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Street Fighter X Tekken v2013 final balance changes update pt. 2 featuring Kazuya, Nina, King, Ogre, Heihachi and many more

Posted by Steven 'Dreamking23' Chavez • December 15, 2012 at 10:15 a.m. PST
Street Fighter X Tekken v2013 final balance changes update pt. 2 featuring Kazuya, Nina, King, Ogre, Heihachi and many more The latest Street Fighter X Tekken v2013 balance update developer blog was post this morning by Yuri over on Capcom-Unity.

This list focuses on the Tekken side of the roster and you will find changes for Kazuya, Nina, King, Marduk, Bob, Julia, Bryan, Steve, Yoshimitusu, Raven, Kuma, Heihachi, Asuka, Law, Paul, Xiaoyu and Ogre.

Below you can check out a few words from Ayano and the latest changes for the aforementioned characters. In case you missed them, you can check out part 1 of the changes here.

Greetings, fellow gamers! Tomoaki Ayano here!

Christmas is just around the corner! Climbing out of bed is getting more and more difficult because of the cold, but we have an update to finish for SFXTK and I’m determined to see it through!

Last week we detailed the changes for the Street Fighter side, so this week we’re going to introduce more of the final balance tweaks for the Tekken cast.

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.
vDamage 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.

• Walk speed has been 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.

Tip by Shinkuu Kikoken.

Comments

lovelessLP said on December 15, 2012 at 10:30 a.m.

thank you capcom for only giving the best character in the game strictly buffs. why they think this is a solid way to balance a game i will never understand.

#1
Izick said on December 15, 2012 at 10:33 a.m.

Oh well guess they decide dragon knuckle not to be crumble sigh, my only hope is Ex version isn't included.

Interesting changes in this list. Looking forward to more system changes.

#2
Skye said on December 15, 2012 at 10:34 a.m.

Yeeeeeah Kazuya getting that sound effect buff. Now he is unstoppable! >w> heh.

#3
Gam3freak99 said on December 15, 2012 at 10:34 a.m.

#1

This is a complimentary change list, they are fixing things they haven't fixed in other change lists, you should read all of them to get a better perception of the total changes.

#4
Asurey said on December 15, 2012 at 10:44 a.m.

No, Capcom. Please don't nerf Xiaoyu's "Median Line Destruction". It's not that good.

#5
Skull7XIII said on December 15, 2012 at 10:53 a.m.

i like how Steve's changes apparently buff Bryan.(?)

#6
KTProsper said on December 15, 2012 at 11:06 a.m.

Im loving how they went about Nina. Bob is also looking alot better.

#7
Cyan said on December 15, 2012 at 11:10 a.m.

For me it was a Saturday.

#8
GLKFierce said on December 15, 2012 at 11:16 a.m.

Thanks Capcom for adjusting the ridiculous hit box on Kaz's Jump in....oh wait. Disappointed per usual. How about fixing the height that julia launchers after a cross rush? There are too many characters that aren't compatible because she lifts them way too low, giving them 1-2 frames to connect. Ridiculous.

#9
KissofPoison said on December 15, 2012 at 11:23 a.m.

Capcom... has yet again proven how incompetent they are.

Still no Asuka Falling Rain buff.

#10
Smorgasboard said on December 15, 2012 at 11:27 a.m.

The game is going to be completely different when this update rolls out. Best time to pick up new characters.

Looking forward to super SFxT!

#11
deg222 said on December 15, 2012 at 11:28 a.m.

So I guess Heihachi's LK Heaven's Wrath still only counters with a single hit that cannot be comboed off of?

#12
Chenda_Sheen said on December 15, 2012 at 11:49 a.m.

They gave Heihachi that nerf hammer. Seriously, I might get lucky with it once with an experienced fighter. Everyone else is just mashing. It really wasn't that great considering how long he was vulnerable after he missed.

#13
Smorgasboard said on December 15, 2012 at 12:01 p.m.

@2
It sounds like they changed it to a very long stun time so might still be able to get good damage of it.

#14
mai_k_4_life said on December 15, 2012 at 12:15 p.m.

great update! tekken characters got their necessary buffs and nerfs, now looks like this game will be much more balanced.

just pray that they release official frame data on all characters, that was one thing that held back the game from being played

#15
lynx_ID said on December 15, 2012 at 12:22 p.m.

Its incredible how they nerf some unused characters but they barely touch Jin (hes normals were buffed).
The rest seems ok, though kazuya´s jump hk needed a nerf.

#16
Tensa said on December 15, 2012 at 12:31 p.m.

Juila <3

#17
plukoman87 said on December 15, 2012 at 12:51 p.m.

My team of Kazuya/Juri will likely be less damaging, but be less cheap, look AND sound cooler when I connect my EWGF combos. I'm happy for the most part.
Also, shoutouts to Ayano and his team for putting in lots of effort to make this game better for all. Nice job!

#18
RedRapperSux said on December 15, 2012 at 1:06 p.m.

