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

Another piece of the full list of changes coming to Street Fighter x Tekken ver. 2013 was just posted on Capcom-Unity. This covers a handful of Tekken characters as well as the Sony-exclusive fighters. This comes just a few days after the full changelog for the Street Fighter side of the cast, which you can find by following this link if you missed it before.

Toro
  • L/M Shoryuken – Reduced block stun by 10F - Lessened screen freeze by 5F

Special move meter gain:

  • Shoryuken: On hit 40->30
  • Tatsumaki Senpukyaku: whiff 20->10/On hit 40->30
  • Airborne Tatsumaki Senpukyaku: whiff 20->0/On hit 40->35
  • Joudan Sokutogeri: whiff 15->10/On hit 40->30
  • Hadoken: whiff 10->0/On hit 40->30
Megaman
  • Close HP – Reduced startup from 10F->5F
  • Close HK – Lower half of the body now invincible against airborne attacks
  • Far MP – Can now be cancelled
  • Far HP – Can now be cancelled - Reduced startup from 10F->5F
  • Far HK – Lower half of the body now invincible against airborne attacks
  • Ice Slasher – Increased frames bi 1F on hit (On hit +4F)
  • Thunder Beam – Decreased damage from 80->60
  • Mega Uppercut – Decreased damage from 120->85
  • Mega Buster – Decreased damage from 80->65
  • EX Mega Buster – Increased damage from 80->150

Special move meter gain:

  • Ice Slasher: whiff 15->5/On hit 40->20
  • Thunder Beam: whiff 15->5/On hit 40->20
  • Mega Uppercut: whiff 15->5/On hit 40->30
  • Mega Buster: whiff 15->0/On hit 40->30
Cole
  • Command change – Changed command for Shock Wave from “41236+P” to “63214+K” - Changed command for Ionic Vortex from “41236+PPP” to “63214+KKK” - Roll Attack “6+HP” no longer activates with “3+HP”
  • HP – Reduced frames by 2F (On hit +8F/On block +3F) - Push back on block reduced
  • cr. HP – Can now be cancelled
  • Sliding Combo (successful) – Reduced frames by 5F on hit - Reduced frames by 15F on block - Now launches straight upward on hit
  • Shock Grenade – Increased overall frames from 38F->43F
  • Shock Wave – Push back on block reduced
  • EX Amp Combo – Now has same move value as H Amp Combo

Special move meter gain:

  • Amp Combo: whiff 0->10/On hit 40->20
  • Amp Combo Follow Up 1: whiff 0->5/On hit 40->15
  • Amp Combo Follow Up 2: whiff 0->10/On hit 30->20
  • Thunder Drop: whiff 0->10
  • Shock Grenade: whiff 0->5
  • Lightning Hook: whiff 0->10/On hit 30->60
  • Shock Wave: On hit 40->50
Kazuya Mishima
  • MP – Hurt box enlarged - 6F added to Boost combo (-5F on hit/-9F on block)
  • HP – Hurt box enlarged - Push back on hit and block reduced - 4F added to Boost combo (-10F on hit/-15F on block)
  • HK – Push back on block when used in boost combo reduced
  • cr. LK – Hitbox reduced - Hurt box enlarged
  • cr. MP – 6F added to Boost combo (-5F on hit/-9F on block)
  • cr. MK – Push back on block when used in boost combo reduced
  • cr. HP – 8~9F of arm only is invincible versus jumping attacks
  • Right Splits Kick – Midair hit causes ground bound
  • EX Rising Uppercut – Forward movement increased - Damage 80->100
  • Demon God Fist – Increased midair combo count
  • EX Demon God Fist – Damage 80+100(180)->80+120(200)
  • Mist Step – Removed invincibility to standing attacks - Hurt box reduced
  • EX Slaughter Hook – Removed invincibility to strikes
  • Rising Uppercut (Fastest Input) – Block stun reduced by 2 (-1F on block)
  • Skull Smash – Damage 120->130

Special move meter gain:

