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Street Fighter X Tekken – Le patch 2013 détaillé pour les persos Street Fighter

Capcom Unity vient de publier le premier changelog pour SFxT. Il ne comprend « que » les personnages de Street Fighter et comme vous allez le voir ci-dessous, il y  a un sacré paquet de changements et Capcom ne s’est pas trop moqué de nous. Vous noterez que chaque personnage possède des changements quand au gain de barre de Super.

Le but selon le community manager UK, est de limiter les abus de chargement de barre via le dash cancel à distance. Pour ne pas non plus trop réduire la quantité de barre gagnée, beaucoup d’attaques en font gagner plus qu’avant, mais uniquement si le coup touche. Le but est d’encourager les joueurs à se taper dessus, sans quoi ils resteront sans barre. Couplé à la vie rouge qui remonte moins vite, cela devrait limiter les Time Over.

Les boost combos (le chain suivi d’un launcher automatique) sont également moins safe, que ce soit les coups Moyen ou Fort. Le but est de limiter le spam de chains très faciles à faire qui ne sont pas toujours dangereux et d’obliger les joueurs à hit confirm les coups légers avant de balancer le reste.

 
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  • 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

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  • 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)

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  • 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

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  • 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

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  • 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

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  • 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)

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  • 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)

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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)

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  • 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)

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  • 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)

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  • 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

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  • 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

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  • 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)

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  • 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)

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  • 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

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  • 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)

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  • 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

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  • 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

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  • 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

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  • 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)

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  • 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

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Publié par

Neithan

Neithan est le fondateur et grand chef de Bas Gros Poing. Quand il n'est pas en train de parler de sa passion pour Guilty Gear il se prend à croire qu'il peut changer le monde et manger des gateaux. (╯°Д°)╯︵ ┻━┻

9 réflexions au sujet de « Street Fighter X Tekken – Le patch 2013 détaillé pour les persos Street Fighter »

  1. Bon allez quelques commentaires sur les persos que je connais :
    Cammy : plus de pushback et moins de frame advantage sur le close LP, Cammy ne pourra plus presser à l’infini en faisant walk-jab.
    Elle perd également ses mixups à base de jump cancel->crossup, et ses boosts combos safes en footsies. Des changements bienvenus, qui vont obliger les joueurs à jouer plus intelligemment et pas se contenter d’abuser des phases garanties/safe du perso.

    Chun : probablement un des persos qui va souffrir le plus de la perte des boosts combo safe. Elle ne peut plus comboter derrière saut HP HP en air to air, du coup ça devient moins risqué de sauter contre elle. Le perso restera correct je pense, mais il faudrait avoir l’oeil pour placer ses boosts combo en whiff punish et pas simplement les spammer à mi-distance.

    Cody : ils ont complètement flingué son 2lk qui était, il faut bien dire, surpuissant. Pas de quoi détruire complètement le perso mais il va falloir revoir la manière dont il se joue.

    Guile : perd ses boosts combo safes, perd le flashkick cancel safe. Comme tous les persos, il perd ses aspects les plus stupides. Comme pour Chun, il va falloir devenir bon en zoning/footsies pour en tirer quelque chose. Pas convaincu qu’il reste très haut dans la tier list.

    Hugo : nerf du body press : le perso perd son short jump qui était son principal outil d’agression, ouille.
    nerf des frames d’armor du lariat : nerf très violent, le perso devient gratuit à la relevée, et aura beaucoup plus de mal en footsies où il pouvait en abuser pour contrer les pokes adverses.

    Juri : nerf du c.HP qui était un des gros points forts du perso, un anti-air magique qui ouvrait sur de gros combos. Il faut voir à quel point ils ont nerfé la hitbox.

    Ken : Seul le MK Shoryuken reste invincible mais ils ont nerfé le blockstun, ce qui veut dire plus de shoryu cancel safe. Nerfé la hurtbox du air tatsu, plutot une bonne chose si on peut plus facilement le punir en whiff (avant on se faisant facilement casser quand on essayait de taper dedans)

    Rolento : nerf des boosts combo, nerf de la vie, nerf du crossup, nerf des rekkas. Encore un perso qui était très centré sur le whiff punish et l’abus des boosts combo safe qui va devoir se jouer plus intelligemment. J’espère que le crossup MK n’est pas trop nerfé, que le perso garde quand même une ouverture de garde.

    Ryu : plus de shoryu cancel safe. Ouf.

  2. Des nerfs assez incompréhensibles pour Blanka, pour son 2HP par exemple qui était déjà suffisamment unsafe comme ça. Pareil pour sa vertical roll ou les autres, je ne comprend pas.
    Et à côté, ils ne lui ont rien donné de significatif, pas plus de possibilités de juggles/combos/dégâts ce qui est son gros problème…

    Ryu a l’air d’avoir pris super cher.

    Ça me fait penser à l’AE ce rééquilibrage : nerf, nerf, nerf etc… je trouve ça pas terrible dans l’ensemble.

    Curieux de voir la suite, surtout pour Paul et Yoshimitsu.

    1. Faut pas essayer de les comprendre, l’équipe de dev sont une bande d’idiot, ils nerf de façon complément illogique et fantaisiste.

      J’ai vu une interview d’ono sur Nolife pour SfxT, le journaliste lui a demandé si ils avaient pas peur que les perso d’Sf soit plus fort que ceux de Tekken et Ono a répondu la chose suivante:

      « tel que je connait mes gas, j’ai bien peur que sa soit en fonction de la préférence du perso »

      Donc avec des dev qui pensent de façon aussi fantaisiste, quand tu vois toutes les saloperies qu’il y a dans SFIV, sa n’a rien d’étonnant qu’ils équilibrent leur jeux de manier injuste.

  3. De toute manière c’est la base de capcom maintenant.

    Première version, Ryu fort pour attirer des joueurs.

    Et puis version après version nerf sur nerf, alors qu’on a même pas atteint la moitié du quart du potentiel des autres persos…

    Cela dit on crache pas mal sur ce jeu mais pour moi ça reste tout de même un jeu beaucoup plus intéressant à jouer qu’un KOF XIII.

  4. « Cela dit on crache pas mal sur ce jeu mais pour moi ça reste tout de même un jeu beaucoup plus intéressant à jouer qu’un KOF XIII. »

    Faut pas comparer ce qui n’est pas comparable. KOF XIII est un chef d’oeuvre qui n’est pas reconnu à sa juste valeur.
    SFXT est peut-être beaucoup plus fun à jouer mais certainement pas beaucoup plus intéressant. Après ce n’est que mon avis.

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