I thought I blocked you SFxT!

#19
GodlikeAtheist said on December 15, 2012 at 1:40 p.m.

awe yea, my raven is gunna be soooo good now that i will have useful anti-airs, seriously that was one of this biggest shortcomings was terrible ways to deal with pressure, and no teleporting will just get u punished if your fighting someone good.

#20
skyrimer said on December 15, 2012 at 1:54 p.m.

Yay my Jin sidestepped any possible nerfs. No word about Alisa either, fine for me. I can't wait for this patch, it's going to be a long way until the end of january, and pls capcom tell us about the update for PC/Vita.

#21
Darkcloud said on December 15, 2012 at 2:08 p.m.

I don't understand how they straight up buffed Jin.
Someone explain this to me.

#22
Doopliss said on December 15, 2012 at 2:30 p.m.

@10: Didn't you read the main buff list? Falling Rain now does 140 damage and EX does 180. Not to mention the plethora of other buffs Asuka got.

#23
KissofPoison said on December 15, 2012 at 2:52 p.m.

@23

Have you like never tried using falling rain outside of a combo ender... I'd rather have the less damage but have better connect than require a bar of meter for her move to do anything. Just because she received buffs is no excuse to leave a move as worthless as it. Especially when in my opinion its the coolest move she has.

Other than trapping the opponent juggle against wall and using for minimum combo ending damage, or requiring meter mid-screen it has no use. Almost every jump in takes priority over it. I've played a match where i used it and the person literally passed through. t needs to be improved more than damage.

#24
Doopliss said on December 15, 2012 at 3:03 p.m.

@24: It can be used instead of Onikubigari in the corner now, which at least gives it SOME use. I doubt there's a better no-meter combo ender than Falling Rain to sweep in the corner now, at least when going for raw damage. You don't really need it for anything else, since you now have s.LP and df.LK as AAs.

And I'm a combo maker, so no, I haven't tried it outside of combos, but I can't imagine it being a good AA with that start-up speed.

#25
JiCi said on December 15, 2012 at 3:27 p.m.

Man, after that, we BETTER get new content, like characters, stages and stuff like that.

#26
zUkUu said on December 15, 2012 at 3:27 p.m.

Those are the NEW paul changes (the rest was already changed):

• Shredder HK: Startup changed from 10 frames to 6.
• EX Shredder: Startup changed from 10 frames to 7.
• Mortar Punch: Now ground bounds on counterhit.

#27
KissofPoison said on December 15, 2012 at 3:45 p.m.

@24

I believe a move should be able to fit some purpose out side of a situational combo. And as I said, its my favorite move she has, not being able to utilize it like others is irritating.

In terms of ending sweep I always find to be hit or miss, so don't like relying on it. But it just shows the lapse of judgement though when a characters move is as limited as this. Im not asking for it to be overpowered, im asking for it to be usable, make it an option. Especially given her anti-airs aren't very good to begin with.

#28
GLKFierce said on December 15, 2012 at 3:46 p.m.

Jin is going to be ridiculous.

#29
Doopliss said on December 15, 2012 at 3:55 p.m.

@28: Well, her AAs are good now. A 3-frame standing jab dedicated as an AA? It doesn't get much better than that. Not to mention f.LK that has 9 frames of invincibility against air moves, 8-frame start-up and knocks down. I like her buffs so much I might actually start playing her and Paul in 2013, not to mention, well, playing the game in 2013.

Falling Rain is my favorite move of hers too, but if it was usable all the time it would lose its flair. My only gripe with it was the pathetic damage, which has now been fixed. And it's not like a lot of other characters don't have moves only suitable for corner combos.

#30
cris25 said on December 15, 2012 at 4:11 p.m.

Did Kazuya's EX Slaughter Hook lose it's invincibility after all?

Ogre's Snake Blade still safe. Wtf!

#31
BUYACUSHUN said on December 15, 2012 at 4:23 p.m.

Can someone explain poison wind bronze fist changes to me? I dont get what they mean. OR the silver fist either.

Law getting a flash kick and still getting wonderful dragon knuckle combos. (hopefully)

Steve so good he made bryan invincible. GODLIKE

and ofcourse the gief just gonna wreck health bars. I am overall happy.

#32
bagel_bytez said on December 15, 2012 at 4:29 p.m.

Hyped for the new drop :)

#33
lynx_ID said on December 15, 2012 at 5:20 p.m.

@cris25

yeah he lost that, but I read in the previous changes his demon God fist ex have invincibility. Also no body uses Ogre and he is very beatable.

So capcom make yoshimitsu c.lp (+5 on hit, 0 on block) instead of the previous buff (+6 on hit, +2 on block), but keeped Jin buff on normals like his c.mp 4 frames startup and (+9 on hit, +5 on block)?
And also Mental alertness with 10 frames of strike invulnerability?
That move its just brainless

#34
Doopliss said on December 15, 2012 at 6:06 p.m.

Jin's c.MP went back to 5 frames, they just forgot to add his name after Xiaoyu.