  • Mist Step: whiff 5->0
  • Rising Uppercut: whiff 5->10/On hit 40->20
  • Rising Uppercut (fastest input): whiff 15->10/On hit 40->30
  • Dragon Uppercut: whiff 5->15
  • Dragon Uppercut to Middle Kick: On hit 40->15
  • Dragon Uppercut to Spinning Low Kick: On hit 40->15
  • Spinning Demon: whiff 5->10/On hit 40->20
  • Spinning Demon -> Spinning Demon: On hit 40->15
  • Spinning Demon -> Spinning Demon Hook: whiff 5->10/On hit 40->20
  • Rising Sun (L): whiff 10->15/On hit 40
  • Rising Sun (M): whiff 10->15/On hit 40×2(80)->20×2(40)
  • Rising Sun (H): whiff 10->15/On hit 40×3(120)->15×3(45)
  • Roundhouse to Triple Spin Kick: On hit 40->15
  • Slaughter Hook: whiff 15->10/On hit 40×2(80)->20×2(40)
  • Slaughter High Kick: whiff 15->10/On hit 40×2(80)->20×2(40)
  • Devastator: whiff 15->10/On hit 40×2(80)->20+30(50)
  • Demon God Fist: whiff 15->0/On hit 40->60
Nina Williams
  • LK – Hurt box enlarged
  • MP – Hurt box enlarged - 7F added to Boost combo (-5F on hit/-9F on block)
  • MK – Hurt box enlarged
  • HP – Hurt box enlarged
  • HK – Hurt box enlarged - Push back on block when used in boost combo reduced
  • cr. LK – Startup 5F->4F - Hit box reduced
  • cr. MP – (+4F on hit/±0F on block)
  • cr. MK – Startup 7F->6F
  • cr. HP – Startup 8F->5F - Damage 90->80
  • j. MK – Can crossup now
  • j. HK – Cannot crossup anymore
  • Spider Knee – Increased forward movement
  • Ivory Cutter – Damage 50+40(90)->50×2(100)
  • Blonde Bomb – Uniform 80 damage->L=70, M=80, H=100 - Push back on hit and block adjusted depending on move strength
  • Blonde Bomb (L) – Block stun reduced by 1 (-6 on block)
  • Blonde Bomb (M) – (0F on hit/-7F on block)->(+2F on hit/-6F on block)
  • Blonde Bomb (H) – Block stun reduced by 1 (-6 on block) - Hit causes knock down
  • Geyser Cannon (L) – Startup 15F->8F - From 6F onward move is invincible against air attacks - Hit box enlarged - Block stun reduced by 3 (-10 on block) - No push back on block - No movement when kicks come out
  • Geyser Cannon (M) – Damage 70->80
  • Geyser Cannon (H) – Damage 80->100
  • EX Geyser Cannon – Block stun reduced by 3 (-10 on block)
  • Skull Splitter – Damage 70->80
  • Arm Break – Damage 60->80

Special move meter gain:

  • Skull Splitter: whiff 15->10/On hit 40->30
  • Geyser Cannon: On hit 30->40
  • Backhand Slap: whiff 5->10/On hit 20->30
  • Arm Break: whiff 0/On hit: 30
  • Double Arm Break: On hit 0->40
  • Blonde Bomb: On hit 0->40
Craig Marduk
  • Mongolian Chop – Command changed from [PP] to [6+PP]
  • Close LP – Startup 5F->4F - (+3F on hit/-2F on block)
  • Close MP – (+6F on hit/+2F on block)
  • Far MP – Push back on block when used in boost combo reduced
  • cr. MP – Push back on block when used in boost combo reduced - (+4F on hit/0F on block)
  • cr. HP – Startup 13F->10F - Floats higher on hit
  • Revolving Trap Kick – Changed to be continuous hits
  • Double Leg Take Down – Attack active frames 2F->3F
  • Mount Rush – Attack active frames 2F->3F

Special move meter gain:

  • Gator Slam (L and M): On hit 40->60
  • Gator Slam (H): On hit 20×2(40)->30×2(60)
  • Northern Lights Suplex: whiff 15->20/On hit 40->80
  • Double Leg Take Down: whiff 10->0/On hit 40->30
  • Mount Mongolian Chop: whiff 5->0/On hit 0->30×2+40(100)
  • Hercules’ Hammer: whiff 5->0/On hit 0->80
King
  • Reverse Arm Slam Combo – Move does not come out with [121+P]
  • Wonderful Mexican Special Combo – Move does not come out with [121+PPP]
  • Close MP – Damage 60->65 - Hit box enlarged
  • Close MP – Damage 60->65 - Hit box enlarged - 5F added to Boost combo (-3F on hit/-9F on block)
  • Close MK – Damage 60->70 - 2F added to Boost combo (-5F on hit/-9F on block)
  • Close HP – Damage 90->100
  • Close HK – Push back on block when used in boost combo reduced - 5F added to Boost combo (-9F on hit/-14F on block)
  • Far MP – Damage 60->70
  • Far MK – Damage 60->70
  • Far HP – Damage 90->100
  • Far HK – Damage 90->110 - Push back on block when used in boost combo reduced
  • cr. LK – Startup 6F->5F
  • cr. MP – (+5F on hit/+1F on block) - 3F added to Boost combo (-5F on hit/-9F on block)
  • cr. MK – Startup 8F->7F
  • cr. HP – Startup 8F->7F - (+2F on hit/-4F on block) - Hit box enlarged - Active frames change to 5 - Hurt box above the chest area is invincible against air attacks - Push back on hit and block when used in boost combo reduced
  • Jumping Knee Lift – Damage 110->100 - Reduced air combo count to 2 - From startup until 4th frame, move counts as ground state
  • Running Jaguar Bomb (L) – Invincible against air attacks - Startup 12F->6F
  • Running Jaguar Bomb (M) – Damage 160->170
  • Running Jaguar Bomb HH) – Damage 170->180
  • EX Running Jaguar Bomb – Startup 13F->10F - Full body invincibility against strikes
  • Lariat – Damage 70->100
  • Leg Screw – Damage 170->220
  • DDT – Damage 90->120
  • Giant Swing (L) – Damage 250->280
  • Giant Swing (M) – Damage 230->250
  • Giant Swing (H) – Damage 210->230
  • EX Giant Swing – Damage 230->250
  • Tomahawk (L) – Damage 200->250
  • Tomahawk (M) – Damage 180->230
  • Tomahawk (H) – Damage 170->210
  • EX Tomahawk – Damage 180->230
  • Reverse Arm Slam Combo – Damage 20+110(130)->60+120(180)
  • EX Reverse Arm Slam Combo – Damage 20+50+100(170)->60+40+120(220)
  • Winding Nut – Damage 130->150
  • Suplex – Damage 130->150

Special move meter gain:

  • Lariat: whiff 5->10/On hit 60->30
  • Elbow Drop: whiff 5->10/On hit 60->30
  • Water Surface Kick: whiff 5->10/On hit 60->30
  • Leg Screw: whiff 15->10/On hit 40->50
  • Running Jaguar Bomb: On hit 40->60
  • Konvict Kick: On hit 60->25
  • DDT:On hit 40->50
  • Giant Swing: whiff 15->20/On hit 40->80
  • Tomahawk: whiff 15->20/On hit 40->60
  • Reverse Arm Slam Combo: whiff 15->0/On hit 40->60
Bob
  • Walk speed – Changed to same as Ken
  • Close/Far LP – Hurt box enlarged - Startup 5F->4F
  • Close MP – Startup 10F->6F
  • Close HP – Midair hit causes bound
  • Far HP – Push back on block when used in boost combo reduced
  • cr. MP – (+6F on hit/+2F on block)
  • cr. HP – Hit box enlarged - Changed way move overlaps with others - Duing active frames 3~7F, from the neck and up is invincible against air attacks - Damage 90->80
  • j. HK – Damage 100->90
  • Gaufrettes Punch – Midair hit causes bound
  • Fast Break – Changed from high to mid attack - Can be canceled
  • Cracker (L) – Hurt box appears 1F later - Startup 10F->6F
  • Cracker – Causes lower float on midair hit - Fall speed slowed
  • EX Cracker – Startup 9F->6F - 0F on hit
  • Spiral Rocky – Blow back on hit modified - Landing recovery reduced - Removed invincibility
  • Langue Washer – Damage 60->80
  • EX Giga Jacker – From startup until rebound after hit, move is projectile invincible - Damage 120->180 - Hit causes untechable knockdown
  • Granchi Cannon – Hit causes wall bounce - Counter hit causes crumple - Changed midair combo count - Move is +2 on block
  • Giga Meteo – First hit doesn’t use midair combo count - If first hit connects midair it causes bound
  • Flying Cask – Damage 120->130
  • Quarter Deck – Damage 120->130

