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