Street Fighter x Tekken ver. 2013 Changelog for Street Fighter Cast

Capcom has just released the first major changelog for Street Fighter x Tekken’s ver. 2013 update. This massive list details all the changes being made to the Street Fighter side of the cast, so check this out to get the scoop on what they’ll play like come December. A list for the Tekken side will be made available in the near future.

Ryu
  • Far LP – Startup 3F->4F
  • cr. MP – Startup 4F->5F - Hit box reduced
  • cr. MK – Startup 5F->6F - Hit box reduced
  • cr. HK – Startup 5F->7F
  • Solar Plexus Strike – Frames reduced by 2 (+5 on hit / 0 on block)
  • Shoryuken – Block stun reduced by 10 F - Screen freeze reduced by 6F - Push back on block reduced
  • M. Shoryuken – Frames 1~5 are invincible
  • Air Tatsumaki Senpu Kyaku – Hurt box enlarged
  • EX Tatsumaki Senpu Kyaku – Frames 3~7 are throw invincible
  • H. Ryu’s Joudan Sokutou Geri – Block stun reduced by 4F
  • Guard Cancel – Changed to 3 hits

Special move meter gain

  • Shoryuken: on hit 40->30
  • Tatsumaki Senpu Kyaku: whiff 15->10 / on hit 40->30
  • Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 40->35
  • Joudan Sokutou Geri: whiff 15->10/ on hit 40->30
  • Hadouken: whiff 15->0/ on hit 40->30
Ken
  • Far HK – Startup 13->11F - Frames reduced by 3 (0 on hit / -5F on block)
  • Shiden Kakato Otoshi – Can cancel the feint
  • Target Combo – (-1F on hit /-7F on block)->(+3F on hit / -4F on block)
  • Shoulder Throw – Damage 120->130
  • L. Shoryuken – 1~2F full invincibility changed to lower body invincibility - Floats higher on hit - Damage 80->70
  • M. Shoryuken – 1st hit block stun reduced by 10F - Screen freeze reduced by 5F - Push back on block reduced / 2nd hit no longer hits crouching opponents
  • H. Shoryuken – Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150->130 / Increased air combo juggle counter
  • Hadouken – (-4F on hit / -9F on block)->(0 on hit / -5F on block)
  • Air Tatsumaki Senpu Kyaku – Hurt box enlarged
  • Shippu Jinrai Kyaku – Damage 300->340 / 1st hit moves forward more

Special move meter gain

  • L Shoryuken: on hit 40->30
  • M Shoryuken: on hit 20+20(40)->20+10 (30)
  • H Shoryuken: on hit 20+10+10(40)->20+5×2 (30)
  • Hadouken: whiff 15->5 / on hit 40->20Air Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 30 x number of hits ->20 x number of hits
  • L Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10(30)->25+10 (35)
  • M Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×3(50)->25+8×3 (49)
  • H Tatsumaki Senpu Kyaku: whiff 15->0 / on hit 20+10×4(60)->25+8×4 (57)
Guile
  • Command change – (back+HP+HK) no longer activates guard cancel
  • Health – 950->900
  • Far HP – Push back on block for boost combos reduced
  • Far HK – Push back on block for boost combos reduced
  • cr. LP – Frames increased by 3 (+5F on hit / +1F on block)
  • cr. LK – Frames increased by 3 (+4F on hit / 0 on block)
  • Reverse Spin Kick – 6F~29F is throw invincible
  • Flash Kick – Block stun reduced by 10F - Screen freeze reduced by 5F - Push back on block reduced

Special move meter gain

  • Flash Kick: on hit 40->30
  • Sonic Boom: whiff 15->0 / on hit 20->25
Abel
  • Command change – Shoulder Tackle changed from (charge, forward+P) to (charge, forward+K) - Breathless changed from (charge, forward+PPP) to (charge, forward+KKK)
  • Guard cancel – Marseilles Roll changed to Shoulder Tackle - Attack Startup 8F, Damage 120
  • Close HP – Hit box enlarged - Push back on block for boost combos reduced
  • Far HP – Push back on block for boost combos reduced
  • Far HK – Push back on block for boost combos reduced
  • cr. HP – Hurt box reduced - Hurt box on arm is now invincible versus jumping attacks
  • Wheel Kick – Hit stun frames reduced (L->+1F / M, H, EX->+2F) - When hits in midair it becomes bound damage - Damage L. 100->80, M. 110->80, H. 120->90
  • L. Wheel Kick – Hit box position changed
  • Tornado Throw – Damage L. 140->160, M. 150->170, H. 160->180 - Throw invincible from startup until throw activation
  • L. Shoulder Tackle – Startup 20F
  • M. Shoulder Tackle – Armor properties added during hit box active frames / Hit effect changed to ground knockback
  • H. Shoulder Tackle – Armor properties added during hit box active frames / Counter hit causes wall bounce

Special move meter gain

  • Second Middle: on hit 30->15
  • Second Low: whiff 5->10
  • Finish Middle: on hit 30->20
  • Finish Low: whiff 5->15/on hit 30->40
  • Wheel Kick: whiff 15->10/on hit 60->30
  • Marseilles Roll: whiff 15->0
  • Sky Fall: whiff 10->15/on hit 60->55
  • Tornado Throw: whiff 10->20/on hit 60->65
  • Shoulder Tackle: whiff 15->0/on hit 40->50
Chun-Li
  • Close MK – Block stun during boost combos increased by 5F (-6F on hit / -10F on block)
  • Close HK – Cannot jump cancel on block
  • Far MP – Arm hurt box activates 1F faster - Push back on block for boost combos reduced
  • Far HP – Push back on block for boost combos reduced
  • cr. HK – Push back on block for boost combos reduced
  • Angle Jump HP – Mid air hit causes knockdown
  • Kakusenshu – Hurt box changed - Hit box enlarged - Damage 60->70
  • H. Kikouken – Block stun increased by 2F
  • EX Hyaku Retsu Kyaku – Only first hit reduceds mid air combo count - Hit stun for all hits changed to same as H. version

