invincibility changed across all levels to 5F
• L. Sway - After frame 15, can cancel with special moves other than sway
• M. Sway - Reduced hit stun by 4F (On hit +6)
- Invincible against crouching attacks
- Forward movement made longer than backward movement
- Reduced push back on block
• H. Sway - Reduced block stun by 2F (On block -8F)
- Reduced push back on block
- Damage 100->150
• Shredder first hit - Hurt box reduced
• L. Shredder - Startup 10F->6F
- Damage 20+20+60(100)->30+20×2(70)
- Invincible against air attacks
• M. Shredder - Startup 10F->6F
- Damage 20+20+60(100)->30+20×2(70)
- Invincible against standing/crouching attacks
• H. Shredder - Damage 20+20+60(100)->50+30×2(110)
- Invincibility time changed from 1~9F->1~11F
- Will now hit crouching opponents
• Mountain Raze - Float on hit is same as EX ver.
• EX Mountain Raze - Startup 20F->15F
- Full invincibility from startup to 17F
- Knockback on counterhit same as normal hit
• Mortar Punch - Becomes midair state right after startup
- Damage 90->130
• EX Mortar Punch - Can change distance by pressing left or right on the direction input
• Phoenix Smasher - Counter damage is 230
- Camera work changes on counter hit
• EX Phoenix Smasher - SE on hit is same as final hit of Ryu's EX Shoryuken
- Counter damage is 200
• Bone Breaker?Demolition Man - When 1st hit of Bone Breaker counter hits, 2nd hit will connect and cause ground blowback
- Advantage frames of 2nd hit increased by 2F
• Push Away - Damage 150->130
• Foot Launch - Damage 150->130

Special move meter gain:
• Mountain Raze: On hit 40->35
• Shredder: On hit 20×3(60)->10×3(30)
• Sway (L): whiff 15->0
• Sway (M): On hit 40->35
• Sway (H): On hit 40->50
• Mortar Punch: On hit 40->50
• Phoenix Smasher: whiff 15->0/On hit 40->62

Raven

• LP - Increased push back on block
• Close HK - Reduced frames by 10 (+6F on hit/-1F on block)
• Far MK - Reduced frames by 3 (+2F on hit/-2F on block)
- Startup 10F->7F
• Far HP - Hit box enlarged
• Far HK - Reduced block stun by 5
- On midair hit causes vertical float
- Hurtbox next to hitbox is invincible against air attacks
• cr. MP - Hit box enlarged
• cr. HP - Hit box enlarged
• Air Crossed Ninja Stars - Hit box reduced
- Cannot perform after back jump
• Stormbringer - Startup 16F->13F
• H. Alter Ego - Increased midair combo count
• Wind Cross - Opponents in corner get floated higher on hit

Special move meter gain:
• Alter Ego (H): 40->30×2(60)
• Crossed Ninja Stars: whiff 15->10/On hit 40->20
• Air Crossed Ninja Stars: whiff 15->5/On hit 40->20
• Wind Cross: whiff 10->0/On hit 30+40×3(150)->30+20×3(90)
• Wind Cross Deviation: whiff 5->15/On hit 35->40
• Orbiting Moon - Damage 120->130
• Dark Matter - Damage 120->130

Steve Fox

• Command Change - Foot Stomp changed from db+LK to b+LK
• Patella Smash - Can be canceled with Albion Combination
• Close MP - Will hit opponents jumping over
• Far MP - 8F added to boost combos (-5F on hit/-9F on block)
• Far HP - 8F added to boost combos (-11F on hit/-16F on block)
- Push back on block when used in boost combo reduced
• cr. MP - 8F added to boost combos (-5F on hit/-9F on block)
• cr. HP - Startup 7F->6F
- Hit box enlarged
- Damage during 8~10F changed to 90
- Area from neck up during 3~5F is invincible against air attacks
• cr. HK - Push back on block when used in boost combo reduced
• Foot Stomp - Hurt box reduced
• Straight Chop - Crouching counter hit causes untechable bound damage
• Duck (including EX) - Lower body is projectile invincible
• M/H Flicker Jab - Hit box enlarged
• Hellfire Rush - Reduced recovery after hit animation ends by 15F

Special move meter gain:
• Albion Combination: On hit 20+40+40(100)->20×3(60)
• Fox Hunt: whiff 5->15/On hit 40->30
• Skyscraper: whiff 5->15/On hit 40->30
• Gatling Gun: whiff 5->20/On hit 20×11+50×3(370)5×14(70)
• Swaying: whiff 15+5->15/On hit 40->60
• Sonic Fang: On hit 20+40(60)->25×2(50)
• Hellfire: whiff 15->0/On hit 40->35

BAH BAH CHICKEN HEAD (Xiaoyu)

