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  1. #2221
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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    man old FFXI had nothing on this game re: spaghetti code

  2. #2222
    Shimmy shimmy ya shimmy yam shimmy ya
    Sweaty Dick Punching Enthusiast

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    How does something so blatant like that get through lol!? Tempts me to get online with this game and troll all day but that would require me giving money to these spaghetti coders.

  3. #2223
    You just got served THE CALLISTO SPECIAL
    SASSAGE KING OF DA WORLD
    cheap hawks gay

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  4. #2224
    The Defense is ready, Your Honor
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    Relaxing pig up there is a boss.

    I wanna love you SFXT; fix yo' shit, please.

  5. #2225
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    Quote Originally Posted by Lucavi View Post
    Relaxing pig up there is a boss.

    I wanna love you SFXT; fix yo' shit, please.
    I dont think this game is fixable (i still enjoy it form time to time), they would have to throw out half of the shit they implemented. Pandora, cross attack, cross arts, gems, launcher, alpha-counter etc etc etc. They tried to implement too much shit that was half assed. Quality over Quantity in features. I never used Pandora on purpose in any match, onyl by accident.

  6. #2226
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  7. #2227
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    Capcom is selling three versions of Street Fighter X Tekken for PlayStation Vita in Japan. You can get a retail copy of the game with a code to add additional characters like Blanka and Lars to the PlayStation 3 version for 4,990 yen ($63). Capcom will also sell a digital bundle with the character pack and a downloadable copy of Street Fighter X Tekken for 4,400 yen ($55).

    Let’s say you don’t own a PlayStation 3 or already bought the extra characters, you can get a download only version for 3,400 yen ($43). You’ll still be able to use Sakura and Alisa on the Vita, but without the DLC code you won’t be able to play them on PS3.
    http://www.siliconera.com/2012/08/15...less-in-japan/

  8. #2228
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    Ver. 2013, you can have this

    System Changes
    • Standard throws are faster, and now have a 5F start-up, rather than the 7F start-up in previous versions.
    • Anti-air techniques for Tekken characters have been improved.
    • Recoverable health regenerates at a slower rater, reducing the number of timeouts.
    • Recoverable health has a more distinct color.
    • The cinematic camera during Boost Combos has been changed, giving battles a speedier feel.
    • The visual effect while Gems are active has been changed.
    • The “Fight” message at the start of each round disappears faster.


    Character Changes
    • Ken: ’Shippu Jinraikyaku’ now has greater forward movement and increased damage.
    • Kazuya: ’EX Wind God Fist’ now has full invincibility from the start-up to the end of active frames.
    • M. Bison: ’Knee Press Nightmare” is now projectile-invincible.
    • Bob and Paul: Walk speed is now faster.
    Releases mid-December.


  9. #2229
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    Hidey ho everyone, Tomoaki Ayano here.

    Has everyone started their Christmas shopping yet? I hope everyone plans on giving their loved ones a copy of SFXTK!

    Once again, let’s talk about some of the SFXTK Ver. 2013 balance changes in more detail! Most of the balance tweaks have been decided, so we’re hoping we can give everyone some more detailed updates either next week or the week after.

    For now, let’s talk about three points regarding the update.

    Vega’s Bloody High Claw
    We’ve gotten feedback that after the move is executed and the rising knee floats the opponent, depending on the position of the characters, the following attack doesn’t connect and therefore doesn’t go into the usual cut scene. We’re looking into this to make sure that if the first hit connects then it’ll be much easier to connect with the following attack.
    Heihachi’s Heaven’s Wrath
    A lot of fans have been out spoken and said that this move may be too good. It works against almost all normals on the ground, doesn’t require the user to differentiate between light/medium/heavy variants, has incredibly fast start-up and gives a lot of return for a disproportionate amount of risk. We’re looking into changing the move so that Heihachi players will have to correctly guess what kind of attack their opponent is going to do.
    Yoshimitsu’s Sword Poke Whirlwind
    It seems that even if you correctly guess with this move, it still trades with a lot of other attacks. We’re looking into the invincibility length, thus making it easier to use.
    That’s all for the SFXTK Ver. 2013 changes for now.
    http://www.capcom-unity.com/dubindoh...s-resurrection

  10. #2230
    Ze NinjaSYXX
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    cammy can now EX dive kick off her hooligan? that shit's been there since day 1, wtf kind of change is that?