Special move meter gain

  • Kikouken: whiff 15->5 / on hit 40->20
  • Hazanshu: whiff 15->10 / on hit 40->30
  • L Spinning Bird Kick: whiff 15->10 / on hit 10×4+20(60)->8×5 (40)
  • M Spinning Bird Kick: whiff 15->10 / on hit 5×6+20(50)->8×5+5×2 (50)
  • H Spinning Bird Kick: whiff 15->10 / on hit 5×8+20(60)->8×5+5×4 (60)
  • Hyaku Retsu Kyaku: whiff 10->0 / on hit 10×n->8×n
Cammy
  • Hooligan Combination – Can transition into Cannon Strike - Transition version has 6F more landing stun than normal version, on hit advantage frames reduced by 4F
  • Close LP – (+7F on hit / +3F on block)->(+5F on hit / +2F on block) - Increased push back on block
  • Close MP – Block stun during boost combos reduced by 4 (-6F on block)
  • Close HP – Block stun during boost combos increaed by 5F (-8F on hit / -14F on block) - Push back on block for boost combos reduced
  • Close HK – Cannot jump cancel on block
  • Far LP – Block stun increased by 2 (+1F on block)
  • Far HP – Push back on block for boost combos reduced
  • Far MK – Push back on block for boost combos reduced
  • Far HK – Push back on block for boost combos reduced
  • cr. MP – Block stun during boost combos reduced by 3 (-7F on block)
  • cr. HP – Push back on block for boost combos reduced - Block stun during boost combos increased by 6F (-8F on hit / -14F on block)
  • Cannon Spike – Reduced push back on block / Block stun reduced by 10F
  • L Cannon Spike – Active frames 1~2F Damage 100 - From 3F onwards Damage 130
  • M Cannon Spike – Active frames 1~2F Damage 110 - From 3F onwards Damage 140

Special move meter gain

  • Cannon Spike: whiff 15->10 / on hit 60->30
  • Accel Spin Knuckle: on hit 40+60(100)->20×2(40)
  • Cannon Strike: whiff 15->5 / on hit 40->15
  • Razor Edge Slicer: whiff 0->5 / on hit 60->30
  • Fatal Leg Twister: whiff 5->10 / on hit 40->50
  • Cross Scissors Pressure: whiff 5->10 / on hit 40->50
  • L and M Spiral Arrow: whiff 15->0 / on hit 40->50
  • H Spiral Arrow: whiff 15->0 / on hit 20+20(40)->30+20(50)
Sagat
  • Close MK – Push back on block for boost combos reduced
  • Close HP – Push back on hit changed to be same as light attacks
  • Close HK – 1st hit will hit crouching opponents - 1st hit causes forced standing
  • Far HP – Push back on block for boost combos reduced
  • Far HK – No longer build meter on whiff
  • cr. MP – Block stun during boost combos increased by 4F (-5F on hit / -9F on block)
  • cr. HP – Push back on block for boost combos reduced
  • Step Low Kick – Block stun reduced by 3 (-3F on block)
  • Tiger Uppercut – Block stun reduced by 10F - Screen freeze reduced by 4F / Push back on block reduced
  • EX Tiger Uppercut – Moves forward further - Hit box after 2nd hit enlarged forward
  • EX Tiger Knee Crush – Block stun reduced by 5 (-3F on block) / Damage 110->90 / Changed air combo count

Special move meter gain

  • Tiger Shot: whiff 15->5
  • Grand Tiger Shot: whiff 15->5
  • Tigger Uppercut: whiff 15-> 10 / on hit 40->30
  • Tiger Knee Crush: whiff 15->0 / on hit 20+20(40)->30+20(50)
Dhalsim
  • Close LK – Startup 3F->4F - Hit box reduced
  • Close MP – Block stun during boost combos increased by 3F (-4F on hit / -10F on block)
  • Close MK – Block stun during boost combos increased by 3F (-7F on hit / -11F on block)
  • Close HP – Block stun during boost combos increased by 5F (-9F on hit / -15F on block) - Push back on block for boost combos reduced
  • Close HK – Block stun during boost combos increased by 8F (-9F on hit / -15F on block) - Push back on block for boost combos reduced
  • cr. LP – (+6F on hit / +2F on block)->(+3F on hit / +1F on block)
  • cr. MP – Block stun during boost combos increased by 9F (-6F on hit / -10F on block)
  • cr. MK – Block stun during boost combos increased by 4F (-6F on hit / -10F on block)
  • cr. HP – Block stun during boost combos increased by 8F (-11F on hit / -16F on block) - Push back on block for boost combos reduced
  • Double Zoom Straight – Damage 90->80 - Hurt box active frame timing changed
  • Double Zoom Punch – Damage 90->80
  • Jump Double Zoom Punch – Damage 100->80
  • Sliding – Hit box reduced
  • Yoga Sliding – Hit box reduced
  • M. Yoga Flame – Block stun reduced by 2 (0 on block->-2F on block)
  • H. Yoga Flame – Block stun reduced by 2 (+3F on block ->+1F on block)
  • Yoga Flame – Hurt box appears 2F before hit box activates
  • EX Yoga Flame – Startup 17F->15F
  • Yoga Blast / EX Yoga Blast – Opponent cannot quick stand on hit
  • Yoga Inferno – Startup 3F->6F
  • Yoga Volcano – Startup 9F->7F - Damage 250->280
  • Guard cancel – Changed to 2 hit move

Special move meter gain

  • Yoga Fire: whiff 15->5
  • Yoga Flame: whiff 15->0 / on hit 30->50
  • Yoga Blast: whiff 15->0 / on hit 40->70
Poison
  • Command change – Backflip command changed from KK to KKK
  • Forward Dash – Full animation reduced from 22 to 16 frames
  • Close MP – Damage increased from 60 to 70 - 3 frames added to Boost Combo (-5 on hit, -9 on block)
  • Far HP – Damage increased f
  • http://www.facebook.com/irving.malcolm Irving Malcolm

    Wow, they are doing and extensive work on this.   They have to do something with Pandora!

