Street Fighter x Tekken ver. 2013 System Changes, Changelogs for Lars, Alisa, JACK-X, Bryan, Christie, Lei, and Pac-Man

The fourth and final changelog for Street Fighter x Tekken ver. 2013 was just posted on Capcom-Unity. This deals with the general system changes coming to the game as well as what’s in store for the rest of the Tekken cast. If you missed any of the past three installments, feel free to follow these links and check them out: part one, part two, part three.

Now that we have a clear view of what we can expect from this update, let us know in the comments what you think.

System Changes
  • 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
Lars Alexandersson
  • Close LK – Startup 5F->4F
  • Close HP – Startup 10F->5F
  • Close HK – Push back on block when used in boost combo reduced
  • Far LP – Startup 6F->5F
  • Far MP – Area around arm is invincible against air attacks
  • Far MK – Changed entire motion slightly - Added 5F to boost combos (On hit -3F/On block -7F)
  • Far HP – Startup 13F->11F - Removed 5F from boost combos (On hit +2F/On block -4F) - Hit box enlarged
  • cr. LP – Hit stun 8F->7F - Startup 5F->4F
  • cr. MP – Push back on block when used in boost combo reduced - Added +5F (On hit -4F/On block 8F)
  • cr. MK – Push back on block when used in boost combo reduced - Added 4F to boost combos (On hit -5F/On block -9F)
  • cr. HP – Damage 50+50(100)->70+20(90) - Push back on block when used in boost combo reduced - Added 6F to boost combos (On hit -6F/On block -12F) - After 2nd hit can transition to launch attack, cross rush
  • Storm Axle – Damage 70->90
  • L. Lightning Screw – Damage 40+50(90)->70+60(130)
  • M. Lightning Screw – Damage 50+50(100)->80+60(140)
  • H. Lightning Screw – Damage 60+50(110)->90+60(150)
  • Lightning Screw – Reduced float when 1st hit connects midair
  • Lightning Thrust – Damage 100->120 - Projectile invincible until hit box disappears
  • Rising Storm – Damage 70->90
  • Avalanche Spike – Damage 100->130 - Move attack property changed from high to mid
  • L. Dynamic Entry – Attack Startup 21F->20F
  • H. Dynamic Entry – Can be canceled into L, M, H, EX Silent Entry from 8F before move recovers
  • EX Dynamic Entry – Reduced advantage on hit by 10F - Damage 60->100
  • EX Lock & Load – Midair combo counter usage changed to 1 - Damage 30->50
  • EX Double Barrel – Midair combo counter usage changed to 0 - Hit stun reduced by 15F
  • SHB – Damage 120->130
  • Raging Thunder – Damage 150->130

Special move meter gain:

  • Lightning Thrust: Whiff 15/On block 20/On hit 40
  • Rising Storm: Whiff 5->15
  • Avalanche Stomp: Whiff 5->10
  • Avalanche Spike: Whiff 5->15
  • Lightning Screw: On hit 40+40(80)->30+20(50)
  • Dynamic Entry: Whiff 10->0/On hit 40->50
  • Lock & Load: Whiff 5->10/On hit 40->20
  • Double Barrel: Whiff 5->10/On hit 40->30
  • Mjolnir: Whiff 5->15
Alisa Bosconovitch
  • Life – 1000->950
  • Close/Far LP – Startup 5F->4F
  • Close MP – Startup 7F->5F - Reduced frames by 2 (On hit +7)
  • Close MP – Added 5F to boost combo (On hit -3F/On block -9F)
  • Close HP – Startup 11F->8F - Reduced recovery by 3F - Area from chest and up is invincible against air attacks
  • Close HK – Added 8F to boost combo (On hit -9F/On block -14F)
  • Far HP – Area from chest and up is invincible against air attacks - Midair hit causes knockdown
  • cr. MP – Startup 8F->5F
  • cr. MK – Push back on block when used in boost combo reduced
  • Destructive Form LP – Hurt box enlarged - Damage 6×5(30)->8×5(40)
  • Destructive Form cr. LP – Damage 6×5(30)->8×5(40)
  • Destructive Form cr. MP – Startup 7F->6F
  • Clock Setting – Hit causes vertical float - Damage 30+15×4+50(140)->40+10×4+40(120)
  • Rocket Punch – After shooting, no longer moves backwards
  • EX Hard Reset – Block stun on last hit reduced by 14F (On block -7F)
  • L. Happy Propeller – Block stun of first hit reduced by 10F - 2nd hit will not hit crouching opponents
  • EX Eject Slider – Removed armor properties before recovery ends
  • Trigger Shuffle – Full invincibility from startup until first frame
  • Spam Bomb – Damage 120->130
  • Double Bull Shoot – Damage 120->130