#35
lynx_ID said on December 15, 2012 at 6:20 p.m.

@Doopliss

ohh thanks, I saw the leaping kick but never see if that c.mp "no changes" was for Jin too

#36
Renegade_Rook said on December 15, 2012 at 6:55 p.m.

Where is Hwoarang and why has Bryan stolen his move?!

#37
Doopliss said on December 15, 2012 at 7:33 p.m.

That's Hwoarang's c.MP listed under Bryan as well as the Sky Rocket.

#38
trufenix said on December 15, 2012 at 7:57 p.m.

Mortar Punch ground bound on hit? Useful anti-air c. HP? Paul is finally a real character.

#39
azahel_rules16 said on December 15, 2012 at 7:59 p.m.

SO THEY REMOVED BACK JUMP STARS FOR RAVEN??????????????? HOPE NO ANY 1 KNOW????????

#40
Kijui said on December 15, 2012 at 9:24 p.m.

@Doopliss and KissOfPoison
I have actually mained Dan and Felicia... I mean Paul and Asuka since DAY ONE, and winning with them is really hard. I have been in the lab with them and they have VERY viable combos. I will admit that falling rain sucks. PERIOD. I wish it was faster, but we are at least getting a damage buff. Are you XBL players? If so look me up. My GT is Kijui

#41
dro2191 said on December 15, 2012 at 10:09 p.m.

all that's needed now is some new stages, then this game will breathe new life

#42
HyperViperNZ said on December 15, 2012 at 10:19 p.m.

Xiaoyu
"• Crouching MP: No changes."

Why does that even have to be listed?

#43
Cyan said on December 16, 2012 at 2:14 a.m.

>Xiaoyu
>"• Crouching MP: No changes."
>Why does that even have to be listed?

Concerning their skill in balancing they could as well have made it -4 on block so it's kind of a buff.

#44
abckkd said on December 16, 2012 at 2:49 a.m.

(This user was banned.)

#45
Doopliss said on December 16, 2012 at 3:51 a.m.

@44: That's supposed to be about Jin's c.MP. It was originally buffed to 4 frames start-up, but it looks like they decided to remove that. Xiaoyu's c.MP actually got an interesting buff where it can link into itself among other things.

#46
Rising_Jaguar said on December 16, 2012 at 9:02 a.m.

totally agree with doopliss's perspective on asuka's improved moveset!
love my lp AA (oh how i miss adon) and that f.lk AA looks nice too!

i can still complain though (LOL, im so ass i know) about her nerfs!
they nerfed the damage to her onikubigari and cr.hk!!!!
i guess falling rain will replace oni as the new main combo ender,
with its great dmg buff. the weak cr.hk afterwards balances it out abit kinda.
but it totally boots out the ex lift kicks combo! from ex lk into cr.mp > oni x2
into CR.HK~ which does pretty awesome damage! and looks awesome as too!

there goes a flashy, decent, 1 bar dmg combo for asuka...sigh sigh..lol~

#47
Doopliss said on December 16, 2012 at 9:13 a.m.

Well, Asuka got a damage boost on both j.HK and Double lift kicks, which compensates sweep and Onikubigari's damage nerfs if you ask me. Because I always end ground combos with "DP+LK, j.HK, s.HK xx Onikubigari (Falling rain in the corner, or EX midscreen for a 1-bar combo), Sweep".

#48
TheLaw said on December 16, 2012 at 10:13 a.m.

I think they should've added Bruce Irvin from tekken..... Sagat vs Bruce Irvin: Muay Thai fight of the century lol

#49
Gurpwnder said on December 16, 2012 at 10:37 a.m.

Paul in the Tekken games is a heavy hitter, but in SFXT - they seem to be making him a middleweight in terms of power. His normals deal average damage and his supers are weaker than Law's and Sakura's. I just hope they make him more powerful in the future

#50
Rising_Jaguar said on December 16, 2012 at 7:28 p.m.

@doopliss
oh! i forgot to mention the main reason why i disliked it is cause i felt
it really nerfed her default tag in combo~ (f.lk+lp, cr.mp - oni - sweep).
that tag in combo is already weak enough don't you think?~

i think this is a great opportunity though to open up new combos with asuka ^_^

#51
Doopliss said on December 16, 2012 at 11:18 p.m.

Yes. f.LK should do 120 damage now that you consistently get two hits. You can probably follow it up with s.MK xx Falling Rain, Sweep for a new, high damage tag-in combo (around 419 from a raw tag).

#52
Rising_Jaguar said on December 16, 2012 at 11:25 p.m.

hmm, leaves oni abit rebundant...we'll see how it'll be used
from now on, good chat doop :)

#53
Doopliss said on December 17, 2012 at 4:07 p.m.

Indeed, I love discussing this stuff. However, can't you use Oni to add safety to strings if blocked? That will be more important now that Leg Cutter 2nd Hit and Hyakujitsuko ar unsafe on block.

#54


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