    • RunningWild1984

       Like remove it from the game cuz nobody uses that shit?

      • Silas

        Pandora? What the hell is that? Oh, yeah…….Who uses that anyways? I have only seen CPU use it. Online very rarely. Dummm

        • http://gloria-c-blackshear.myopenid.com/ Gloria C-Blackshear

          @yahoo-6SC7BMYAJZWPFNUIZROE7DR544:disqus a few got next to nothing changed and some bullshit got nerfed.  Carl responded I‘m surprised that a mom can earn $6257 in 1 month on the computer. have you read this web link..Goo.Gl/Y6z3j

      • Mash Harder

        No. make it useful because it looks awesome.

        • http://www.facebook.com/irving.malcolm Irving Malcolm

          Yeah, I use it because I like the transformation =)

      • Zonder88

        This is the part that dumbass Luisito comes and try to tell us Pandora is useful already, huehue

      • http://www.portalversus.com.br/ Azis Rafael

        No, making it useful so that everybody uses it.

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

        I have 1000+games won from pandora…

  • http://www.facebook.com/profile.php?id=100003126858787 Kavinash Loganathan

    Looks to me like they’re doing an “arcade edition” all over again. Huge nerfs all over the place.
    >.<

    • McKayGamer

      I think the guy who directed ver.2012 is in charge of this as well

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

      the majority of the nerfs are cast-wide and affect the system mechanics like meter gain and boost combo frames.

    • Moribund Cadaver

      They stated that the cast was being balanced to increase the effectiveness of the Tekken side; these could be less “nerfs” in the usual sense and more equalizing the two distinctly different play styles of each faction.

      • fiks

        so instead of making the tekken characters actually fun(aka having sensical risk/reward, actual neutral, etc) they just make some silly nerfs to the capcom side? cool, everyone gets shitty characters. fun

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

          Four characters just got buffed out of complete shit-tier.  a few got next to nothing changed and some bullshit got nerfed.

          Wait for the tekken changes, fucktard.

          • fiks

            Which characters got buffs that actually move them out of shit tier?

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

            Ken, Elena, Abel.

          • fiks

            Since when was Ken complete shit tier in tha game?!
            I dont know anything about Elena. I heard mixed things about Abel. Do you really think those changes make them good and fun or just from “mediocre” to “not so mediocre”?

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

            Ken has always been complete shit tier in SFxT.  His footsies are slow and the engine is against him as a throw/mixup character. He was laughable as a close up character outside of SRK-> tag. Now, they’ve universally BUFFED throws, have increased the damage on his, and he has his 3S safe target combo back.  He was never on Ryu’s level in this game. People only ever used him to get easy access to tag out combos.

          • heatEXTEND

             did u actually read anything on the list ?

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

          Silly nerfs?  I’m sorry, but why would you call a nerf to everyone’s boost combos across the board silly? 

          I don’t think most of the people here understand what these nerfs imply.  They just see the word “nerf” under most of the characters and start crying.

          • fiks

            if you think that making some already terrible chains(compared to every other game) more unsafe has anything to do with actually fixing the game you’re silly

          • JELIFISH19

            Well anything to discourage people from using the chains is beneficial. That’s one of the main problems with the game. People can base their whole game plan around chains. It’s easy, efficient, and safe right now. The only downside is it gives a lot of recoverable health. Then people are afraid to attack because all they can do are chain combos and they have to wait until their other character regains health. It leads to timeouts and boring play because people rely on the most basic strategies.  Even the top players do. So making that less effective is a huge step in making the game more complex.

    • Amer1ka

      It’s mechanic changes and not nerfs in almost every circumstance where the entire cast pretty much gets hit with the same thing.  The changes appear to be actually addressing community concerns so it’s a good thing.

  • http://www.facebook.com/DKR25 Aundre Kerr

    RIP in peice dudley.

    • http://www.facebook.com/Hagaishi215 Hagaishi Kun

      I was saying the same damn thing! And Dudley was a power house, now he’s a out house!

    • http://twitter.com/jonsf

      rest in peace in peice dudley?

      • RaiiN

         The fact that your face palming makes this even funnier lol

  • http://www.facebook.com/profile.php?id=1224150297 Jarlen Hudson

    The’re actually arent many nerfs. But one of the biggest changes im ready is that theyve made boost combos now punishable on block. Which is AWESOME

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

      They ALREADY are punishable on block.  That was the downside to using them in the first place.

      • http://profile.yahoo.com/6SC7BMYAJZWPFNUIZROE7DR544 Verified Truth Buddy

         Thats what I thought. Doesnt chaining into a move add like 10 frames or recovery or something?

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

          something to that effect.  It looks scary when written, but basically they’re just making them more punishable as a whole.  Some of the light->medium boosts were hard to punish. They’re just adding some extra disadvantage to boosts as a whole are more punishable.

          Basically, you need to read this list WITHOUT the boost or super meter nerfs. EVERYONE is getting nerfs to boost frames and super gain.

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

        That’s upon completion, they’re making them punishable even if you stop early.  

        It’s stated in the blog:
        “You’ll notice how boost combos are more unsafe on block now, even when cancelling into a medium strength attack. Players found the low risk/high reward involved with the boost combo a little frustrating, and this change encourages players to hit confirm their light attacks before throwing out the heavier normals. ”

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

          Some Light to Mediums are already punishable, but usually required a 1 or 2 frame link to a jab or something. They’re just making it more punishable across the board.

    • fiks

      yeah cant have the game have anything even remotely resembling offense with chains that other games have, might solve the whole timeout issue

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

        Target combos exist for a reason.  Fuck, a whole half of the roster has their own set of unique chains outside of LMH.

