A new Street Fighter X Tekken v2013 balance update developer blog has hit Capcom-Unity.Hello ya’ll, Tomoaki Ayano here.
First on the agenda today is SFXTK! We’ve finalized all of the balance updates for Ver. 2013, so this week I’m going to outline the changes to the Street Fighter cast. Since we already detailed some of the changes to the characters in previous blog entries, this time around I’m only going to write about wholly new changes or tweaks to the changes that we posted already.
Of course, we’re going to have a fully detailed list in the future, so you can always check that out as well!
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.
• How do these changes sound to you!? Next week we’ll announce the updates made to the Tekken characters!
Incoming: Major whining about the few nerfs they don't like, completely overlooking the several buffs they recieved which required the few nerfs to keep the characters balanced.
So they're still gonna make Vega's cr.LP a 1-frame link?
damn... i know Cody's cr. LK was too strong in the current version, but they went way too far with the nerf bat. they seriously made it -4 on block? that is absurd for a light attack.
not to mention the 5 frame startup, smaller hitbox, bigger hurtbox, etc.
I got excited for a second cuz i read "Street Fighter" and "2013 Patch".
@7 Probably because Vega's footies and pokes are so good, which is a pretty good tool for a footies/pokes based game. Saying that, referring back to my original comment, he probably recieved plenty of buffs to even it out, they were all forgotten due to the 1 frame link.
UGH I NEED THE DLC CHARACTERS. (to be on sale. lol)
Dangit, I thought they were gonna make Zangief's Double Lariat a better Anti-air... It always loses to crossups even though his fist looks like it always hits the opponent.
Yeah its like people forget that this is a heavy footsie based game, the best characters in this game are the ones that have a mean footsie, high damage, safe pressure, Cody being one of them along with Vega(but vega being far more fair) along with the fact that there is no Focus Attack so its alot harder to get in on these characters. I still think that Cody is still gonna be good, now you just gotta be more careful is all
Hope version 2013 becomes available close to the end of this month, want to really try out the whole system changes and perhaps finally face more players with diverse team characters. Not really concern if they buff or nerf my characters, love my characters either way~
Vega has no real tools for defense, and his offensive tools are limited for pressure. He doesn't have an aa and has to rely a2a which isn't that much of an issue but he has bellow average health. This character doesn't have much they already made his wall dives even more punishable than there already were. It's as if the want this character to rely on boost chains. cr.lp wasn't really justified. As for the tweaks to his ST, they made all versions besides hk and ex obsolete. cr.mk was nerfed as well. all of his tolls to approach were already unsafe with them being low crushable, now they have made it so it is hard to get damage too. They really didn't give him anything.
Why must they keep me in suspense about the Asuka changes. I swear their had better be a Falling Rain buff.
@GLKFierce
Easy dude, Im always have mained vega, c.lp nerf is kind of bad, but vega without them isnt bad (I barelly combo with it), now keeping in mind the other characters nerfs, he will be fine.
The only things that make me sick are a few brainless characters but they are getting nerfs (I hope Jin and heihachi get nerfed)
@Kijui
I hope God hear you
@23 I'm not rainman to remember every little buff and nerf of the giantic changes.
Vega's STs were buffed with increased damage and higher comboability when connecting mid-air opponents which will be great with the game changes of grey health not regenerating as fast.Add this to making one of the best anti-airs even easier to connect (Yes i know it costs 2 bars). He also has a knockdown on one of his air normals now right, which may be interesting to the metagame. Those are pretty decent buffs and Vega was a good character to begin with. The rest of the nerfs were fairly vague apart from the across the board nerfs to meter gain and boost combos to promote more active play.
Anyways this has evolved into the thing which i hated about these additional buffs generated from player feedback (which many don't play or atleast don't claim to). The minute those inital notes were released, everyone made speculations based on the notes without actually playing the new version. "nerf this! buff that!" "Man! my character will be so low tier now".
No-one knows how the overall balance will result to and how these will affect the overall metagame. I wish people played it before jumping to conclusions. Atleast if they played it and learn from experience and trial and error rather than assuming all the time it would add some validity to said claims.
