Street Fighter x Tekken ver. 2013 Changelog for Hwoarang, Steve, Yoshimitsu, Raven, Kuma, Heihachi, Lili, Asuka, Law, and More

Capcom just released another batch of changes coming to Street Fighter x Tekken in its ver. 2013 patch. This list deals with another handful of characters from the Tekken side of the cast, so check it out and let us know what you think. If you happened to miss out on the past two installments, feel free to follow these links to see what changes were made to the Street Fighter cast and the other half of the Tekken fighters.

Hwoarang
  • Command Change – Spinning Trip Kick changed from db+LK to b+LK
  • LK – Reduced frames by 2 (+6F on hit/+2F on block) - Can be canceled - Hurt box enlarged
  • MP – Hurt box enlarged - Knee area is now invincible against air attacks - Hit box enlarged
  • HP – Push back on block when used in boost combo reduced
  • HK – Push back on block when used in boost combo reduced
  • cr. LP – Startup 5F->4F?
  • cr. LK – Reduced frames by 1 (+5F on hit/+1F on block)
  • cr. MP – Startup 6F->5F? - Reduced frames by 2 (+6F on hit/+2F on block)
  • cr. HP – Push back on block when used in boost combo reduced
  • MP (During Flamingo) – Startup 6F->5F? - Reduced push back on hit
  • HK (During Flamingo) – Hurtbox on feet is invincible against air attacks - Causes knockdown on midair hit
  • Tsunami Kick – Can transition to Flamingo Stance 2 frames faster
  • Air Raid – When 3rd hit connects gives additional 6F of advantage (L hit +8, M/H hit +6) - Reduced push back on block/hit
  • Air Raid Special – Increased advantage on hit by 2F (+8 on hit) - Reduced push back on hit/block
  • EX Air Raid – Reduced Hwoarang recovery on hit
  • Dynamite Heel – Midair hit causes bound - Midair combo count usage changed to 2 - Damage 100->80 - Hit box enlarged
  • Heel Explosion Combo – Reduced push back on hit of first hit - Hit box enlarged - Changed hitbox properties - Midair combo count usage of first hit changed to 0
  • L/M Sky Rocket – Reduced block stun by 10F - Reduced push back on block - Reduced screen freeze by 2F
  • Falcon Dice Kick – Damage 120->130
  • Bring It On – Damage 120->130

Special move meter gain:

  • Hunting Hawk (H): On hit 10+10+20(40)->15×3(45)
  • Air Raid: On hit 10×3(30)->15×3(45)
  • Dynamite Heel: whiff 15->0/On hit 40->50
Steve Fox
  • Command Change – Foot Stomp changed from db+LK to b+LK
  • Patella Smash – Can be canceled with Albion Combination
  • Close MP – Will hit opponents jumping over
  • Far MP – 8F added to boost combos (-5F on hit/-9F on block)
  • Far HP – 8F added to boost combos (-11F on hit/-16F on block) - Push back on block when used in boost combo reduced
  • cr. MP – 8F added to boost combos (-5F on hit/-9F on block)
  • cr. HP – Startup 7F->6F - Hit box enlarged - Damage during 8~10F changed to 90 - Area from neck up during 3~5F is invincible against air attacks
  • cr. HK – Push back on block when used in boost combo reduced
  • Foot Stomp – Hurt box reduced
  • Straight Chop – Crouching counter hit causes untechable bound damage
  • Duck (including EX) – Lower body is projectile invincible
  • M/H Flicker Jab – Hit box enlarged
  • Hellfire Rush – Reduced recovery after hit animation ends by 15F

Special move meter gain:

  • Albion Combination: On hit 20+40+40(100)->20×3(60)
  • Fox Hunt: whiff 5->15/On hit 40->30
  • Skyscraper: whiff 5->15/On hit 40->30
  • Gatling Gun: whiff 5->20/On hit 20×11+50×3(370)5×14(70)
  • Swaying: whiff 15+5->15/On hit 40->60
  • Sonic Fang: On hit 20+40(60)->25×2(50)
  • Hellfire: whiff 15->0/On hit 40->35
Yoshimitsu
  • Triple Roundhouse Combo – No longer comes out with df+HK
  • Walk Speed – Changed to be same as Cody
  • MP – Damage 60->80
  • MK – Reduced frames by 4 (+4F on hit/0 on block)
  • HP – Counter hit causes knock back - Damage 90->120
  • HK – Throw invincible from startup - Hit properties changed to be same as 3rd hit of Triple Roundhouse Combo
  • Far MP – Startup 12F->9F - Active attack frames changed from 2->3 - Reduced frames by 2 (+1F on hit/-4F on block) - Hit box enlarged
  • cr. LP – Reduced frames by 2 (+6F on hit/+2F on block)
  • cr. MP – Move property changed from high to low - Hit box enlarged
  • cr. HP – Counter hit causes float knockdown - Push back on block when used in boost combo reduced - Hit box enlarged - Damage 90->120
  • cr. HK – Can be canceled
  • j. HK – Midair hit and counter hit causes untechable knockdown
  • L. Gehosen – Frames 1~10 are invincible against air attacks - Added screen freeze - Damage 110->80 - Startup 9F->7F
  • M. Gehosen – Frames 1~4 are completely invincible - Added screen freeze
  • Poison Wind Bronze Fist – Special command input timing faster by 3F - Special command cancel timing faster by 4F - Increased backflip speed - Reduced movement distance
  • Poison Wind Gold Fist – Invincible against air attacks
  • Slap U Silly – Hurtbox appears faster
  • Stone Fists – Hurtbox appears faster
  • Suicide – Damage 120->250 - Self Damage 60->200 - L ver. is throw invincible, M ver. is hit invincible, H ver. is projecile invincible
  • EX Suicide – Damage 200->300 - Self Damage 90->250
  • L. Poison Breath – Frames on hit changed to +2F
  • M. Poison Breath – Frames on hit changed to +3F - Hit box reduced
  • L. Flea to Poison Breath – Frames on hit changed to +2F
  • M. Flea to Poison Breath – Frames on hit changed to +3F
  • Triple Roundhouse Combo – Hit box enlarged - If first hit connects it causes forced standing on opponent

Special move meter gain:

  • Poison Breath: On hit 40->30
  • Suicide: On hit 40->60
  • Slap U Silly: whiff 10->15
  • Stone Fists: whiff 10->15/On hit each hit 20->each hit 10
  • Sword Poke Windmill: whiff 15->0/On hit each hit 20->each hit 15
Raven
  • LP – Increased push back on block
  • Close HK – Reduced frames by 10 (+6F on hit/-1F on block)
  • Far MK – Reduced frames by 3 (+2F on hit/-2F on block) - Startup 10F->7F
  • Far HP – Hit box enlarged
  • Far HK – Reduced block stun by 5 - On midair hit causes vertical float - Hurtbox next to hitbox is invincible against air attacks
  • cr. MP – Hit box enlarged
  • cr. HP – Hit box enlarged
  • Air Crossed Ninja Stars – Hit box reduced - Cannot perform after back jump
  • Stormbringer – Startup 16F->13F
  • H. Alter Ego – Increased midair combo count
  • Wind Cross – Opponents in corner get floated higher on hit

Special move meter gain:

  • Alter Ego (H): 40->30×2(60)
  • Crossed Ninja Stars: whiff 15->10/On hit 40->20
  • Air Crossed Ninja Stars: whiff 15->5/On hit 40->20
  • Wind Cross: whiff 10->0/On hit 30+40×3(150)->30+20×3(90)
  • Wind Cross Deviation: whiff 5->15/On hit 35->40
  • Orbiting Moon – Damage 120->130
  • Dark Matter – Damage 120->130
Kuma
  • cr. MP – Hit box enlarged
  • j. MK – Can crossup
  • Hunting Stance – Can be canceled into from normal attacks - Input timing to exit Hunting Stance (KKK) is 5F slower
  • Rolling Bear Headbutt – Changed input timing to transition to Rolling Bear
  • Bear Smash – Hit box enlarged - Midair hit causes knockdown
  • Break’n – Armor period changed from 1~42F->1~20F
  • L. Frolicking Bear – Startup 8F->7F - Anti air invincibility changed from 3~7F->1~8F - Damage 120->100
  • Swing Swung – Damage 150->190
  • L. Rock ‘n Roll Circus – Damage 150->180
  • M. Rock ‘n Roll Circus – Damage 160->190
  • H. Rock ‘n Roll Circus – Damage 170->200
  • EX. Rock ‘n Roll Circus – Damage 180->200
  • Headbutt – Damage 200->250