• Close HP - Startup 11F->6F
• Far HK - Reduced frames by 14(On block +3)
• cr. LP - Startup 4F->3F
• cr. LK - Startup 6F->4F
• cr. MP - Forward movement of 2nd hit increased
- Reduced hit stun by 1F (On hit +6)
- Reduced push back on hit slightly
• cr. HP - Increased hit stun by 1F (On hit -5F)
- Damage 90->80
• cr. HK - Damage 90->75
• Vertical/Angled j. MP - Added hit box to rear hand as well
• Vertical j. HK - Damage 60+40(100)->70+60(130)
• Angled j. HK - Damage 60+40(100)->60+50(110)
• "Cyclone Left
" - Increased float on hit
- Will face towards opponent after passing by them with California Roll
- Damage 80->120
• EX Hakkesho - Movement distance same as M. Hakkesho
- Startup 33F->22F
- Full invincibility from startup to 15th frame
- Damage 50+50+30+30(160)->40×2+20×2(120)
• Dark & Stormy - 3rd hit (Mistrust part) Damage 30->80
• Cyanide - Reduced block stun by 5F (On block -2F)
• Cross Arts - Received Damage 280->270
• Jade - Damage 120->130
• So Shoe Me - Damage 120->130

Special move meter gain:
• Fortune: whiff 10->15/On hit 20->40
• Fortune 2nd Hit: whiff 5->/On hit 20->30
• Fortune Cookie: whiff 10->15
• Fortune Cookie 2nd hit: whiff 5->10/On hit 10->20
• Fortune Cookie 3rd hit: whiff 5->10/On hit 10->30
• Double Map Sweep (L): On hit 40->30
• Double Map Sweep (M): On hit 20+40(60)->20+10(30)
• Double Map Sweep (H): On hit 20×3(60)->15×3(45)
• Phoenix Talon: On hit 20×3(60)->10×3+20(50)
• Dark & Stormy: whiff 10->15
• Turn of Fortune: whiff 15->10
• Cyclone Left: whiff 5->15
• Back Layout: On hit 10×2(20)->35×2(70)
• Hakkesho: whiff 15->0/On hit 20×2(40)->30×2(60)

Yoshimitsu

• Triple Roundhouse Combo - No longer comes out with df+HK
• Walk Speed - Changed to be same as Cody
• MP - Damage 60->80
• MK - Reduced frames by 4 (+4F on hit/0 on block)
• HP - Counter hit causes knock back
- Damage 90->120
• HK - Throw invincible from startup
- Hit properties changed to be same as 3rd hit of Triple Roundhouse Combo
• Far MP - Startup 12F->9F
- Active attack frames changed from 2->3
- Reduced frames by 2 (+1F on hit/-4F on block)
- Hit box enlarged
• cr. LP - Reduced frames by 2 (+6F on hit/+2F on block)
• cr. MP - Move property changed from high to low
- Hit box enlarged
• cr. HP - Counter hit causes float knockdown
- Push back on block when used in boost combo reduced
- Hit box enlarged
- Damage 90->120
• cr. HK - Can be canceled
• j. HK - Midair hit and counter hit causes untechable knockdown
• L. Gehosen - Frames 1~10 are invincible against air attacks
- Added screen freeze
- Damage 110->80
- Startup 9F->7F
• M. Gehosen - Frames 1~4 are completely invincible
- Added screen freeze
• Poison Wind Bronze Fist - Special command input timing faster by 3F
- Special command cancel timing faster by 4F
- Increased backflip speed
- Reduced movement distance
• Poison Wind Gold Fist - Invincible against air attacks
• Slap U Silly - Hurtbox appears faster
• Stone Fists - Hurtbox appears faster
• Suicide - Damage 120->250
- Self Damage 60->200
- L ver. is throw invincible, M ver. is hit invincible, H ver. is projecile invincible
• EX Suicide - Damage 200->300 (That's almost a super move right there)
- Self Damage 90->250
• L. Poison Breath - Frames on hit changed to +2F
• M. Poison Breath - Frames on hit changed to +3F
- Hit box reduced
• L. Flea to Poison Breath - Frames on hit changed to +2F
• M. Flea to Poison Breath - Frames on hit changed to +3F
• Triple Roundhouse Combo - Hit box enlarged
- If first hit connects it causes forced standing on opponent

Special move meter gain:
• Poison Breath: On hit 40->30
• Suicide: On hit 40->60
• Slap U Silly: whiff 10->15
• Stone Fists: whiff 10->15/On hit each hit 20->each hit 10
• Sword Poke Windmill: whiff 15->0/On hit each hit 20->each hit 15

Kalyx triaD
10-26-2012, 12:45 AM
System 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
• 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
• Pandora - Timer increased from 7 secs->10 secs

Alisa Bosconovitch

Life - 1000->950
• Close/Far LP - Startup 5F->4F
• Close MP - Startup 7F->5F
- Reduced frames by 2 (On hit +7)
• Close MP - Added 5F to boost combo (On hit -3F/On block -9F)
• Close HP - Startup 11F->8F
- Reduced recovery by 3F
- Area from chest and up is invincible against air attacks
• Close HK - Added 8F to boost combo (On hit -9F/On block -14F)
• Far HP - Area from chest and up is invincible against air attacks
- Midair hit causes knockdown
• cr. MP - Startup 8F->5F
• cr. MK - Push back on block when used in boost combo reduced
• Destructive Form LP - Hurt box enlarged
- Damage 6x5(30)->8x5(40)
• Destructive Form cr. LP - Damage 6x5(30)->8x5(40)
• Destructive Form cr. MP - Startup 7F->6F
• Clock Setting - Hit causes vertical float
- Damage 30+15x4+50(140)->40+10x4+40(120)
• Rocket Punch - After shooting, no longer moves backwards
• EX Hard Reset - Block stun on last hit reduced by 14F (On block -7F)
• L. Happy Propeller - Block stun of first hit reduced by 10F
- 2nd hit will not hit crouching opponents
• EX Eject Slider - Removed armor properties before recovery ends
• Trigger Shuffle - Full invincibility from startup until first frame
• Spam Bomb - Damage 120->130
• Double Bull Shoot - Damage 120->130