Don't worry though, if these nerfs/buffs are significant, with the current climate you can expect a 2014/2013.2 version around the corner, with the patchnotes released and everyone repeating by looking at the few nerfs, whining and moaning, completely ignoring the buffs they pulled on Capcom's pant legs for and not understanding subsequent nerfs will come if they want certain buffs to be included in the game to balance them out.
@31 he will now resemble his third strike days lol
Cody's cr.lk was only good because of the range and how quick it was. But making it -4 on block means that if you do not cancel it into a safe special like criminal upper any shoto can punish this or anyone with a 3-frame poke. This makes no sense as no other light attack in the game that I am aware of is this bad on block. Also shortening the range is going to make it more possible to punish, and the hurtbox being bigger allows for easier whiff punishes. (Edit: and I mean light criminal upper, any others will be punishable, light is punishable but it's harder to punish.)
Also Cody's rocks have not been addressed they are pretty much useless other than dealing with projectiles for a short amount of time. Their trajectory and start-up is garbage nothing compared to Super Street Fighter 4 where he could use them to set up frame-traps and keep his opponents pinned. In SFxT they are too slow on start-up and the block stun and hit stun are too light. Even on cr. fierce counter hit > ex-rocks does not work anymore. Capcom needs to address that issue as well.
@35
Aside from 3S being sprites based, yeah pretty much. In 3S, Sean is bottom tier, but in 2I he is top tier.
Dan is purposely always bottom tier, but when I first saw him I used to think he was canonically stronger than Ken and Ryu from the Alpha series. He is my favorite male Capcom character/VG char
Yeah, I'm not liking that one frame link on Vega's cr.LP either. I'm fine with him never having any reliable anti-air outside of Bloody High Claw, as his air to air game is one of the best in the game.
And Chun-Li's cr.MK STILL has less range than her cr.LK? Ridiculous.
Huh, I'm confused. It says that poisons forward dash has been increased from 14 frames to 16. Yet in the previous update on the 2013 patch it said that her dash had been reduced from 22 frames to 16. Am I missing something or...? Did they mean decreased? Because a 16 frame dash is godlike for her.
@Doopliss
I've double checked, and yes, it seems that all three of her aerial Target Combos can be blocked high, then low for the second hit. I suppose that means it was, indeed, intentional.
I know for a fact that Chun-Li's double hitting aerial HP registers as two high attacks, so it just seemed odd to make target combos different.
@31, Hugo's damage is still off the charts. He just can't troll half the cast with free lariat / clap spam. There are plenty of characters without a super fast multihit tool to stop lariats.
@Vega whiners, maybe lets see how the game boils down before you assume one of the strongest characters with great buttons and tag options is now worthless because of a singular hard link.
The fact that anyone is calling characters worthless or nerfed beyond use when this patch has practically changed every normal and special in the game is ridiculous. Its going to take WEEKS of play for people to figure out whats useful and what ain't again.
@34
Actually, every character had a fast multi hit tool called boost combo.
However, with most boost combo being nerfed, it probably got better than it is now.
Hence, lariat got nerfed again.
That's how it goes with balancing. It's neither sinple or easy.
Someone bought me a copy of the game for the Vita, and man is the lag unbearable. I wish they'd clean it up a bit in 2013, but I know that's asking too much.
Hope the game is better after the patch. Really more interested in the Tekken cast changes.
Tweaking damage numbers is what will make this game good.
@gurpwnder
dude.....stop copying me I like all/main those characters too LOL we need to be friends
@Doopliss
I mean aside from his even shorter range Gadouken ye-No you will not get a confession out of me! (icksnay on the OPsay if people find out about that they will switch to him JUST LIKE WHEN SFXT v.2013 DROPS EVERYONE WILL START USING PAUL) I mean......Dan has always been overpowered
This is good and all, but they really need to start working on the PC iteration of SFxT. It's still in it's original form (Kazuya still has his infinite on big characters etc.), and really needs the current updates.
