Street Fighter X Tekken – Le patch 2013 détaillé pour d’autres personnages Tekken

Vous excuserez le manque de détail dans le titre mais le CSS allait exploser et Zekth allait me tuer si je les mettais tous. Cette fois-ci nous avons droit à Hwoarang, Steve Fox, Yoshimitsu, Raven, Kuma, Heihachi Mishima, Lili, Asuka Kazama, Marshall Law, Paul Phoenix, Ling Xiaoyu, Jin Kazama et Ogre. Comme d’habitude vos commentaires et réactions sont les bienvenus !

[tabs slidertype= »left tabs »] [tabcontainer] [tabtext]Hwoarang[/tabtext] [tabtext]Steve[/tabtext] [tabtext]Yoshimitsu[/tabtext] [tabtext]Raven[/tabtext] [tabtext]Kuma[/tabtext] [tabtext]Heihachi[/tabtext] [tabtext]Lili[/tabtext] [tabtext]Asuka[/tabtext] [tabtext]Law[/tabtext] [tabtext]Paul[/tabtext] [tabtext]Xiaoyu[/tabtext] [tabtext]Jin[/tabtext] [tabtext]Ogre[/tabtext] [/tabcontainer] [tabcontent] [tab]

  • 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

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  • 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

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  • 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 – 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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

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  • 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)

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  • 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

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  • 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)

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  • 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

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  • 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

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Toasty ! #51 : Bien Chaud et Chauvin

Cette semaine est placée sous l’ombre de la Paris Games Week, qui est sur le point d’ouvrir ses portes, et qui va accueillir les meilleurs doseurs européens pour le tournoi Street Fighter anniversaire !
C’est l’occasion de soutenir nos bastonneurs tricolores préférés qui veulent y gagner les milliers de dollars, des voitures de sports ou des abonnement à vie aux DLC de Capcom. A cette occasion TMDJC, Wellcook, Tibs et moi recevons Asenka, le Community Manager de Capcom en charge entre autres de l’organisation de l’evenement.

On n’oublie pas les rubriques habituelles, et pourtant on patauge un peu en l’absence de Jojozekil, qui nous a laissé livrés à nous même. Il lui a suffi d’un seul verre pour devenir trop sérieux lors d’une session de Street Deux, au point de prendre de manière personnelle les histoires des personnages. Il se faisait comme à son habitude exploser par un Guile, le mec serait sorti de l’écran, lui aurais confié son peigne et lui aurais dit :

Neuf mois plus tard, monsieur n’est plus disponible.

Vous auriez du le voir préparer son Chanko il y a quelques semaines, après ses multiples défaites contre un Honda un peu trop fort pour lui.

[audio:http://basgrospoing.fr/podcasts/toasty051.mp3]
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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

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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)

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

Street Fighter 25th Anniversary – Horaires et dates du stream

 

Dans le cadre des festivités marquant l’anniversaire des 25 ans de la série Street Fighter, Capcom est heureux de vous inviter à assister au tout premier tournoi Européen de jeux de combat mettant en scène les jeux de sa série mythique.

Organisé pendant la Paris Games Week (du 31 octobre au 4 novembre), les Masters Series Europe sont une occasion unique de voir les meilleurs joueurs de jeux de combat d’Europe en action. Les champions de chaque pays tenteront de remporter une place pour représenter l’Europe lors du tournoi final mondial qui aura lieu en décembre à San Francisco. Plus qu’un simple tournoi, les Street Fighter Master Series Europe sont un véritable spectacle dédié aux jeux de combat de Capcom. Tous les matchs et les animations que vous pourrez voir sur scène seront également diffusés en direct. Ces matchs seront commentés en français (avec Ken Bogard, Asenka, Yamato…) pour vous offrir un show d’une qualité exceptionnelle.

Le stream sera disponible sur : www.jeuxvideo.fr

Après cinq jours de compétition au plus haut niveau, les deux meilleurs joueurs des tournois de Super Street Fighter IV AE ver.2012 et Street Fighter X Tekken et les champions des compétitions de Super Street Fighter II Turbo HD Remix et Street Fighter III: 3rd Strike seront qualifiés pour représenter l’Europe lors des finales mondiales du Street Fighter 25th Anniversary Tournament à San Francisco, où ils auront une chance de remporter de nombreux lots et cash-prizes dont une voiture de sport Scion FR-S custom !

Les étapes de ce tournoi cumulent des lots d’une valeur de 500.000$ en dotations monétaires, non-monétaires et autres lots.

 

STREET FIGHTER Coupe de France
Du 31 octobre au 2 novembre

Mercredi 31 octobre

  • 12h – 15h : Exhibitions
  • 15h – 19h : Super Street Fighter II Turbo HDR – Coupe de France Top8

Jeudi 1 novembre

  • 9h – 12h : Street Fighter III: 3rd Strike OE – Coupe de France Top8
  • 12h – 19h : Super Street Fighter IV AE ver.2012 – Coupe de France Top16

Vendredi 2 novembre

  • 11h – 15h : Street Fighter X Tekken – Coupe de France Top8
  • 15h – 19h : Ultimate Marvel vs. Capcom 3 – Coupe de France Top8

STREET FIGHTER MASTER SERIES EUROPE
Du 3 novembre au 4 novembre

Samedi 3 novembre

  • 9h – 12h : Super Street Fighter II Turbo HDR – MSE Top8
  • 12h – 19h : Super Street Fighter IV AE ver.2012 – MSE Top32

Dimanche 4 novembre

  • 9h – 15h : Street Fighter X Tekken – MSE Top32
  • 15h – 18h : Street Fighter III: 3rd Strike OE – MSE Top8

Plus d’informations sur le Stream :
www.streetfightercup.com

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.

