Street Fighter X Tekken producer Tomoaki Ayano has outed another enormous list of tweaks and changes coming to the game via January's 'Ver. 2013' update.
This list focuses mainly on balance tweaks coming to each character, as well as changes to the overall fight system.
Originally announced for a December release, the free update is now planned to go live on January 29.
Here's the latest changes list:
Startup changed from 6 frames to 5. Pushback on hit and block increased.
Far Standing MPArea around the arm has been made invincible to air attacks. Bottom part of the hitbox has been increased. Startup changed from 9 frames to 7.
Far Standing MKEntire animation has been slightly tweaked. 5 frames added when used during a Boost Combo (on hit -3, on block -7). Startup changed from 15 frames to 13.
Far Standing HPStartup changed from 13 frames to 11. Decreased by 5 frames when attack connects (on hit +2, on block -4). Hitbox increased.
Avalanche SpikeDamage changed from 100 to 130.
Silent Entry HK8 frames before attack stun ends, this move can be canceled into the all versions of Silent Entry (LK, MK, HK, EX).
Avalanche StompChanged from a high attack to an overhead.
Cross RushForward movement distance extended.
AlisaStartup changed from 7 frames to 5. Frames decreased by 2 (on hit +7). 5 frames added when used during a Boost Combo (on hit -3, on block -9).
Close Standing MP
Crouching MPStartup changed from 8 frames to 5. Pushback on block during a Boost Combo decreased.
Double Rocket PunchTweaked so that Alisa no longer recoils backwards.
Trigger ShuffleUntil the first frame of the attack hitbox, this attack is completely invincible. Mid-air combo counter consumption for the first attack changed to 0. Stun damage changed.
Destructive Form Standing HPHurtbox increased.
Crouching HP2 frame decrease when the first hit connects on block.
Hertz Blade FlareDamage changed from 60 to 80.
Jack-XStartup changed from 6 frames to 5. 3 frame decrease on hit (on hit +1). Hitbox decreased. Hurtbox decreased.
Crouching MPDamage changed from 100 to 85. 3 frame increase when used in a Boost Combo (on hit -6, on block -10). Pushback on block decreased during a Boost Combo.
Jump MKCan now be used as a cross-up.
Mad DozerDistance moved during the 2nd and 3rd hits has been decreased. Super Armor now activates between frames 25 and 39. Max charged attack now produces a wall bound. Max charged attack frames decreased by 15 (on block -10).
Megaton EarthquakeDamage changed from 70 x 2 (140) to 50 x 2 (100). 4 frame decreased for the second attack on block (on block -9). Can now be blocked high.
Standing HKPushback on block during a Boost Combo decreased.
Machinegun BlastPushback on block decreased overall
BryanStartup changed from 17 frames to 14. Considered airborne starting from the 8th frame.
Far Standing HK
Crouching HPActive frames for the hitbox extended by 2 frames (now 5 frames). Damage for attack hitbox from frames 9 - 14 changed to 90. Will now hit opponents who have jumped above you. Startup changed from 10 frames to 7.
Chopping ElbowFrames decreased by 3 on block (now -1 on block).
Diagonal Jump MKCan now be used as a cross-up.
ChristieDamage changed from 90 to 80.
Jump HKHitbox increased.
Drunken Rapid FistsFrames decreased by 5 (on block -10).
Snake stance Standing MPStartup changed from 8 frames to 6. 4 frames added to block (on block +2).
Dragon stance HPHit effect floats the same height as the final hit of Snake Bite Combo. Mid-air combo count and count consumption has been tweaked.
Reverse Lotus LKWhen in Back Turn stance, as soon as Lei lands on the ground he'll be able to move. Leaping distance tweaked so that Lei does not leap as high as before.
Back Turned stanceNow moves quicker than before.
MEGA MANStartup changed from 10 frames to 5.
Close Standing HP
Far Standing HPCan now be canceled. Startup changed from 10 frames to 5.
Ice SlasherFrames decreased by 2 on hit (on hit +3).
Pac-ManOn the 8th frame a hitbox that only connects with airborne opponents has been added. Frames decreased by 5 on hit (on hit 0). Pushback on hit and block has been reduced.
Flip Kick HKFully invincible from startup until the 8th frame. Opponent cannot quick recovery when knocked down. Damage increased from 120 to 130.
EX Flip KickFully invincible from startup until the 10th frame. Opponent cannot quick recovery when knocked down. Damage increased from 120 to 140.
EX Hip AttackProduces ground bound stun on hit. Now an overhead attack. Can now be canceled into other moves.
ColeOverall frames changed from 38 to 45.
ToroFrames decreased by 10 on block. Blockstun now lasts 5 frames less. Pushback on block decreased.
System ChangesNow lasts 10 seconds instead of 7. Once activated the Cross Gauge will max out, but will not automatically replenish. The character that goes into Pandora will appear closer to their fallen partner. Frames decreased by 2 on activation. Damage is not dependent on remaining vitality, but is now 1.15 times more across the board. All characters will leave their freeze state at the same time.
Quick CombosPreset Combo 1's entry will be cleared out so that even if it's set it won't activate. Present Combo 1's set combo will be moved to Preset Combo 2.
Forward Recovery RollA hurtbox will appear in the 7 frames when Forward Recovery ends, and the player will be able to block. A Forward Recovery Rolling character will be throwable in the 10 frames at the end of the roll and throw escapes will not be possible.
Normal ThrowsStartup changed from 7 frames to 5. Except for air throws, successful regular throws will now erase any recoverable damage on the opponent's vitality gauge.
Vitality GaugeVitality Gauge will not shake when a character takes damage.
ID: 24 Immense Power Level 3Damage increase changed from 30% to 10%. Duration changed from 10 seconds to 20.
Note: Due to these changes, the name will change to Immense Power Level 1.
ID: 245 Proficiency Level 3Gauge Cost Reduction changed from Large to Medium. Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Proficiency Level 2.
ID: 62 Iron Wall Level 3Defense changed from 30%+ to 20%+. Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Iron Wall Level 2.
ID: 102 Fortitude Level 3Damage cut changed from Large to Medium. Duration changed from 10 seconds to 15.
Note: Due to these changes, the name will change to Fortitude Level 2.
ID: 190 Harmonize Level 3Vitality immediate recovery changed from Large to Medium.
Note: Due to these changes, the name will change to Harmonize Level 2.
Gem Activation Conditions
When a Super Arts is performed during Pandora, the following Gem activation conditions will not be fulfilled.
Activation Conditions:Perform a Super Art A Super Art is performed