Special move meter gain:

  • Spinner Ball: whiff 10->5/On hit 0->15×2(30)
  • Lyonnaise Break: whiff 5->10/On hit 40->25
  • Perfect Press: whiff 5->20/On hit 40->45
  • Panini Flip: whiff 5->20/On hit 30+20+20(70)->15×3(45)
  • Cracker: whiff 10->15/On hit 40->30
  • Pound Cake: whiff 5->15/On hit 40->30
  • Cracker Jacker: whiff 5->20
  • Langue Washer: whiff 5->10/On hit 40->25
  • Spiral Rocky: whiff 5->10/On hit 20×4(80)->10×4(40)
  • Granchi Cannon: whiff 5->15/On hit 40->30
  • Apres Sweep : whiff 5->15
  • Cutting Coppa: whiff 5->10/On hit 30->25
  • Giga Jacker: whiff 15->0/On hit 40->50
Julia Chang
  • Vitality – 1000->950
  • Back step – Reduced distance by 40%
  • Close/Far MP – Reduced frames by 3 (+7F on hit/+3F on block) - 5F added to Boost combo (-5F on hit/-9F on block)
  • Close MK – 2F added to Boost combo (-5F on hit/-10F on block)
  • Close HK – Frames added to Boost combo (-9F on hit/-10F on block)
  • Far MP – 5F added to Boost combo (-6F on hit/-10F on block)
  • Far MK – 2F added to Boost combo (-6F on hit/-10F on block)
  • cr. LK – Hit box reduced
  • cr. MP – Reduced frames by 4 (+6F on hit/+2F on block) - 5F added to Boost combo (-6F on hit/-10F on block)
  • cr. MK – Push back on block when used in boost combo reduced
  • Tiger Strike – Damage 50+80(130)->50+100(150)
  • Rising Kick (L) – Startup 8F->6F - Damage 120->130
  • Rising Kick (L and M) – Block stun reduced by 10F - Screen freeze reduced by 3F - Push back on block reduced
  • EX Lashing Arrow – Hit causes wall bounce - Damage 70->100
  • Iron Mountain Rush – Startup 1F->3F
  • Wild Stallion – Damage 120->130
  • Mad Axes – Damage 120->130

Special move meter gain:

  • Tequila Sunrise Elbow Smash: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
  • Hunting Tomahawk: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
  • Wind Roll Explosion: whiff 5+5(10)->10+10(20)/On hit 30+40(70)->20+30(50)
  • Rising Kick (L): On hit 60->40
  • Rising Kick (M and H): On hit 60+60(120)->20×2(40)
  • Tiger Strike: whiff 15->0/On hit 10+10(20)->20+50(70)

Source: Capcom-Unity

  • http://profile.yahoo.com/TGIDZZVL24YPLDA54UUDQBBABY RisingStar

    GOD BLESS THE KING

    • DiscoCokkroach

      Seriously…King got BUFFED liked a body builder!

      • http://profile.yahoo.com/YKRQSBNESR5DDPDQ7AQEFXQ7EQ James

         And now I have reason to play SFxT again.
        THANKS CAPCOM!

