alisa

Street Fighter X Tekken – Le patch 2013 détaillé pour le système de jeu et les derniers personnages

Le dernier changelog est arrivé et détaille les changements apportés à  Lars, Alisa, Jax-X, Bryan, Christie, Lei, Kuro et Pacman. Mais surtout ils détaillent les changements apportés au système de jeu. Certains étaient déjà connus comme les gemmes moins voyantes, le « Fight » qui possède enfin un timing corrigé, la caméra qui bouge moins pendant le tag… Mais on apprend ici aussi que la roulade est désormais punissable pendant 7 frames avant que celui qui l’effectue ne puisse faire une action, la rendant plus risquée, et que le Pandora à gagné 3 secondes d’activations.

Système de jeu

  • Gem activation effects – Glowing effects toned down
  • « FIGHT » timing at the beginning of the round – Disappears before characters are able to move
  • Recoverable health color – Changed from dull white to orange color to increase visibility
  • Camera work – Camera no longer changes during the launch attack portion of a cross rush
  • Normal throws – Startup changed from 7F->5F
  • Guard cancels – Can no longer follow up with additional hits after connecting with a guard cancel move
  • Recoverable health speed – Speed of life recovery reduced to 1/3
  • BP table contents – BP table modified
  • Fortitude gem effects – Small:100 Mid:130->Small:80 Mid:110
  • Life Force gem effects – Small:80 Mid:100->Small:60 Mid:80
  • Harmonize gem effects – Small:60 Mid:80 Large:100->Small:40 Mid:60 Large:80
  • [ID:23] Immense Power Lv.3 – Attack 30%UP->Attack 10%UP Effect Time 10 secs->20 secs *Along with changes, name changed to Immense Power Lv.1
  • [ID:182] Harmonize Lv.3 – Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
  • [ID:189] Harmonize Lv.3 – Life recovery 80->Life recovery 60 *Along with changes, name changed to Harmonize Lv.2
  • Forward recovery roll – After a forward roll, hurt box appears 7F before any additional actions are possible (still throw invincible)
  • Cross Arts – Initial move damage changed from 100->150
  • Pandora – Timer increased from 7 secs->10 secs

[tabs slidertype= »top tabs »] [tabcontainer] [tabtext]Lars[/tabtext] [tabtext]Alisa[/tabtext] [tabtext]Jack X[/tabtext] [tabtext]Lars[/tabtext] [tabtext]Christie[/tabtext] [tabtext]Lei[/tabtext] [tabtext]Kuro[/tabtext] [tabtext]Pacman[/tabtext] [/tabcontainer] [tabcontent] [tab]

  • 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

[/tab] [tab]

  • 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 6×5(30)->8×5(40)
  • Destructive Form cr. LP – Damage 6×5(30)->8×5(40)
  • Destructive Form cr. MP – Startup 7F->6F
  • Clock Setting – Hit causes vertical float – Damage 30+15×4+50(140)->40+10×4+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 20×4(80)->15×4(60)
  • Hard Reset: Whiff 5->15/On hit 40+40+30(110)->15×3(45)
  • Eject Slider: Whiff 5->15/On hit 20->50
  • Thruster Right: Whiff 5->15/On hit 10×6(60)->8×6(48)
  • Thruster Left: Whiff 5->15/On hit 10×3(30)->20×3(60)
  • Double Cut: Whiff 15->0/On hit 5+5(10)->30×2(60)

[/tab] [tab]

  • 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+20×4(130)->50×5(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 70×2(140)->50×2(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)->15×3(45)
  • Piston Gun (deviation): On hit 30+30(60)->15×2(30)
  • Rocket Uppercut (H): On hit 20+20(40)->25×2(50)
  • Megaton Earthquake: Whiff 15->10/On hit 20×2(40)->15×2(30)
  • Gigaton Punch: Whiff 15->0/On hit 40->55

[/tab] [tab]

  • 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 40×2(80)->25×2(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)

[/tab] [tab]

