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
























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