Special move meter gain:
• Double Rocket Punch: Whiff 15->5/On hit 40->20
• Cradle Star: Whiff 10->15/Cradle Star (deviation): Whiff 5->10/On hit 40->30
• Happy Propeller: On hit 20x4(80)->15x4(60)
• Hard Reset: Whiff 5->15/On hit 40+40+30(110)->15x3(45)
• Eject Slider: Whiff 5->15/On hit 20->50
• Thruster Right: Whiff 5->15/On hit 10x6(60)->8x6(48)
• Thruster Left: Whiff 5->15/On hit 10x3(30)->20x3(60)
• Double Cut: Whiff 15->0/On hit 5+5(10)->30x2(60)

Bryan Fury

• Far HK - Startup 17F->14F
- Considered midair from 9th frame and on
• cr. LK - Startup 5F->4F
• cr. MP - Startup 11F->7F
- Reduced hit stun by 4F (On hit +7)
• cr. MK - Startup 11F->9F
- Hurt box reduced
• cr. HP - Active hit frames increased by 2 (active for 5 frames)
- Hit opponents behind as well
- Startup 10F->7F
• cr. HK - Reduced frames by 6 (On block -9F)
• Mach Breaker - Startup 13F->8F
- Reduced push back on block
- Hit box reduced
- Reduced active hit frames by 2F (active for 3 frames)
• EX Mach Breaker - Startup 17F->11F
- Reduced block stun by 12F (On block -15)
- Reduced push back on block
• Chopping Elbow - Reduced block stun by 7F (On block -5)
• M/H Fisherman's Slam - Will not hit midair opponents
• Fisherman's Slam - Active hit frames increased by 2 (active for 6 frames)

Special move meter gain:
• Mach Breaker: On hit 40->45
• Snake Pit: On hit 40x2(80)->25x2(50)
• Atomic Throw: Whiff 5->10/On hit 20->30
• Right Left to Spin Kick 1st hit: On hit 40->25
• Right Left to Spin Kick 2nd hit: On hit 40->20
• Right Left to Spin Kick 3rd hit: Whiff 5->10/On hit 40->35
• Flying Knee: Whiff 15->0/On hit 30+30(60)->30+40(70)

Christie Monteiro

• Life - 900->950
• Close/Far LP - Startup 4F->3F (This [I]will make a difference)
• Close MK - Hit stun reduced by 6F (On hit +2)
• Close/Far HP - Hit stun reduced by 7F (On hit +4)
• Close HK - Hit box enlarged
- Hit stun reduced by 8F (On hit +2)
• Far HK - "From 4th frame, head is projectile invincible.
• From 9th frame, upper body is projectile invincible."
• cr. HP - Parts of arm and head are invincible against air attacks
• cr. HK - Increased midair combo count
- Damage 90->80
• Negativa to Armada Combo - Hit stun reduced by 9F (On hit ±0)
• Gancho Chibata - Block stun reduced by 2F (On block -3)
- Reduced push back on block and hit
• Double Arm Stinger - Midair combo counter usage changed to 2
• Perch Flop Kick - Startup 14F->10F
- Invincible against air attacks until right after startup
- Damage 80->90
• Helicopter - Damage 20x4(80)->25x4(100)
- 4th hit on midair hit causes high vertical float
- 2nd and 3rd hit will connect against crouching opponents
• Front Stinger - Increased midair combo count
- Damage 80->100
• Wheel Kicks - Hit box enlarged
• L. Wheel Kicks - Damage 50+50(100)->60+20(80)
- Invincible against air attacks
• M/H Wheel Kicks - 2nd hit causes knockdown
- Reduced frames by 2 (On block -3)
• M. Wheel Kicks - Damage 50+50(100)->60+30(90)
• H. Wheel Kicks - Damage 50+50(100)->60+40(100)
- Projectile invincible
• Batucada - Only last hit causes push back on hit

Special move meter gain:
• Twister Sweep: On hit 20x# of times->10x# of times
• Helicopter: Whiff 5->15
• Batucada: Whiff 5->15/On hit 5x7(35)->5x6+15(45)
• Perch Flop Kick: Whiff 5->15
• Front Stinger: Whiff 0->15
• Wheel Kicks: Whiff 15->0/On hit 40+40(80)->30x2(60)