Special move meter gain:

  • Double Rocket Punch: Whiff 15->5/On hit 40->20
  • Cradle Star: Whiff 10->15/Cradle Star (deviation): Whiff 5->10/On hit 40->30
  • Happy Propeller: On hit 20×4(80)->15×4(60)
  • Hard Reset: Whiff 5->15/On hit 40+40+30(110)->15×3(45)
  • Eject Slider: Whiff 5->15/On hit 20->50
  • Thruster Right: Whiff 5->15/On hit 10×6(60)->8×6(48)
  • Thruster Left: Whiff 5->15/On hit 10×3(30)->20×3(60)
  • Double Cut: Whiff 15->0/On hit 5+5(10)->30×2(60)
Jack-X
  • Health – 1150->1100
  • LP – Hit box enlarged
  • LK – Startup 6F->5F - Removed 3F on hit (On hit +1) - Can be canceled - Hit box reduced - Hurt box reduced
  • Close HP – Damage 120->100 - Startup 9F->7F
  • Far MP – Push back on block when used in boost combo reduced - Added 3F to boost combos (On hit -6F/On block -10F)
  • cr. LP – Damage 50->40 - Startup 7F->6F - Removed 2F on hit (On hit +4) - Hit box reduced - Hurt box reduced
  • cr. LK – Startup 9F->7F
  • cr. MP – Damage 100->85 - Startup 13F->9F - Added 3F to boost combos (On hit -6F/On block -10F) - Push back on block when used in boost combo reduced
  • cr. MK – Startup 10F->8F - Hurt box enlarged
  • cr. HP – Remove 6F (On block -7F) - Damage 120->100
  • j. MP – Can crossup
  • Cossack Kicks – Damage 50+20×4(130)->50×5(250)
  • Mad Dozer – Reduced move distance from 2nd to 3rd hit - Armor properties activate during frames 25~40 - Full charge causes wall bounce on hit - Removed 15F from full charge attack (On block -10)
  • Piston Gun – Reduced push back on block - Removed 18F from normal version block stun (On block -4) - Removed 15F from normal version (On block -7)
  • L. Rocket Uppercut – Throw invincible
  • M. Rocket Uppercut – Reduced knockback distance on midair hit - Reduced push back on block - Reduced block stun by 10F
  • H. Rocket Uppercut – Damage 100+40(140) - Reduced block stun by 10F - Reduced push back on block - Increased midair combo count - 2nd hit midair combo counter usage changed to 4
  • EX Rocket Uppercut – 2 hit move - Float amount on hit is same as H. Rocket Uppercut - Reduced push back on block
  • M. Atomic Shoulder Tackle – Startup 21F->19F - Reduced block stun by 2F (On block -8)
  • Atomic Shoulder Tackle – Damage 140->120
  • EX Atomic Shoulder Tackle – Damage 120->110
  • Megaton Earthquake – Damage 70×2(140)->50×2(100) - Reduced block stun of 2nd hit by 4F (On block -9F)
  • Megaton Drop – Damage 130->150
  • Iron Gunman – Damage 130->150

Special move meter gain:

  • Piston Gun: On hit 30+30+40(100)->15×3(45)
  • Piston Gun (deviation): On hit 30+30(60)->15×2(30)
  • Rocket Uppercut (H): On hit 20+20(40)->25×2(50)
  • Megaton Earthquake: Whiff 15->10/On hit 20×2(40)->15×2(30)
  • Gigaton Punch: Whiff 15->0/On hit 40->55
Bryan Fury
  • Far HK – Startup 17F->14F - Considered midair from 9th frame and on
  • cr. LK – Startup 5F->4F
  • cr. MP – Startup 11F->7F - Reduced hit stun by 4F (On hit +7)
  • cr. MK – Startup 11F->9F - Hurt box reduced
  • cr. HP – Active hit frames increased by 2 (active for 5 frames) - Hit opponents behind as well - Startup 10F->7F
  • cr. HK – Reduced frames by 6 (On block -9F)
  • Mach Breaker – Startup 13F->8F - Reduced push back on block - Hit box reduced - Reduced active hit frames by 2F (active for 3 frames)
  • EX Mach Breaker – Startup 17F->11F - Reduced block stun by 12F (On block -15) - Reduced push back on block
  • Chopping Elbow – Reduced block stun by 7F (On block -5)
  • M/H Fisherman’s Slam – Will not hit midair opponents
  • Fisherman’s Slam – Active hit frames increased by 2 (active for 6 frames)

