Street Fighter x Tekken ver. 2013 – Final Balance Changes for Tekken Cast Part 1 Street Fighter x Tekken ver. 2013 – Final Balance Changes for Tekken Cast Part 1
To complement last week’s final balance changes for the Street Fighter cast, producer Tomoaki Ayano released a list for the Tekken cast in Street... Street Fighter x Tekken ver. 2013 – Final Balance Changes for Tekken Cast Part 1

To complement last week’s final balance changes for the Street Fighter cast, producer Tomoaki Ayano released a list for the Tekken cast in Street Fighter x Tekken’s upcoming ver. 2013 update. They weren’t able to include everything they’ve added for that half of the fighters, so be sure to check back next week for more insight into the Tekken side’s changes.

Feel free to check these out and let us know what you think in the comments section.

Kazuya

Rising Uppercut (fastest input)

  • Effect has changed to make it stand out.
  • Sound effect changed to make it different from a regular Rising Uppercut.

Standing MK

  • Damage changed from 30+30 (60) to 30+40 (70).
Nina

Blonde Bomb LP

  • Frames decreased by 4 frames when attack connects (on block -6).
  • Hit effect changed from a blow back to a falling stun (on hit ±0)

Blonde Bomb MP

  • Frames decreased by 4 frames when attack connects (on block -6).
  • Hit effect changed from a blow back to a falling stun (on hit ±2).

Blonde Bomb HP

  • Frames decreased by 4 frames when attack connects (on block -6)
  • Hit effect changed to a sideways blow back knock down, similar to the effect of Kazuya’s Devastator.
King

Far Standing HK

  • Damage changed from 90 to 110.

Crouching HP

  • Start up changed from 8 frames to 7 frames.
  • Frames decreased by 4 frames when attack connects (on hit +2, on block -4).
  • Hitbox increased.
  • Active frames changed to 6 frames.
  • The part above the chest has been made invincible to air attacks.
  • Pushback on hit and block during a Boost Combo has been decreased.

Jumping Knee Lift

  • Damage changed from 80 to 100.
  • Mid-air combo count consumption changed to 2.
  • The move now has a ground hitbox from start up until the 4th frame.
Marduk

Double Leg Take Down

  • Attack’s active frame changed from 2 frames to 3.
  • Now hits mid-air opponents.
  • Frames decreased by 18 when attack connects (on block -31).

EX Double Leg Take Down

  • Attack’s active frame changed from 2 frames to 3.

Mount Rush

  • Attack’s active frame changed from 2 frames to 3.
  • Now hits mid-air opponents.

Diagonal jumping HP

  • Hurtbox on the arm now comes out 2 frames faster.

Jump HK

  • Hurtbox on the leg now comes out 3 frames faster.

Crouching LK

  • Attack hitbox decreased.
Bob

Crouching HP

  • Attack hitbox increased.
  • Push hitbox changed.
  • During the active frames from 3 to 6, the area from the neck up is invincible to air attacks.
  • Damage changed from 90 to 80.

Cracker LP

  • Hurtbox on the first active frame of the attack hitbox has decreased.
  • Startup changed from 10 frames to 6.

EX Giga Jacker

  • Complete projectile invincibility from startup to the recoil after a hit.
  • Damage changed from 120 to 180.
  • Hit effect changed so quick recovery cannot be performed.
  • Bound when hitting an airborne opponent.
Julia

Close Standing MP

  • Frames decreased by 3 when attack connects (on hit +7, on block +3).
  • 5 frames added when used in a Boost Combo (on hit -5, on block -9).

Close Standing HK

  • 7 frames added when used in a Boost Combo (on hit -9, on block -14).

Far Standing MP

  • Frames decreased by 3 when attack connects (on hit +7, on block +3)
  • 5 frames added when used in a Boost Combo (on hit -6, on block -10)

Crouching MK

  • Pushback on block during a Boost Combo reduced.
  • Boost Combo’s collision box pushed back.
  • 3 frames added when used in a Boost Combo (on block -11).

Rising Kick LK

  • Startup changed from 8 frames to 6.
  • Damage changed from 120 to 130.
  • Frames on block decreased by 10.
  • Block stun decreased by 3 frames.
  • Pushback on block decreased.

Rising Kick MK

  • When the second hit connects with a crouching opponent, they can no longer block.
  • Frames on block decreased by 10 frames.
  • Block stun decreased by 3 frames.
  • Pushback on block decreased.
Bryan

Standing LK

  • 1 frame removed when attack connects (on hit +5, on block ±0).
  • Can now be canceled.
  • Hurtbox increased.

Standing MP

  • Hurtbox increased.
  • The portion of the leg below the knee is now invincible against aerial attacks.
  • Attack hitbox increased.

Crouching MP

  • Startup changed from 6 frames to 5.
  • Reduced by 1 frame when attack connects (on hit +5, on block ±0).

Sky Rocket LK/MK

  • Pushback on block decreased.
  • Blockstun decreased by 2 frames.
  • 10 frames subtracted when attack connects on block.
Steve

Hellfire Rush

  • After the short cutscene on hit, Bryan is invincible until he can move again, and the length of this state has been decreased by 15 frames.

Fox Hunt

  • Hit effect on counter hit is the same as Skyscraper.
Yoshimitsu

Movement speed

  • Now the same speed as Cody.