      • http://www.facebook.com/tadethehandyman Tadeus Audwin Rahesa

        Wait, King’s Giant Swing and Tomahawk is still didn’t get enough Rebalance!
        They should’ve make Giant Swing Invincible to High attacks and Tomahak Invincible to Low Attacks!

        • Flipxkid

          Well, that wouldn’t make sense. The EX versions grant invincibility. I main King/variable character, and even I would think that providing those traits would be unfair.

          I’m so glad King’s getting all these buffs!
          Now I have to hit the lab again! =)

  • http://profile.yahoo.com/M4W3JYRDPLPJAUAIS76LEIAO64 Rock

    Still need to see this change

    System change: 100% less ass-suck

    • Simeon

       Haters gon’ hate despite balance changes.

      • http://www.facebook.com/profile.php?id=680215693 Zen Beoulve

        I dont see any “balance” that you claim in here, this is just character changelogs.

  • RobertEspaillat

    Even Toro got nerf lol

  • http://twitter.com/DaSavage68 Savage

    Megaman AKA E. Honda’s model in an alt costume

    • KubikiriTurkojin

      over half the characters are other characters models in an alt costume. talk about lazy ass motherfuckers. 

  • Skogens

    Poor Julia…

    • DRainn

      I thought her changes were okay compared to the rest of the cast. Other than the backdash cut. Cr.mk is still cool, and they gave her more damage, especially with that ex arrow wallbounce. 

    • http://twitter.com/Gemakai Gemakai

       While a bit sad about the backdash nerf and the slower start up on super, they hardly break Julia. If anything, with the faster throws and punishable forward roll AND her increased damage, Julia is going to be a monster powerhouse character.

      • WanderingBlueLotus

        I really DONT like the fact they knocked down her health, but seeing some increased damage buffs and that EX Arrow Wallbounce. I guess its ok.
        I guess I just loved it how she had the highest stamina of all the females not to mention being the ONLY one with 1000 health in the game.

        Anyways, looking at positives, I can live with it.

  • http://profile.yahoo.com/LVJL7QK2WZ6N3CMOKTJ2EVXY5M yahoo-LVJL7QK2WZ6N3CMOKTJ2EVXY5M

    like anyone actually play this…………..LOL

    • http://twitter.com/MortalKomment MortalKomment

       Like any troll actually troll this…………..TROLL

    • http://www.facebook.com/people/Ali-AlMarhoon/100000384066429 Ali AlMarhoon

      Troll …

    • Simeon

      You failed on all kinds of levels.

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

    King is gonna receive a 90 day suspension if Vince finds out he’s been juicing…

    • http://twitter.com/roknin Jelani-Akin

      Dude.  I know this sounds bandwagon (… uh… bandwagonny?) as hell but having given up on King after week 1 and 2, I can’t wait for this version.  If this was all it took to get him some beef I’dve stuck the needle in ‘im myself.

      I’m seeing lots of AAs in the future with Juri/King.  Lots. 

    • http://twitter.com/broccoman Jeff

       King’s a luchador, steroids are required in Mexico.

      • KubikiriTurkojin

        in all power and stamina intensive sports actually. 

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

    Bob having the same walk speed as Ken? GG Rufus, you will never tell the difference between the two now.

    • http://twitter.com/TwitHatman TwitHatman

      Bob does not have a divekick.

      That alone makes Rufus better. Also, he loses the Granchi Loop. Even though that never landed in a real match ever.

      • http://twitter.com/VulcanHades Luisito

        You didn’t get the joke.. Rufus calls Bob: “KEN MASSTTTTEEERRSS” in game lol.

      • Simeon

         I can’t believe you took that literally.

      • Zonder88

         Facepalm.

  • http://www.facebook.com/people/Jacob-Diaz/100000301014975 Jacob Diaz

     Watch out Sagat, it looks like the real King is here.

  • http://twitter.com/Darkforge Legion

    what the hell, don’t know what to think about a lot of this….