Special move meter gain:

  • Mach Breaker: On hit 40->45
  • Snake Pit: On hit 40×2(80)->25×2(50)
  • Atomic Throw: Whiff 5->10/On hit 20->30
  • Right Left to Spin Kick 1st hit: On hit 40->25
  • Right Left to Spin Kick 2nd hit: On hit 40->20
  • Right Left to Spin Kick 3rd hit: Whiff 5->10/On hit 40->35
  • Flying Knee: Whiff 15->0/On hit 30+30(60)->30+40(70)
Christie Monteiro
  • Life – 900->950
  • Close/Far LP – Startup 4F->3F
  • Close MK – Hit stun reduced by 6F (On hit +2)
  • Close/Far HP – Hit stun reduced by 7F (On hit +4)
  • Close HK – Hit box enlarged - Hit stun reduced by 8F (On hit +2)
  • Far HK – “From 4th frame, head is projectile invincible. From 9th frame, upper body is projectile invincible.”
  • cr. HP – Parts of arm and head are invincible against air attacks
  • cr. HK – Increased midair combo count - Damage 90->80
  • Negativa to Armada Combo – Hit stun reduced by 9F (On hit ±0)
  • Gancho Chibata – Block stun reduced by 2F (On block -3) - Reduced push back on block and hit
  • Double Arm Stinger – Midair combo counter usage changed to 2
  • Perch Flop Kick – Startup 14F->10F - Invincible against air attacks until right after startup - Damage 80->90
  • Helicopter – Damage 20×4(80)->25×4(100) - 4th hit on midair hit causes high vertical float - 2nd and 3rd hit will connect against crouching opponents
  • Front Stinger – Increased midair combo count - Damage 80->100
  • Wheel Kicks – Hit box enlarged
  • L. Wheel Kicks – Damage 50+50(100)->60+20(80) - Invincible against air attacks
  • M/H Wheel Kicks – 2nd hit causes knockdown - Reduced frames by 2 (On block -3)
  • M. Wheel Kicks – Damage 50+50(100)->60+30(90)
  • H. Wheel Kicks – Damage 50+50(100)->60+40(100) - Projectile invincible
  • Batucada – Only last hit causes push back on hit

Special move meter gain:

