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NEWS

Capcom updates SFxT

No more infinite combos.

While Street Fighter X Tekken may be one of the best recent fighting games we've tried out we're happy to reveal that we've been struggling against the online competition. One problem with the game has been that some characters have been capable of chaining together infinite combinations, but with the next update in May Capcom hope to fix these issue.

Below is a full documentation of what measures Capcom are taking to improve the game:


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.

Street Fighter X Tekken
BETA +