  • http://www.facebook.com/SabreSRK Scott Bender

    many classic fighters stemmed from crappy games.  alpha 2+3 came from horrible a1.  cvs2 stemmed from cvs1, 3s came from NG(and 2i). to name a few.  shitty games that became classics. dont see why sfxt cant turn into a good game

    • http://twitter.com/roknin Jelani-Akin

      True, although I personally would just call SFxT misunderstood (though it could’ve been executed better).  Still, looking forward to what happens with it next. :-)

    • http://www.facebook.com/profile.php?id=680215693 Zen Beoulve

      everyone is getting this argument out in the FGC just to defend this title, the truth is, somehow poeple just dont like this game, so you better start dealing with it and stop spending time and money into this shit never again.

    • de1irium

      So what you’re saying is wait for SFxT2?

  • fiks

    “if we nerf a shitload of neutral options that’ll make neutral fun and work well right”
    cant have good normals or safe things, people might wanna hit buttons then

    • CptPokerface

      The reason why matches took forever was because there was too many safe tools that too few characters had. The whole purpose of this rebalance is to change that. As it should.

      • fiks

         or maybe instead of making people not want to hit buttons they could just give them real walkspeeds and pressure options and real knockdown games(which do not have to be braindead vortexes)

        instead nerf some normals a bit and act like it will really fix the game. completely fucking delusional

        • CptPokerface

          The point is to get players to play smarter, and not just rely on pokes into launchers that lead into dreadfully long and inefficient combos.

          Take Kazuya for example. His pokes are no longer dominating, decent still, but not overpowering. This means people can’t just throw out the same strings and not get punished for it, especially the same string every Kazuya player under the sun uses to confirm into a launcher.

          And if you noticed, he has some decent damage and combo potential buffs as a reward for playing smarter. That’s how he should get the bulk of his damage, from using smart pressure and offense.

          • fiks

            i understand what you’re saying but i really dont think that is going to be enough to make neutral in that game turn out well. watching recent matches gave me no impression that the problem with the game was that charas had pokes that were just too dominating and too safe/confirmable. i feel like that buffs were needed a lot more to make for more legitimate options instead of the shitty faux-footsies that the game currently has. but if you think it has less/different problems than i do then whatever

            sorry for the sarcastic/aggressive tone earlier.

          • CptPokerface

            Well, this is all just a step in the right direction, after all. And even these are subject to change once Capcom starts looking for player feedback on these changes.

            I agree that these changes alone will not completely turn this game around, the system mechanics are still in need of some significant tweaking to allow this game to flow better, and faster. But as far as character based-balancing goes, this is a good start.

          • Rahavic

            Capcom taking into account player feedback? Never heard of it.

  • RageGunslinger

    From the changelogs they have been posting, all of the MOST played characters are getting more buffs, and all of the underplayed characters are getting more nerfs. Especially Dudley, my favorite character. This is just disappoint.

    • http://twitter.com/VulcanHades Luisito

      Most of the nerfs and buffs are just random insignificant tweaks. The real changes are the system changes: red life recovering slower (to make health management less braindead and reduce the amount of TOs), ABC chains being unsafe on block (encouraging the use of links, targets and tekken strings to hit confirm instead), CADC building no meter on whiff, attacks building more meter on hit (to reward offense more) and possibly damage scaling being revised (not been confirmed yet but it just has to seeing all the damage reductions). Those are the  only changes that matter in the end. And they will  change the way this game is played, for better or worse remains to be seen.

      I’m still not sure how I feel about everything tbh. I’m exited that Capcom is trying hard to improve this game and showing its support with this free and huge update. But I also liked the way this game was and imo it only needed a few tweaks to be ok. But this is a complete overhaul.

      Now we can only hope that SFxT ver 2013 will be a better game that is more exiting to watch for the stream monsters out there who are calling the shots for the joke that the FGC has become…

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

      To the contrary, the popular characters are getting nerfs, and the lesser played characters are getting buffed.

  • jetsfan92

    Why is Megaman getting nerfed of all things? His specials were somehow so good that they needed to nerf them? I don’t get it at all.