  • Twister Sweep: On hit 20x# of times->10x# of times
  • Helicopter: Whiff 5->15
  • Batucada: Whiff 5->15/On hit 5×7(35)->5×6+15(45)
  • Perch Flop Kick: Whiff 5->15
  • Front Stinger: Whiff 0->15
  • Wheel Kicks: Whiff 15->0/On hit 40+40(80)->30×2(60)
Lei Wulong
  • LK – Can be canceled by Snake only
  • MK – Can be canceled by Drunken Master Walk only
  • HP – Added 6F to boost combo (On hit -7F/On block -12F)
  • cr. MP – Added 6F to boost combo (On hit -5F/On block -9F) - Damage 60->50
  • cr. MK – Added 6F to boost combo (On hit -5F/On block -9F)
  • cr. HP – Damage 90->75
  • j. LP – Hurt box reduced - Hit box enlarged
  • Vertical j. MP – Hurt box reduced
  • Vertical j. HK – Hit box enlarged
  • (Drunken Master Walk) LP – Reduced hit stun by 15 (On hit +5)
  • (Drunken Master Walk) LK – Reduced hit stun by 10 (On hit ±0)
  • (Drunken Master Walk) MP – Reduced hit stun by 25 (On hit +2) - Reduced push back on block on hit
  • (Drunken Master Walk) MK – Startup 10F->7F - Reduced hit stun by 15 (On hit -1) - Upper body is invincible against air attacks - Midair hit causes knockdown
  • (Drunken Master Walk) HK – Hit causes vertical float knockdown - Reduced by 8F (On block -14) - Move back distance is same as back turn kick of Drunken Fox Combination
  • Drunken Rapid Fists – Added forward movement
  • Drunken Fox Combination – Reduced 2nd hit by 37F (On hit ±0)
  • Staggering Slide – Reduced by 27F (On block -15) - Attack properties changed from high to low
  • Tiger Sip Blow – Reduced by 14F (On block -10) - Reduced push back on block and hit
  • (Back Turn) LP – Hit stun reduced by 3F (On hit +8)
  • (Back Turn) LK – Hit box reduced
  • (Back Turn) MP – Hit stun reduced by 5F (On hit +6)
  • (Back Turn) HP – Reduced push back on block and hit
  • (Back Turn) HK – Invincible against air attacks - Reduced by 5F (On block -5) - When 3rd and 4th hit frames connect with midair opponent, causes similar float to Reverse Double Kick on hit
  • Sailboat Stretch – Damage 120->130
  • Closing Fan – Damage 120->130
  • Panther – Hurt box reduced - Walk speed changed to be same as Ryu forward walk
  • Panther’s Scratch – Can be canceled
  • (Snake) LP – Startup 5F->3F
  • (Snake) LK – Reduced by 3F (On hit +3F/On block -1F)
  • (Snake) MP – Startup 8F->6F - Block stun increased by 2F (On block +2F)
  • (Snake) MK – Increased active hit frames (5F)
  • (Snake) HP – Counter hit causes crumple
  • (Dragon) LP – Can be canceled by Dragon’s Spite
  • (Dragon) LK – Reduced by 3F (On hit +3F/On block -1F)
  • (Dragon) HP – When it connects it causes same float effect as last hit of Snake Bite Combo
  • Tiger – P attack, hit stun of K attack, block stun, push back on block, all changed to be same as current H. version
  • (Tiger) P – Active armor frames lengthened (10F) - Counter hit causes wall bounce - Damage 70->100
  • Double Tiger Palm – Hit box enlarged - Startup 14F->10F - Block stun increased by 3F (On block +2F)
  • (Tiger) K – Can be canceled by Double Tiger Palm only
  • (Dragon) HP – Combo count usage changed to 2
  • Comet Kick – Block stun reduced by 3F (On block -6F)
  • Guard Cancel – Startup 9F->6F - Landing recovery reduced by 7F - Hit box enlarged

Special move meter gain:

  • Reverse Lotus: Whiff 10->15
  • Floating Lotus : On hit 40->15
  • Comet Kick: Whiff 10->15
  • Comet Strike: Whiff 5->10/On hit 40->30
  • Tornado Kick: On hit 20->30
  • Tornado Kick (deviation): Whiff 5->15/On hit 20->15
  • Spinning Headbutt: On hit 40->50
  • Drunken Fall: On hit 40->50
  • Tiger Sip: Whiff 5->10
  • Tiger Sip Blow: Whiff 5->15/On hit 30->40
  • Double Tiger Palm: Whiff 15->20/On hit 40->60
  • Leaping Crane: On hit 15+15(30)->30×2(60)
  • Orchid Palm: Whiff 15->0/On hit 40->60
Kuro
  • No changes
Pacman
  • MP – Damage 60->50- Added 5F to boost combos (On hit -3F/On block -7F)
  • cr. MP – Damage 60->50 - Hit stun reduced by 6F (On hit +3)
  • cr. HP – Hits only midair opponents on 8th frame - Hit stun reduced by 5F (On hit ±0) - Reduced push back on block and hit
  • L. Flip Kick – Reduced by 30F (On block -15) - Damage 120->70
  • M. Flip Kick – Reduced by 30F (On block -15) - Damage 120->70
  • H. Flip Kick – Completely invincible from startup until 8th frame - Cannot tech recover - Damage 120->130
  • EX Flip Kick – Completely invincible from startup until 10th frame - Cannot tech recover - Damage 120->140
  • EX Pac-Dot Attack – Hit stun reduced by 9F (On hit +6) - Damage 60+60(120)->40×2(80)
  • Hip Attack – Damage 80->120
  • EX Hip Attack – Hit causes floor bound

Special move meter gain:

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

 

Source: Capcom-Unity

  • http://twitter.com/SUPARSTARX IU | SUPARSTARX

    Looking good

    • http://twitter.com/DonnaComstock1 Donna Comstock

      @ragnarok954:disqus Allen implied I cannot believe that people can get paid $9965 in one month on the internet. have you read this webpage…Goo.gl/imQHj

  • NyuBomber

    Kuro – No changes

    Best chaarcter.

