Street Fighter x Tekken ver. 2013 – Balance Changes for Tekken Cast Part 2, PlayStation-Exclusive Characters and System Changes

Capcom has updated the Street Fighter x Tekken official blog with the additional ver. 2013 balance changes for the rest of the cast as well as system changes. Note that the below lists are entirely new additions to the previously announced changes. Some of the system changes – particularly with throws, which now are not only 2 frames faster, but eliminate recoverable damage – will completely re-shape how battles play out in the next version.

Capcom has also created a page on the official SFxTK site with the full list of ver. 2013 changes. Unfortunately, the page is only available in Japanese.

Lars

Far standing LP

  • Start-up from 6F→5F
  • Pushback on hit, guard increased

Far standing MP

  • Arm area attack-invincible during an anti-air
  • Hitbox expanded downward
  • Start-up from 9F→7F

Far standing MK

  • Overall motion slightly changed
  • 5F extra recovery during Boost Combo (hit -3/guard -7)
  • Start-up from 15F→13F

Far standing HP

  • Start-up from 13F→11F
  • Recovery 5F shorter (hit +2/guard -4)
  • Hitbox expanded

Avalanche Smack

  • Damage from 100→130

H Silent Entry

  • 8F before recovers ends, can be canceled into L, M, H, EX Silent Entry

Avalanche Fall

  • Guard category changed from high→mid (overhead)

Cross Slash

  • Forward movement distance increased
Alisa

Close standing MP

  • Start-up from 7F→5F
  • Recovery slightly reduced by 2 (hit +7)
  • 5F extra recovery during Boost Combo (hit -3/guard -9)

Crouching MP

  • Start-up from 8F→5F
  • Guard pushback during Boost Combo reduced

Double Rocket Punch

  • Trajectory no longer drops after firing

Trigger Shuffle

  • Invincible until 1F before active
  • First hit counts as 0 towards the juggle combo count
  • Damage distribution changed

Destructive Form Standing HP

  • Hurtbox expanded

Crouching HP

  • First hit’s guard stun reduced by 2F

Hertz Blade Flare

  • Damage from 60→80
JACK-X

Standing LK

  • Start-up from 6F→5F
  • Recovery on hit reduced by 3 (hit +1)
  • Hitbox reduced
  • Hurtbox reduced

Crouching MP

  • Damage from 100→85
  • Recovery during Boost Combo increased by 3F (hit -6/guard -10)
  • Guard pushback during Boost Combo reduced

Neutral jump MK

  • Can now cross-up

Mad Dozer

  • Movement distance during the transition from 2nd-3rd hit reduced
  • Armor now active from 25-39F
  • Wall bounds when attack hits at maximum charge
  • Recovery for maximum charge attack reduced by 15 (guard -10)

Megaton Earthquake

  • Damage from 70×2 (140)→50×2 (100)
  • Guardstun for 2nd hit reduced by 4F (guard -9)
  • Guard category changed to high (blockable standing or crouching)

Standing HK

  • Guard pushback during Boost Combo reduced

Machinegun Blast

  • Guard push back for all hits reduced
Bryan

Far standing HK

  • Start-up from 17F→14F
  • Mid-air from 8F

Crouching HP

  • Active frames increased by 2F (5F active)
  • 9-14F damage to 90F
  • Will now hit opponents who jump over
  • Start-up from 10F-7F

Chopping Elbow

  • Guardstun reduced by 3F (guard -1)

Jump MK

  • Can now cross-up
Christie

Crouching HK

  • Damage from 90→80
Lei

Neutral jump MP

  • Hurtbox reduced

Jump HK

  • Hitbox expanded

Drunken Rapid Fists

  • Recovery reduced by 5 (guard -10)

Snake Stance standing MP

  • Start-up from 8F→6F
  • Guardstun increased by 4F (guard +2)

Dragon Stance HP

  • Floats the opponent the same hit as the last hit of Snake Bite Combo
  • Juggle count, juggle count reduction numbers adjusted

L Reverse Lotus

  • When transitioning to Back Turn, activates immediately after landing
  • Rising distance is reduced