Jack-X

• Health - 1150->1100
• LP - Hit box enlarged
• LK - Startup 6F->5F
- Removed 3F on hit (On hit +1)
- Can be canceled
- Hit box reduced
- Hurt box reduced
• Close HP - Damage 120->100
- Startup 9F->7F
• Far MP - Push back on block when used in boost combo reduced
- Added 3F to boost combos (On hit -6F/On block -10F)
• cr. LP - Damage 50->40
- Startup 7F->6F
- Removed 2F on hit (On hit +4)
- Hit box reduced
- Hurt box reduced
• cr. LK - Startup 9F->7F
• cr. MP - Damage 100->85
- Startup 13F->9F
- Added 3F to boost combos (On hit -6F/On block -10F)
- Push back on block when used in boost combo reduced
• cr. MK - Startup 10F->8F
- Hurt box enlarged
• cr. HP - Remove 6F (On block -7F)
- Damage 120->100
• j. MP - Can crossup
• Cossack Kicks - Damage 50+20x4(130)->50x5(250)
• Mad Dozer - Reduced move distance from 2nd to 3rd hit
- Armor properties activate during frames 25~40
- Full charge causes wall bounce on hit
- Removed 15F from full charge attack (On block -10)
• Piston Gun - Reduced push back on block
- Removed 18F from normal version block stun (On block -4)
- Removed 15F from normal version (On block -7)
• L. Rocket Uppercut - Throw invincible
• M. Rocket Uppercut - Reduced knockback distance on midair hit
- Reduced push back on block
- Reduced block stun by 10F
• H. Rocket Uppercut - Damage 100+40(140)
- Reduced block stun by 10F
- Reduced push back on block
- Increased midair combo count
- 2nd hit midair combo counter usage changed to 4
• EX Rocket Uppercut - 2 hit move
- Float amount on hit is same as H. Rocket Uppercut
- Reduced push back on block
• M. Atomic Shoulder Tackle - Startup 21F->19F
- Reduced block stun by 2F (On block -8)
• Atomic Shoulder Tackle - Damage 140->120
• EX Atomic Shoulder Tackle - Damage 120->110
• Megaton Earthquake - Damage 70x2(140)->50x2(100)
- Reduced block stun of 2nd hit by 4F (On block -9F)
• Megaton Drop - Damage 130->150
• Iron Gunman - Damage 130->150

Special move meter gain:
• Piston Gun: On hit 30+30+40(100)->15x3(45)
• Piston Gun (deviation): On hit 30+30(60)->15x2(30)
• Rocket Uppercut (H): On hit 20+20(40)->25x2(50)
• Megaton Earthquake: Whiff 15->10/On hit 20x2(40)->15x2(30)
• Gigaton Punch: Whiff 15->0/On hit 40->55

Lars Alexandersson

• Close LK - Startup 5F->4F
• Close HP - Startup 10F->5F
• Close HK - Push back on block when used in boost combo reduced
• Far LP - Startup 6F->5F
• Far MP - Area around arm is invincible against air attacks
• Far MK - Changed entire motion slightly
- Added 5F to boost combos (On hit -3F/On block -7F)
• Far HP - Startup 13F->11F
- Removed 5F from boost combos (On hit +2F/On block -4F)
- Hit box enlarged
• cr. LP - Hit stun 8F->7F
- Startup 5F->4F
• cr. MP - Push back on block when used in boost combo reduced
- Added +5F (On hit -4F/On block 8F)
• cr. MK - Push back on block when used in boost combo reduced
- Added 4F to boost combos (On hit -5F/On block -9F)
• cr. HP - Damage 50+50(100)->70+20(90)
- Push back on block when used in boost combo reduced
- Added 6F to boost combos (On hit -6F/On block -12F)
- After 2nd hit can transition to launch attack, cross rush
• Storm Axle - Damage 70->90
• L. Lightning Screw - Damage 40+50(90)->70+60(130)
• M. Lightning Screw - Damage 50+50(100)->80+60(140)
• H. Lightning Screw - Damage 60+50(110)->90+60(150)
• Lightning Screw - Reduced float when 1st hit connects midair
• Lightning Thrust - Damage 100->120
- Projectile invincible until hit box disappears
• Rising Storm - Damage 70->90
• Avalanche Spike - Damage 100->130
- Move attack property changed from high to mid
• L. Dynamic Entry - Attack Startup 21F->20F
• H. Dynamic Entry - Can be canceled into L, M, H, EX Silent Entry from 8F before move recovers
• EX Dynamic Entry - Reduced advantage on hit by 10F
- Damage 60->100
• EX Lock & Load - Midair combo counter usage changed to 1
- Damage 30->50
• EX Double Barrel - Midair combo counter usage changed to 0
- Hit stun reduced by 15F
• SHB - Damage 120->130
• Raging Thunder - Damage 150->130

Special move meter gain:
• Lightning Thrust: Whiff 15/On block 20/On hit 40
• Rising Storm: Whiff 5->15
• Avalanche Stomp: Whiff 5->10
• Avalanche Spike: Whiff 5->15
• Lightning Screw: On hit 40+40(80)->30+20(50)
• Dynamic Entry: Whiff 10->0/On hit 40->50
• Lock & Load: Whiff 5->10/On hit 40->20
• Double Barrel: Whiff 5->10/On hit 40->30
• Mjolnir: Whiff 5->15