Special move meter gain:

  • Rock ‘n Roll Circus: whiff 15->30/On hit 40->10×8(80)
  • Megaton Claw: whiff 15/On hit 20->35
  • Grizzly Claws: whiff 5->10/On hit 20->40
  • Grizzly Claw Smash: whiff 5->10/On hit 20->30
  • Headbutt: whiff 15->30/On hit 40->100
  • Rolling Bear: whiff 10->15
  • Frolicking Bear: whiff 15->0/On hit 40->60
Heihachi Mishima
  • MK – Startup 6F->5F - First hit causes knockdown on midair hit - Hurtbox on parts of leg and head are invincible against air attacks - Damage 30+30(60)->50+20(70)
  • Close HK – Can be canceled - Damage 90->80
  • cr. MP – 7F added to boost combos (-5F on hit/-9F on block)
  • Jichinsai – Damage 50->90
  • Chrome Dome(LV.1) – Damage 50->80
  • Chrome Dome(LV.1) – Damage 50->130 - Move attack property changed from high to mid
  • Chrome Dome(LV.3) – Damage 50->180 - Move attack property changed from high to unblockable - Will whiff on midair opponents
  • L. Demon Breath – Removed 3F of block stun(-3F on block)
  • M. Demon Breath – Removed 11F of block stun(0 on block)
  • H. Demon Breath – First part of move advances forward - Reduced frames of first hit by 10(-10F on block) - Reduced push back on block for first hit - Midair combo counter usage of 2nd hit changed to 1
  • EX Dragon Uppercut – Removed forward movement - Completely invincible from startup to finish
  • EX Raijin Stance – Damage 50+50(100)->130+80(210) - Removed 8F(-12F on block) - Reduced push back on block
  • Neck Breaker – Damage 120->130
  • Broken Toy – Damage 120->130

Special move meter gain:

  • Rising Uppercut: On hit 40->30
  • Dragon Uppercut: whiff 10->15
  • Dragon Uppercut followup: whiff 5->10/On hit 40->30
  • Heaven’s Wrath : whiff 15->20
  • Hell Axle (L & M): On hit 40->50
  • Hell Axle (H): On hit 20+20(40)->30×2(60)
  • Demon Breath (L & M): On hit 40->30
  • Demon Breath (H): On hit 20+20(40)->25×2(50)
  • Raijin Stance: whiff 15->0/On hit 40->60
Lili
  • Walk speed – Changed to same as Poison
  • HP – Push back on block when used in boost combo reduced
  • HK – Push back on block when used in boost combo reduced
  • Andante – Removed lower body invincibility against air attacks - Startup 9F->8F
  • Dominating Heel – Startup 7F->6F - Damage 40->50 - On hit causes opponent forced standing
  • Cross Rush – Damage 100->50
  • Cross Arts – Received Damage 310->300
  • EX Angel Knee – Damage 90->80
  • Angel Knee Ascension – Damage 90->30 - Midair combo counter usage changed to 1 - Will hit on ground opponents - Hit box enlarged - Can be jump canceled - Changed move attack property from mid to high

Special move meter gain:

  • Angel Knee: On hit 40->35
  • Sunflower Lance 1st hit: whiff 10->15/On hit 20->25
  • Sunflower Lance 2nd hit: whiff 5->15/On hit 20->25
  • Sunflower Lance 3rd hit: whiff 5->15/On hit 10->15×2(30)
  • Divine Step: whiff 15->20/On hit 10+20+20(50)->20×3(60)
  • Air Spine Shot (L & M): On hit 40->50
  • Air Spine Shot (H): On hit 20+20(40)->25×2(50)
  • Attack Reversal: whiff 15->20/On hit 50->80
  • Feisty Rabbit: whiff 10
  • Rabbit’s Foot: whiff 5->15/On hit 0->30
  • Cloisonne: whiff 5->15/On hit 0->20×2(40)
  • Rabbit Thorn: whiff 0->15/On hit 0->30
  • Dendrobium: whiff 15->0/On hit 40->50
Asuka Kazama
  • Close/Far LP – Area from neck and above is invincible against air attacks
  • Close/Far MP – Reduced frames by 7(+6F on hit/+2F on block)
  • Close/Far HP – Counter hit causes crumple
  • Close/Far HK – Startup 11F->9F - Reduced frames by 4(0F on hit/-5F on block)
  • Far LK – Hurt box reduced
  • cr. LK – Startup 5F->4F
  • cr. MP – Reduced frames by 4(+7 on hit/+3F on block)
  • cr. MK – Now +1F on hit - Hurtbox after 1F adjusted so it is lower
  • cr. HP – Startup 9F->7F - Can be canceled - Blowback on hit same as heavy attacks - Hurt box reduced - Damage 90->80
  • cr. HK – Hit box enlarged - Damage 90->75
  • cr. HP – Damage 100->90
  • j. HK – Damage 60+40(100)->60+60(120)
  • Dragon Wheel Kick – No longer will only do 1 hit sometimes - 1~9F are invincible against air attacks
  • Whiplash to Toe Kick – Hit box enlarged - Reduced block stun by 2F (+1F on block) - Increased forward movement distance
  • Raging Storm – Increased push back on block - Reduced block stun by 6F (-4F on block)
  • Tsuwabuki – Reduced hit stun by 2F(+5 on hit)
  • Thunder Fall Kick – Damage 40+40(80)->60+6(120)
  • Leg Cutter 2nd Hit – Increased block stun by 6F (-6 on block) - Reduced push back on block
  • Double Lift Kicks – Damage 20+40(60)->30+40(70)
  • Falling Rain – Damage 40+40(80)->70×2(140)
  • EX Falling Rain – Damage 60+60(120)->90×2(180)
  • Sweep Throw – Damage 170->200
  • EX Sweep Throw – Damage 170->200
  • Onikubigari – Damage 90->80
  • EX Double Lift Kicks – Damage 60+50(110)->60×2(120) - Full invincibility extended to 12th frame
  • Hyakujitsuko – Reduced block stun by 3(-4 on block)
  • Heron Dance – Can be canceled
  • Heron Dance – Hurt box reduced - Hit box enlarged
  • Cloud Taste – Damage 120->150
  • White Mountain – Damage 120->150

Special move meter gain:

  • Exorcisor: whiff 10->15
  • Mist Palm Thrust: whiff 5->10/On hit 10->25
  • Raging Storm: whiff 5->10/On hit 5+5(10)->15×2(30)
  • Attack Reversal: whiff 15->20/On hit 40->80
  • Falling Rain: whiff 15->20/On hit 20+20(40)->30×2(60)
  • Sweep Throw: whiff 15->30/On hit 60->90
  • Onikubigari: whiff 15->0/On hit 40->50
Marshall Law
  • Close MP – 5F added to boost combo (-3F on hit/-7F on block)
  • Close MK – 3F added to boost combo (-4F on hit/-8F on block) - Reduced push back on block on hit
  • Close HK – 8F added to boost combo (-9F on hit/-15F on block)
  • cr. MP – 3F added to boost combo (-4F on hit/-8F on block)
  • cr. MK – 5F added to boost combo (-5F on hit/-9F on block)
  • cr. HP – Startup 11F->7F
  • j. HP – Damage 100->120
  • Machine Gun Arrow – Can transition to One Two Elbows up until the 3rd hit of Machine Gun Arrow
  • Fury Fist Rush – Reduced push back on block
  • Flash Kick – Midair combo counter usage changed to 2 - Startup 14F->7F - Damage 40->70
  • L/M Flash Kick – 1~9F is invincible against air attacks
  • Dragon Knuckle – Crumple Damage ->long blowback normal damage - Reduced push back on block
  • Dragon Knuckle Combo – Removed armor properties
  • Dragon’s Fire – Damage 120->130
  • Run Up to Drop – Damage 120->130

Special move meter gain:

  • Flash Kick: whiff 10->15/On hit 40->25
  • Backflipper: whiff 5->10/On hit 40->25
  • Cloud Gates: whiff 5->10/On hit 40->25
  • Dragon’s Flight: whiff 5->10/On hit 40->50
  • Dragon Knuckle: whiff 5->10/On hit 40->25
  • Dragon Knuckle Combo: whiff 5->10/On hit 40->25
  • Dragon Knuckle Flight: whiff 5->10/On hit 40->25
  • Fury Fist Rush: whiff 15->20/On hit 40+20×8(200)->10+5×8+10(60)
  • Shaolin Spin Kicks: whiff 15->0/On hit 40×3(120)->20×3(60)
Paul Phoenix
  • Demolition Man – Demolition Man can be canceled only by Burning Fist
  • Forward dash – Reduced frames by 6 (total 17 frames)
  • LP – Startup 4F->5F - Block stun reduced by 3F (On block +2F) - Push back on block increased - Hit box reduced - Hit box enlarged
  • Close HP – Startup 12F->7F
  • Far HP – Startup 18F->12F - Hit stun reduced by 6F (On hit +3)
  • cr. LK – Startup 6F->5F
  • cr. MP – Startup 6F->5F - 6F added to boost combo (On hit -5F/On block-9F)
  • cr. MK – Push back on block when used in boost combo reduced
  • cr. HP – Hurt box reduced - Startup 8F->6F - Hit stun reduced by 12F (On hit +2F) - Damage 90->80
  • Sway – Attack invincibility changed across all levels to 5F
  • L. Sway – After frame 15, can cancel with special moves other than sway
  • M. Sway – Reduced hit stun by 4F (On hit +6) - Invincible against crouching attacks - Forward movement made longer than backward movement - Reduced push back on block
  • H. Sway – Reduced block stun by 2F (On block -8F) - Reduced push back on block - Damage 100->150
  • Shredder first hit – Hurt box reduced
  • L. Shredder – Startup 10F->6F - Damage 20+20+60(100)->30+20×2(70) - Invincible against air attacks
  • M. Shredder – Startup 10F->6F - Damage 20+20+60(100)->30+20×2(70) - Invincible against standing/crouching attacks
  • H. Shredder – Damage 20+20+60(100)->50+30×2(110) - Invincibility time changed from 1~9F->1~11F - Will now hit crouching opponents
  • Mountain Raze – Float on hit is same as EX ver.
  • EX Mountain Raze – Startup 20F->15F - Full invincibility from startup to 17F - Knockback on counterhit same as normal hit
  • Mortar Punch – Becomes midair state right after startup - Damage 90->130
  • EX Mortar Punch – Can change distance by pressing left or right on the direction input
  • Phoenix Smasher – Counter damage is 230 - Camera work changes on counter hit
  • EX Phoenix Smasher – SE on hit is same as final hit of Ryu’s EX Shoryuken - Counter damage is 200
  • Bone Breaker?Demolition Man – When 1st hit of Bone Breaker counter hits, 2nd hit will connect and cause ground
  • blowback - Advantage frames of 2nd hit increased by 2F
  • Push Away – Damage 150->130
  • Foot Launch – Damage 150->130

Special move meter gain:

  • Mountain Raze: On hit 40->35
  • Shredder: On hit 20×3(60)->10×3(30)
  • Sway (L): whiff 15->0
  • Sway (M): On hit 40->35
  • Sway (H): On hit 40->50
  • Mortar Punch: On hit 40->50
  • Phoenix Smasher: whiff 15->0/On hit 40->62
Ling Xiaoyu
  • Close HP – Startup 11F->6F
  • Far HK – Reduced frames by 14(On block +3)
  • cr. LP – Startup 4F->3F
  • cr. LK – Startup 6F->4F
  • cr. MP – Forward movement of 2nd hit increased - Reduced hit stun by 1F (On hit +6) - Reduced push back on hit slightly
  • cr. HP – Increased hit stun by 1F (On hit -5F) - Damage 90->80
  • cr. HK – Damage 90->75
  • Vertical/Angled j. MP – Added hit box to rear hand as well
  • Vertical j. HK – Damage 60+40(100)->70+60(130)
  • Angled j. HK – Damage 60+40(100)->60+50(110)
  • Cyclone Left - Increased float on hit - Will face towards opponent after passing by them with California Roll - Damage 80->120
  • EX Hakkesho – Movement distance same as M. Hakkesho - Startup 33F->22F - Full invincibility from startup to 15th frame - Damage 50+50+30+30(160)->40×2+20×2(120)
  • Dark & Stormy – 3rd hit (Mistrust part) Damage 30->80
  • Cyanide – Reduced block stun by 5F (On block -2F)
  • Cross Arts – Received Damage 280->270
  • Jade – Damage 120->130
  • So Shoe Me – Damage 120->130