  • http://www.facebook.com/thurl Thurl Bailey Jr

    inb4 Emezie.

  • http://www.facebook.com/people/Almeson-Hoku-James/100000479628267 Almeson Hoku James

    It’s nerf or nothing

  • http://www.facebook.com/profile.php?id=1062827002 Edgar Mendez

    why nerf guile -.-

    • http://www.facebook.com/RaviaMage Justin Richardson

      Because he could run away building meter the whole game with Sonic Boom dash canceling or shooting, which facilitated time outs. Notice the characters that could either jump cancel things on block to safety or spend most of the game on the other side of the screen received nerfs to those traits or moves. Basically, a lot of these fixes force the player to:

      A) Fight to build meter instead of whiffing specials on the other side of the screen.

      or

      B) Think about how they’re using their normals and how much risk there is involved in using them.

      Guile and Rolento were notorious for running the clock down, so they also lost overall health so they can die faster.

    • http://twitter.com/SirJeromeBruce J.Killa

      Lookup Mann360 on XBL and you’ll see why

  • DiscoCokkroach

    “Akuma’s Air Fireball: When used during a backwards jump, 5 frames added upon landing”

    I will have a field day with this >:D

  • DiscoCokkroach

    They don’t use it because it’s so bad >_>;

  • towcoins

    SF-x-Tekken Nerf Edition.   Capcom doesnt know how to balance games.

  • http://www.facebook.com/profile.php?id=100001165355123 Rayford Outland

    This. Is. AWFUL! Why the flying FUCK are they nerfing everyone instead of buffing those in need?!  

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

      they ARE buffing those in need.

      • http://twitter.com/VulcanHades Luisito

        Yup. Tekken characters will have improved anti-airs and some will be able to juggle without counter hit just like in Tekken.

    • http://twitter.com/VulcanHades Luisito

      They are nerfing most of the SF characters and buffing most of the tekken characters. I really don’t think they should have nerfed so much things though. Only buff bottom 10 and do the system changes (grey health nerf, meter gain, gems, Pandora tweaks etc) and be done with it. This will be a very different game. Good news for people who didn’t like the way it was, sad news for  players maining only SF characters.

    • http://www.facebook.com/RaviaMage Justin Richardson

      Characters that got nerfed had ridiculous things like huge block stun or pushback that encouraged lockdown in the corner to run out the clock. With what they’ve done to a lot of characters is now force them to use smarter types of pressure to mount a proper offense and actually try to do damage or risk getting popped in the mouth if they try to lock people in the corner and run out the clock or stand on the other side of the screen building meter in a safe little hidey-hole for 99 seconds. I play this game a lot, so I see these not so much as nerfs, but character changes that make the characters that used to be content sitting on the edge of the screen in safety actually have to engage in combat to see results. It’ll make characters like Poison and Abel seem more attractive and useful than characters like Juri, Cammy, or Hugo, that used to have little to no risk involved in their playstyles. Again, not nerfs, more like cattle prods.

    • Amer1ka

      You are reading it wrong.  They are changing the game mechanics so that stuff isn’t safe on block and lowering meter gain while whiffing attacks to encourage people to actually fight and when they do fight they actually have to know what they are doing rather than do safe chain after chain.

      Every character being “nerfed” isn’t a nerf.  It’s a mechanic change which is greatly needed if the game is to get a second chance with the community.  Adding in skill while also decreasing a lot of the annoying things people hate (running especially) is going to do a lot for the game.  So reading the changes as “nerfing everyone” is a bad way to look at it.  Almost all characters gained too much meter on whiff.  They changed that.  Many of them had safe attacks they could repeat over and over (jabs and chains) and that’s being taken out/reduced across the board.

      Getting those mechanic changes out of the way first is a good thing and then they can look a bit more at balance because making these simple mechanic changes may drastically change up the current balance as tactics used by some characters can no longer be used which forces them to play differently which, in effect, will most likely change their current level of community decided “balance”.

  • thirdstrikesucks

    They’re trying really hard to make this game worse than third strike, but I still don’t think it will be after all this shit goes in.

    • http://www.facebook.com/people/Edacero-Pedazo/100002009120666 Edacero Pedazo

      Hahahaha if would be Ryu’s bag sure they fix it

    • Louis Lam

      oh wow this guy’s back again

    • http://www.facebook.com/people/Almeson-Hoku-James/100000479628267 Almeson Hoku James

      he’s alive

  • Blake Blanton

    Why are they nerfing Cammy like this?

    • http://profile.yahoo.com/6SC7BMYAJZWPFNUIZROE7DR544 Verified Truth Buddy

      I know rite. dont know what I’m gonna do without my jump cancel gimmick.

      • JELIFISH19

        Seriously. The jump cancel wasn’t even that big of a deal. It was punishable. That jump cancel was the main reason I liked Cammy in this. It’s basically useless if you can only do it on hit.

    • http://www.facebook.com/RaviaMage Justin Richardson

      Because Cammy used to be able to pressure without any risk. Now the player needs to use her normals and specials more wisely in combat to avoid having her brittle frame crushed under the might of characters that can’t abuse jab pressure and ridiculous aerial attack range.

  • http://twitter.com/VanMatthias Matthias

    I hope there will be more system mechanic related updates announced soon…

  • ZenTzen

    Street Fighter X Tekken NERF EDITION
    You get a nerf, you get a nerf, you get a nerf as well, you definetly will get a nerf, you get a nerf because you’re looking at me funny, oh and i cant wait to show the nerfs i’ve got ready for the other guys and girls cant freakin wait.

    -_-

    • John E.

       The “-_-” is in response to the text directly above it, right?