  11. #2231
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    Quote Originally Posted by Nitsuki View Post
    cammy can now EX dive kick off her hooligan? that shit's been there since day 1, wtf kind of change is that?
    yeah lol. Still playing the game, people online that donte use gief/cody as a clutch are very interesting to play against. There are some monsters there that finish you off in less then 20 sec with one mistake. Love it. Looking forward to the ver 2013 changes.

    Maybe they meant she can now alos cancel her hooligan into a normal cannon strike.

  12. #2232
    Old Odin
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    some changes in a trailer:


    additionally to this:
    - ABC combos haveing less push back on block and more recovery on block makeing it easier to punish them
    - Shoryuken moves (across the bord) haveing less stun on your opponent on block, makeing it an easy punish when swaping out chars with a SRK.
    - Faster throws (5 Frames) as seen in the videos
    - Super meter gain adjustments: wiffed moves giving less to no meter (fireballs) and on hit moves (blocked or not blocked) giving way more meter.
    - Character specific changes.

  13. #2233
    Ranger
    9900klub

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    game is on steam sale for 13 bucks, just fyi for those who want to play it on a computer http://store.steampowered.com/app/209120/

  14. #2234
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    Oooh, that's worth it for 13 bucks...

  15. #2235
    2600klub
    ǝƃuɐɥɔ ǝlʇıʇ ɥʇ01 ǝɥʇ ǝʞıl sı sıɥʇ ƃɯo ʎuunɟ ƃuıɥʇǝɯos ɥɐlq ɥɐlq ɥɐlq ǝɥ ǝǝǝǝǝǝǝlopuɐʌ puǝıɹɟ ʇsǝq s,poƃ ǝsɹoɥ ǝɥʇ sı ǝɥ ǝǝǝǝǝǝlopuɐʌ

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    btw, the community thinks the pc version is a horrible port and there's no date announced fro the dlc characters.

  16. #2236
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    Quote Originally Posted by Lucavi View Post
    Oooh, that's worth it for 13 bucks...
    No

  17. #2237
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    Quote Originally Posted by Vandole View Post
    btw, the community thinks the pc version is a horrible port and there's no date announced fro the dlc characters.
    Isn't it behind in updates too?

  18. #2238
    2600klub
    ǝƃuɐɥɔ ǝlʇıʇ ɥʇ01 ǝɥʇ ǝʞıl sı sıɥʇ ƃɯo ʎuunɟ ƃuıɥʇǝɯos ɥɐlq ɥɐlq ɥɐlq ǝɥ ǝǝǝǝǝǝǝlopuɐʌ puǝıɹɟ ʇsǝq s,poƃ ǝsɹoɥ ǝɥʇ sı ǝɥ ǝǝǝǝǝǝlopuɐʌ

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    It is. DO NOT BUY.

    The online is buggier than 360 too.

  19. #2239
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    Final Balance - Street Fighter:

    Spoiler: show
    Guile

    Special Move Cross Gauge building tweaks
    Somersault Kick: on hit 40 ⇒ 30.
    Sonic Boom: on whiff 15 ⇒ 0, on block 15 ⇒ 25, on hit 20 ⇒ 35.
    Flying Mare: damage increased from 150 to 180.
    Flying Buster Drop: damage increased from 150 to 180.
    Crouching HP: hurtbox decreased.

    Abel

    Shoulder Tackle: command input priority has been changed to put it lower than Change of Direction.
    Note: Shoulder Tackle and Breathless commands are still the same (charge down, then up and Punch or all 3 Punches).

    Chun-Li

    Far standing MP: the hurtbox on Chun-Li’s arm now comes out 2 frames faster, and the pushback on block for a Boost Combo has been decreased.
    Ryuseiraku: damage has increased from 150 to 190.
    Hazanshu: hurtbox when landing has been increased.

    Cammy

    Flying Neck Breaker: damage increased from 140 to 190.