  • http://profile.yahoo.com/TGIDZZVL24YPLDA54UUDQBBABY RisingStar

    Capcom Logic

    “Timeouts are a problem and Pandora is useless? Ehh, I’ll just nerf Ryu and call it a day”.

    • http://www.facebook.com/people/Christopher-Rivera/100000634687388 Christopher Rivera

       That would actually solve something. The top reason this game was not so fun is because the whole “balance the game around gems” issue.

  • http://www.facebook.com/people/Michael-Nemeh/1776730673 Michael Nemeh

    Julia gets the vagina tax.

    • Donovan Harris

       But really though, can someone explain why Julia needed a health nerf?

      • http://handsomefatman.com/ Carlos Alexandre

        Capcom has always done the whole “female = less health” thing. Unless it’s like She-Hulk.

        • KubikiriTurkojin

          because they usually have great normals, fast walking speeds and dashes and good jumps. same for boss characters and gouki etc, or for sim. they have less health because they would be overpowered otherwise. its a way of ballancing thats easier to do than other ways of ballancing. 

          • http://handsomefatman.com/ Carlos Alexandre

            Sometimes that happens, but even in cases where a female character should warrant higher health it’s very, very rare for Capcom to grant it. It honestly reeks of misogyny.

      • http://twitter.com/EDarkness Sunbrother ED

        She’s a girl.

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

    The best thing for me…is that it will make people think twice when choosing their characters…or amongst the moronic fgc (on facebook anyway) will Ryu, Ken, Akuma, Rufus and Zangief be the only blinkered choice?

  • DukeMagus

    Walk speed – Changed to same as Ken

    So many different characters to make the speed similar… Now Rufus’ brain will explode

  • http://www.facebook.com/bartek.kosakowski Bartek Kosakowski

    The King buffs are delicious. As a King/Hwo player, I approve.

  • http://www.facebook.com/people/Art-Salmons/100001016539462 Art Salmons

    Is this balance or random number changing just for the hell of it? What are the odds that EVERYBODY has 15-17 arbitrary damage/speed adjustments? Nobody was OK how they are?

  • JasinWalraven

    I just hope Capcom decides to continue the momentum from the 25th anniversary series and continue with there own tournament series featuring only Capcom games. It has been nice to see 3S and SFxT tournaments and not have to sit through what ever hipster game of the month is going to be the next big thing. I’m not hating on the other games, I just think the companies need to take back control of their games and not rely on third parties who make there decisions on what games they stream based on SRK front page postings.

    • http://www.facebook.com/profile.php?id=680215693 Zen Beoulve

      And this is why you only see Capcom news on Shoryuken.

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

        Well no shit.  It IS a Street Fighter fansite at heart.

        • KubikiriTurkojin

          wasnt it more like cvs 2, mvc2 and to a lesser extrend sf3ts were talking at heart, at least thats was what it was at heart. 

      • chipsndips

        Shoryuken.com didn’t give any of that away? =l

  • http://www.facebook.com/people/Yan-Zhao/10516382 Yan Zhao

    Just show me the Law/Xiaoyu changes. Make Xiaoyu’s normals less ass, give Law better anti-airs.

    Lol King buffs. Holy cow. Megaman nerfs…ok?

  • Nada Nuff

    I’m glad for Cole’s move changes…..

  • http://twitter.com/Metal_Face616 Metal Face

    Capcom just couldn’t do it eh? They simply couldn’t stomach having a girl in their regular fighting games having 1000 health. Poor Julia. She should have 1000 health.

  • Quan Chi

    FuqDat, I’m still waiting on those SYSTEM fixes!
    Fix unsymmetrical gem slots, take off auto-launch, and fix pandora. Then I will THINK about BUYING this game ;)

    • chipsndips

      You know for a FACT that they aren’t just gonna remove a command. Why even take the time to type that?

  • chipsndips

    I’m feeling a bit too anxious about Hworoang. I actually got that feeling that they’ll make some of his normals a bit faster. Just wondering what they’ll take away. >_<

  • Hazerdous

    Still waiting on Yoshi changes (if any)

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