Lei Wulong

• LK - Can be canceled by Snake only
• MK - Can be canceled by Drunken Master Walk only
• HP - Added 6F to boost combo (On hit -7F/On block -12F)
• cr. MP - Added 6F to boost combo (On hit -5F/On block -9F)
- Damage 60->50
• cr. MK - Added 6F to boost combo (On hit -5F/On block -9F)
• cr. HP - Damage 90->75
• j. LP - Hurt box reduced
- Hit box enlarged
• Vertical j. MP - Hurt box reduced
• Vertical j. HK - Hit box enlarged
• (Drunken Master Walk) LP - Reduced hit stun by 15 (On hit +5)
• (Drunken Master Walk) LK - Reduced hit stun by 10 (On hit ±0)
• (Drunken Master Walk) MP - Reduced hit stun by 25 (On hit +2)
- Reduced push back on block on hit
• (Drunken Master Walk) MK - Startup 10F->7F
- Reduced hit stun by 15 (On hit -1)
- Upper body is invincible against air attacks
- Midair hit causes knockdown
• (Drunken Master Walk) HK - Hit causes vertical float knockdown
- Reduced by 8F (On block -14)
- Move back distance is same as back turn kick of Drunken Fox Combination
• Drunken Rapid Fists - Added forward movement
• Drunken Fox Combination - Reduced 2nd hit by 37F (On hit ±0)
• Staggering Slide - Reduced by 27F (On block -15)
- Attack properties changed from high to low
• Tiger Sip Blow - Reduced by 14F (On block -10)
- Reduced push back on block and hit
• (Back Turn) LP - Hit stun reduced by 3F (On hit +8)
• (Back Turn) LK - Hit box reduced
• (Back Turn) MP - Hit stun reduced by 5F (On hit +6)
• (Back Turn) HP - Reduced push back on block and hit
• (Back Turn) HK - Invincible against air attacks
- Reduced by 5F (On block -5)
- When 3rd and 4th hit frames connect with midair opponent, causes similar float to Reverse Double Kick on hit
• Sailboat Stretch - Damage 120->130
• Closing Fan - Damage 120->130
• Panther - Hurt box reduced
- Walk speed changed to be same as Ryu forward walk
• Panther's Scratch - Can be canceled
• (Snake) LP - Startup 5F->3F
• (Snake) LK - Reduced by 3F (On hit +3F/On block -1F)
• (Snake) MP - Startup 8F->6F
- Block stun increased by 2F (On block +2F)
• (Snake) MK - Increased active hit frames (5F)
• (Snake) HP - Counter hit causes crumple
• (Dragon) LP - Can be canceled by Dragon's Spite
• (Dragon) LK - Reduced by 3F (On hit +3F/On block -1F)
• (Dragon) HP - When it connects it causes same float effect as last hit of Snake Bite Combo
• Tiger - P attack, hit stun of K attack, block stun, push back on block, all changed to be same as current H. version
• (Tiger) P - Active armor frames lengthened (10F)
- Counter hit causes wall bounce
- Damage 70->100
• Double Tiger Palm - Hit box enlarged
- Startup 14F->10F
- Block stun increased by 3F (On block +2F)
• (Tiger) K - Can be canceled by Double Tiger Palm only
• (Dragon) HP - Combo count usage changed to 2
• Comet Kick - Block stun reduced by 3F (On block -6F)
• Guard Cancel - Startup 9F->6F
- Landing recovery reduced by 7F
- Hit box enlarged

Special move meter gain:
• Reverse Lotus: Whiff 10->15
• Floating Lotus : On hit 40->15
• Comet Kick: Whiff 10->15
• Comet Strike: Whiff 5->10/On hit 40->30
• Tornado Kick: On hit 20->30
• Tornado Kick (deviation): Whiff 5->15/On hit 20->15
• Spinning Headbutt: On hit 40->50
• Drunken Fall: On hit 40->50
• Tiger Sip: Whiff 5->10
• Tiger Sip Blow: Whiff 5->15/On hit 30->40
• Double Tiger Palm: Whiff 15->20/On hit 40->60
• Leaping Crane: On hit 15+15(30)->30x2(60)
• Orchid Palm: Whiff 15->0/On hit 40->60

Kalyx triaD
10-26-2012, 01:12 AM
And there you go.

Fignuts
10-26-2012, 01:12 AM
Do not like the Julia changes.

Kalyx triaD
10-26-2012, 01:14 AM
Aside from losing Cammy's jump cancel loop, I'm happy with everything. I'll let Nina losing her gdlk HK cross up slide too. Asuka should be a boss now, and Christie will be slightly more aggressive. Lei got some nice stuff too.

Fignuts
10-26-2012, 01:30 AM
I will really miss my 1 frame super with Julia. Wonder if it's even possible to combo into it off pandora with the added frames.

Kalyx triaD
10-26-2012, 01:48 AM
If it doesn't work you have four extra seconds to make up for it.

Kalyx triaD
10-28-2012, 02:49 PM
Well as it turns out the Halloween costumes that were said to drop in December with the update, are in fact Halloween costumes and will drop on the 30th. Could have sworn they said they'd drop with the update but this is the best kind of miscommunication.

I played online yesterday and needless to say I've whatever spark that made me somewhat competent at this game. Gotta train myself back up. In semi related news my TTT2 record is a damn shame. People are animals in that game.