      • http://www.facebook.com/people/Almeson-Hoku-James/100000479628267 Almeson Hoku James

        It’s a ryu face

        “The answer lies in the heart of battle” -_-

  • http://www.facebook.com/onoitsbroko Brok Anthony Bunnell

    WHY THE HELL DID THEY CHANGE ABEL’S ALPHA COUNTER AND COMMANDS!  Omg, I’m so pissed.  His Alpha counter was so effing useful man.  Now they changed it to shoulder tackle…wtf!  Also, why change the button commands?  Is it really necessary?  Also, they made Zangief slower but did absolutely nothing to his Lariet, and increased his damage on SPD?..lol.  So Random.  I just don’t get it….

    • http://twitter.com/MortalKomment MortalKomment

       I forgot Abel was even in the game.

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

        abels in this game? awh man i wanna try him

    • http://www.facebook.com/RaviaMage Justin Richardson

      They changed Abel’s command because on block, some characters could jump away very quickly, so first instinct if you can predict the jump away would be to do Falling Sky, Abel’s anti-air grab, but that requires a forward DP motion. The problem in there lies with the fact that if they had you blocking long enough, you actually built a charge with Abel, so the game reads you DP motion as a back charge+forward Punch, causing shoulder charge to come out instead and making Able look like a complete putz. Now, you can do Falling Sky without risking the whole Shoulder Charge being a problem. Plus, Lariat no longer gains sufficient meter, and Gief’s low walk speed is now rewarded by stronger throws across the board and he no longer has a safe block string in st. LK->st. MP, so without the ability to easily scare people in to getting thrown, he now has to be more strategic and patient to get his throws in. The nerfs aren’t random at all, I just think people hated the game so much and didn’t play it enough to realize these are not nerfs across the board. These are things that are making the game have more momentum and forcing players to engage in combat and confirm hits to actually see results and gain wins.

  • http://www.facebook.com/victoly Matthew Taylor

    This shit hasn’t even come out yet and it already sucks.

    All of these retarded nerfs are going to dig a grave for this game.

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

      So now it can choose from two?

  • http://www.facebook.com/people/Nick-Crowley/570304508 Nick Crowley

    still going to not play this game, wakka wakka

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

    Here’s a summary of the buffs.  Please take a look before you start crying about supposed nerfs all around.  It seems they have tried to nerf the abusability of SRKs, but I don’t see how that’s a bad thing.

    Ryu:  Yeah, nerfs all around, I’ll concede this one.

    Ken:  Faster normals, SAFER TARGET COMBO, can cancel F+HK feint, throw damage increase.  Removal of some invincibility on SRKs, but in return, you get higher floats, extended hitboxes.  Safer Hadouken, super damage increase.Guile:  Removed issues with accidental guard cancels.  Can’t throw him out of Sobat.

    Abel:  BUFFS ALL AROUND.  Guard Cancel is now a move that causes damage.  Close HP buffed.  c.HP is harder to stuff and now invincible against airborne (i.e. it can do exactly what it’s meant to, anti-air).  Tornado Throw damage BUFF.  Armor extended on Shoulder Tackles so it’s armored while active.

    Chun:  minor nerfs in some areas.  Knockdown on j.hp (like Juri’s).  Damage BUFF to Kakusenshu.  Easier to abuse EX Legs in combos since only the first hit affects combo counter.

    Poison:  Backflip now doesn’t overlap commands.  BUFF TO FORWARD DASH.  Damage buff on close MP and Close HP.  Faster close HK. Damage increase to Elbow Drop.  Faster Love Me Tender.

    Hugo:  Buff to j.hp (can’t quick roll from it).  Damage buff to Moonsault Press and EX Meat Squasher.

    Ibuki:  EX Kunai gets some additional cancel time.  Increased hit advantage for far LP.  Damage buff to Yami Kazura.  BUFF to + on block for MK and HK Tsumuji.

    Zangief:  Some nerfs, but mostly it seems they want him to actually grapple.  Massive damage BUFF to SPDs.  Buff to hitbox of quick Lariat.

    Juri:  Close HP launches higher.  Fuhajin actually gains meter when it hits now.

    Dictator:  BUFFS mostly.  Faster close MP and far MP.   EX Nightmare launches opponents – could lead to more combo potential.

    Akuma:  BUFFS.  Close HK can now be cancelled.  Far HP cancellable.  Far HK gets buff to hit advantage, minor nerf to block.  EX air fireball doesn’t affect combo counter.  MK Tatsu damage buff.  Fixed HK Tatsu whiffing.  Damage BUFF to all demon flip follow ups.  Better hitbox on Misogi.

    Fuck…there’s more characters listed here than I expected….

    Elena:  EVERYTHING IS A BUFF.  the jump, it’s now faster.  Buff to close MP, c.mk, target combo and sliding.  buffs to most of her ex moves and FIVE FRAME BRAVE DANCE.

    Dudley’s c.mk gets a buff, Jet Upper gets a damage nerf BUT has less effect on the combo counter.  Short Swing is throw invincible.  Easier to get full super animation on airbornes.

    • John E.

       Your comment does not consist of one or two lines bashing the game in an unoriginal way. Nobody is going to read it!

      • John E.

         Except me.

    • towcoins

      Now make a list of the nerfs…and so it’s not just “chains nerf”  So many unnecessary nerfs to everyone. Now characters who i thought were the equilebrium in terms of balance are nerfed to shit while mediocre charactes and average characters like Hugo get nerfed as well to the point of making them useless. Oh wow but they buffed some characters like Elena. Big deal, this is not how you run a balance patch when you make some slightly weak characters a bit better and nerfing everyone else because of people who complained and didn’t want to learn the matchup to the point of making those characters useless.

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

    Basically, what is happening in general:

    SRKs are losing some invincibilty and damage and become easier to punish.  Not a bad thing.Boost/baby combos are easier to punish now.
    Meter gain as a WHOLE is getting nerfed.

    I don’t play the game anymore, but it still seems to me they’re nerfing the top stuff and buffing the bad stuff.  Where’s the problem?

    • fiks

       none of this actually makes the game fun or have sensical risk reward

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

        No.  Some people didn’t have decent tools, they had godlike tools.  People who had shitty tools are getting buffed.  Go back and check the list.