Special move meter gain:

  • Fortune: whiff 10->15/On hit 20->40
  • Fortune 2nd Hit: whiff 5->/On hit 20->30
  • Fortune Cookie: whiff 10->15
  • Fortune Cookie 2nd hit: whiff 5->10/On hit 10->20
  • Fortune Cookie 3rd hit: whiff 5->10/On hit 10->30
  • Double Map Sweep (L): On hit 40->30
  • Double Map Sweep (M): On hit 20+40(60)->20+10(30)
  • Double Map Sweep (H): On hit 20×3(60)->15×3(45)
  • Phoenix Talon: On hit 20×3(60)->10×3+20(50)
  • Dark & Stormy: whiff 10->15
  • Turn of Fortune: whiff 15->10
  • Cyclone Left: whiff 5->15
  • Back Layout: On hit 10×2(20)->35×2(70)
  • Hakkesho: whiff 15->0/On hit 20×2(40)->30×2(60)
Jin Kazama
  • Far LP – Reduced block stun by 2F (On block +2)
  • Far HP – Causes crumple on counter hit
  • Far HK – Startup 17F->14F
  • cr. MP – Startup 5F->4F
  • cr. MK – Hurt box reduced
  • cr. HP – Startup 9F->5F - Active attack frames 3F->5F
  • cr. HK – Hit box enlarged
  • Leaping Side Kick – Invincible against air attacks
  • Penetrating Fist – Reduced recovery by 4F - Reduced block stun by 2F (On block -3F)
  • EX Penetrating Fist – Hit box enlarged - Damage 80+80(160)->70+70(140)
  • Median Line Destruction (including EX) – Adjusted screen freeze on hit and block
  • Power Stance – When takes damage from opponent, no longer takes recoverable damage

Special move meter gain:

  • Special Step: whiff 0->10
  • Thrusting Uppercut: whiff 5->10/On hit 40->35
  • Right Roundhouse Punch: whiff 5->15
  • Lunging Low Roundhouse Kick (L.L.R.K.): whiff 5->10/On hit 40->20
  • Spinning Flare Kick (after low): whiff 5->10
  • Spinning Flare Kick (right after Special Step): whiff 5->15/On hit 40
  • Power Stance: whiff 10->5
  • Median Line Destruction (L): On hit 10×2+20(40)->10×2+30(50)
  • Median Line Destruction (M): On hit 10×3+20(50)->10×3+25(55)
  • Median Line Destruction (H): On hit 10×4+20(60)->10×5(50)
  • Mental Alertness: whiff 10->5
  • Left Drill Punch: whiff 5->10
  • Swinging Fist Strikes: whiff 5->15/On hit 20->40
  • Swaying Willow: whiff 5->15/On hit 20->40
  • Leaping Side Kick: whiff 5->15/On hit 20->40
  • Right Sweep: whiff 5->15
  • Penetrating Fist: whiff 15->0
  • Tidal Wave – Damage 150->130
  • Over the Shoulder Reverse – Damage 150->130
Ancient Ogre
  • Forward dash – Reduced frames by 2(Total 17 frames)
  • close MP – Reduced push back on hit
  • Far HP – Reduced hit stun by 9F (On hit +6)
  • Far HK – Push back on block when used in boost combo reduced
  • cr. MP – Can be canceled - Reduced hit stun by 6F (On hit +2)
  • cr. HP – Damage 90->100
  • cr. HK – Damage 60+30(90)->60+50(110)
  • Snake Blade – 3rd hit Damage 60->80 - Final hit attack properties changed from low to high
  • Owl’s Hunt (normal input ver) – Active attack frames changed from 2F->3F - Hit box enlarged - Reduced push back on block
  • L. Indigo Punch – Damage 90->100
  • M. Indigo Punch – Damage 90->110 - Increased midair combo count
  • H. Indigo Punch – Damage 90->130 - Increased midair combo count
  • H. Ancient Power – Reduced block stun by 10F
  • Hell Inferno – Damage 300->340 - Active attack frames changed from 3F->7F
  • Deadly Spear – Damage 150->130