    Dhalsim

    Jump Double Zoom Punch: damage decreased from 100 to 80, advantage on block and block stun are now the same as Jump Zoom Side Punch, and advantage on hit has been decreased by 1 frame.
    Switch Cancel: changed so that it counts as a 2 hit attack, damage decreased from 140 to 120.

    Sagat

    Close standing HP: pushback on hit is now the same as LP, and pushback on block for a Boost Combo has been decreased.
    Far standing HK: Cross Gauge meter building decreased from 10 to 0 on whiff, on block it’s been increased from 10+10 to 15+15 and on hit 20+20 to 25+25.
    Crouching MP: 4 frames added during Boost Combo (on hit -6, on block -10).
    EX Tiger Knee: frame disadvantage on block reduced by 3 frames to -2, damage decreased from 110 to 90, tweaked so that it registers in mid-air combos.
    Close standing MK: pushback on block for a Boost Combo has been decreased.
    Low Tiger Shot: overall animation reduced from 47 frames to 46 frames.
    EX Low Tiger Shot: overall animation reduced from 48 frames to 45 frames.

    Poison

    Forward dash: overall animation increased from 14 to 16 frames.
    Crouching HP: start-up changed from 9 frames to 7 frames, advantage on hit reduced by 8 frames (now leaves Poison at +0).
    Far standing MP: added 3 frames during Boost Combo (on hit -5 frames, on block -9 frames).

    Hugo

    Monster Lariat: now -10 frames on block. Additionally, Super Armor startup has been changed so that it now starts on frame 7 instead of frame 1.

    Ibuki

    Tobizaru: damage increased from 140 to 190.

    Rolento

    Far standing LP: hitbox has been reduced.

    Zangief

    Far standing MP: added 5 frames during Boost Combo (on hit -5 frames, on block -9), pushback on block has been reduced, hurtbox now comes out 1 frame before attack. Finally, start up has been increased from 4 frames to 5 frames.
    Flying Body Attack: block stun has been reduced by 9 frames, and damage decreased from 120 to 100.
    Quick Double Lariat: hitbox added to the 5th frame.
    Crouching LP: damage decreased from 40 to 30.
    Crouching HP: pushback on block during a Boost Combo has been decreased, and 5 frames are added when used in a Boost Combo (on hit -7 frames, on block -13).

    Vega

    Stardust Drop: damage increased from 150 to 190.
    Bloody High Claw: tweaked to make it easier to hit with.

    Balrog

    Special Move Cross Gauge building tweaks
    Dash Low Straight: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
    Dash Low Smash: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
    Dash Swing Blow: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
    Buffalo Head: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
    Turn Punch: on whiff 15 ⇒ 10, on hit 40 ⇒ 45.
    Dash Straight: on whiff 15 ⇒ 0, on block 25 ⇒ 30, on hit 30 ⇒ 50.
    Dash Upper: on whiff 15 ⇒ 0, on hit 30 ⇒ 40.

    Juri

    EX Senpusha: pushback on hit and on block has been decreased, and forward movement on the attack has been standardized.

    M.Bison

    Bison Warp: 9 frames added (overall animation increased from 42 frames to 51).

    Akuma

    Far standing HK: when 2nd hit comes out, a hitbox to hit crouching opponents has been added. Frames have also been tweaked from (on hit +5 frames/on block ±0) to (on hit +6 frames/on block -2).
    Ashura Senku (Punch version): movement distance has been decreased, invincibility window has been decreased so that it is only available from frames 1 to 34, and overall animation increased from 61 frames to 63.
    Ashura Senku (Kick version): movement distance has been decreased, invincibility window has been decreased so that it’s only available from frames 1 to 28, and overall animation increased from 54 frames to 59.
    Goshoryuken (MP and HP versions): pushback on block decreased, block stun decreased by 5 frames, 2nd hit does not connect on crouching opponents, and the disadvantage on block for the first hit decreased by 10 frames.

    Sakura

    LK Shunpukyaku: damage increased from 30 to 40.
    Sailor Shot/Choba Throw: damage increased from 100 to 130.