  • Life – 900->950
  • Close/Far LP – Startup 4F->3F
  • 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 20×4(80)->25×4(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 5×7(35)->5×6+15(45)
  • Perch Flop Kick: Whiff 5->15
  • Front Stinger: Whiff 0->15
  • Wheel Kicks: Whiff 15->0/On hit 40+40(80)->30×2(60)

[/tab] [tab]

  • 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)->30×2(60)
  • Orchid Palm: Whiff 15->0/On hit 40->60

[/tab] [tab]Rien[/tab] [tab]

  • MP – Damage 60->50 – Added 5F to boost combos (On hit -3F/On block -7F)
  • cr. MP – Damage 60->50 – Hit stun reduced by 6F (On hit +3)
  • cr. HP – Hits only midair opponents on 8th frame – Hit stun reduced by 5F (On hit ±0) – Reduced push back on block and hit
  • L. Flip Kick – Reduced by 30F (On block -15) – Damage 120->70
  • M. Flip Kick – Reduced by 30F (On block -15) – Damage 120->70
  • H. Flip Kick – Completely invincible from startup until 8th frame – Cannot tech recover – Damage 120->130
  • EX Flip Kick – Completely invincible from startup until 10th frame – Cannot tech recover – Damage 120->140
  • EX Pac-Dot Attack – Hit stun reduced by 9F (On hit +6) – Damage 60+60(120)->40×2(80)
  • Hip Attack – Damage 80->120
  • EX Hip Attack – Hit causes floor bound

Special move meter gain:

  • Pac Stop: Whiff 0->10
  • Pac-Dot Attack: Whiff 15->0

[/tab] [/tabcontent] [/tabs]

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 le système de jeu et les derniers personnages »

  1. Les trucs importants à retenir dans le système de jeu :
    -buff des choppes : appréciable mais un peu timide imho. En gros le problème à l’heure actuelle : comme les choppes n’ont aucune portée, il faut systématiquement marcher quelques frames pour chopper. Comme en plus elles sortent en 7frames, le résultat est qu’il n’y a aucun vrai tick throw dans le jeu : à chaque fois que tu tentes une choppe, tu prends le risque de prendre jab jab jab ABC launcher. Comme en plus le jeu ne favorise pas l’okizeme, le risk/reward des choppes est très très mauvais. Du coup contre les persos qui n’ont pas de vrai mixups, la garde devient un peu trop puissante, en particulier si on joue un perso à 3frame pété (Cody anyone ?).

    -Guard cancels – Can no longer follow up with additional hits : l’alpha counter est pour l’instant un outil sous-utilisé parce que difficile. Mais il y avait à craindre qu’à l’avenir il devienne problématique qu’on puisse arracher la barre en tag cancellant un alpha counter : perdre 40% de barre pour avoir tapé dans la garde de l’adversaire, c’est pas franchement souhaitable si on veut favoriser le jeu offensif. Du coup, plus de combo après l’alpha counter.

    Recoverable health speed – Speed of life recovery reduced to 1/3 : très appréciable. Jusqu’à présent, dès qu’un perso arrivait à tag out on pouvait considérer sa vie rouge comme définitivement récupérée tellement ça allait vite, ce qui jouait dans le problème des time over.

    Nerf des gemmes de vie et de défense : toujours dans l’idée de lutter contre le time over, on nerf les gemmes qui rajoutent de la vie (c’était les gemmes les plus jouées)

    +7F de recovery sur la roll : probablement le changement le plus drastique. Rouler va devenir très risqué, si l’adversaire anticipe par un saut arrière c’est gros combo assuré.

    +50 dégats sur les furies level 3, on devrait en voir un peu plus maintenant.

    Pandora +3secondes : un des problèmes du pandora est que certains persos ne peuvent terminer leur combo par une super car l’animation prend trop de temps. Tout le monde réclamait que les animations freezent le timer, ça n’a pas été fait et c’est bien dommage. Pas sûr que ces 3 secondes suffisent pour les persos qui ont des super à rallonge.

    Sinon pas grand chose à dire sur les persos, à par qu’on appréciera le nerf du seismo de Jack-X.

Laisser un commentaire

Votre adresse de messagerie ne sera pas publiée. Les champs obligatoires sont indiqués avec *