Street Fighter x Tekken ver. 2013 Video Roundup (02/02) Street Fighter x Tekken ver. 2013 Video Roundup (02/02)
Desk starts us off strong in today’s roundup with a mini combo video showing off what the new Pandora can do. TheSoulOfBasement15 brings us two videos... Street Fighter x Tekken ver. 2013 Video Roundup (02/02)

Desk starts us off strong in today’s roundup with a mini combo video showing off what the new Pandora can do.

TheSoulOfBasement15 brings us two videos that focus on his team of Lars/Jin.

VIP2GAMING brings us a video filled with Paul Phoenix combos.

And finally KenAdamsNSA produced a combo video featuring the masked duo of Vega and Yoshimitsu.

Sources: DeskTheSoulOfBasement15VIP2GAMINGKenAdamsNSA

  • Justin Archer

    desk makes good videos. The other videos were cool but i dislike when you can’t hear the hit’s or the characters.

    • MaRayearth

       yep, it sucks when they do it like that. 

  • Cryoh

    Whenever there’s a video that says BnBs, it shouldn’t be all jump-ins with no hit confirms.

    • Luisito

      I haven’t watched the video in question. But technically the BnB stays the same. You either punish with heavy normals or hit confirm with links/tekken chains. But the important part is the filler and ender.

      I agree though that people should show the possible hit confirms if they are making a tutorial video. If it’s just a combo video to show flashy things then whatever.

      And combos that start with j.roundhouse and go into medium xx special or ABC are silly. Because if you’re punishing, you  might as well go j.roundhouse > fierce xx special (if your character has a special cancellable fierce) or, raw launcher.

    • Christian Nelson

      I agree with this 100%

  • Carlos Pascual

    Wait… didn’t Cammy lost jump-cancel on her cl.HK? O_o

    • Timothy Ian McMillan

      only on block. She can still do it on hit.

      • Michael Walters

         Juri lost that ability on block as well. I don’t know who else had that ability, but it seems to be gone across the board

        • Jolly Green

          I think so. Both Ibuki and Chun-Li lost it as well.

          • MaRayearth

             I think Ibuki can still do it on block.

          • TempBast

             Guy can now j.cancel the last hit of his bushin combo on hit or block. But his jab does not hit crouching opponents.

  • RenaTurnip

    This is my first time looking at SFxT 2013. I have to say that I’m glad that the game has real damage output now… but it’s still not the game’s fault that very few people knew how to optimize the game’s damage and combos last year, of course not including gem support.

    I’m not being snarky. I’m just very certain that if more people had their heads on right, SFxT could have been a better experience instead of people seeing how many meters they could waste on damageless meter-tags. This patch is still a great thing for all the -other- problems the game had, and I could never pretend otherwise. I’ll just insist on being stuck up about how the game was played before.

    Here’s to hoping to a successful year, SFxT 2013!

    • TwitchyGuy

      I know right. Even on high profile streams you still see a lot of people doing only chains and wasting a lot of meter on crappy unoptimized combos. Not to mention, almost nobody punishes rolls and invincible moves -> tag cancel properly.
      Imagine everybody in Marvel doing LMH, launch, LMH super… it’s almost THAT bad.

      • Christian Nelson

        You couldn’t punish rolls though…

        • TwitchyGuy

          I’m talking about v2013.

    • Patrick Toworfe

      Couldn’t have said it better myself. That’s why it burns me whenever people now say ‘oh SFxT has damage now’ or ‘there’s no timeovers now’ ¬_¬ Because at high level play, and you’d see this on ssf4evo’s channel there was loads of good players and timeovers were rare. People literally did not play right. And what annoys me is even now whenever a timeover happens in 2013 stream monsters act stupid about it. Fact is, there’s nothing wrong with timeovers but when both players down back and jump around for the first 30 seconds of the match what do you expect to happen? People STILL play SFxT like it’s SSFIV and they still aren’t treating it like a unique game with how it plays. And I’ve been criticized here for not ‘hit confirming’ or whatever but this game isn’t strictly about that and  I aim to show big damage off of jump ins which will be key, including how to better incorporate launches (which still seem to have misconceptions around them). Like you I’ll feel like an oldfag when it comes to SFxT but as long as the community grows and more people play the game better then I’m happy