Fignuts
10-28-2012, 06:56 PM
We need to throw down in those games.

Kalyx triaD
10-28-2012, 07:06 PM
Yes very.

Kalyx triaD
10-29-2012, 02:34 AM
Fuckin A. Details later.

Fignuts
10-29-2012, 02:40 AM
Ugh.

That last match was embarrassing. Totally fell apart after the second round.

Kalyx triaD
10-29-2012, 03:53 AM
They were fun, though. Getting that rust off was good. I could see in real time shit coming back to us. Lei was doing nothing for me and I picked Guile just to play with Sonic Boom a little. I love Christie.

Emperor Smeat
10-30-2012, 04:17 PM
Capcom finally admits they goofed up when they took out the free characters for the Vita version without informing people about it. Lots of complaints by Vita owners of the game when they found out Capcom pulled a bait-and-switch move once they bought their game.

Capcom went so far to even lock out people who bought the characters on the PS3 from using them on the Vita version.

Although Capcom is fixing the mess by giving away the free characters for both the physical and digital versions of the game.
http://www.screwattack.com/news/capcom-explains-how-they%E2%80%99re-going-resolve-sfxt-dlc-debacle

Kalyx triaD
12-09-2012, 04:36 AM
<iframe width="560" height="315" src="http://www.youtube.com/embed/ijkXlbGo-M8?rel=0" frameborder="0" allowfullscreen></iframe>

Very excited.

Also Lars is now part of my stable. He is badass.

Kalyx triaD
12-11-2012, 05:05 AM
Why do I make mistake at the tail end of a match dammit!?

Fignuts
12-11-2012, 05:18 AM
You like to pressure. Maybe you just get over excited?

I always try and stay cool, no matter how good or bad I'm doing.

Kalyx triaD
12-11-2012, 05:59 AM
If I can try and isolate my biggest issues:

- I freak the fuck out, still, when people are right next to me. This may seem ironic considering my tactics, but there's a world of difference between me initiating close combat and it being out of my control. My careless whiffed reversal attacks show this.
- Once I get a groove on, I tend to screw tagging to go for the kill. This costs me much in a game where combos are the penalty for one bad guess. I need to respect the lifebar more than my perceived momentum.
- I don't trust a random attack enough to convert to a boost combo. Funny thing is I land random normals all the time, but when I want to go into the full boost combo I bomb. This is especially true with Sakura and Nina.
- I keep forgetting you can go into EX Specials, Supers, and Team Supers right from the boost combo Marvel style. And for that matter I should end more combos with supers anyway.

#BROKEN Hasney
12-12-2012, 01:37 PM
Currently £7.49 on Steam.

It's worth that much, even if it is already a few patches behind.

Fignuts
12-16-2012, 03:57 AM
If I can try and isolate my biggest issues:

- I freak the fuck out, still, when people are right next to me. This may seem ironic considering my tactics, but there's a world of difference between me initiating close combat and it being out of my control. My careless whiffed reversal attacks show this.
- Once I get a groove on, I tend to screw tagging to go for the kill. This costs me much in a game where combos are the penalty for one bad guess. I need to respect the lifebar more than my perceived momentum.
- I don't trust a random attack enough to convert to a boost combo. Funny thing is I land random normals all the time, but when I want to go into the full boost combo I bomb. This is especially true with Sakura and Nina.
- I keep forgetting you can go into EX Specials, Supers, and Team Supers right from the boost combo Marvel style. And for that matter I should end more combos with supers anyway.

Also, when the match gets down to the wire, you get a bit predictable. I've hit you with a few wake up ultras in our time playing against one another, but they were never random desperation moves. Always been 100% certain they would connect, because you always go for wake up pressure when you're close to winning.

Gotta say, the worst part about Capcom's mismanagement of the game, and it's subsequent bad sales, is that there probably won't be a sequel. Which means this is the only game we'll ever see the tekken movesets in. Sad, because they are really fun to play with, and I'm interested in how other tekken characters would transfer over.

I suppose if Tekken X Street Fighter does well enough it might happen, but that might take a miracle.

Kalyx triaD
12-16-2012, 04:19 AM
Also, when the match gets down to the wire, you get a bit predictable. I've hit you with a few wake up ultras in our time playing against one another, but they were never random desperation moves. Always been 100% certain they would connect, because you always go for wake up pressure when you're close to winning.

You're pretty much on the money here, and I have been addressing it in recent offline sessions with Khuntry and others (sorry for missing the invites, when you see me on and I don't reply, it's definitely because we're throwing down).

At the start of a match or when it starts heating up, I will lay down smart pressure and mix-ups. I back down when your meter's full, and I keep jump arcs in mind. Then toward the end I hear Shao Khan yelling "Finish Him!" and I blank out charging at people. Funny thing is in SSF4 where the 'wake up ultra' trend began, by desperation or intentional, I respected it. Now I make really bad gambles.