 
[tabs slidertype= »left tabs »] [tabcontainer] [tabtext]Ryu[/tabtext] [tabtext]Ken[/tabtext] [tabtext]Guile[/tabtext] [tabtext]Abel[/tabtext] [tabtext]Chun-li[/tabtext] [tabtext]Cammy[/tabtext] [tabtext]Sagat[/tabtext] [tabtext]Dhalsim[/tabtext] [tabtext]Poison[/tabtext] [tabtext]Hugo[/tabtext] [tabtext]Ibuki[/tabtext] [tabtext]Rolento[/tabtext] [tabtext]Zangief[/tabtext] [tabtext]Rufus[/tabtext] [tabtext]Vega (Claw)[/tabtext] [tabtext]Balrog (Boxer)[/tabtext] [tabtext]Juri[/tabtext] [tabtext]M. Bison (Dictator)[/tabtext] [tabtext]Akuma[/tabtext] [tabtext]Sakura[/tabtext] [tabtext]Blanka[/tabtext] [tabtext]Guy[/tabtext] [tabtext]Cody[/tabtext] [tabtext]Elena[/tabtext] [tabtext]Dudley[/tabtext] [/tabcontainer] [tabcontent] [tab]

  • 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

[/tab] [tab]

  • 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)

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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

[/tab] [tab]

  • 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)

[/tab] [tab]

  • 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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Street Fighter X Tekken : un patch fin 2012

A la surprise générale (ironie inside) un patch pour Street Fighter X Tekken a été annoncé cette nuit à la Comic Con de New York. On ne sait pas du tout ce qu’il y aura dedans mais ce sera surement très bien hein. Du genre un filtre graphique qui fait pas mal aux yeux et une option bande son pas dégueulasse. Via Twitter.

Et op un trailer avec… Bah rien dedans. En fait c’est plus un clip.

Toasty! #47 : Avec une PGM de SFxT

Pas de troll dans Toasty! Non Mossieur !

Oyoyo !

Comment ça va ? Vous êtes bien remis du chaos qu’a été Toasty la semaine dernière ? Vous risquez vite de regretter l’ambiance chaleureuse et intime qui y régnait car cette semaine Toasty est bien animé.

On reçoit tout d’abord Guilecomicnews de Arcade Arena à Avignon, qui on vous le rappelle est à l’origine de l’initiative überkool de déployer des bornes dans les commerces de la ville. Le gars a pas mal de choses à nous raconter et des events à venir.

Et notre grand blind test continue. D’ailleurs personne n’a reconnu Battle Arena Toshiden la dernière fois !

Au programme également, celle qui est une PGM (Presque GaMeuse) sur SFxT. Attention, une révélation sur Tmdjc se cache dans ce Toasty! spécial pipol.

Kaldanm et Zekth sont aussi de la partie, apposant ce qu’il faut de bon goût, de raptor et de classe dans ce podcast.

Enjoy !

[audio:http://basgrospoing.fr/podcasts/toasty047.mp3]
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Et parce que je suis vraiment de bonne humeur, je vous remets un lien que vous DEVEZ voir !
Balrog: Behind The Glory

Street Fighter X Tekken Vita – Un trailer tristement ridicule pour le TGS

Pauvre Tomoyaki Ayano. Autant je sais que c’est son travail de faire ça et qu’il faut bien succéder à Ono comme on peut. Mais alors se ridiculiser à ce point pour expliquer que bourrer son écran de Vita avec ses gros doigts sales c’est trop dla balle, c’est quand même super triste. Vivement que le jeu soit patché, qu’on voit ce que ça donne, et que la promo sur ce titre s’arrête une bonne fois pour toute.

Via

Street Fighter X Tekken Mobile est sorti sur iOS

Pour les gens qui supportent toujours Apple malgré que Steve Jobs n’apparaisse plus aux keynotes équipé d’un jetpack, sachez que vous pouvez dépenser 3 dollars pour acheter Street Fighter X Tekken Mobile qui vient de sortir. N’étant pas équipés (toute l’équipe de BGP ou presque est désormais sous Android) nous ne pouvons pas vous dire ce que ça vaut.

Toasty! #45 : The Piffsons


Ca y est ? L’été arrive et les vacances approchent à grands pas ?
Je profite de ce petit moment de répit pour écrire quelques news d’avance pour Toasty!, juste histoire de pouvoir parer au plus pressé quand Tibs part faire du bouche à bouche à une freebox au bord de l’océan alors que j’ai une tonne de travail par exemple. Je suis certain que ça pourra me servir, tiens ! Et tant pis s’il y a un léger décallage temporel, de toutes manières personne ne lit la news de Toasty! à part ma maman…
Cette semaine une B-team au grand complet puisque notre Terminatib’s est rentré en un seul morceau d’Asie et que Kaldanm ne s’est pas cassé la voix en faisant du karaoké de Justin Bieber. Tmdjc assurera sa rubrique Canon-Spike en 3G également.
Nous recevons Yet Yagami et Victor Von Doom de l’association Double KO. Et comme ils sont überkools on vous donne même l’adresse de leur site web et de leur page fessbouq pour que vous alliez doser avec eux du côté de Rouen.

[audio:http://basgrospoing.fr/podcasts/toasty045.mp3]
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