Back Turn

  • Transition speed increased
Mega Man

Close standing HP

  • Start-up from 10F→5F

Far standing HP

  • Now cancellable
  • Start-up from 10F→5F

Ice Slasher

  • Recovery on hit reduced by 2 (hit +3)
Pac-Man

Crouching HP

  • Hitbox added, from 8F will only hit air opponents
  • Recovery on hit reduced by 5 (hit ±0)
  • Pushback on hit, guard reduced

H Flip Kick

  • Completely invincible from start-up to 8F
  • Causes hard knockdown
  • Damage from 120→130

EX Flip Kick

  • Completely invincible from start-up to 10F
  • Causes hard knockdown
  • Damage from 120→140

EX Hip Attack

  • Causes bound on hit
  • Guard category changed from high→mid (overhead)
  • Recovery can be cancelled with other actions
Cole

Shock Grenade

  • Total frames from 38→45F
Toro

L/M Shoryuken

  • Guardstun reduced by 10F
  • Guard stop reduced by 5F
  • Guard pushback reduced
System

Pandora

  • Active length from 7 seconds→10 seconds
  • Special gauge increases to MAX at the same time as activation, but does not auto-regenerate.
  • The incoming character’s position closer on activation
  • Activation time reduced by 2F
  • Damage increase is fixed at x1.15, regardless of remaining health
  • Timing for end of recovery of Pandora activation is now the same across all characters

Quick combo

  • Preset combo 1 made blank, will not activate even when set
  • Combo registered to preset combo 1 is moved to preset combo 2

Normal throws

  • Start-up from 7F→5F
  • If a normal throw hits, recoverable damage is eliminated (excluding air throws)

Life Gauge

  • Life gauge no longer shakes when taking damage

[ID:24] Immense Power Lv.3

  • Attack +30%→Attack +10%
  • Active length from 10 seconds→20 seconds
  • Along with the changes, named changed to Immense Power Lv.1

[ID:245] Proficiency Lv.3

  • Gauge usage reduction +40%→+20%
  • Active length from 10 seconds→15 seconds
  • Along with the changes, named changed to Proficiency Lv.2

[ID:62] Iron Wall Lv.3

  • Defense +30%→Defense +20%
  • Active length from 10 seconds→15 seconds
  • Along with the changes, named changed to Iron Wall Lv.2

[ID:102] Fortitude Lv.3

  • Damage reduction +160→+110
  • Active length from 10 seconds→15 seconds
  • Along with the changes, named changed to Fortitude Lv.2

[ID:190] Harmonize Lv.3

  • Life recovery from +80→+60
  • Along with the changes, name changed to Harmonize Lv.2

Gem activation conditions

  • Super Arts performed during Pandora will not activate gems with the following conditions:

-Perform a Super Art
-Have a Super Art performed on you

Source: SFXTK Official Blog, 4Gamer

  • NyuBomber

    AW YEA! GET optimistic.

  • JohnGrimm

    Looks like they made Pandora even worse. Why is it in the game again? Not to say that I want a comeback mechanic, but Pandora from day 1 seems like a mechanic added in just so they could say they have more mechanics. I don’t get why they felt the need to have every mechanic they’ve ever had ever in this game.

    The changes to throws are cool, but with the terrible range I don’t see them being much more useful than they are now. I don’t know enough about the Tekken characters to know if these changes are good or not.

    • http://www.facebook.com/dugg.gorman Dugg Gorman

      derp

    • DRainn

      Pandora is for styling on people, it’s not for comebacks

      • xShonuffx

        So I should let someone beat me up to near death before I style on them….Cannot compute.

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

          now you’re getting it!

    • ReoAyanami

      It’s good.

    • http://pulse.yahoo.com/_RVTCDH7KD4LOBP22XNRB2J56TM Sean O'donovan

       I agree. On the throw change, it doesn’t seem like it would do much unless tagging out was made changed to be more useful for recovering life (it always seemed more like in Marvel were the only reason you tagged was for offensive reasons) from what (limited amount) I’ve watched of SFxT in competition it seems like dying characters are tagged out just so they don’t die, not to bring them back in later.

    • Garrett Jones

       Made worse? Can you not read at all? It starts up faster and the incoming character is closer to opponent. That’s the whole reason Pandora sucked man, near impossible to land a combo off activation. Now all you need is a wall bounce or bound when your char is at 25% health and you can do huge damage. 