        • fiks

          godlike tools, that’s why people were able to do so much in neutral and mixup and matches didnt take forever. oh wait

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

            Matches DIDN’T take forever when people played the game properly.

          • JELIFISH19

            It’s hard to play properly when you have safe chains into easy hit-confirms. Then you had to wait to attack while your other character is recovering health because the opponent did a chain on you and now you have a lot of recoverable health that you don’t want to waste.

            Wait…isn’t Capcom nerfing chains so they’ll be less easy to use? Therefore opening up the game to much more efficient tactics like real combos that do high damage and don’t give recoverable health?  And then you don’t have to worry about how your partner is doing with health because you can do damage solo.

            I think these changes are a huge step in the right direction.

          • Amer1ka

            They are removing a lot of the safe chains and a lot of the properties that made some moves wayyyyyyyyyyyyyyy too easy to fish with.  Now if you perform an action and you screw up, didn’t guess right or simply chose poorly against a certain character you will get punished.

            Those “tools” were amazing and needed toning down across the board which is what I am seeing.  I for one am happy to see a mass reduction in fishing for hits with a ton of safe moves/chains.

          • fiks

            but the problem with sfxt’s neutral is that it lacks action. the problem isnt those buttons and their rewards, its the options regarding movement, how theres no momentum due to shit like rolls and backdashes, etc

      • http://www.facebook.com/RaviaMage Justin Richardson

        Actually, it make matches a lot faster because you can’t just do 2/3 of a boost combo with far reaching normals to push back opponents to a safe range anymore, making boost combos easier to punish and much less attractive as defensive, time wasting measures, so damage will occur much faster. Risk on a lot of old pressure strategies like jump cancel characters mix-ups, or certain characters pushing others into a corner without any risk of being punished or even challenged at all is gone. Characters like Rufus, Cody and Hugo, who used to waste massive time on the clock by safely poking at people with ridiculously fast or far reaching low attacks are now easier to close in on and make them eat pavement. Meter can only be built in a useful sense through actual hit confirms, which will make people have to fight to gain meter and do their big damage moves, which means by the time a super happens, it will actually probably kill the opponent instead of leaving them with over half a life bar worth of grey health and making matches a lot shorter. The game, as a whole, just be these changes has become much more of “I better go at that guy and fight if I wanna win because all my long/mid-range attacks are no longer bunkers of safety” instead of “I have the longest pokes with the most pushback or my specials build the most meter and I can’t be punished for it, so I win by default” kind of game. Trust me, I play this game a lot, and I love it, and it’s far from perfect in so many ways, but just by looking at this, I can tell they’re going in the right direction with what they’re doing. They’re changing the meta-game, the thought process that a player must use to win, and making the safehouse not so safe. This will make the game faster and make fists actually cross. Once people stop looking at these as nerfs and see them as “Oh, so this makes this character unable to use lame tactics and gives them this, but takes away this, so that this more offensive idea that I wanted to try with this character more viable rather than the safety blanket I was hiding under”, then I think that people will realize these are actually really good ideas. I have faith in this game and these are the changes I’ve actually been hoping to see for a long time. Sure there’s more work to be done, but with these changes forcing the SF side of the cast to do something more interesting, then I think the whole clock issue will work itself out because now the TK side will be able to bust their lip open. Plus, ya gotta think, the Tekken side will probably receive awesome stuff (except Kazuya and Raven because they are also examples of what’s wrong with the character side of the game).

        • fiks

          far reaching normals arent the problem. the problem is that there’s not the factor of one player going “I really gotta stick out my limbs to stop them from walk up throw with their first walk speed” and the other player going “I want to start up my offense!”  instead you have shitty anti airs, still shitty walk speeds, still shitty normals on characters who have actual pressure so they cant compete to even start their offense, etc. the former guy isnt scared, the latter guy doesnt even wanna risk offense, but you dont even have the sort of walkspeed or solid neutral design that can make a turtle-heavy game interesting.

          there are plenty of games where you have nice ranged attacks into chains. these can even help offense because those buttons can lead into some sort of pressure continuation/another frame trap/other mixups. but these games have characters who have both decent neutral and good pressure and good transition ability, and they have real anti airs and decent mobility, so they have

          chains could be a problem, but they’re not, they’re just a disfunctional part of several disfunctional parts. sfxt is both trying to be sf4 and have elements of other games, and it doesnt work. jabs leading to full combos really dulls out risk reward, for example: everything is either “unsafe to 350 damage chain combo” or safe or unsafe to some really big punisher. there’s no “well, this mixup is a little unsafe, but itll only cost me about 100 life” and so a lot of shit is just terrible reward compared to the risk, so why even bother doing offense? this has less to do with the pokes and more to do with defense because of backdashes and rolls and dps and shit.

          i really doubt the tekken side will receive awesome stuff considering they did jack shit to poison(that overhead is still ass, lol) although the dash buff is nice.

          poking into damage is fine. making pokes in neutral serious is fine, the problem is all the other aspects of neutral and offense.

  • Pablo Cruz

    I guess they thought guile was dominating or something… and here I thought things might get better, Oh well guess I’ll get back to drinking.

    • http://twitter.com/SirJeromeBruce J.Killa

      Are you kidding me, certain people use Guile on XBL in the most cheesy way possible. Lookup replays from Mann360 and you’ll see what I’m talking about.

  • http://www.facebook.com/Syxx573 Daniel Jones

    sfxt : who gives a shit about this game in 2013 edition

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

      That’s clearly why this comments page has 80+ comments in a couple hours.

      Because no one cares.

      • http://www.facebook.com/people/Nicholas-Rowe/675477093 Nicholas Rowe

         you think the people commenting here actually play this game?

        • CptPokerface

          Doesn’t mean that they don’t care about it. It may be trolling/genuine dislike, but they still cared enough to leave a comment.