What I'm focusing on right now:

- Tag often, regain life. I cannot wait til after 50% or worse when I'm flashing to tag. It just saves a wounded horse that will do me no favors later on.
- Tunnel my SSF4 Cammy viciousness. Nowadays I switch it up for no apparent reason and I need to go back to playing it straight until the enemy convinced me he's adapted.
- Hit the lab. I've been playing Lars mostly by ear and I need to put some tricks into muscle memory. He's starting to click but not enough for me to react correctly under certain circumstances. Lei as well. I've also developed an interest for Bryan.
- Give Xiaoyu another chance, I miss Chicken Head.
- Capitalize on confirms. I've already begun this, but it's embarrassing that it's starting after all this time. Lars is 200% more dangerous when I cancel into his specials.

Gotta say, the worst part about Capcom's mismanagement of the game, and it's subsequent bad sales, is that there probably won't be a sequel. Which means this is the only game we'll ever see the tekken movesets in. Sad, because they are really fun to play with, and I'm interested in how other tekken characters would transfer over.

I suppose if Tekken X Street Fighter does well enough it might happen, but that might take a miracle.

I also wondered if this game's oddly innovative move-set philosophy would carry over to something else. If not SFxT2, or dare I say SF5, then at least a new IP. I love the more mix-up heavy nature as opposed to 'poke, sweep, jump, confirm into special/super'. It's motivated me to rewrite the system for "V. Arts".

We'll meet online this week, for training sessions; and it has been a long time since we teamed up.

Fignuts
12-16-2012, 04:27 AM
I could almost see Capcom adapting some of the Tekken movesets into a brand new fighter for a new Street Fighter game, but even that seems a stretch.

Also, I'm down to play this week but I'll be on late. Prolly like midnight, your time.

And we need to throw some Tekken Tag 2 in there somewhere. Need to test out my Kunimitsu. I was winging it with her last time, but now I've got a feel for her combos and stuff.

Fignuts
12-16-2012, 04:29 AM
Bryan is fun, but he's pretty tough to use. Not Makoto tough, but you know.

Kalyx triaD
12-16-2012, 05:26 AM
Yeah his normals are pathetic. Gonna need to be creative with him.

Drakul
12-16-2012, 07:35 AM
I've been wanting to play this but I just can't bring myself to it. Feel like I'd probably get so stressed playing the game right now.

RoXer
12-16-2012, 11:30 AM
Roxer, you should give Street Fighter X Tekken another chance. The online play is way better now. No more lag or annoying sound issues.

Akuma still sucks, I guess, but there are lots of other great characters.

Let's jump back in this sometime this week Drakul, you and me. Let's see if Fignuts is right. I doubt he is.

Kalyx triaD
12-16-2012, 05:18 PM
The online did get better. Akuma has his uses, Zangief as well. You boys come back!

I just redid most of my gem loadouts for all of my characters. Took how I currently use each character into account.

Blitz
12-16-2012, 06:50 PM
I will get bodied so badly when I come back to this.

Kalyx triaD
12-16-2012, 08:47 PM
Probably, but bring it!

Drakul
12-17-2012, 03:05 AM
I probably wont be about until Wednesday at the earliest.

Not really related but I want to make my own Sodom T-shirt. Have it orange with large blue text on the front that reads

DIE
JOB
DEATH
CAR?

with a blue sillouette of his mask above it. Seems like too much work to find the right image and t-shirts cost something like £30 or $60 or something.

Kalyx triaD
12-17-2012, 03:10 AM
You a Sodom fan?

Drakul
12-17-2012, 03:15 AM
I played the Alpha games on my Ps1 when I was younger and, even though I didn't focus as much as I do now, I enjoyed guys like Sodom and Birdie. Prefer Sodom to Birdie, though.

Big and slow has always been my "style".

Kalyx triaD
12-18-2012, 11:38 PM
Face me!

Kalyx triaD
12-19-2012, 01:43 AM
I'm in that metamorphosis stage where my old habits want very badly to subdue my new, better ones.

Fignuts
12-19-2012, 01:54 AM
I think a part of the reason I'm getting wins, is because you only use a small handful of characters, whereas I use over half the roster, so I don't have to adapt to new strategies as much as you do.

Kalyx triaD
12-19-2012, 01:59 AM
I'd settle for Julia being a bitch.

Fignuts
12-19-2012, 02:05 AM
That too. Replacing ryu with hachi on that team makes her even worse. Lotsa damage they can pull off together.

Kalyx triaD
12-19-2012, 02:44 AM
The 16hit combo was demoralizing.

Fignuts
12-19-2012, 04:26 AM
Yeah, I've been working on that one for a while. Second half of the combo only works in the corner, but the first half pushes you pretty far, so it doesn't have to start there.

I enjoy hitting those 3 bar tag cancel combos, a lot more than super arts or cross arts.

Kalyx triaD
12-19-2012, 05:21 AM
Did that maybe once ever.

Kalyx triaD
12-21-2012, 12:08 AM
Fucking love my new Gem set-ups.

I put Christie thru the lab and took her online. She's improved on the combo front. Also put some work on Lars, particularly finding uses for his EX dodge and his Jaguar Kick thing.

Getting closer to finally breaking a 1000bp. Can't believe I had such a hard time winning in Ranked.

Drakul
12-21-2012, 12:24 AM
Ranked was one of the reasons my interest in this game ended so fast. It felt so uneven, in favour of Tekken. I would get genuinely worked up over it and I'm usually pretty laid back when I lose.