      And throw range increased would cause even lp, mp chains to get you thrown. Speed increase is all you need to keep yourself from getting jabbed out while you’re walking forward for the throw. Think before you get so eager to bash.

      • JohnGrimm

        No meter recovery and static, low damage boost seems like a pretty hefty nerf to me. Even if you could get a combo into it, you’re not doing shit with it anymore. And as far as throw ranges go, you don’t have to make them half screen throws, but the ranges that they’re at now are absolutely ridiculous. Also, am I remembering incorrectly or were chains NOT made almost universally less safe on block? Because I recall that being the case, meaning going for a LP, MP chain probably isn’t going to get you any tick throws any time soon, especially with the 5 frame startup.

        Please don’t assume I didn’t think about the implications of the changes just because I don’t like a game you enjoy. You do nothing but promote the stereotype that people who like SFxT are ignorant fanboys, which I know is not the case.

        • Garrett Jones

          Before you had to figure out a way to keep them in a combo long enough to gain meter which also badly scaled the damage. Now you get 3 meter instantly, enough to connect another EX move and a super from your wall bounce/bound. Damage scaling prevents anything more than 3 meters worth of damage being meaningful.

          As for the throws, you’re making two conflicting statements so I can’t tell what you’re thinking. You’re saying that lp/mp chains are less safe on block…which means less block stun, which means doing a lp, mp boost chain would guarantee your opponent a throw in many cases when you combine it with the faster start up.

          P.S. I haven’t touched this game since a couple weeks after it came out (and I pre-ordered it) but the changes are getting me psyched. So your last comment is invalid.

          • JohnGrimm

            Steve’s EX Flicker loop in Pandora was easily capable of dealing around 900 damage, I’d say that’s pretty worth it. Now you get 3 Flickers max, which is probably half that. I also recall a Desk video about Pandora combos using EX moves to keep people standing for extended periods to get good damage. All options that no longer exist.

            As for the chains, I’m not sure how you could interpret that situation in that way. If your LP > MP chain is -4 on block (I believe they’re worse than that now, but I don’t remember exactly) and throws are now 5 frame startup, combined with the terrible range of throws, your opponent has 9+ frames to push a button against you. A 5 frame normal will hit you in the first frame of your throw, beating you clean. You’re not getting tick throws off of that. Even a simple answer like back dash is going to destroy that throw attempt. Hell, your opponent could throw first and then you would HAVE to tech it because their throw would come out on the first frame you could push a button. It is literally a non-option for tick throwing.

            Whether or not you like the game is kind of a moot point, basically what I was saying is just because I don’t like the game, don’t assume I haven’t thought about the changes. That remains the same whether you like the game or not, I’m not bashing the game, just giving my opinion on some missed opportunities.

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

            Yeah, but who has actually used Steve in Pandora like that before?  I’m sure he’s one of the rare cases in which he can fully abuse the infinite meter.  For most of my characters, I never use more than 3 meters.  The timer, damage scaling and juggling count just never makes anything with more than 3 meters necessary   Now the max meter start up is HUGE.  So many combos are limited to how much meter you actually have, which puts another requirement on top of Pandora’s already strict requirements.  

            Throws removing recoverable health on its own is SCARY.  You can potentially do a huge amount of damage if you factor in what someone could potentially recover had you not thrown them.  Now you want to make the range even greater?  It’s just too good if you do that, getting your recoverable health taken away is a HUGE penalty, so you should have to work for your throw.  

            Definitely valid points on what gets cut when these changes take effect.  However, I think the positive out weighs the negative in most cases.  

          • JohnGrimm

            Here’s my problem about the throws, because the range isn’t better, you won’t be able to use them in more situations than you can now. Tacking on a bunch of bonuses to landing a throw doesn’t actually make the throw more useful. Because it gets rid of recoverable health, it makes you WANT to use them more, but they aren’t actually any better in terms of utility. Basically, they’ve managed to make throws stronger without making them any better. I would rather have throws with more range that did little damage and didn’t take recoverable health than the opposite.

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

            “Here’s my problem about the throws, because the range isn’t better, you won’t be able to use them in more situations than you can now.”

            They are 5 frames faster, meaning there are more moves that you can use to safely tick throw.  If you had a move that was +2 on block, you couldn’t safely tick into throw before.  Now you can.