Special move meter gain:

  • Waning Moon: whiff 15->20/On hit 15+10×7(85)->5×7+40(75)
  • Ancient Power (L & M): On hit 40->70
  • Ancient Power (H): whiff 15 / on block 20 / on hit 40
  • Indigo Punch: whiff 15->0/On hit 40->60

 

Source: Capcom-Unity

  • http://www.facebook.com/people/Justin-Brown/1362756791 Justin Brown

    dem asuka and xiaoyu buffs….im happy hope this game gets more play with this patch

  • Matt Cheifetz

    butts

    • http://twitter.com/MortalKomment MortalKomment

      Eh?

  • DiscoCokkroach

    Yoshi got buffed?

    YOSHI GOT BUFFED!?!??!??!

    TAKE MY MONEY. CAPCOMS!!

    Oh, wait, this is free…even better! :D

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

      Not like he could get any worse.

  • jetsfan92

    Yoshi literally almost had every single normal he had buffed (if not all of them, actually), and his suicide now does a lot more damage (but he takes more in exchange). I approve of this, he needed it the most.

  • Marina Ríos

    RIP, Lili…

    • http://www.facebook.com/people/Siam-Siamwich-Fuentes/563282821 Siam Siamwich Fuentes

      Excuse me. are you smoking. Go to the lili boards and read why she’s gonna be one of the best characters in the game. She’s barely nerfed and if you read a little closely, i know it’s hard for some people ex angel knee hits grounded opponents…OTG guys OTG…. You’re gonna start seeing a lot more lilis in the future =)

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

    Capcom did the one thin Namco hasn’t done since T2, made Yoshi and Paul worth playing. I respect thee Capcom, I respect thee.

    • Matt Cheifetz

      Yoshi’s pretty good in TTT2.

      • http://www.facebook.com/people/Basil-Bisiolu/100000804618260 Basil Bisiolu

         Also Paul isn’t low tier either.

        • Simply Chun-believeable ^_~ ♥♥

          Hell no he isn’t…

          • http://twitter.com/MortalKomment MortalKomment

            From what I’ve seen, Paul is crazy strong in TTT2.

          • Simply Chun-believeable ^_~ ♥♥

            Lol exactly, I was a fool to sleep on Paul in TTT2 for the first couple of days. Still can’t get those ownings out of my head… *Shudder*

    • http://profile.yahoo.com/SUUSYNXL6WRWBDDPK6J2UVGL6U First L

      Somebody doesnt play tekken very often.

    • http://twitter.com/Darkforge Legion

      ummm no, both those character’s are more than fine in TTT2. Also 70% off one motion for paul, no prizes for guessing which

    • http://www.facebook.com/people/Terrace-Bidnessmane/1317836196 Terrace Bidnessmane

      both paul and yoshi been good since day 1 tekken (maybe not sfxt)… you probably aint very good at tekken

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

      Except Paul was complete garbage in vanilla SFxT while good in almost every Tekken.

  • http://twitter.com/VulcanHades Luisito

    YES. My strategy to main a good character that everyone thought was crap has finally payed off!

  • http://www.facebook.com/panda.peleador Panda Peleador

    This is really good. I’m loving the buffs on some of the tekken chars. Kinda worried about Jin though, maybe he will come out too good? We’ll see. Also ,Capcom: where are the system changes?  We need to know whats gonna happen with grey health recovery and damage scaling, as I feel those would contribute a lot to make the pace of the game faster and more rewarding combo wise.

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

      Grey health is becoming red health :)

      Some moves are having a reduced effect on the combo counter, so you can get more hits in.  Damage values are going up in general and health is going down on some of the more hefty characters.

      This should at least help finish the round in those situations where you end a massive combo but the opponent still has like 10~15% health left and tags out to their 100% health partner :)

  • CptPokerface

    Yes, yes, and moar YES. Asuka, Yoshimitsu, you deserve everything you’re getting.

  • NORCALsubtL

    you know what gets me excited about capcom patches? numbers.

    if anything will revive the game, adjustments to numbers will do the trick. problems solved.

