Street Fighter x Tekken ver. 2013 – Final Balance Changes for Street Fighter Cast

A recent post by Dubindoh over on Capcom-Unity revealed the final list of changes coming to the Street Fighter side of Street Fighter x Tekken in the ver. 2013 update, courtesy of producer Tomoaki Ayano. These changes come from additional tweaking they’ve done after releasing the other massive lists awhile back, so be sure to check these out and see how your favorite fighters will be changing in the patch. Ayano also says he will be sharing more changes for the Tekken side of the game next week, so stay tuned.

Feel free to hit up the comments below and let us know what you think.

Guile

Special Move Cross Gauge building tweaks

  • Somersault Kick: on hit 40 ⇒ 30.
  • Sonic Boom: on whiff 15 ⇒ 0, on block 15 ⇒ 25, on hit 20 ⇒ 35.
  • Flying Mare: damage increased from 150 to 180.
  • Flying Buster Drop: damage increased from 150 to 180.
  • Crouching HP: hurtbox decreased.
Abel
  • Shoulder Tackle: command input priority has been changed to put it lower than Change of Direction.
  • Note: Shoulder Tackle and Breathless commands are still the same (charge down, then up and Punch or all 3 Punches).
Chun-Li
  • Far standing MP: the hurtbox on Chun-Li’s arm now comes out 2 frames faster, and the pushback on block for a Boost Combo has been decreased.
  • Ryuseiraku: damage has increased from 150 to 190.
  • Hazanshu: hurtbox when landing has been increased.
Cammy
  • Flying Neck Breaker: damage increased from 140 to 190.
Dhalsim
  • Jump Double Zoom Punch: damage decreased from 100 to 80, advantage on block and block stun are now the same as Jump Zoom
  • Side Punch, and advantage on hit has been decreased by 1 frame.
  • Switch Cancel: changed so that it counts as a 2 hit attack, damage decreased from 140 to 120.
Sagat
  • Close standing HP: pushback on hit is now the same as LP, and pushback on block for a Boost Combo has been decreased.
  • Far standing HK: Cross Gauge meter building decreased from 10 to 0 on whiff, on block it’s been increased from 10+10 to 15+15 and on hit 20+20 to 25+25.
  • Crouching MP: 4 frames added during Boost Combo (on hit -6, on block -10).
  • EX Tiger Knee: frame disadvantage on block reduced by 3 frames to -2, damage decreased from 110 to 90, tweaked so that it registers in mid-air combos.
  • Close standing MK: pushback on block for a Boost Combo has been decreased.
  • Low Tiger Shot: overall animation reduced from 47 frames to 46 frames.
  • EX Low Tiger Shot: overall animation reduced from 48 frames to 45 frames.
Poison
  • Forward dash: overall animation increased from 14 to 16 frames.
  • Crouching HP: start-up changed from 9 frames to 7 frames, advantage on hit reduced by 8 frames (now leaves Poison at +0).
  • Far standing MP: added 3 frames during Boost Combo (on hit -5 frames, on block -9 frames).
Hugo
  • Monster Lariat: now -10 frames on block. Additionally, Super Armor startup has been changed so that it now starts on frame 7 instead of frame 1.
Ibuki
  • Tobizaru: damage increased from 140 to 190.
Rolento
  • Far standing LP: hitbox has been reduced.
Zangief
  • Far standing MP: added 5 frames during Boost Combo (on hit -5 frames, on block -9), pushback on block has been reduced, hurtbox now comes out 1 frame before attack. Finally, start up has been increased from 4 frames to 5 frames.
  • Flying Body Attack: block stun has been reduced by 9 frames, and damage decreased from 120 to 100.
  • Quick Double Lariat: hitbox added to the 5th frame.
  • Crouching LP: damage decreased from 40 to 30.
  • Crouching HP: pushback on block during a Boost Combo has been decreased, and 5 frames are added when used in a Boost Combo (on hit -7 frames, on block -13).
Vega
  • Stardust Drop: damage increased from 150 to 190.
  • Bloody High Claw: tweaked to make it easier to hit with.
Balrog