            Also, Dash Canceling into throw will be better, because of the faster throw start up.

            Did you watch the 2013 trailer?  Watch when Ryu dash cancels into Jin and lands a throw.  In vanilla, Jin could land a crouching medium.  In 2013, he can’t.

            So, YES, you will be able to use them in more situations..

            Range isn’t the only property of a throw that matters.  

      • http://www.facebook.com/people/Brett-Gathings/100000335381553 Brett Gathings

        I loved pandora the way it was, many combos to be found from it.

  • pressstart

    Damn, throws are going to be strong! Coupled with slower life recovery, timeovers shouldn’t be so bad. Probably could have shortened the stages though right?

    Not being able to spam supers and ex moves anymore on Pandora evens it up for everyone I guess.

    • http://www.facebook.com/profile.php?id=100003802908738 Isaac Alexander

      Yeah, but it won’t take long that one day, you’ll face a scrub whose team have the most damaging throws and spam them. Seriously, this is going from a gemfest to a gem-powered grabfest.

      • boogity boy

        The main problem with throws in this game since day 1 is their butt-tastic range. These throw buffs mean nothing when it starts up @ 5 frames with crap range and most jabs are still 3-4 frames. If someone tries to be a scrubby molester than they are just going to repeatedly eat jabs to the upper lip. Only time throws will seem useful in this new iteration is the forward roll throw addition.

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

          Good, let them get punished if they’re being scrubby.  

          Throws have the potential to be much stronger in this game than in your typical fighter, so it’s important they’re not TOO good.

        • ReoAyanami

          Jabs are stronger and still will be come 2013 but that is why people are willing to take the throws instead of risking frame traps as can be seen in sf 25th grand final.

          Now, it’s a mind game because good players will recognise whether it’s better to go for combos or throw based on recoverable life which means you can read the other player.

  • http://www.facebook.com/charles.scottspain Charles Scott-Spain

    Uh…whoa.

  • http://twitter.com/Kirblar024 Ian

    Pandora was designed to require a gem(s) to really be useful.  They simply may not have been able to adjust it wthout a complete gem overhaul.

    • http://www.facebook.com/Jake.Montoya79 Jacob Montoya

       It can be useful if you activate it within a combo… For instance with Law you can do one of his ex specials that will wall bounce or he hits higher in the air and then do pandora and continue the combo from there… There’s plenty of combo’s like that where you can activate pandora in the middle… It’s also best to do so like that because your opponent can’t just start jumping away from you once you activate it… Though I don’t think they should have removed the unlimited meter during Pandora because it’s not like people were able to do multiple supers anyways.. Your lucky if you even have time left if one super connects, so you have to hope the super you connect with kills them before the pandora timer runs out…

  • http://www.facebook.com/people/Mike-Murray/611100197 Mike Murray

    They got rid of the life bar shake!

    • http://pulse.yahoo.com/_RVTCDH7KD4LOBP22XNRB2J56TM Sean O'donovan

       Now if only it didn’t look like it was designed by a schizophrenic.

  • http://www.facebook.com/Jake.Montoya79 Jacob Montoya

    There’s always going to be haters and people bitching no matter what they add, remove, and or change… Why do you people (the ones that are never satisfied with anything) even bother to post?? No one really cares since you have nothing positive to say anyways…

    I’m all for any changes that will bring this fighter back into the tournament scene because it’s my favorite fighting game… New changes might take a little bit to get used to, but I’m all for em…

    • Moribund Cadaver

      Some haters post merely because they’re trolls and look for hot topics to get a reaction with.

      Other haters post because they actually do believe they can engineer the community to hate what they hate and play the games they want played. Those people aren’t trolls, so much as the worst kind of blind fanboys.

  • StunningBiceps

    Throws!!!!!

  • StunningBiceps

    Damn this is going to be tight.

  • RunningWild1984

    Should of gotten rid of throw cinematics.

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

      No.

      Guile’s backbreaker looks bad@$$.

    • http://twitter.com/Darkforge Legion

      I don’t understand why they just couldn’t have the clock freeze on the cinematic parts of the game.

  • http://twitter.com/wBENDERw wBENDERw

    get hyped!!! I think the throws will make the game awesome!!!

