[Multi] Street Fighter X Tekken

      Hat gestern recht Spaß gemacht, auch mit Timeouts kann ich den angeblichen Hate auf das Game nicht verstehen. Ich werd jetzt mal von Trail-Modus wegkommen (was das Einzige war, was ich in dem Game neben dem Tutorial überhaupt gemacht habe) und mich was einspielen. Yoshi werd ich wohl nur aus Fun zocken, der Kerl hat ja wirklich kaum was. Asuka und Vega würde ich schon ganz gern spielen (mit Asuka kann ich auch schon 2-3 combos), aber ohne crossover + juggling kommt man in dem Spiel nicht weit. Ergo => SPIELEN! =P
      "Oh man... I see you never learn. The only reason I took that brat up on his invitation was because I was bored. All the questions about what he's after, or what's going to happen to this town? I don't give a damn about any of it."

      psnprofiles.com/Darkrai3890
      Dafür wird man ggn so Spieler nie auf Turnieren verlieren bzw. wenn sie keine Gems haben. Man verlernt Blocken und Techen total, wenn man sich nur auf die Gems verlässt. Dennoch ist es eine art mba Tank Taktik, wenn er gut blocken kann >_>
      Geez u suck man...
      Put your punches where your mouth is and actually try to hit me!
      Der erste Patch für Cross Tekken:

      Kazuya Restand glitch infinite combo has been removed.

      Kuro cr.MP infinite has been removed.

      Xiaoyu QCB MP infinite has been removed.

      Pac-man Hit back on LP and LK has been changed so infinite has been removed.

      Jin Chop Kick Glitch on mid air opponents has been fixed.

      When first hit of Kazama Style 6 Hit Combo is a counter hit, Jin is at +2F now.

      Ogre Damage properties of cr.HP have been changed so follow ups are now not possible.

      Juri Senpusha's frames on block have been changed to below:
      L ver. stand block -5F
      M ver. stand block -10F
      M ver. crouch block -10F

      Shikusen causes opponents to be pushed back less far when blocked.

      Rufus Falcon Kick (dive kick) properties have been changed:

      Hurt box added to his feet and the move no longer crosses up easily.

      Frames on block have been modified to -4F

      Zangief Last hit of Quick Double Lariat (3rd hit) will no longer hit crouching opponents.

      M. Bison 5th hit of his Super Art (Knee Press Nightmare) can now be blocked normally.

      Jump/lever input bug addressed issue where diagonal inputs/jumps did not come out properly.

      Throw/Character Change glitch Fixed a bug for certain characters that allowed for them to get thrown when initiating a character switch.

      Quick Combo Priority of command inputs has been changed so glitches that came from activating quick combos in the air have been removed.

      Gehe ich soweit mit konform. Das mit Bison war mir bekannt, dachte sogar, dass das ein Unblockable wäre. :D
      Die Bugs waren teilweise richtig übel, etwa der Inputbug, wenn man diagnonal springen möchte und dabei eine Attacke eingibt. Der diagonale Sprung kommt dann meist gar nicht. Rufus geht uns nicht mehr so auf den Sack, yay!
      Der Patch wurde für Juni angesetzt, reicht noch.
      Langsam patchen sie Cross Tekken echt zurecht, so dass es auch gefällt. Habe Jin jetzt aufgegeben und bin Richtung Heihachi gegangen, er verträgt sich sehr gut mit Bison. Jin hat in der Defensive einfach zu starke Probleme und bekommt seine Offensive nur schwer durch. Jin ist in meinen Augen wirklich ein sehr guter Charakter aber passt nicht zu Bison aber ich muss Bison halt spielen, zumal es mit ihm ganz gut läuft derzeit. :)
      shoryuken.com/2012/07/09/capco…july-31st-balance-update/