  • Brad Hardcastle

    I really like what they did with Heihachi!

  • Simply Chun-believeable ^_~ ♥♥

    I don’t think Lili got it that bad IMO. I’m still maining her with my Chun just like day 1 (With Julia too). It’s gonna take some getting used to, but I love Lili too much to drop her.

    But Those Asuka, and Yoshi buffs! Amazing! Hooray for Xiao and my main man Kuma too!! XD

  • http://www.facebook.com/people/Charles-Anthony-Maietta/611522356 Charles Anthony Maietta

    am i the only one excited for the raven buffs?

    • http://twitter.com/Pandaboy01 Panda

      his far HK being an anti-air is needed.  would have like an invincible attack on him, will take 2 bars of meter to get invincible wake-ups still…

      • Veserius

         His AA ability isn’t bad right now. far mk, cr.mp and cr.mk are all really good AA options. cr.mk leading to a full combo and cleanly anti airing every single button from certain characters is great.

    • Veserius

       His upclose/midrange game is still going to suck and now he can’t run away as well with this nerf and the previous nerfs. His meter gain nerf really hurts too as he gets a whiff windcross on each cr.hp and he generally does a full windcross very early in his combos. He’s getting a little bit of damage buff, and some AA buff, but his inability to do anything worthwhile offensively is going to hurt him.

    • azahel_rules16

      YOU DUMB A-S-S THEY REMOBED HIS BEST PERFOM, BACK JUMP STARS, IM CRYING ABOUT THAT, IM A RAVEN PRO PLAYER

    • azahel_rules16

      you though raven buffs d be happy, im crying cuz nerf the best he can do, back jump stars, im a pro raven player

    • azahel_rules16

      you though raven buffs d be happy, im crying cuz nerf the best he can do, back jump stars, im a pro raven player

      • azahel_rules16

         been REMOBED (BANNED)

  • http://www.facebook.com/people/Julian-GameHead-Irwin/886765296 Julian GameHead Irwin

    HWOARANG BUFFS!

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

    I cant belive it…………They made Asuka even BETTER!!

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

    Jin’s Leaping Side Kick invincible againts air attacks? That one got buffed hard. On the other hand, Hwo’s buffs. Yay!

  • Garrett Jones

    Kuma has a better anti air, ambiguous cross up, command throws deal real damage, much better meter gain, and canceling into hunting stance from normals. I’m so fuckin hyped…for SFxT?

    • http://www.facebook.com/people/Julian-GameHead-Irwin/886765296 Julian GameHead Irwin

      *GASP* BLASPHEMY! HOW DARE YOU GET HYPED FOR JABxTIMEOUT. THIS GOES AGAINST FGC CODE 1, CHAPTER 4 ARTICLE 43 PARAGRAPH 23 FIRST SENTENCE…..

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

    Law:
    Fury Fist Rush – Reduced push back on block

    Meter:
    Fury Fist Rush: whiff 15->20/On hit 40+20×8(200)->10+5×8+10(60)

    NOOOOOO!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! I abused the shit out of this to build meter lol

  • http://www.facebook.com/profile.php?id=1623210331 Joseph E King

    Holy shit I thought for sure they were gonna nerf Ogre. Thanks for proving me wrong Capcom :D

  • GrimeDoc

    Glad to see characters with real anti-airs now. A lot of the time I felt that was THE biggest weakness for some of the Tekken (for guys like Yoshi and Paul it was an even worse fault than their walk speeds IMO).

    Still think Asuka should have 1000 health. She feels like a 1000-type character…but Capcom won’t give her that….cos y’know…

  • http://profile.yahoo.com/SO7JEDFV5OXPUV264VNTX62RBQ Glen0305

    hi, there who’s the greatest players of Tekken here I will kick your ass with capcom characters LOL
     

  • http://profile.yahoo.com/EFHDMPOKCSWLQ7JZZPE7KXBGBY sunny

    My Asuka has become a goddess :)

  • http://twitter.com/Jayy_Hussle T.H.U.D.

    Reading Hwaorang & Steve’s changes & I don’t know if I should be pissed, pleased or unchanged..

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  • http://www.facebook.com/profile.php?id=100004211973815 Sam Charlton

    So glad Yoshi is getting buffed to the moon.

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