  • http://www.facebook.com/people/João-Grassini/100003044683998 João Grassini

    why are they nerfin meter gain?isn’t it hard enough to cause damage in this game?

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

      They’re only nerfing meter gain ON BLOCK.  They’re actually buffing it on hit.  This rewards players more for being offensive.

  • Mash Harder

    With all the whining about nerfs I see in this thread, I think it’s an impressive list of changes. 
    It suggests they might be making some drastic changes elsewhere to compensate for whatever nerfs there are here.

    • John E.

       The majority of nerfs are to the chain/boost combos. Most people are unable to see the big picture. Though I’ll admit I don’t understand the lowering of meter gain all around. Was excess meter gain ever a problem in this game? Lol.

      • http://www.facebook.com/RaviaMage Justin Richardson

        Yes and no. For certain characters, like Ryu an Raven, it was easy to build meter without any risk whatsoever by charge canceling Hadoken or jump back Shuriken while other characters would do their super charge move and dash backward, thus causing the match to drag until people got meter. Now, people will have to fight harder to gain meter on more even footing.

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

    I can’t stress enough reading the change log notes on EH, much clarification will come from those:

    There are quite a lot of changes to meter building in particular. This is to tackle the issue of players being able to charge attack dash cancel which allowed them to build meter whilst running down the clock.However you will notice many attacks build MORE meter than previously, but only when the move connects with the opponent. This not only encourages more offensive strategies, but also offers less of a reward for those trying to run down the clock, a style of play which players complained was dominating the game and causing too many time out situations. In some instances the meter gain is nearly doubled on hit!Coupled with the already announced change to how quickly health regenerates, players should see a significant drop in the number of time-outs occurring.Another important set of changes you can see across the board are to how cross rush/boost combos operate.You’ll notice how boost combos are more unsafe on block now, even when cancelling into a medium strength attack. Players found the low risk/high reward involved with the boost combo a little frustrating, and this change encourages players to hit confirm their light attacks before throwing out the heavier normals. There is still the option of canceling the chain into an EX attack if you decide to spend your meter that way.Whilst it might seem like certain characters were nerfed more so than others, the overall balance has been taken into consideration, so please assess all the changes across the board before assuming any character is now ‘low tier’.There are more changes on the way as this is only half the cast, and we’ve not delved into all of the system changes yet either.

    • http://twitter.com/UseProtection UseProtection

       I agree, the eventhubs post is better. You get that extra information plus it’s formatted better.

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

        Yeah, just throwing the frame data out isn’t enough, it’s too confusing and hard to read. 

    • John E.

      That’s a good argument but have you considered that of the opposition’s? Namely, “Jab X Timeout,” or, “I spilled my Cheerios on my MK9 pad?” And surely we can’t forget, “fuck Crapcum.”

      PS thanks for the explanation of the whiff meter gain reduction for the specials. I was trying to figure out why they did that, but didn’t take into consideration charge canceling.

  • http://www.facebook.com/DashingKC K.c. Cannady

    So Capcom nerfed the whole roster… okay fine BUT HOLY SHIT WHAT DID YOU DO TO JURI YOU BASTARDS! 

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

      They didn’t nerf the whole roster.

    • http://twitter.com/VulcanHades Luisito

      I know right? And I was all exited to finally main a high tier character for once. But I should’ve known it was too good to be true…

      I guess Juri will be mid-tier again just like AE! lol

  • AveDeRapina

    “Zangief”
    “Walking Speed – Slightly slower”

    Yes, cause thats the one thing everyone was complaining about, walkspeeds being too fast. Now gief will move at a drugged sloths pace rather than a snails pace.

    “Cody” 
    “cr. LK – Startup increased from 3F->5F
    - Hit box reduced
    - Frames increased by 3F (on hit ±0F/on block -4F)”

    Ahahaha oh wow. RIP Cody

    • http://www.facebook.com/RaviaMage Justin Richardson

      The walk speed nerf was to stop Zangief from being a jab pressure-> grapple character and turn him into an actual grappler with increased damage to all of his SPDs and huge amounts of meter gain when he connects with a special grab. 100 meter per grab is very generous. Plus, the Cody nerfs stop him from being able to lock down and bully other characters, and force different types of strategies that don’t punish other characters from simply trying to walk.

  • Louis Lam

    Hadouken: whiff 15->0
    wat

    • Rahavic

      same with Booms >_<

  • http://www.facebook.com/RaviaMage Justin Richardson

    This is because that’s his Super Charge attack. Everyone got the 0 meter gain nerf to their Super Charge attack because it will discourage charge-backdashing to build meter and encourage playstyles with more aggressive, forward momentum. Ryu’s Super Charge attack just also happens to be the move that people love to abuse with him.

  • http://twitter.com/poke133 Drago Umeharevich

    i understand nerfing Rolento’s jabs, but why nerf him overall (HEALTH?? jump attacks..)?? WTF??

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

      My only assumption would be because of his insane mobility.  He’s already hard enough to chase down and hit, he’s like a fast tank.

  • http://www.facebook.com/adrian.denton Adrian Denton

    Love it..

    Please give Hwoarang a chance against the billions of online Ryus..

    Shoryuken invincible on wakeup…??

  • RobertEspaillat

    Keep the good work trashcom may this game wont be so stupid now

  • ReoAyanami

    There are sure are a lot of people who don’t play this game giving their “expert” opinions.

  • http://www.facebook.com/people/Dee-Dollars/100002504406346 Dee Dollars

    LOL i see nothing but nerfs. and ken is STILL shitty as fuck. his frames are still ass, walkspeed is still slow, and they nerfed tatsu again. got to love capcom. this game will still be irrlevant and boring as fuck to play or watch. thank god for AE.