#40 What I would love for them to change is her standing chain combos where you have to hold forward to do them. For LP-MP-HP is not that hard, but for LK - MK it is.
@51: Her forward dash is 14 frames atm. I assumed they wrote forward dash isntead of backdash last time, meaning she would get the fastest backdash in the game at 16 frames.
Either that or they just changed the animation to 16 frames, where it would actually play for 22 frames if you didn't cancel the animation at the end of the dash by doing something.
OR the person writing the last patch notes only knew her forward dash was going to be 16 frames, then looked at her backdash instead of her forward dash and assumed it would be buffed from 22 to 16 frames, while these patch notes corrected it to be a nerf from 14 to 16 frames.
@52: I guess it's because Ibuki is more mix-up oriented than Chun-Li. Maybe her TCs come out faster after the first move connects as well?
So happy to see Guy getting necessary buffs. ff chain was so bad. Don't care about elbow drop flip nerf. Never spam this just used during run stop pressure.
Disappointed with the crap they did to Cody's cr short. I will have to change how I play Cody. Never played him because others did. Did it for team final fight!
Gotta wait and see how he feels but ain't dropping him!
@ 69
I 'm right there with you bro I play guy/cody for the final fight team no other reason.
I love what they did to guy, elbow drop I feel if its slower it needs its air hitbox back but that my opinion.
cody got crouching short right in the nads lol
@37 You must admit that the best version of Dan is SFA1.I loved him in that.His Gale Kick was boss and Hissou Buraiken LVL1 reminded me of Genei-Kyaku.....:*) Classic...
I will keep my eye on this game.I may have to add it to my collection...
I'm waiting for the update for sure but I play for fun, all this numbers talk just takes the fun out of the experience IMO.
Nerfed rolento again, I'll still use him on point cuz he's got insane mix ups and is too boss. Guile has been my anchor but I'm thinking akuma will feel more like akuma now so maybe he's in now on anchor. I like their changes to far St rh its long overdue.
This and kof are the only fighters I still have interest in these days, as far as playing goes neways. Ae is great but I've liked the crossovers more than the stand alone SF titles. Tbh I hate ultras, that was a poorly implemented mechanic IMO. Sorry AE but gamestopis your new home now.
@74 the only nerf to Juri I'm concerned about is the hitbox on her cr.HP, If they nerf it to the point it can't be used in most of her ground-based setups, it takes away a big tool she has for getting damage outside of B&B's.
Nerfing her pushback/momentum on EX Senpusha I'm not really concerned about. In my opinion, it's not useful outside of safe tags or an expensive Super setup. It'ss ridiculously low damage (less than a lk.Senpusha for gods sake) mean it's really just a ultility move.
This is cool but I will most likely be dropping my main Juri. Her nerfs have gone overboard. So that kinda sucks.
Seems Juri's nerfs are probably the most talked about. Hers and Cody.
I'm a little peeved with the 1-frame cr.LP links for Vega, yea, but he at least has a decent hit confirm with cr.lk, cr.lp, cr.mp
Personally, I won't drop Vega cause of that. If anything all the characters I play have gotten more interesting for all the changes in 2013.
So yea, bring on the patch, I can't wait!
Capcom must be licking Namco's balls because it feels like although some SF characters received buffs, Tekken characters seemed to have received the lion's share of buffs. Why does Capcom changed Chun Li every game? From charge to command, to removing moves (her uppercut kicks) and changing a lot of her normals (her crouching medium kick used to be really good back in the day, now it's worse than her crouching LK, as @50 has mentioned).
I think they could relax a little bit on the Cody crouching LK nerf. Yeah everyone was using him at 25th anniversary SF tournament, but Capcom always goes overboard with initial nerfs. They need to relax - but I can understand that they want to be safe than sorry.
Not sure how all the Tekken characters now having amazing anti-airs will turn out to be (most of them seem to have anti-airs that are invincible torso up). This game might revolve more around footsies and ground game, and that might get boring. People with good reflexes may still just stick out pokes, and with a hit-confirm just boost combo into something.
I was hoping for additional system-wide changes. Sigh.
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