      • RenaTurnip

        I’ve been considering this for some time and I feel that jump-ins were the biggest lead to damage. The problem is, of course, that in any SF game you should be getting less confirms off jumping in than by any other means because of how slow a process it is. It’s the most damage, but the least reliable, and I wouldn’t ask a playerbase to lean to relying on that because that would be stupid.

        However, the fact remains that the reward for jump-ins was huge. Before his changes, Cody could get 500 damage for one very well-spent meter, or something like 650 for his whole bar. While his damage output was sort of really high, I expect that most characters could probably have done similar things via similar means. Optimizing medium/heavy links and sparingly using EX move juggles where appropriate. I know that not every character had this capability and that the balance between characters’ damage output was skewed, but the principle existed and for a community that leans back on top tiers so much, it just really confuses me that nobody was taking to the top damage characters for their strengths.

        Also, something that I forgot to acknowledge and that a lot of people may have ignored is that, while damage was not the easiest thing to deal, it wasn’t the damage at fault so much as the insane health regeneration rate in vanilla SFxT. I cringed every time a player let his or her opponent tag out, because that literally reset the entire match and oops you just spent two bars on tag combos. Back to square one! Oh no the timer ran out never mind. While it is players’ faults that their combos were not optimal, it’s nobody’s fault that health regeneration was extremely stupid, and I cannot fault anybody for that at all.

        You could see the difference in fights where players win by the time the clock hits 85 or 80 or such. Where it was three good mixups/movements that each dealt about 35% or more of the health bar, particularly with heavy hitters like Hugo, and the match was over before it could begin. This kind of thing is where SFxT actually looked acceptable as a game. But as soon as you let the other player tag out, you have to start the process all over, and maybe you just won’t get those three fortunate confirms again the whole round or even the whole SET. That single tag could be all it took to ruin all the effort you made.

        … Okay, I’m rambling like crazy here. My apologies D: There’s just been so much time to see these things that I wish more people had clued in.

        • Patrick Toworfe

          Don’t worry, I did read all of it. You talk alot of sense and seem like someone who knows SFxT quite well (without sounding biased or conceited, which is refreshing). The jump ins thing is true, and I didn’t come from an SFIV background, I came from a background which is about utilizing a game’s strengths and understand the unique aspects of the game, playing it in a way I see fit but also doing the most damage within the game’s mechanics. Hence why in alot of my gameplay I do a decent amount of short boost chains (usually medium, heavy, heavy or crouching medium into launch) and anime-like combos, haha.

          But yeah the health regen never bothered me in and of itself but the BIGGEST issue with it was if you failed to kill the character that was in, letting them tag out was not only bad for you it also meant that the whole game starts over again; the tagged out character recovers damn near 40%, and the current character resets the neutral game, all the while the timer runs down…I admit this was a problem for me personally and it meant that I HAD to be smart not only about tagging out myself but also about not letting them tag out. I did enjoy vanilla with the health management and how to keep the health lead when it’s down to the wire; in fact I’d say that I’m one of the few people that enjoyed trying to stay on top health wise and a timeover gave the match a greater sense of urgency, it felt like I needed to play smart to survive.