I wouldn't be surprised if the 2013 update gave the Tekken cast rifles. Let them cut to the chase with a one hit kill.

Kalyx triaD
12-21-2012, 12:45 AM
Like I said before this game is not soft on Tekken characters, it takes some practice to make them work in what is, in the end, a slightly modified Street Fighter game. There's Tekken players who wish the game had more Tekken cues in there.

Kalyx triaD
12-21-2012, 12:46 AM
As a player of both Street Fighter and Tekken, I promise you this game is Street Fighter first, Tekken way second.

Fignuts
12-21-2012, 12:51 AM
Kalyx.

Put on the suit.

Kalyx triaD
12-21-2012, 12:53 AM
Buddy's on his nightly Madden binge.

I may be on in the wee hours.

Fignuts
12-21-2012, 12:54 AM
I got up to 2500 in ranked playing on a team with this other guy. It's hard at first to play on a team, but once you get in sync, you become formidable, as your opponent has to take into account two different play styles.

Kalyx triaD
12-21-2012, 12:59 AM
We should do that.

Drakul
12-21-2012, 01:03 AM
Why does it seem Tekken guys have an answer for everything and it genuinely feels like they have an advantage over SF?
They can beat SF moves, they can do combos on a whim that sap a level of HP I'd need to use all three Ultra bars with Zangief & Hugos double team Ultra to accomplish.

It's as if Capcom are being self depricating. They've made the visting team look untouchable while they look weak and under equipped.

Kalyx triaD
12-21-2012, 01:12 AM
Why does it seem Tekken guys have an answer for everything and it genuinely feels like they have an advantage over SF?

Funny you say that since the upcoming update addresses several weaknesses of the Tekken roster.

They can beat SF moves, the can do combos on a whim that sap a level of HP I'd need to use all three Ultra bars with Zangief & Hugos double team Ultra to accomplish.

Khuntry uses Hugo and Gief. Long story short; you're incorrect. Also, pimp those Gem loadouts.

Your experience isn't an accurate representation of how the actually is. Face Fignut's Juri or Ryu and tell me the SF characters are weak. Face Khuntry's Rolento and Ryu. Face my Cammy and Ken.

And how are you of all people not giving Murdok, King, and Jack X a try?

Drakul
12-21-2012, 01:19 AM
I'm a Jack X guy. I remember the first time I used his ultra and thinking his ultra did a lot of damage. Even for a big guy.
I tried Marduk but never had enough time to actually get familiar with him.
King, I've not really bothered with.

Fignuts
12-21-2012, 01:24 AM
I actually did give Marduk and Jack a try. No reason I haven't gone back, just focusing on others .

You already know my King is pretty tight. I suspect he's not picked very much because he's difficult to use effectively. It's so worth it, though, because his moveset is just really fun. Love hitting power bombs and shining wizards on people.

Funny you say this, as I was thinking about picking up more characters.

Kalyx triaD
12-21-2012, 01:25 AM
Did you ever experiment with Gems?

Fignuts
12-21-2012, 01:25 AM
Also, PM me on here, when you jump on live. I'll meet you on there.

Fignuts
12-21-2012, 01:26 AM
I've barely even touched Gems since I initially set them up back in march. Haven't bought any of the new ones.

Kalyx triaD
12-21-2012, 01:37 AM
I'll never buy Gems, they got me twisted. Fuck that.

Fignuts
12-21-2012, 01:38 AM
Why does it seem Tekken guys have an answer for everything and it genuinely feels like they have an advantage over SF?
They can beat SF moves, they can do combos on a whim that sap a level of HP I'd need to use all three Ultra bars with Zangief & Hugos double team Ultra to accomplish.

It's as if Capcom are being self depricating. They've made the visting team look untouchable while they look weak and under equipped.

Can honestly say that I've not noticed this. I've been bodied by just as many experienced SF players as I have tekken players. I myself use a good mix of tekken and SF, and the results don't end up favoring one over the other.

Fignuts
12-21-2012, 01:42 AM
Oh, and fuck Khuntry's Rolento. Fuck everyone's Rolento, for that matter.

I don't even know how playing as him can be fun. Just repeatedly throwing out the same, ultra fast, completely safe poke until it hits, and then doing the same combo, only sometimes ending it with a super.

That's the one character I really have a problem with. Hugo can be really cheap as well, but I can deal with it if I have the right characters. Rolento though...

Fuck Rolento.

Kalyx triaD
12-21-2012, 02:50 AM
Dhalsim makes me hate black people.

Kalyx triaD
12-21-2012, 02:50 AM
It's about to go down people.

Kalyx triaD
12-21-2012, 03:17 AM
Things are getting interesting.

Kalyx triaD
12-21-2012, 03:27 AM
Paid gems are gay.

Kalyx triaD
12-21-2012, 03:42 AM
Blanka can suck a dick. Blitz is here. Let's rock.

Drakul
12-21-2012, 04:31 AM
Actually would join in but I'm going to be going out into wind and rain in about twenty minutes.

Kalyx triaD
12-21-2012, 04:37 AM
It's about done anyway.

Kalyx triaD
12-21-2012, 04:55 AM
I'm just gonna stop Canon Spiking on wake-up, even if I miss a sure hit.