  • http://twitter.com/VulcanHades Luisito

    Dude, throws removing red life completely? That’s sick. They just made throws scary again which will also make frame trap characters a lot more viable than before. It will also make characters with fast CADCs extremely good.

    Pandora changes are better than they look at first. 2 frames faster + instant full meter + partner being closer will allow a ton of insane combos and punishes that were just not possible before.

  • thirdstrikesucks

    Game’s bad people get more hype over a marvel $20 money match than a world championship with a fucking car on the line

    • http://www.facebook.com/people/Timothy-Ian-McMillan/100003757326579 Timothy Ian McMillan

      Game’s bad but it’s not as bad as it was before.  People are allowed guilty pleasures once in a while.

      • Joseph King

        Games awesome STFU!

    • blackavengre

       Gotta love these haters that think a game is shit because their opinion dictates so. Why don’t you find a new Capcom game to Nazi-bandwagon hate on? Cuz SFxT is back again bizzotch.

  • BXFenns

    The changes to Throws alone got me hyped even more.

    • infominutebrad

      seriously.  the changes they made to throws (particularly the removal of red health) will be the single biggest game-changer.  SUCH a smart change. i am now fully on board for SFxT 2013.

      think about this scenario (which will happen often):  you land a combo that knocks your oppponent down.  on wakeup, if you go for a meaty throw or tick with a + normal first (so it grabs on frame 1 – 2), you could potentially net about 300 damage just from that throw.  amazing.

  • towcoins

    so who has teh best tic throw? ( ° ͜ʖ °)

  • Quan Chi

    I guess auto-launching is still on…
    FU CAPCOM!

  • http://www.facebook.com/people/Tim-Young/100000899094329 Tim Young

    LOL.  Still no changes to Kuro.

  • Josshu

    I’m all for these changes, but it’s still insane that the timer doesn’t stop with super animations (especially because they’re so long in this game). I’ll still continue to play this game but that’s the change that I think the game really needed

    • http://twitter.com/VulcanHades Luisito

      I disagree. Stopping time is a bad solution to a false problem. What I
      mean by that is that the timer/time outs is not even a problem to begin
      with, the actual problem is that low/mid level players fail to manage
      their meter, health and DPS and don’t know how to take advantage of team
      synergy, resets, CADC frame traps, gems, okizeme, wall carry, corner
      pressure, low crush launchers, switch run canceling and pandora.

      At
      high levels of play, even if the game is still relatively new and
      players are still learning the game, we see that rounds can often end
      very quickly. In fact in the 25th anniversary tourney we saw as much
      perfects as we saw time outs.

      The real problem is not that
      matches can end by time out. It’s that matches and thus tournaments last
      too long and that winning by time out isn’t very hype (though sometimes
      it can be). And what causes matches to currently last longer than they
      really should is: Some ABC chains and moves being overly safe on block,
      SF/footsie characters being overall better than tekken characters,
      cross-rush combos dealing weak damage and giving a lot of grey health,
      backdashes and cross cancels being too good, red life recovering fast
      and safe rolls making it hard to maintain pressure. But these are all
      things that will be adressed in ver 2013.  What I’m getting at is that
      even if the timer was a problem in the current version, chances are it
      won’t be a problem at all in 2013 because of the various buffs, nerfs
      and system changes.

      Plus, the solution to pause the timer during
      cinematics doesn’t make much sense to me because in practice it would
      actually make matches last even longer: 99 secs + every second paused
      during cinematics. So I would personally just make the supers completely
      deal their damage before the round ends by time out.

      • Joseph King

        Timeouts were only a problem in the first few weeks of release, once people started maximizing damage it became less and less of an issue…

        • http://twitter.com/SkuddStevens Skudd Stevens

          The entire problem with time-outs is the fact that they should disappear at the mid-level, where players may not be able to get maximum damage but are still capable of keeping up the pace of a match. Currently (pre-2013), time-outs are only infrequent at the high-level.

          However, I agree that stopping time during super animations isn’t a proper fix for the issue. For the most part, slowing down recoverable health, having options (such as throws) to reduce recoverable health, and speeding up boost combos by removing the launcher animation will all contribute to a good 20 seconds of brand new wiggle room per-round. This alone should push the time-out threshold back to just under the mid-level.