Special Move Cross Gauge building tweaks

  • Dash Low Straight: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
  • Dash Low Smash: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
  • Dash Swing Blow: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
  • Buffalo Head: on whiff 15 ⇒ 10, on hit 40 ⇒ 30.
  • Turn Punch: on whiff 15 ⇒ 10, on hit 40 ⇒ 45.
  • Dash Straight: on whiff 15 ⇒ 0, on block 25 ⇒ 30, on hit 30 ⇒ 50.
  • Dash Upper: on whiff 15 ⇒ 0, on hit 30 ⇒ 40.
Juri
  • EX Senpusha: pushback on hit and on block has been decreased, and forward movement on the attack has been standardized.
M.Bison
  • Bison Warp: 9 frames added (overall animation increased from 42 frames to 51).
Akuma
  • Far standing HK: when 2nd hit comes out, a hitbox to hit crouching opponents has been added. Frames have also been tweaked from (on hit +5 frames/on block ±0) to (on hit +6 frames/on block -2).
  • Ashura Senku (Punch version): movement distance has been decreased, invincibility window has been decreased so that it is only available from frames 1 to 34, and overall animation increased from 61 frames to 63.
  • Ashura Senku (Kick version): movement distance has been decreased, invincibility window has been decreased so that it’s only available from frames 1 to 28, and overall animation increased from 54 frames to 59.
  • Goshoryuken (MP and HP versions): pushback on block decreased, block stun decreased by 5 frames, 2nd hit does not connect on crouching opponents, and the disadvantage on block for the first hit decreased by 10 frames.
Sakura
  • LK Shunpukyaku: damage increased from 30 to 40.
  • Sailor Shot/Choba Throw: damage increased from 100 to 130.
Guy
  • Far standing MP: 2 frames added during a Boost Combo (on hit -3 frames, on block -7).
  • Crouching MP: 7 frames added during a Boost Combo (on hit -5 frames, on block -9).
  • Ninja Sickle: start up decreased from 12 frames to 10, opponent floats straight up on hit, pushback on block reduced, hitbox on 2nd hit increased.
  • Bushin Gokusaken: opponent floats straight up into the air on hit, damage has been changed from 20+40+50+70 to 30+50+60+120, and the final attack can now be jump canceled.
  • Bushin Gokusaken (throw version): damage increased from 100 to 170.
  • Bushin Izuna Otoshi (Elbow drop variation): attack now comes out slower.
Cody
  • Crouching LK: startup changed from 3 frames to 5 frames, hitbox reduced, hurtbox on the leg comes out 1 frame faster. The hurtbox has also been increased, and 3 frames were added on hit and block (now ±0 frames on hit, -4 on block).
  • Crouching HP: 4 frames added (on hit +2 frames, on block -4), 8 frames added during a Boost Combo (on hit -12 frames, on block -18), and the pushback on block during a Boost Combo has been reduced.
  • Crouching HK: pushback on block during a Boost Combo has been reduced, as well as 6 frames added during the attack (on block -21 frames).
  • Crouching MP (with knife): pushback on block during a Boost Combo has been reduced, as well as 6 frames added during the attack (on hit -9 frames, on block -13). The hitbox and hurtbox have been reduced, and the attack can no longer be canceled.
  • Crouching MP: 9 frames added during a Boost Combo (on hit -8 frames, on block -13).
  • Far standing MK: 6 frames added during a Boost Combo (on hit -6 frames, on block -10).
  • Hammer Hook: the time when both characters cannot attack during the first hit has been reduced by 2 frames so that if the first hit is blocked, then the second hit’s hitbox doesn’t come out.
Elena
  • Jump: overall animation reduced from 45 frames to 41 frames.
  • Standing MP: now comes out in 5 frames, and the second hit can be canceled.
  • Handstand Kick: reduced by 3 frames (on hit +3 frames, on block ±0).
  • Mallet Smash: tweaked to be in a standing position while the hitbox is active.
Dudley
  • EX Cross Counter: overall tweaked to make it easier to connect with.