    Guy

    Far standing MP: 2 frames added during a Boost Combo (on hit -3 frames, on block -7).
    Crouching MP: 7 frames added during a Boost Combo (on hit -5 frames, on block -9).
    Ninja Sickle: start up decreased from 12 frames to 10, opponent floats straight up on hit, pushback on block reduced, hitbox on 2nd hit increased.
    Bushin Gokusaken: opponent floats straight up into the air on hit, damage has been changed from 20+40+50+70 to 30+50+60+120, and the final attack can now be jump canceled.
    Bushin Gokusaken (throw version): damage increased from 100 to 170.
    Bushin Izuna Otoshi (Elbow drop variation): attack now comes out slower.

    Cody

    Crouching LK: startup changed from 3 frames to 5 frames, hitbox reduced, hurtbox on the leg comes out 1 frame faster. The hurtbox has also been increased, and 3 frames were added on hit and block (now ±0 frames on hit, -4 on block).
    Crouching HP: 4 frames added (on hit +2 frames, on block -4), 8 frames added during a Boost Combo (on hit -12 frames, on block -18), and the pushback on block during a Boost Combo has been reduced.
    Crouching HK: pushback on block during a Boost Combo has been reduced, as well as 6 frames added during the attack (on block -21 frames).
    Crouching MP (with knife): pushback on block during a Boost Combo has been reduced, as well as 6 frames added during the attack (on hit -9 frames, on block -13). The hitbox and hurtbox have been reduced, and the attack can no longer be canceled.
    Crouching MP: 9 frames added during a Boost Combo (on hit -8 frames, on block -13).
    Far standing MK: 6 frames added during a Boost Combo (on hit -6 frames, on block -10).
    Hammer Hook: the time when both characters cannot attack during the first hit has been reduced by 2 frames so that if the first hit is blocked, then the second hit’s hitbox doesn’t come out.

    Elena

    Jump: overall animation reduced from 45 frames to 41 frames.
    Standing MP: now comes out in 5 frames, and the second hit can be canceled.
    Handstand Kick: reduced by 3 frames (on hit +3 frames, on block ±0).
    Mallet Smash: tweaked to be in a standing position while the hitbox is active.

    Dudley

    EX Cross Counter: overall tweaked to make it easier to connect with.


    http://www.capcom-unity.com/dubindoh...rection-update

  20. #2240
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    Final Balance - Tekken:

    Spoiler: show
    Kazuya

    Rising Uppercut (fastest input)
    Effect has changed to make it stand out.
    Sound effect changed to make it different from a regular Rising Uppercut.

    Standing MK
    Damage changed from 30+30 (60) to 30+40 (70).

    Nina

    Blonde Bomb LP
    Frames decreased by 4 frames when attack connects (on block -6).
    Hit effect changed from a blow back to a falling stun (on hit ±0)

    Blonde Bomb MP
    Frames decreased by 4 frames when attack connects (on block -6).
    Hit effect changed from a blow back to a falling stun (on hit ±2).

    Blonde Bomb HP
    Frames decreased by 4 frames when attack connects (on block -6)
    Hit effect changed to a sideways blow back knock down, similar to the effect of Kazuya’s Devastator.

    King

    Far Standing HK
    Damage changed from 90 to 110.

    Crouching HP
    Start up changed from 8 frames to 7 frames.
    Frames decreased by 4 frames when attack connects (on hit +2, on block -4).
    Hitbox increased.
    Active frames changed to 6 frames.
    The part above the chest has been made invincible to air attacks.
    Pushback on hit and block during a Boost Combo has been decreased.

    Jumping Knee Lift
    Damage changed from 80 to 100.
    Mid-air combo count consumption changed to 2.
    The move now has a ground hitbox from start up until the 4th frame.

    Marduk

    Double Leg Take Down
    Attack’s active frame changed from 2 frames to 3.
    Now hits mid-air opponents.
    Frames decreased by 18 when attack connects (on block -31).

    EX Double Leg Take Down
    Attack’s active frame changed from 2 frames to 3.

    Mount Rush
    Attack’s active frame changed from 2 frames to 3.
    Now hits mid-air opponents.