          The only other suggestions I could personally make for how Capcom could minimize time-out occurrence would be to speed up or shorten some of the longer super animations, but it’s certainly not a necessary change.

  • DiscoCokkroach

    “[Upon Pandora activation,] special gauge increases to MAX at the same time as activation, but does not auto-regenerate.”

    I think I might cry with joy ;_;

  • http://www.facebook.com/profile.php?id=624930315 Jay Gannon

    I would’ve kept Pandora exactly the same, except that it would set damage scaling to zero for its duration. Crazy I know.

  • Marina Ríos

    Why did they nerf attack gems so much? don’t we want a more offensive game?

    • http://twitter.com/SkuddStevens Skudd Stevens

      This is what happens when people blindly hate on Gems in general. The boost gems were fine as they were and added a good amount of depth and personalization to the gameplay, and did very little to unbalance the game. The only Gems that need changes (by which I mean they should be totally abolished from ranked online matches) are assist gems.

  • Zonder88

    Didnt Pandora give infinite meter? So now it just fills it up and dont regenerate again? So now its complete ass?

    All they had to do was get rid of the instant death after it runs out. Too bad they can’t do something this simple.

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

      Pandora gave infinite meter, but it took time to fill up.

      Now, it gives max meter IMMEDIATELY, but not infinite meter.

      So ,no it’s not “ass”, now.  You get a free super that does 115% of it’s regular damage IMMEDIATELY, instead of having to wait a couple moments, like before.

      • http://twitter.com/JusttBruce Bruce

        It should give you max meter immediately and never run out.  

        • boogity boy

           Then listen to everyone complain how OP pandora is and start the whole “xfactor” debate all over again. Yes that’s exactly what they should do.

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

          Max meter is plenty.  You rarely need more than 3 meters in it to begin with.  Starting with max is a much better benefit as some characters have no way of doing anything without one bar after activation, the players that do end up scaling their combos more because of the time they need to build that meter.

  • Wulfsten

    Throws remove ALL recoverable health? That’s brilliant. I really love what this will do to throws in this game. Hella hype.

  • Simply Chun-believeable ^_~ ♥♥

    Ugh I always hated being thrown. I guess that’s just the noob in me that can do the best combos, nice mix-ups, but can’t break a throw to save my life. *sigh* I really hate that change.

    • http://twitter.com/TwitHatman TwitHatman

       See it as forcing you to learn how to tech! It’s not impossible! I teched my first throw a few weeks ago and it felt incredible. I look forward to teching more throws in the future.

      Especially with that kind of risk-reward.

      • Simply Chun-believeable ^_~ ♥♥

        Lol I have no other choice now do I? My friends are gonna have so much fun with this..

        …..For now…. >:)

    • ReoAyanami

      Looks like you need an auto throw escape gem. If only there was something like that. ;-)

      • Simply Chun-believeable ^_~ ♥♥

        I hate assist gems, I only used them for the trophy, they hurt my playstyle more than it “helps”. ^.^”

  • http://twitter.com/JusttBruce Bruce

    In pandora your walk seed should go up like crazy and normals or pretty much everything else does chip. Im saying this so they wont run away or black all your moves. 

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

      “In pandora your walk seed should go up like crazy”

      There’s an app for that.  And, by “app”, I mean “gem”.

      People should really check out the pandora activated gems…they’re actually pretty scary with the right characters/gameplan.

  • mozart danno

    Lars is looking good and I like those frame changes on mega man.

  • http://www.facebook.com/matthew.d.miller.5 Matthew D. Miller

    any word on if the PC version is gonna get an update

  • TempBast

    Burn all your existing meter. Activate Pandora, instant max meter. Pretty sweet.

    • http://www.facebook.com/brileymesser Briley Messer

      Only if your health is low enough to activate Pandora, then you die unless you have a guaranteed way to KO the opponent in under 10 seconds.

  • http://www.facebook.com/people/Allan-Caesar-III/100002572848900 Allan Caesar III

    So the game’s new name is going to be called “Super Throw X Timeout” eh?

  • http://www.facebook.com/people/Luis-Lopez/100001971987040 Luis Lopez

    wow lots of comments for a dead game lol

  • http://twitter.com/ThrownControler Mark Bayless

    my only complaint is that most the characters wont tag their partner in on single player. :( would like yun and yang added too :) play daily screw the haters

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