  • KubikiriTurkojin

    what about the faggot ass supers taking 4ever? what about the bitchmade double or tag supers that take even longer? than theres these whore ass gems and that fucking pandora mode.

    even with all the character balancing theres still way 2 much shit wrong with this fucking game. we dont need FF7 style magic where everything takes 4ever, give us that FF6 shit where you do your magic/super, bam it hits and its over. 

    the 4ever taking animations are more than enough for me to not play this game.

    • spectaa

      Go to hell, long cinematics are fucking hype, give me some metal gear solid shit in my fighting game!!

      • Rahavic

        For real, main reason I’m buying Injustice.

      • Donovan Harris

         to each his own.

  • ouroborus

    timer fix and throw fix is all that matters

  • General_Awesomo

    No comments on Vega yet? I’ll be the
    first I guess.

    • cr. MK – Block stun has been
    reduced by 3 frames (on block -2)

    Eh, I’m not liking this. Cr.MK used to
    be +1 on block (in AE it’s +2 on block.) This was always one of his
    safer pokes.

    • Vertical jumping HK – Opponent will
    go into a hard knockdown state if hit with this attack while in the
    air.

    This, I’m liking. I already make use of
    diagonal j.MP as an air to air in hopes of getting a counter hit to
    setup a mini juggle combo. Now I can use this tool too. Yay.

    • Flying Barcelona Attack – The
    position of the hurtbox has been changed- Pushback on block has
    been reduced

    :( Don’t know if the change will be a
    good one. But good Vega’s shouldn’t rely on wall diving all the time.

    • Izuna Drop – Throw area has been
    reduced

    >:( I’m bad enough at aiming the
    Izuna Drop (not off of EX FBA lol). Now it’s harder?

    • Scarlet Terror (M) – Damage
    decreased from 100 to 80• Scarlet Terror (H) – Damage increased
    from 100 to 120

    MK ST was the only ST you used in
    combos, apart from LK ST in some situations. The damage of his combos
    will go down a bit, but…

    - Mid-air combo count number increased

    This has me intrigued. More juggle
    points mean more combo potential!

    • Izuna Drop: whiff 5->10, on hit
    40->50

    How do you whiff an Izuna Drop? -_-

    Looking forward to Version 2013 Vega.

  • OmegaNITRO

    Wow, Ryu just went from being one of his best iterations to being terrible. 5 frame cr.MP with reduced hitbox? 6 frame reduced hitbox cr.MK? 7 frame sweep? Shoryu’s heavily punishable even on tag cancel?! Well, damn.

    GG Capcom. 

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

      SRKs were always punishable on tag cancel.

  • http://twitter.com/Darkforge Legion

    I thought no one cared about this game?…..

    Oh and shout out’s to the knee jerk reaction to nerf’s which probably indicate extensive system changes that have not been announced.

    Stay Free

  • http://twitter.com/BenRox64 Ben Rox

    Why would they not let CrHP jump canceled. She’s basically useless now combo wise -_-

  • S. Hammadi Moulki

    Ow.. Ryu got hit hard by the nerf hammer.. Actually the hardest of them all.
    I am curious to the Tekken side.. shit
     

  • Ryan Peters

    I have to say, I’m VERY excited about these changes! It’s so extensive that it really goes to show that Capcom is taking this game seriously and wants it to do well. Props to Capcom, and I’ll definitely be playing it even more in the future! Here’s hoping it gets more tournament support!

  • http://www.facebook.com/profile.php?id=100001119600472 Andrew Fein

    Alright, Lets do it. Upset about the cody nerf but hey, EX Bad Stone is slightly more useful so… Eh…

  • http://www.facebook.com/AL.x.and.her Alexander ‘Al King’ Clay

    tl;dr

  • Pingback: Digitalbits.es » Lista de cambios en Street Fighter x Tekken ver. 2013

  • VisualData

    SF x Tekken AE herpderp

  • http://www.facebook.com/people/Milton-Martinez/100001454698045 Milton Martinez

    all i want is a POISON the can actually be worthy as a character in the game. a POISON the is not only in the game for fans service, but a poison that i can use to beat the hell out of RYU’S spam users… i need a sexy poison BUT a strong one too.

  • Anish Singh

     Hello,I was checking if the
    psycho shot(projectile ) move is added to mbison or not.but I have seen
    that it is not added.do add that move before the 2013 version is
    out.take this as a request and please never forget to do so.im quite
    serious.

  • toreal

    Why nerf? Just make weaker characters better. And get rid of that bullshit tag where when you tag in you can get hit. That sucks. 

  • Terry Ogan

    People can’t ever just let Ryu be good in a SF game…As a Ryu main that didn’t constantly spam Hadoukens, this is just annoying.

    Like damn. All this just to make Tekken characters feel less shitty, instead of simply just making them less shitty.

  • http://twitter.com/djsnakecl Ramon Yañez O’Shee

    Oh awesome! ! !
    I’m really glad to see those changes.
    I hope sfxt13 attract more players and strategy.

  • http://www.facebook.com/profile.php?id=100001534542121 Maya Reinhartz

    Simple way to fix pandora.

    Make it kill your partner, only avaible when the character you’re controlling is under 20%.

    It instantly charges your meter to 3 bars.

    You have increased Movement Speed, and Damage.

    Your health does not recover.

    Your gems can’t be activated.

    and stop the “timer goes on” during animations.

    Simple, your game is fixed Crapcom… I charge no interests.

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

    This game is trash and nothing can save it.

  • Pingback: Street Fighter x Tekken ver. 2013 Changelog for Kazuya, Nina, Marduk, King, Bob, Julia, Toro, Megaman, and Cole « Shoryuken

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

    I hope you are being ironic intentionally.

  • Pingback: Street Fighter x Tekken ver. 2013 Changelog for Hwoarang, Steve, Yoshimitsu, Raven, Kuma, Heihachi, Lili, Asuka, Law, Paul, Xiaoyu, Jin, and Ancient Ogre « Shoryuken

  • http://www.facebook.com/BeccaLovesMikey669 Rebecca Mellott

    What about boxer?

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