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Vinny wrote:Capcom's other crossovers had more depth than this one. With the amount of time they had to put this game together, it seems rushed to me.


Vinny wrote:Capcom's other crossovers had more depth than this one. With the amount of time they had to put this game together, it seems rushed to me.









Cosmic_Castaway wrote:Okay, so I got to play some Lars in SFxT at the Xanadu Monthly tournament I went to last Saturday. It was on Xbox, and they didn't have any pads, so I did the best I could on stick. Basic rundown of some things:
-623+K (u/f+3) is a DP, so it's fully invincible. Move is still broke even in 2D.
-He has Silent Entry and Dynamic Entry. I believe SE is done with 214P and DE is done with 236P.
-Silent Entry's followups are SE+1 and SE+3, done with P and K respectively after the Silent Entry.
-He can cancel one Silent Entry into another.
-Dynamic Entry is his shoulder attack for whatever, it's not an empty stance. His followups are DE1+2 (I believe done with b+HP or just HP, but I forget), and I forget what the second followup is.
-He has no target combos, i.e. Mishimas have LP, LP, MP to resemble 1,1,2.
-His grab is f,f,f+2+4 (Rejection).
-Avalanche Stomp (214+K iirc) has multiple followups depending on what P button you press afterwards, including a mid-air cancel with LP.
-I'm pretty sure his Silent Entry or Dynamic Entry go through projectiles, but I forgot to test.
I honestly think the on-disc Lars is only about 85%-90% finished. A Tekken character with no target combos is very strange. That being said, he already seems really good with what he has.

Eternal Blaze wrote:^
Raven has 1 target combo so its not that surprising tbh =S
LordDynasty wrote:It would be strange if it wasn't.
Overall he seems great, I'm hoping for a good chunk more when he is fully completed. What can you say about his Voice Acting and animation? Does everything look good?


JunxKazuya500 wrote:Have any of you done Asuka's trials and found yourself fighting Kazuya instead of Ryu?










The SFxT team has just sent us word a gameplay patch will hit 360/PS3 in mid May. The final date is still to be determined, but we do have the list of changes that'll take effect when the patch arrives...
Kazuya Restand glitch infinite combo has been removed.
Kuro cr.MP infinite has been removed.
Xiaoyu QCB MP infinite has been removed.
Pacman 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 Addresed 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.
We should have a solid date for you soon!






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