  • ragnarok954

    “Gem activation effects – Glowing effects toned down”

    I Quit.

  • Ian Scott

    These ere some of the changed needed to make the game… *shudder*  good.  Kudo’s capcom

  • Hotaka Saika

    Wow lars got buffs.  I like.  Sorta wish I still had my copy (god damn former place of employment)

  • Hazerdous

    Did Pac-Man really need the nerf? I feel as though im gonna see Lars a lot more now.

  • infominutebrad

    Wait a minute, what do they mean you can’t get additional hits after guard cancels? Does that mean you can’t combo off of the alpha counters? Wtf

    Also, these “7 frames” added to the roll, can you still block or do rolls now basically give your opponent a free combo?

    • http://twitter.com/Mightfo Mightfo

       making anything unsafe into 40% damage for 2 bars is kind of silly

      • spleen_pie_eater

        Yeah, what sort of monstrosity of a game would have that?! Meanwhile, no one notices SRK FADC Ultra doing exactly the same…

    • DRainn

      Yeah, I was wondering the same things. Especially the second one. hopefully they can still block, so calling a roll can still give hyper ambiguous crossups, but not completely free combos. 
      I’d rather have them throwable though

  • http://www.facebook.com/irving.malcolm Irving Malcolm

    So they increased Pandora Time. I still think you shouldn’t die but stay alive with zero health.  Any chip would kill you. That would be better. Because is too easy to run away in this game.

    • Zonder88

      Too bad Capcom is too dumb to realize something so simple.

  • http://twitter.com/Mightfo Mightfo

    rolls being punishable and no more combos off alpha counters are good changes
    neutral will still be wonky and some of the other changes seem fucking stupid but i guess it is getting better

  • http://www.facebook.com/people/Ty-Austin/100002154794093 Ty Austin

    I’m liking the change on rolls.  It looks like if you catch your opponent rolling, you can catch him into a nice combo, making rolls a very risky move in some instances.  With that being the case, running away just got a lot more difficult.

    I’m not entirely happy with the pandora change though.  An extra 3 seconds doesn’t seem like much (although 3 seconds in game is much longer than that, plus you have pandora gems.)  I was really hoping for a damage buff or hit scale reduction.  At least now I can pull off Jin’s super without getting a time over, lol.

    Cross Arts being buffed is great, it’ll make it more practical whereas you were just better off saving meter for combos.

    All in all, I’m pretty hyped.

  • http://mrnelvin.posterous.com mrnelvin

    All that is needed right now is a video doing a demonstration of the changes also a combo vid or whatever. 

  • http://www.facebook.com/people/Julian-GameHead-Irwin/886765296 Julian GameHead Irwin

    Then: OMG ROLLS SHOULDN’T BE A FREE SCRUBBY GET OUT OF JAIL CARD! WTF CRAPCOM!!!!

    Now: WOAH CRAPCOM! WHY ARE ROLLS SO PUNISHABLE NOW!?!?!? WTF CRAPCOM!!!

  • chipsndips

    Am I the only one that REALLY wants the time to freeze on cinematics?

    The only one?

    • Garrett Jones

      But then you’d run the risk of having pandora being too strong of a comeback mechanic because you could do stupid amounts of damage if there were a timer freeze on cinematics.

      • chipsndips

        People complain about Pandora not being strong as is anyway. My thoughts on the matter is that: If I go through the effort to land a super/cross art, I should get the benefits. The move animations in this game are fairly long. If they were along the lines of most SF4 moves, it wouldn’t be as bad. If the timer was a bit slower in and of itself, it wouldn’t be as bad. Still, this isn’t the case.

        The last thing we can do now is hope that these changes are enough to curb time-outs. I believe the time outs are what is hurting the game the most. 