    Diagonal jumping HP
    Hurtbox on the arm now comes out 2 frames faster.

    Jump HK
    Hurtbox on the leg now comes out 3 frames faster.

    Crouching LK
    Attack hitbox decreased.

    Bob

    Crouching HP
    Attack hitbox increased.
    Push hitbox changed.
    During the active frames from 3 to 6, the area from the neck up is invincible to air attacks.
    Damage changed from 90 to 80.

    Cracker LP
    Hurtbox on the first active frame of the attack hitbox has decreased.
    Startup changed from 10 frames to 6.

    EX Giga Jacker
    Complete projectile invincibility from startup to the recoil after a hit.
    Damage changed from 120 to 180.
    Hit effect changed so quick recovery cannot be performed.
    Bound when hitting an airborne opponent.

    Julia

    Close Standing MP
    Frames decreased by 3 when attack connects (on hit +7, on block +3).
    5 frames added when used in a Boost Combo (on hit -5, on block -9).

    Close Standing HK
    7 frames added when used in a Boost Combo (on hit -9, on block -14).

    Far Standing MP
    Frames decreased by 3 when attack connects (on hit +7, on block +3)
    5 frames added when used in a Boost Combo (on hit -6, on block -10)

    Crouching MK
    Pushback on block during a Boost Combo reduced.
    Boost Combo’s collision box pushed back.
    3 frames added when used in a Boost Combo (on block -11).

    Rising Kick LK
    Startup changed from 8 frames to 6.
    Damage changed from 120 to 130.
    Frames on block decreased by 10.
    Block stun decreased by 3 frames.
    Pushback on block decreased.

    Rising Kick MK
    When the second hit connects with a crouching opponent, they can no longer block.
    Frames on block decreased by 10 frames.
    Block stun decreased by 3 frames.
    Pushback on block decreased.

    Bryan

    Standing LK
    1 frame removed when attack connects (on hit +5, on block ±0).
    Can now be canceled.
    Hurtbox increased.

    Standing MP
    Hurtbox increased.
    The portion of the leg below the knee is now invincible against aerial attacks.
    Attack hitbox increased.

    Crouching MP
    Startup changed from 6 frames to 5.
    Reduced by 1 frame when attack connects (on hit +5, on block ±0).

    Sky Rocket LK/MK
    Pushback on block decreased.
    Blockstun decreased by 2 frames.
    10 frames subtracted when attack connects on block.

    Steve

    Hellfire Rush
    After the short cutscene on hit, Bryan is invincible until he can move again, and the length of this state has been decreased by 15 frames.

    Fox Hunt
    Hit effect on counter hit is the same as Skyscraper.

    Yoshimitsu

    Movement speed
    Now the same speed as Cody.

    Far standing MP
    Damage increased from 60 to 80.
    Startup changed from 12 frames to 9.
    Attack active frames changed from 2 to 3.
    Frames decreased by 2 when attack connects (on hit +1, on block -3).
    Attack hitbox increased.

    Crouching LP
    Frames decreased by 1 when attack connects (on hit +5, on block ±0).

    Poison Wind Bronze Fist
    Special Move counter attack timing made 3 frames faster.
    Special Move cancel timing made 4 frames faster.

    Suicide
    Damage increased from 120 to 250.
    Self-inflicted damage increased from 60 to 200.
    Does not hit airborne opponents.
    LP version: invincible to throws.
    MP version: invincible to physical attacks.
    HP version: invincible to projectiles.

    Poison Breath LP
    Frames on hit increased by 1 frame.

    Poison Breath MP
    Frames on hit increased by 2 frames.
    The hitbox on active frames from 1 to 17 has been reduced.

    Flea to Poison Breath LP
    Frames on hit increased by 1 frame.

    Flea to Poison Breath MP
    Frames on hit increased by 2 frames.

    Poison Wind Silver Fist
    Complete invincibility until Yoshimitsu lands on the ground.
    Increased speed when moving backwards.
    Range of movement decreased.

    Crouching MK
    Frames decreased by 2 when attack connects (on hit +2, on block -3).

