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SFXTK Ver2013 Final Balance Updates Part 3, yet another DSR update

Dec 21, 2012 // Yuri Araujo

Another blog from Street Fighter producer Ayano-san is here! 

Happy holidays everyone! Christmas is upon us, and I hope that you’ll all get a great present from your loved ones. Perhaps it’ll be the PS Vita version of Street Fighter X Tekken? You’d have to do some catching up if that’s the case, but it’s the thought that counts!

Let’s move onwards with the SFXTK Ver. 2013 balance updates concerning the characters and the overall system. Once again, these updates are about tweaks or additional changes.

Lars
Far Standing LP
– Startup changed from 6 frames to 5.
– Pushback on hit and block increased.

Far Standing MP
– Area around the arm has been made invincible to air attacks.
– Bottom part of the hitbox has been increased.
– Startup changed from 9 frames to 7.

Far Standing MK
– Entire animation has been slightly tweaked.
– 5 frames added when used during a Boost Combo (on hit -3, on block -7).
– Startup changed from 15 frames to 13.

Far Standing HP
– Startup changed from 13 frames to 11.
– Decreased by 5 frames when attack connects (on hit +2, on block -4).
– Hitbox increased.

Avalanche Spike
– Damage changed from 100 to 130.

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

Avalanche Stomp
– Changed from a high attack to an overhead.

Cross Rush
– Forward movement distance extended.

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Alisa
Close Standing MP
– Startup changed from 7 frames to 5.
– Frames decreased by 2 (on hit +7).
– 5 frames added when used during a Boost Combo (on hit -3, on block -9).

Crouching MP
– Startup changed from 8 frames to 5.
– Pushback on block during a Boost Combo decreased.

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

Trigger Shuffle
– Until the first frame of the attack hitbox, this attack is completely invincible.
– Mid-air combo counter consumption for the first attack changed to 0.
– Stun damage changed.

Destructive Form Standing HP
– Hurtbox increased.

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

Hertz Blade Flare
– Damage changed from 60 to 80.

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Jack-X
Standing LK
– Startup changed from 6 frames to 5.
– 3 frame decrease on hit (on hit +1).
– Hitbox decreased.
– Hurtbox decreased.

Crouching MP
– Damage changed from 100 to 85.
– 3 frame increase when used in a Boost Combo (on hit -6, on block -10).
– Pushback on block decreased during a Boost Combo.

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

Mad Dozer
– Distance moved during the 2nd and 3rd hits has been decreased.
– Super Armor now activates between frames 25 and 39.
– Max charged attack now produces a wall bound.
– Max charged attack frames decreased by 15 (on block -10).

Megaton Earthquake
– Damage changed from 70 x 2 (140) to 50 x 2 (100).
– 4 frame decreased for the second attack on block (on block -9).
– Can now be blocked high.

Standing HK
– Pushback on block during a Boost Combo decreased.

Machinegun Blast
– Pushback on block decreased overall

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Bryan
Far Standing HK
– Startup changed from 17 frames to 14.
– Considered airborne starting from the 8th frame.

Crouching HP
– Active frames for the hitbox extended by 2 frames (now 5 frames).
– Damage for attack hitbox from frames 9 – 14 changed to 90.
– Will now hit opponents who have jumped above you.
– Startup changed from 10 frames to 7.

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

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

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Christie
Crouching HK
– Damage changed from 90 to 80.

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Lei
Jump MP
– Hurtbox reduced.

Jump HK
– Hitbox increased.

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

Snake stance Standing MP
– Startup changed from 8 frames to 6.
– 4 frames added to block (on block +2).

Dragon stance HP
– Hit effect floats the same height as the final hit of Snake Bite Combo.
– Mid-air combo count and count consumption has been tweaked.

Reverse Lotus LK
– When in Back Turn stance, as soon as Lei lands on the ground he’ll be able to move.
– Leaping distance tweaked so that Lei does not leap as high as before.

Back Turned stance
– Now moves quicker than before.

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MEGA MAN
Close Standing HP
– Startup changed from 10 frames to 5.

Far Standing HP
– Can now be canceled.
– Startup changed from 10 frames to 5.

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

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Pac-Man
Crouching HP
– On the 8th frame a hitbox that only connects with airborne opponents has been added.
– Frames decreased by 5 on hit (on hit ±0).
– Pushback on hit and block has been reduced.

Flip Kick HK
– Fully invincible from startup until the 8th frame.
– Opponent cannot quick recovery when knocked down.
– Damage increased from 120 to 130.

EX Flip Kick
– Fully invincible from startup until the 10th frame.
– Opponent cannot quick recovery when knocked down.
– Damage increased from 120 to 140.

EX Hip Attack
– Produces ground bound stun on hit.
– Now an overhead attack.
– Can now be canceled into other moves.

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Cole
Shock Grenade
– Overall frames changed from 38 to 45.

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Toro
Shoryuken LP/MP
– Frames decreased by 10 on block.
– Blockstun now lasts 5 frames less.
– Pushback on block decreased.

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System Changes
Pandora
– Now lasts 10 seconds instead of 7.
– Once activated the Cross Gauge will max out, but will not automatically replenish.
– The character that goes into Pandora will appear closer to their fallen partner.
– Frames decreased by 2 on activation.
– Damage is not dependent on remaining vitality, but is now 1.15 times more across the board.
– All characters will leave their freeze state at the same time.

Quick Combos
– Preset Combo 1’s entry will be cleared out so that even if it’s set it won’t activate.
– Present Combo 1’s set combo will be moved to Preset Combo 2.

Forward Recovery Roll
– A hurtbox will appear in the 7 frames when Forward Recovery ends, and the player will be able to block.
– A Forward Recovery Rolling character will be throwable in the 10 frames at the end of the roll and throw escapes will not be possible.

Normal Throws
– Startup changed from 7 frames to 5.
– Except for air throws, successful regular throws will now erase any recoverable damage on the opponent’s vitality gauge.

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

ID: 24 Immense Power Level 3
– Damage increase changed from 30% to 10%.
– Duration changed from 10 seconds to 20.
Note: Due to these changes, the name will change to Immense Power Level 1.

ID: 245 Proficiency Level 3
– Gauge Cost Reduction changed from Large to Medium.
– Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Proficiency Level 2.

ID: 62 Iron Wall Level 3
– Defense changed from 30%+ to 20%+.
– Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Iron Wall Level 2.

ID: 102 Fortitude Level 3
– Damage cut changed from Large to Medium.
– Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Fortitude Level 2.

ID: 190 Harmonize Level 3
– Vitality immediate recovery changed from Large to Medium.
Note: Due to these changes, the name will change to Harmonize Level 2.

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

Activation Conditions:
– Perform a Super Art
– A Super Art is performed

Whew! That was a pain to write!

Right now we’re preparing a full changelog of SFXTK Ver. 2013 changes, so once it’s ready we’ll release it publically.

Moving on, let’s talk Darkstalkers!

We’ve updated the Japanese Darkstalkers Resurrection site with information on the differences between Night Warriors: Darkstalkers’ Revenge and Darkstalkers 3, for those who needed the information. Check it out when you have time!

That’s it for this week, thanks for reading!