        • http://www.facebook.com/people/ざくや-けよ/100000737674817 ざくや けよ

          All I ask in the case of Pandora is this: If I use Pandora, and time runs out before Pandora does. It should be treated as a normal time out, instead of making me automatically lose the match, even when my character has more health than my opponents characters.

  • http://twitter.com/jonogunn Jonathan Gunn

    No changes to the crappy matchmaking :(

  • http://twitter.com/BenRox64 Ben Rox

    Lol, Why would they nerf some of Pac-Man’s moves. It’s not like he’s top tier or anything.

    • http://twitter.com/emezie Emezie Okorafor

      Believe it or not, gameplay changes are not just about tiers, buffing, and nerfing.

      Sometimes companies adjust things to make the game better overall.

      For example, if the worst character in the game had an unblockable jab, the company would still remove it…not because the character is too strong, but because having an unblockable jab is just stupid, and the game is better off not having it.

      • http://twitter.com/BenRox64 Ben Rox

        But Pac-Man doesn’t have anything that is unblockable so the nerfs are pointless and make him less fun to troll with XD

  • http://pulse.yahoo.com/_IJOHJG7VSOWSTFARQPXZKXRZJ4 Dallas

    Changing the effects of gem activation and the color of recoverable health. Yup those are meaningful changes…

  • Kugga

    “M/H Fisherman’s Slam – Will not hit midair opponents”
    That’s some bullshit right there…. 

    • http://twitter.com/OFCSaltySanta OFC Salty Santa

      That thing NEVER hit someone jumping in anyways. The more important change is his cr.hp is faster on startup so you can anti air with it now

      • Kugga

        Never said it was a good AA.. It’s a useful tool for getting untechable knockdowns off tags and as a combo ender.

  • http://www.facebook.com/people/Yan-Zhao/10516382 Yan Zhao

    Wow!!! They added 3 whole seconds to Pandora’s duration!!

    I can totally see everyone using this in majors now!!!!

    FFS.

    • http://www.facebook.com/profile.php?id=1623210331 Joseph E King

      Screw pandora. I’m glad its useless.

    • Zonder88

      If thats Capcom’s idea of “tweaking” Pandora to make it useful, consider it an utter failure at this point.

      3 seconds wont make a damn difference, people just has to run for 3 seconds longer before you self destruct. Woop Dee Doo.

      Incompetence has its limit. And Capcom has passed that threshold ages ago with this game.

      • chipsndips

        The last like-able part about this game is that it doesn’t rely heavily on comeback mechanics. Removing end-death would make it an official come back mechanic. Removing your partner for an attack boost, infinite meter, and even when it’s done, free health? If you want Pandora to last even longer, go for a gem with that effect or something.

        • http://twitter.com/emezie Emezie Okorafor

          “If you want Pandora to last even longer, go for a gem with that effect or something.” 

          Dawgtanian, Capcom rep, basically came out and said that.  Pandora is meant for gems.  If you want to use it, you have to specifically dedicate your gameplan to it.  And, if you do, it’s quite possible to get some mileage out of it.  

          However, it’s not meant to be something you can just throw out without a gameplan.

        • Zonder88

          Who said you had to get health back? All they had to do was kill off your partner and keep you at the same health. The attack boost is hardly noticeable and the real benefit is 7 seconds of infinite meter, which frankly dont do jack squat for it to be a “come back mechanic”, but at least it can be useful if it didnt have a freaking 7 second timebomb in it.

          But since it do, its worthless. And it’ll remain worthless because Capcom are too dumb to know how to balance something so easy.

          • chipsndips

            That’s just piling on more and more changes. Besides:

            1) You lose when you lose ONE partner. That’s the point. You SACRIFICE someone to do this for a few seconds, then if you don’t win, you lose. Why? You already offed one of your dudes. There’s no justification in leaving you alive after.

            2) The damage boost is actually quite big, thank you. Even without any boost gems, a simple combo can get to 600+ easily with Pandora. I only have one combo (that uses a full meter) that hits EXACTLY 600. With Pandora, you can get to 900 depending on what you’re doing.

            3) No one wants a comeback mechanic like an X-Factor. No one wants something that makes it that much harder to just claim a victory you’d otherwise deserve simply because the dude you’re wailing on randomly goes ape **** crazy. Pandora is a gamble, not a comeback mechanic to lean on. Use a gem and boost it, or set it up with your sacrificial partner. The 3 seconds was done primarily so it wouldn’t run out too fast in the middle of supers, anyway.