    Sword Poke Whirlwind
    Invincibility time changed to occur between frames 1 and 8.
    Projectile invincibility added while the “lock” attack hitbox is active.

    Raven

    Standing LP
    Pushback on block increased.
    Frames decreased by 2 on block (now +2).

    Close standing HK
    Frames decreased by 10 when attack connects (on hit +6, on block ±0).

    Crouching HK
    Hitbox increased.

    Kuma

    Rolling Bear
    Timing on input when following up with Rolling Bear Headbutt tweaked.

    Frolicking Bear
    Startup changed from 8 frames to 7.
    Anti-air invincibility changed from frames 3-7 to frames 1-9.
    Damage decreased from 120 to 100.

    Bear Hug
    Damage increased from 140 to 150.

    Bear Slam
    Damage increased from 140 to 150.

    Guard Cancel
    Changed to a standing status hitbox

    Heihachi

    Heaven's Wrath LK
    Counterhit hitbox is only on the leg.

    Heaven’s Wrath MK
    Counterhit hitbox is only on the torso.

    Heaven’s Wrath HK
    Startup changed from 1 frames to 7.
    Counterhit hitbox is on both the leg and torso.

    Asuka

    Tsuwabuki
    Frames decreased by 3 on hit (now +6 on hit).

    EX Double Lift Kicks
    Damage changed from 60+50 (110) to 60+60 (120).
    Full invincibility now lasts until the 14th frame.

    Law

    Crouching HP
    Startup changed from 11 frames to 7.
    Damage decreased from 90 to 80.

    Fury Fist Rush
    Pushback on block decreased.
    Hurtbox increased.

    Somersault Kick
    Mid-air combo count consumption changed to a value of 2.
    Startup changed from 14 frames to 8.
    Damage increased from 40 to 70.

    Dragon Knuckle
    Hit effect changed from a crumple to the knees animation to a long reeling animation.
    Pushback on block decreased.

    Paul

    Forward dash
    Frames decreased by 6 (now 17 frames overall).

    Standing LP
    Startup changed from 4 frames to 5.
    Frames decreased by 3 on block (now +2).
    Pushback on block increased.
    Hitbox decreased.
    Hurtbox increased.

    Crouching HP
    Hurtbox decreased.
    Startup changed from 8 frames to 6.
    Frames on hit decreased by 12 (now +2).
    Damage decreased from 90 to 80.
    Hitbox increased.

    Shredder HK
    Startup changed from 10 frames to 6.
    Damage changed from 20+20+60 (100) to 50+30+30 (110).

    EX Shredder
    Startup changed from 10 frames to 7.
    Now hits crouching opponents.

    Mortar Punch
    Now ground bounds on counterhit.
    Damage changed from 90 to 130.

    Phoenix Smasher
    Damage changed to 230 on counterhit.
    New camera cutscene effect on counterhit.
    Blowback effect on counterhit is now the same as on normal hit.
    Counterhit sound effect is now the same as Ryu’s EX Shoryuken’s final hit.

    EX Phoenix Smasher
    Damage changed to 200 on counterhit.
    Counterhit sound effect is now the same as Ryu’s EX Shoryuken’s final hit.

    Walk speed has been increased

    Xiaoyu

    Crouching HP
    Advantage on hit reduced by 1 frame (now -5 on hit).
    Damage changed from 90 to 80.
    Hitbox increased.
    Active frames on hitbox changed from 4 to 5 frames.

    Phoenix Talon
    3rd hit no longer hits crouching opponents.

    Crouching MP
    No changes.

    Leaping Side Kick
    Invincible against air attacks.
    Recovery when landing increased by 5 frames.
    Falling speed of opponent on hit slowed.

    Median Line Destruction (EX version included)
    Hit stun and block stun changed.
    Final attack’s active frame hitbox changed to 5 frames.

    Ogre

    Close/Far standing MP
    Pushback on hit reduced.

    Owl's Hunt (regular input)
    Hitbox active frames changed from 2 frames to 3.
    Hitbox increased.
    Pushback on block decreased.
    No longer fully invincible during attack.


    http://www.capcom-unity.com/dubindoh...ection-updates

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