Street Fighter x Tekken ver. 2013 Character Change Videos for Sagat, Vega, Zangief, JACK-X, Paul and Ogre

By on January 15, 2013 at 11:12 am

ComboFiend of Capcom-Unity has posted the next set of Street Fighter x Tekken ver. 2013 character change videos, illustrating some of the significant changes to Sagat, Vega and Zangief on the Street Fighter Side and JACK-X, Paul and Ogre on the Tekken side. Check out the videos below!







Source: Capcom-Unity

  • Hotaka Saika

    “Black on block”

    You need to work on that.

  • sb

    CapcomboFiend puttin in work

  • John E.

    Honestly I just love to listen to Combofiend talk.

  • TwitchyGuy

    LMAO @ Combofiend’s profile picture on Capcom Unity, fucking hilarious. xD

  • IFD|Humbag

    Paul def looks improved but I still am not sure its enough.

    • Having never really used Paul myself, I’m curious what more you think they should do.

    • Nathanial P Connor

      I would guess having solid a solid anti air will help immensly

    • Jordan Hoffman

      I agree. Paul’s changes are the equivalent to spray painting a pile of poop gold and calling it a gem. That character was doomed the second the designers equated him to the joke character.

  • xespool

    Sagat totally needed those nerfs, and Vega really needed those buffs… Spending meter for EX Tiger Knee to have a little frame advantage, how cheap. It’s almost as bad as a character spending no meter to have insane frame advantage on normals or specials. Oh wait…

    • Emezie Okorafor

      FGC in 2011: “What the heck, Capcom!  Why did you remove Cammy’s instant air cannon strike in AE 2012?  She’s going to suck, now!  She can’t do ANYTHING.”

      Yes, clearly Capcom is the one who doesn’t know anything.

      • Jelani-Akin

        LMAO, seriously.

      • KubikiriTurkojin


      • xespool

        They think using a bar of meter (or even 2) shouldn’t make things safe or have frame advantage, yet look at all the stupid + on block normals in this game. Not to say they aren’t going to patch walk forward jab frametraps, it just seems odd that they feel the need to make EX and switch cancel moves both unsafe, when some normals in the game are still gonna be + enough to frame trap. 

        And James Chen doesn’t account for the entirety of the FGC, unfortunately. #Kappa

        • Emezie Okorafor

          I must have imagined the daily whining from Cammy players that dominated SRK, then.

          My bad.

          • xespool

            Same could be said for most the characters in the game. Buffs weren’t good enough, too many nerfs. Point is Capcom have some pretty substantial flaws in their fighting games, and in general approach the wrong issues, and then do a slow job of resolving them.

        • MetalFace

           Good. The entire idea of making DPs safe infuriates me anyways. Players shouldn’t have get out of jail free cards just because they have some meter to switch cancel. One of the main reasons I hate SF4. It’d at least be one thing everybody had one but they don’t.

          • xespool

            And the idea of walk forward jabs being not just safe but having ridiculous frame advantage is more acceptable to you than someone blowing meter for defensive/offensive options – that aren’t even guaranteed damage, and put you at a meter advantage? Derp.

      • Michael Adamson

         JESUS how many time to you plan on using this analogy when someone doesn’t agree with a change?

        • Emezie Okorafor


    • Didn’t Vega’s normals get nerfed? Or have they changed that?

      • His crLP has one frame more recovery (+4 on hit, 0 on block) and crMK has block stun reduced by 3 frames (-2 on block).

        • That’s not so bad, actually. As far as linking crLP goes, does that one frame of recovery make a substantial difference? I had just gotten the hang of linking a few of those bad boys together, and I hope that I’m not going to have to go back to SSF4 levels of timing. -_-

          • Doopliss_SWE

             That’s what’s happening, it’s a 1-frame link now, like in SSFIV. But thing is, for up close combos you can use c.LK instead. It’s actually a better option since it hits low and isn’t affected by dropping the claw.

          • Yea, but it doesn’t have the range of cr. LP. I guess it might have been a little too good, but its just an enormously sadistic change for Vega players to have to endure once more. It’s not like its not possible now or anything, it’s just obnoxiously harder. Guess I’ll just have to practice perfecting my button presses to happen in 1/60th of a second. -_-

            Unless, you’re telling me that cr. LK is somehow better in v. 2013 than it previously was?

  • Rahavic

    Why don’t air throws take away red life? Very odd choice.

    • Jelani-Akin

      Seems the reasoning behind it is that only techable throws will get that luxury, to at least give a smart player a chance to avoid losing their red health.

    • Doopliss_SWE

       Well, you can easily combo into one for only one bar regardless of who your partner is (launcher xx Tag cancel, instant airgrab).

      • Rahavic

        oh well if u can combo into it yeah no thats a little too cheap, that’d lead to more than the normal FGC fads of picking certain characters, nvm then

        • Doopliss_SWE

           Well, you CAN combo into a normal grab as well, but it requires you to land a crumple, which is a rare thing to be able to do mid-combo. I know Yoshimitsu can do it though, at least with tag cancelling. If he can do it on his own it might be a really nice thing for him, since he kinda sucks.

          • Samuel Ryder

             Are we sure that glitch didn’t get fixed?  Not to mention, spending a bar to ice someone’s red health is basically as fair as a snap in mvc3. 

            It requires potentially losing your own red health and is only available to the 10 or so characters who have air throws, so it sounds pretty fair to me.

          • Doopliss_SWE

             It’s not a glitch, it’s a feature. And they haven’t mentioned fixing it. And I think it’s just too easy to do, and promotes more cross rush spamming.

          • Being “only available to the 10 or so characters who have air throws” would be the problem.

            Also it seems to me that making air throws take away red health would be similar to making command grabs take away red health too.

    • IrregularHunterX

       Maybe because not everyone has air throws, but everyone has normal throws.

  • Peter Johansen

    “Sagget”  is a fagget

  • Joseph King


  • PringerX

    Keep gettin paid capcombofiend