Far standing MP

  • Damage increased from 60 to 80.
  • Startup changed from 12 frames to 9.
  • Attack active frames changed from 2 to 3.
  • Frames decreased by 2 when attack connects (on hit +1, on block -3).
  • Attack hitbox increased.

Crouching LP

  • Frames decreased by 1 when attack connects (on hit +5, on block ±0).

Poison Wind Bronze Fist

  • Special Move counter attack timing made 3 frames faster.
  • Special Move cancel timing made 4 frames faster.

Suicide

  • Damage increased from 120 to 250.
  • Self-inflicted damage increased from 60 to 200.
  • Does not hit airborne opponents.
  • LP version: invincible to throws.
  • MP version: invincible to physical attacks.
  • HP version: invincible to projectiles.

Poison Breath LP

  • Frames on hit increased by 1 frame.

Poison Breath MP

  • Frames on hit increased by 2 frames.
  • The hitbox on active frames from 1 to 17 has been reduced.

Flea to Poison Breath LP

  • Frames on hit increased by 1 frame.

Flea to Poison Breath MP

  • Frames on hit increased by 2 frames.

Poison Wind Silver Fist

  • Complete invincibility until Yoshimitsu lands on the ground.
  • Increased speed when moving backwards.
  • Range of movement decreased.

Crouching MK

  • Frames decreased by 2 when attack connects (on hit +2, on block -3).

Sword Poke Whirlwind

  • Invincibility time changed to occur between frames 1 and 8.
  • Projectile invincibility added while the “lock” attack hitbox is active.
Raven

Standing LP

  • Pushback on block increased.
  • Frames decreased by 2 on block (now +2).

Close standing HK

  • Frames decreased by 10 when attack connects (on hit +6, on block ±0).

Crouching HK

  • Hitbox increased.
Kuma

Rolling Bear

  • Timing on input when following up with Rolling Bear Headbutt tweaked.

Frolicking Bear

  • Startup changed from 8 frames to 7.
  • Anti-air invincibility changed from frames 3-7 to frames 1-9.
  • Damage decreased from 120 to 100.

Bear Hug

  • Damage increased from 140 to 150.

Bear Slam

  • Damage increased from 140 to 150.

Guard Cancel

  • Changed to a standing status hitbox.
Heihachi

Heaven’s Wrath LK

  • Counterhit hitbox is only on the leg.

Heaven’s Wrath MK

  • Counterhit hitbox is only on the torso.

Heaven’s Wrath HK

  • Startup changed from 1 frames to 7.
  • Counterhit hitbox is on both the leg and torso.
Asuka

Tsuwabuki

  • Frames decreased by 3 on hit (now +6 on hit).

EX Double Lift Kicks

  • Damage changed from 60+50 (110) to 60+60 (120).
  • Full invincibility now lasts until the 14th frame.
Law

Crouching HP

  • Startup changed from 11 frames to 7.
  • Damage decreased from 90 to 80.

Fury Fist Rush

  • Pushback on block decreased.
  • Hurtbox increased.

Somersault Kick

  • Mid-air combo count consumption changed to a value of 2.
  • Startup changed from 14 frames to 8.
  • Damage increased from 40 to 70.

Dragon Knuckle

  • Hit effect changed from a crumple to the knees animation to a long reeling animation.
  • Pushback on block decreased.
Paul

Forward dash

  • Frames decreased by 6 (now 17 frames overall).

Standing LP

  • Startup changed from 4 frames to 5.
  • Frames decreased by 3 on block (now +2).
  • Pushback on block increased.
  • Hitbox decreased.
  • Hurtbox increased.

Crouching HP

  • Hurtbox decreased.
  • Startup changed from 8 frames to 6.
  • Frames on hit decreased by 12 (now +2).
  • Damage decreased from 90 to 80.
  • Hitbox increased.

Shredder HK

  • Startup changed from 10 frames to 6.
  • Damage changed from 20+20+60 (100) to 50+30+30 (110).

EX Shredder

  • Startup changed from 10 frames to 7.
  • Now hits crouching opponents.

Mortar Punch

  • Now ground bounds on counterhit.
  • Damage changed from 90 to 130.

Phoenix Smasher

  • Damage changed to 230 on counterhit.
  • New camera cutscene effect on counterhit.
  • Blowback effect on counterhit is now the same as on normal hit.
  • Counterhit sound effect is now the same as Ryu’s EX Shoryuken’s final hit.

EX Phoenix Smasher

  • Damage changed to 200 on counterhit.
  • Counterhit sound effect is now the same as Ryu’s EX Shoryuken’s final hit.

Movement speed

  • Increased
Xiaoyu

Crouching HP

  • Advantage on hit reduced by 1 frame (now -5 on hit).
  • Damage changed from 90 to 80.
  • Hitbox increased.
  • Active frames on hitbox changed from 4 to 5 frames.

Phoenix Talon

  • 3rd hit no longer hits crouching opponents.

Crouching MP

  • No changes.

Leaping Side Kick

  • Invincible against air attacks.
  • Recovery when landing increased by 5 frames.
  • Falling speed of opponent on hit slowed.

Median Line Destruction (EX version included)

  • Hit stun and block stun changed.
  • Final attack’s active frame hitbox changed to 5 frames.
Ogre

Close/Far standing MP

  • Pushback on hit reduced.

Owl’s Hunt (regular input)

  • Hitbox active frames changed from 2 frames to 3.
  • Hitbox increased.
  • Pushback on block decreased.
  • No longer fully invincible during attack.

Source: Capcom-Unity