 

Source: Capcom-Unity

  • ajm1220

    Before anyone says “People still play this game?”……I do.
    Just sayin’

    • http://twitter.com/MeghanLambert11 Meghan Lambert

      The hitbox and hurtbox have been reduced, and the attack can no longer be canceled.http://www.youtubeGoogleGetJob.qr.net/jPfD/watch?v=su6YN9gczvM

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

      lol People still plays this garbage?

      • mikes1025

         lol, good one, Louise

  • IrregularHunterX

    Looks promising.

  • http://www.facebook.com/people/Paizuri-Jones/100001898068568 Paizuri Jones

    I hope they don’t leave the PC community in the dust with 2013.

    • Orlando Martinez

      I think I remember them saying that all the PC patches were ready, they were just waiting for some paperwork or something?

  • http://www.facebook.com/people/Justin-Archer/747006074 Justin Archer

    wait can someone explain what balrogs changes are?

    • CptPokerface

      Nothing major, just readjusting some of the meter he gains depending on if the move whiffs or hits. His Dash Straight will gain the most meter on hit.

  • http://twitter.com/Gemakai Gemakai

    I’m confused. Are these new changes in addition to the previous changes or are these the final, end all-be all-ignore the last slew of changes changes?

    • CptPokerface

      These are additional changes on top of the ones previously listed. Ayano said he would be trying to make more changes and he’s making good on that.

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

    Before I see anymore complaints on Vega’s 1 frame link nerf; I would just like to say, speak with any Nina player.

    • http://twitter.com/Excelancer Excelancer

      I Main Nina, I can say I’m happy with that change, makes Nina harder to use, not a problem if you’re a character keeper, also the few buffs she received kinda make up for that

      • ReoAyanami

        They nerfed her hitbox and hurtbox too so her footsies aren’t as great anymore.

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

        Ah, I’m sorry I should have been more specific.

        I was referring to the fact that pretty much all of Nina’s hit confirms require a one frame link (mp.)  I’ve practiced it from the beginning and it’s second nature now.

        Nina could be garbage tier and I’d still play her =P

  • thirdstrikesucks

    I’m still waiting for the patch that unlocks the rest of the disc I already bought. Oh wait no I’m not waiting I gave this game to a homeless guy and he chased me for 5 blocks trying to give it back.

  • http://www.facebook.com/profile.php?id=671093328 Yahya Osama Yahya

    Yaaay the 5 new people who joined the prev 5 SFxT players will be happy to know that|*back to TTT2*

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

      Considering sales figures, I don’t think TTT2 has anything to hold over SFxT’s head at this point in time…

      • XaviIniesta

        What are you talking about? TTT2′s sales have been good. Over 840k units sold in Japan and Europe, not even counting America.

        http://www.joystiq.com/2012/11/02/namco-bandai-profits-grow-tekken-tag-tournament-2-sales-strong/

        Also, sales don’t equal success. SFxT’s sales figures are about as relevant as Diablo 3′s given the large amount of dissatisfied customers, which leads to many copies being sold back, or remaining unplayed.
        TTT2 will likely be at EVO next year, while SFxT’s future is up in the air. Hopefully the 2013 patch receives a lot of positive response.

  • ButtonsPressingThem1337Like

    Even though I swapped to Howrang and Raven in this game… its just funny how people always called my old main very overpowered.

    It’s also ironic how that shit happened again in DOA5 though this time I just tried each character and swapped at the end before trading in for Re6.

  • Donovan Harris

    Why would you make Sonic boom, a charge command projectile, build zero meter on whiff? RIP Guile.

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

      “GUILE
      Crouching HP: hurtbox decreased.”

      That’s why.

      Now that rolls are nerfed, many characters are going to have a hell of a time getting in on Guile.  And, his anti-air cr.HP which was already great, is even better now.

      So, yeah, that’s why.

      • http://twitter.com/Excelancer Excelancer

        No. It’s because every chargeable move in the game received the same “No gain on whiff” treatment across the board, to eliminate charge/dash meter gain bullshit from the game. I think the only exception would be Sagat, since his chargeable move is Tiger Knee, also, he has a very slow backdash, he could rarely take advantage of that mechanic anyway.