          • Zonder88

            Considering how by losing your partner, you lost the ability to:

            Tag
            Quick tag
            Recover red life
            Tag combos
            Cross assault
            Cross art

            its more than fair. Its hardly a comeback mechanic as it is. I dont want it to become one like eveyrone else, but at least I want it to be USEFUL so people USE IT.

            Its fine and dandy if you can do 600 damage combos. Now explain to me how will you pull it off when your opponent will just run the whole time.

            You can write theories all you want. Fact of the matter is, there wasnt a single successful instance of someone using Pandora in majors. Stop trying to argue with proven statistical facts that Pandora is useless.

      • http://www.facebook.com/people/Ty-Austin/100002154794093 Ty Austin

        At first I wasn’t thrilled with the change to pandora, now I understand and am okay with it.

        Increasing the duration of pandora really doesn’t do anything, it’s all about a one shot combo. Considering the juggle limitations, 10 seconds is plenty of time.  You’re not meant to just activate it and chase your opponent (kinda lame, imo.)  

        You really should check out VulcanHade’s pandora thread, combos can do 600 off one meter, and 900 with gems (might as well use those gem slots for pandora gems, I mean gems are apparently useless, right???)  You can nearly take out a full life character with that!

        You really need to practice and research with pandora, know the combos and punishers, etc.  It’s not herp-derp activate and just do stuff like X-Factor is.  

        The only reason they buffed the time was to make it fair for characters like Jin who have long cinematic supers that basically mean suicide if you use it.

        • Zonder88

          Gems were never useless. They were just dumb and nobody used them in tournaments. Hence Pandora will remain unremarkable since Gems wont be used in majors.

          • chipsndips

            Maybe you should try experimenting with it yourself? No one said it’s a practical mechanic, but I’m pretty damn sure that if it turns into another “saving grace” type move, I’d rather go buy AE and play SF4 again. The opponent living after Pandora is STUPID. Everyone and their G-ma would use it just for the life gain if that were the case, and it’d make matches longer…AGAIN. That’d just be contradicting everything this patch set out to do. Maybe they’ll look into it more down the line, but right now, Pandora does NOT need more buffing.

  • derp herp

    all seem pretty 

    and they didn’t even bother fixing the character’s position when activating Pandora
    holy s*** capcom, how am i not surprised

  • GrimeDoc

    Ouch. Alisa got nerfed more than she got buffed IMO. But I’ll admit she needed it. I personally considered her one of the best out of the DLC characters, but I dunno if many people got to see how ridiculous she is, what with all the derpy Cody/JackX stuff you could be doing much more easily.

    Also, holy shit @ Lei’s list. That thing is fucking huge!

  • Exfalcon

    Rest In Peace SfxT forever

    • http://twitter.com/tehA_L_E_X A-L-E-X

      Have you even played this game or are you just parroting what some tournament player said?

      • Exfalcon

        I played this game for many time and im from mexico, of course im a tournament player , maybe you are a fanboy of this faggot or maybe this crap

  • http://twitter.com/Jayy_Hussle T.H.U.D.

    Soooo Bryan’s M/H Fisherman Slam doesn’t hit mid-air opponents. I thought this move was suppose to be a special move anti-air. Did I miss something because I’m seriously confused. 

    I could be wrong but overall, did he get buffed? My knowledge about frame data is that of a 8th grader in chemistry.

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  • SPECTRELIGHT

    Is CapCom just ignoring the TIMER issue? To me this is one of the major imbalances to the game. Time Outs shouldn’t be so prominent.

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  • http://www.facebook.com/profile.php?id=22607966 Sam Robards

    Relating to the Pandora changes, will Pandora extension gems keep Pandora at the same time it is with a gem quipped, or will the time with gems be extended by the three seconds the general mechanic is?

    I guess another way of asking would be if the Pandora extension gems work by setting Pandora at a certain amount of time (equipping one sets Pandora at X seconds, for example) or if the gems extend Pandora by a certain amount of time (equipping one adds X seconds to Pandora).

    Just curious to know if I can expect a further Pandora extension, as I use Pandora-based gems exclusively.

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