      Capcom had quite a lot to address in its panel earlier today regarding the state of SFxT, and they dropped a fair amount of news. First things first, the release date for the DLC characters has been moved up to July 31st 2012, a considerable change from the originally planned fall release date. During the panel, the team seemed fairly adamant about continuing support for the title by addressing many of the issues presented by fans. Problems like the game timer were specifically mentioned, and are being worked on by the team diligently. As well, certain balance changes for the upcoming patch were detailed in short:
      Auto-block and Auto-tech gems now require more meter. As well, the gems will now take away additional meter if you block or tech.
      Players will have the option to disable Quick Combos with the Quick Combo DLC. The team is also looking for a solution to accidental quick combos.
      Rolento standing LP blockstun reduced by 2 frames.
      Xiaoyu cr.HK phoenix loops only possible 3 times.
      Shoto hurricane kicks have had their hitboxes severely reduced. Blockstun on each of the moves has now been reduced by 5 frames.
      The 12 DLC characters will retail for $20 and 1,600 Microsoft points respectively.
      Die fixen da sachen ey... bringen fast nichts. Xiaoyu war kein wirkliches Problem, Rolentos Jab ist nicht der schlimmste von allen, fast jeder Char kann das... und die anderen System Fixes wie QC ausstellen ist eh überfällig.
      Geez u suck man...
      Put your punches where your mouth is and actually try to hit me!
      Capcom wird den Kern des Spiels komplett überarbeiten denk ich aber leider Gottes wird das nichts bringen. Das Game wird nun verstummen und AE vor allem Dank Infiltration in neuem Licht erstrahlen. Wenn es jetzt keiner spielt, wird es auch fortan keiner spielen. Same Story mit KoFXIII.
      • Capcom is looking at three key ways to solve the time over problems in SFxT, they are:

      - Gray life recovering too fast.
      - Increasing damage.
      - Making the timer slower.

      Nothing is set in stone and it could be a combination of multiple things that they use to fix this issue.

      • The upcoming July 31 balance patch has changes for every character in the game. The entire roster is being balanced in different ways, some fighters have a lot or a few changes, but every person has been tweaked.

      • The auto-block and auto-tech gems will take up more gem slots than they used to, in addition to the previously announced increased meter usage. Again, even if you block/tech correctly, these gems will still drain your meter.

      • The DLC character release date was moved up because of fan and community feedback.

      • Making Pandora mode useful is something they're looking into right now. They're aware that many people are not using this mode, and they went on to talk about how powerful Pandora was back in development of the game, especially in combination with gems. During development, whoever got Pandora first ended up winning. In the version of the game that shipped though, it ended up being too weak.

      • The July 31st patch will NOT address Pandora.

      • Over the next two weeks, they're going to cover more balance changes to the rest of the roster. Check out Capcom-Unity and the Japanese SFxT blog for those updates. We'll also post notes about these updates here on EventHubs.

      • Lei and Christie have difference stances they can go into, so they're not exactly friendly for newer players who are just picking up the game.
      Es ist ja mittlerwele bekannt, dass SFxTK nicht auf der Evolution 2013 gespielt werden soll. Capcom ist aber derzeit dran das ganze Game neu zu balancen und so schöpfe ich neue Hoffnung, dass das Spiel vielleicht nochmal richtig hochkommt. Aktuell ist das Spiel einfach zu einseitig und zu kaputt aber ich denke, dass sich das ändert. Bleibe weiterhin bei Bison & Heihachi, nachdem ich menien Bison was verbessern konnte.

      Einen DLC Test für die nächste M! Games (Wird am Freitag veröffentlicht) habe ich auch noch geschrieben. Bei Lust und Laune einfach mal reinschauen.

      Wie beurteilt ihr die Zukunft von Cross Tekken? Mir machts aktuell mehr Spaß als AE wieder, lol.
      Street Fighter X Tekken v2013 steht an und wird Mitte Dezember via kostenfreiem Download zur Verfügung gestellt.

      • 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


      Balancing Patches:

      Part 1 (Street Fighter Cast): eventhubs.com/news/2012/oct/19…n-v2013-patch-notes-pt-1/
      Part 2: (Toro, Megaman, Cole, Kazuya, Nina, Marduk, King, Bob and Julia) eventhubs.com/news/2012/oct/22…arduk-king-bob-and-julia/
      Part 3: (Hwoarang, Steve Fox, Yoshimitsu, Raven, Kuma, Heihachi Mishima, Lili, Asuka Kazama, Marshall Law, Paul Phoenix, Xiaoyu, Jin Kazama and Ogre) eventhubs.com/news/2012/oct/23…rshall-law-paul-and-more/
      Part 4: (Alisa, Bryan, Christie, Jack-X, Lars, Lei, Kuro and Pac-Man) eventhubs.com/news/2012/oct/24…c-man-and-system-changes/

      eventhubs.com/news/2012/oct/25…ration-every-possibility/

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