          That’s all changed now of course, but too many people sitll play the game like SSFIV and that needs to change honestly. Not saying everyone needs to go ham or jump too much (although alot of SFxT players already do) but rather they need to stop going ‘hur dur timeouts’ when all they did was poke and down back. As you said the health regen thing was a issue and all the idiot players didn’t understand that you needed to grasp that concept to see why timeouts were likely. A part of me feels they made some game mechanics a bit derpy and easier to allow people to prevent timeouts for free (i.e. grabs on rolls, general damage increase and slow health regen, pandora appearing closer…) but my only hope is that we can all enjoy the game better and people can see it as ‘hype’ as us SFxT monsters have seen it =>

    • Crow Winters

      So I admit I’m speaking from a place of pure ignorance, I am new to SFxT and I’m trying to learn it. I read all the time that everyone does combos wrong, stop using chains, stop using lights, etc… but if we’re not supposed to do any of that, what /do/ you do to optimize combos? I am genuinely intrested, I watched Jibbo’s stream and he touched on it (if you know you’re gonna punish a fireball, heavy jumpin to raw launch, etc) but it seems like no matter what I do with any team I put together (for arguments sake, my main team right now is Raven/King) I’m not breaking 300-400 with any sort of combo. Raven gets 320ish off a c.LP and even then that’s just one crouching light into an unsafe tekken string. King gets 200+ off c.lp, or 420-470 off any random string into EX Konvict. Chain combos into each other for no meter yeilds 300ish and it dosen’t seem like either gets much more off super. 

      tl;dr, I guess, but I guess my point is it’s really, really not intuitive figuring out how to break 450-500+ or whatever without jumpins like ‘you’re supposed to’. I’m a big scrub and I don’t understand what else I can be doing to hit confirm aside from c.lp into whatever ( for raven, konvict for King) and I can’t imagine how hard it is for characters with unsafe specials or bad links.

      • Patrick Toworfe

        Honestly dude, it’s up to you to go into training and just figure out what gets big damage and when you can use it, but also easier and more practical things that get decent damage. Truth is that most of the time starting off with light punches will just weaken the combo, and not all hit confirm combos will do big damage. I’d say there’s no one way to play the game right (aside from actually using your team to their fullest potential) so I’d recommend taking tips from others but playing how you want. Literally just see what the damages of everything you can do are and then be selective of them in a match where relevant. Stuff like ‘stop using lights or chains’ or whatever, that stuff honestly is up to you. No need to use it all of the time yes, but there’s sometimes when it’s necessary and sometimes when it’s all you can do. And even though people may rant about it not everybody can successfully can fully optimized combos in the heat of a match cause stuff doesn’t always go smoothly. Don’t worry about it too much I think. Better to get good and develop your own style as a player rather than live off what people say and tutorial videos, haha. Well I think so anyway

      • Emezie Okorafor

        You have to understand how damage scaling in this game works:

        Each MOVE in a combo (not HIT, each MOVE) does:

        100%, 100%, 80%, 70%, 60%, 50%, 40%, 30%, 20%, 10%, 10%, 10%, 10%, 10%, etc.

        So, the name of the combo game is to:

        1. Use the most damaging moves as early in the combo as possible
        2. Remove as many lights as possible
        3. Cram as many fierce hits as possible
        4. Hit-confirm as early as humanly possible so you can get right into the hard hitting moves earlier.
        5. Only tag cancel when the extra damage that you will do is worth the meter.

        Adding more hits isn’t necessarily adding more damage.

        And, use more raw launchers as punishes.  When you bait out a reversal, don’t punish with a ABCC chain…at the very least, raw launch them during their recovery.  Launchers done during a ABCC do less than a launcher done raw.  They can lead to an easy 400+ damage in you have meter.

  • TheFrikking

    La virgen, Paul is a beast now!! That buff on Razes is sick. Great videos, fun to watch, besides the Paul video is a bit too long, even with P4 music

  • KubikiriTurkojin

    you know how they could improve pandora mode? restart the scaling after pandora activation. it might be too strong, but maybe not. 

    • Patrick Toworfe

      You sure about that? Have you seen what Pandora can do lately? I recommend looking at the Pandora x Mechanics video and look for the SFxT 2013 Pandora tech videos thread on my channel. Trust me, they’ve buffed Pandora enough, haha