sfxt_megaman01

Street Fighter X Tekken – Le patch 2013 détaillé pour Toro, Megaman, Kazuya, Nina, Julia, Marduk, King et Bob

Comme promis Capcom a dévoilé aujourd’hui la suite du changelog de Street Fighter X Tekken 2013. Contrairement à ce qui était prévu, ce ne sont pas tous les personnages qui sont détaillés mais un premier groupe composé de Toro, Megaman, Kazuya, Nina, Julia, Marduk, King et Bob.

Et vous allez le voir ci-dessous, il y a déjà de quoi lire et commenter.

 

[tabs slidertype= »left tabs »] [tabcontainer] [tabtext]Toro[/tabtext] [tabtext]Megaman[/tabtext] [tabtext]Cole[/tabtext] [tabtext]Kazuya[/tabtext] [tabtext]Nina[/tabtext] [tabtext]Marduk[/tabtext] [tabtext]King[/tabtext] [tabtext]Bob[/tabtext] [tabtext]Julia[/tabtext] [/tabcontainer] [tabcontent] [tab]

  • L/M Shoryuken – Reduced block stun by 10F – Lessened screen freeze by 5F

Special move meter gain:

  • Shoryuken: On hit 40->30
  • Tatsumaki Senpukyaku: whiff 20->10/On hit 40->30
  • Airborne Tatsumaki Senpukyaku: whiff 20->0/On hit 40->35
  • Joudan Sokutogeri: whiff 15->10/On hit 40->30
  • Hadoken: whiff 10->0/On hit 40->30

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  • Close HP – Reduced startup from 10F->5F
  • Close HK – Lower half of the body now invincible against airborne attacks
  • Far MP – Can now be cancelled
  • Far HP – Can now be cancelled – Reduced startup from 10F->5F
  • Far HK – Lower half of the body now invincible against airborne attacks
  • Ice Slasher – Increased frames bi 1F on hit (On hit +4F)
  • Thunder Beam – Decreased damage from 80->60
  • Mega Uppercut – Decreased damage from 120->85
  • Mega Buster – Decreased damage from 80->65
  • EX Mega Buster – Increased damage from 80->150

Special move meter gain:

  • Ice Slasher: whiff 15->5/On hit 40->20
  • Thunder Beam: whiff 15->5/On hit 40->20
  • Mega Uppercut: whiff 15->5/On hit 40->30
  • Mega Buster: whiff 15->0/On hit 40->30

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  • Command change – Changed command for Shock Wave from « 41236+P » to « 63214+K » – Changed command for Ionic Vortex from « 41236+PPP » to « 63214+KKK » – Roll Attack « 6+HP » no longer activates with « 3+HP »
  • HP – Reduced frames by 2F (On hit +8F/On block +3F) – Push back on block reduced
  • cr. HP – Can now be cancelled
  • Sliding Combo (successful) – Reduced frames by 5F on hit – Reduced frames by 15F on block – Now launches straight upward on hit
  • Shock Grenade – Increased overall frames from 38F->43F
  • Shock Wave – Push back on block reduced
  • EX Amp Combo – Now has same move value as H Amp Combo

Special move meter gain:

  • Amp Combo: whiff 0->10/On hit 40->20
  • Amp Combo Follow Up 1: whiff 0->5/On hit 40->15
  • Amp Combo Follow Up 2: whiff 0->10/On hit 30->20
  • Thunder Drop: whiff 0->10
  • Shock Grenade: whiff 0->5
  • Lightning Hook: whiff 0->10/On hit 30->60
  • Shock Wave: On hit 40->50

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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)

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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°)╯︵ ┻━┻

2 réflexions au sujet de « Street Fighter X Tekken – Le patch 2013 détaillé pour Toro, Megaman, Kazuya, Nina, Julia, Marduk, King et Bob »

  1. Allez hop, commentaire composé sur les changements de Nina.

    Nerfs de hurtbox : Nina a un bon jeu de midrange mais pas meilleur que les persos à boost combo pété (Julia, Chun etc). Avec le nerf général des boosts combo, j’imagine qu’il fallait rendre tout ça plus punissable, en particulier pour les persos qui ont des normaux un peu moyens. Dans l’ensemble, pas sûr que ça change grand chose.

    cr. LK – Startup 5F->4F Hit box reduced. Le 3 frame de Nina n’a pas beaucoup de portée, et l’intérêt du 2lk c’est de pouvoir glisser un boost combo pour sortir des pressings. A voir à quel point ils ont réduit la hitbox.

    cr. MP – en soit pas le coup le plus utile de Nina mais le buff de frame advantage est intéressant : vu que le coup est spécial cancelable, il y a peut être moyen de créer de nouveaux pressings en cancellant le cr.MP par un dash normal ou spécial. A tester.

    cr. MK – Startup 7F->6F appréciable mais je doute que ce soit très significatif.

    cr. HP – Startup 8F->5F – Damage 90->80 -3 frames de startup, wow. ça veut dire que Nina peut désormais linker c.HP xx HK Geyser derrière un s.MP, ça va lui permettre de faire bien plus mal en hit confirm.

    j. MK – Can crossup now
    j. HK – Cannot crossup anymore
    Meh. Le HK permettait des crossups bien ambigus (mais qui whiffaient facilement) ; en plus, le jHK est un coup très prio et qui offrait des safes jumps, donc c’était un peu la fête. A voir si le jMK reste ambigu ou pas.

    Spider Knee : Increased forward movement. Pour que le coup passe mieux à la fin du tekken string à max range, j’imagine. ça reste un coup vraiment pas terrible de toute façon.

    Blonde Bomb : buff du frame advantage de 1f : pas bien sûr de l’utilité, personne n’utilise le blonde bomb en dehors des combos. Peut-être pour donner un moyen de tag out en faisait blonde bomb en garde-> tag cancel ?

    Geyser Cannon (L) – Startup 15F->8F – From 6F onward move is invincible against air attacks – Hit box enlarged
    OMG. Nina avait du mal à anti-air les crossup mais là ça devient carrément la fête. ça veut dire 350 dmg d’assurés sur un anti-air, meterless. Ils ont rendu le Geyser LK moins safe aussi, mais franchement osef.

    EX Geyser Cannon – Block stun reduced by 3 (-10 on block) : le pif de Nina rendu moins safe, c’est légitime.

    Buffs de dégats : Nina est déjà un perso qui a un bon damage output, là ça devient violent. Le Geyser HK en particulier devient très intéressant, le problème c’est que le coup est difficile à placer en juggle car il whiffe facilement, mais pour 100 dmg ça mérite de revoir ses combos.

    Donc dans l’ensemble le perso devient bien meilleur ! Il fait plus mal et surtout gagne un anti-air violent, en tout cas sur le papier. Le perso se rapproche de plus en plus dans l’esprit de la Sakura de SF4 : bons footsies, des combos qui font mal et un anti-air dissuasif. Nina va devenir un perso à surveiller, imho.

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