Street Fighter X Tekken Ver. 2013 update uitgesteld

Street Fighter x Tekken is zonder meer een goede game (we beoordeelden het spel in onze review met een 8,5), maar hij is zeker niet perfect. Daarom werkt Capcom momenteel hard aan een gratis update die de game nog beter moet maken.

Deze patch zou oorspronkelijk volgende maand verschijnen, maar Capcom liet vandaag weten deze datum niet te gaan halen. De Ver. 2013 update is daarom uitgesteld naar 29 januari. Tomoaki Ayano van Capcom vertelt:

Although the release date has been pushed back slightly from the original December 2012 one, we feel that time can go towards including even more of your input.
Ayano belooft dat het lange wachten beloond zal worden:
From the system to the special moves and everything in between, we’ve gone over all of your suggestions with the intent of making Ver. 2013 just that much better.
Hieronder vind je een volledige lijst met alle reeds onthulde verbeteringen die de patch doorvoert.
Ken
Extended the forward distance of Shippu Jinraikyaku with damage increased!

Kazuya
Becomes completely invulnerable when Demon God Fist EX is activated (until the attack ends)

Cammy
Hooligan Combination can take off to Cannon Strike EX

Julia
Increased the damage of Lashing Arrow EX with wall bounce damage

Julia
Extended in-air time on short distance heavy punch and can chain to Super Arts

Bob
Giga Jacker EX sends opponent to a hard knockdown state

Abel
Wall bounce on Counter Hit of Shoulder Tackle

Xiaoyu
Invulnerable frame has been added on Hakkesho EX

Balrog
Dash Swing Blow EX on crouched foes makes them fall on their backside

Heihachi
Increased damage on Chrome Dome! Also, MAX Chrome Dome can’t be defended

Ibuki
While falling after Kunai EX, Canceling can be activated on Kunai EX

Paul
Invulnerable time on Shredder EX has been extended

Bob & Paul
Their walk speed has become faster

Normal Throws
In addition to reducing the frames on start up from 7F to 5F, we’re considering tweaking throws to make them more viable as a way of defeating your opponent’s defenses. We aren’t looking to up the damage of normal throws with this tweak, so much as we are trying to speed up the matches.

The Vitality Gauge Shaking
We’ve gotten a lot of feedback asking us to stop the vitality gauge from shaking when taking damage. However, we’ve also heard some folks say that having the gauge shake makes it easier to see who took damage when viewing replays. Both points make sense, however since fighting games require players to make split-second, situation-based decisions, we’ve decided to go with tweaks that improve visibility for the person actually fighting the match.

Quick Combos
We’ve also had some feedback telling us that Quick Combos will activate without the player meaning to execute them. Seeing as this really hinders gameplay-which is something we really want to avoid-we’re thinking out how to make it so that this doesn’t happen.

  1.   
    lassieman's avatar

    Zolang de update alles problemen oplost is het best toch? Beter dan een half werkende update in ieder geval.

  2.   
    Verluci's avatar

    lassieman schreef, "Zolang de update alles problemen oplost is het best toch? Beter dan een half werkende update in ieder geval."

    jap, een beetje polishen