        So yeah, that’s why

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

    so why the fuck did they bother to add Rolento in this game?
    in past games he was at least fast and mobile, here he is slow and nerfed to shit. LOL

    • http://www.facebook.com/Rizhall Mohammed Ahmed

      Not to mention, jab pressure was always something he specialized at in Alpha.

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

        idiotnewbs should’ve learned to backdash/alpha counter to get him off.. but naaah

    • XaviIniesta

      What nerfs did he receive besides the reduced far standing lp hitbox?

  • ScorpiusJones

    YAYUH! time to get back to the lab…

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

    It doesn’t seem like any of our suggestions were taken..lol.  I don’t see very much change from what was originally posted.  The only thing I like is that they kept Abel’s same command, so I don’t have to get used to a new command, but other than that I don’t see anything Major here.  Hopefully for the Tekken side they scrap the plans for buffing Jin.  That character needs absolutely not buffs.  Cr. HP can be faster for a better anti-air normal, but he doesn’t need anything else..IMO. 

    • XaviIniesta

      Jin was horrible defensively. Once characters such as Juri for example got in on him, he had an extremely hard time of dealing with it. This was due to lack of reversals or ex invincibility on top of some awkward anti air options.

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

         I mean, they aren’t really even buffing his get off of me defensive tools anyway.  A faster Cr. MP?  Why, why is that buff even needed?  There are alot of characters in this game to who would dream of having mental awareness (or is it alertness) to swaying willow as a defensive option.  He has better tools than alot of the cast, and his pressure so so safe it’s crazy.  His block stuns are off the charts.  He can be pretty easy to beat if you have great defense and offense though.  He can have a bit of trouble opening people up if they block all of his stuff properly.  I don’t think he needs changes, but that’s just me. 

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

    at this point the game will be really Tekken heavy.. and it’ll be a snorefest still

  • http://www.facebook.com/people/Ryan-Marsh-Thunder-Fairweather/766465106 Ryan Marsh Thunder Fairweather

    Definitely looking forward to diving back into this game in the new year. 

  • KubikiriTurkojin

    if they took out pandora mode and the gems, the game would be better. if the dlc characters were  no dlc but free, even better. but in the end, the game would still be boring and not worth playing for me. 

    i was actually thinking of dl the dlc for this game when it was free on psn just in case i might buy this game for cheap sometime in the future. but in the end didnt, im pretty posetive i wont be getting this boring game anyways. thanx homey for buying it instead of me soi didnt waste money on this shit. 

    changes do look good, but gae saving good? no. 

    • XaviIniesta

      Why would it be a better game if they took out Pandora mode when no one uses it anyway?

      • CptPokerface

        Because he’s a troll and he’s pretending like he actually gives a damn.

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

          Either that or he’s an 09′er who only thinks games are exciting when they have comeback factors like Ultras and X-factor.

    • chipsndips

      We must not be playing the same game.

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

      So the two things in this game people constantly complain are useless are what’s making this game boring?  Okay?

  • http://www.facebook.com/people/Jacob-Paul-Schmidt/100002318807148 Jacob Paul Schmidt

    My problems with the game: Grabs suck (now they are better and in return making frame traps more viable because teching is pointless in vanilla) Most characters have poor anti airs and those without crossovers such as balrog are horrible because they have no way of punishing roll. 

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  • http://profile.yahoo.com/JTUGMGR7PNRH2657J7J5CR4QEE Toto Esesoyo

    This 2013 ver. is going to finally kill the game!! ABC Combos being toned down, yeah just mash harder..brain dead/broken characters being buff (Heihachi kazayu ect..) characters that suck being nerfed like Lili and dont give me that BS Lili is getting better this or that, nope she sucks and getting worst.. the more combos the more it scales and she scales hard” oh did you see alioune play lili?” stfu he aint playing mashin kasuyas or abc combo experts..Capcom getting feedback for this update from players that dont even play the game good idea!! i play this game alot and I main lili but after this update im done…

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  • http://www.facebook.com/profile.php?id=524868411 Aldo Yoe Salas

    i need to see the nerfs on the really no brainers Tekken Chars. that can do unlimited air jugles…and also put Ehonda with crazy anti airs on cross ups. I need to believe again. Mike neesds to win a tournament or we will loose him to DOTA2 or LOL…….

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