SF x Tekken 2013 Patch!

 Considering the recent announcement, is anyone somewhat excited or even hopeful that Yoshimitsu may not be so....well....less than useful in the game?

Considering they are buffing anti-airs for the tekken cast, his Gehosen may become a legitimate DP and stronger anti-air than his cr. HP. 

I am not looking forward to it., since I do not have high expectations.
He could really use some more frame advantage on block and hit, that's the problem.
Also hit hitboxes are terrible.

This post was edited by xXAngelBoyXx (2012-10-15 20:09, 4 years ago)

Capcom usually does good job with these balance patches and updates.
When I look at Dan from SF4 and then look at Dan from 2012, a HUUUUGE difference :)

So yeah I'm certainly looking forward to the 2013 update, they already mentioned that Paul has a faster walkspeed so they are already working in a good direction since he was slow as f*ck and has no dash to make up for it.

It would be really strange if they don't touch yoshimitsu, I'm expecting a big makeover for that guy, but all we can right now is wait.

If the patch doesn't bring new life to this game tho, I'm dropping it forever I think.

This post was edited by Ralenzo (2012-10-19 19:02, 4 years ago)

 I'm very mixed about it honestly. I'm caught between your two opinions; it could be...all for the naught, and SF x T hasn't been the best situation or handle of a game...but it could be hype and an amazing patch/fix. I -really- would like to see the game prosper; it's a great concept, and it has it's fun moments. It was just...handled poorly, and people lump the dlc issue in with the overall gameplay and it lost popularity far too fast.

I used Yoshi/Raven....I can forsee a possible Raven nerf here or there, but I'm really hoping there's some tweaking as far as Yoshimitsu is concerned. As said, his hitboxes and frame advantage especially. It sounds a bit selfish, but I'd like to see some property changes on his moves/potential new moves? Suicide could be made...more useful without a glitch; give it invincibility frames of -some- sort, or something to that degree. 

would be super cool if he can restore his grey life with his meditation taunt.

Added 3 days later:

Good news everyone!
Yoshi isn't absolutely trash anymore!

I thought the patch wouldn't do shit to help our beloved yoshimitsu in the street fighter world, but Capcom still did a pretty good job!
He's got A LOT of buffs!

Yoshimitsu

• Triple Roundhouse Combo - No longer comes out with df+HK
• Walk Speed - Changed to be same as Cody
• MP - Damage 60->80
• MK - Reduced frames by 4 (+4F on hit/0 on block)
• HP - Counter hit causes knock back
- Damage 90->120
• HK - Throw invincible from startup
- Hit properties changed to be same as 3rd hit of Triple Roundhouse Combo
• Far MP - Startup 12F->9F
- Active attack frames changed from 2->3
- Reduced frames by 2 (+1F on hit/-4F on block)
- Hit box enlarged
• cr. LP - Reduced frames by 2 (+6F on hit/+2F on block)
• cr. MP - Move property changed from high to low
- Hit box enlarged
• cr. HP - Counter hit causes float knockdown
- Push back on block when used in boost combo reduced
- Hit box enlarged
- Damage 90->120
• cr. HK - Can be canceled
• j. HK - Midair hit and counter hit causes untechable knockdown
• L. Gehosen - Frames 1~10 are invincible against air attacks
- Added screen freeze
- Damage 110->80
- Startup 9F->7F
• M. Gehosen - Frames 1~4 are completely invincible
- Added screen freeze
• Poison Wind Bronze Fist - Special command input timing faster by 3F
- Special command cancel timing faster by 4F
- Increased backflip speed
- Reduced movement distance
• Poison Wind Gold Fist - Invincible against air attacks
• Slap U Silly - Hurtbox appears faster
• Stone Fists - Hurtbox appears faster
• Suicide - Damage 120->250
- Self Damage 60->200
- L ver. is throw invincible, M ver. is hit invincible, H ver. is projecile invincible
• EX Suicide - Damage 200->300
- Self Damage 90->250
• L. Poison Breath - Frames on hit changed to +2F
• M. Poison Breath - Frames on hit changed to +3F
- Hit box reduced
• L. Flea to Poison Breath - Frames on hit changed to +2F
• M. Flea to Poison Breath - Frames on hit changed to +3F
• Triple Roundhouse Combo - Hit box enlarged
- If first hit connects it causes forced standing on opponent

Special move meter gain:

• Poison Breath: On hit 40->30
• Suicide: On hit 40->60
• Slap U Silly: whiff 10->15
• Stone Fists: whiff 10->15/On hit each hit 20->each hit 10
• Sword Poke Windmill: whiff 15->0/On hit each hit 20->each hit 15


• Walk Speed - Changed to be same as Cody
Yoshi's walkspeed in SFxT was really shitty. He was probably one of the slowest.
But now that he has cody's walk speed, he's 1.5 or maybe twice as fast!

• MK - Reduced frames by 4 (+4F on hit/0 on block)
I think you can now combo from MK, into far lp, cr.lp and cr.lk

• HP - Counter hit causes knock back - Damage 90->120
I'm not sure what they mean with knockback, but if you can combo after it, then it's a good buf indeed! HP's range was okay and could be used in specific meaty situations (fishing for counterhit), so the counterhit property is always a welcome addition!

• HK
- Throw invincible from startup
- Hit properties changed to be same as 3rd hit of Triple Roundhouse Combo
Another interesting buff!
HK is a grounded jumping kick, but giving him complete throw invincibility is a superb answer to catchers!
The hit property change is even better! The 3rd hit of his triple RH combo, makes the opponent launch and spin around. This opens some solid, good damaging solo combo's for yoshi! A gehosen is 100% guarenteed for example, and a super is probably possible in the corner.

• cr. LP - Reduced frames by 2 (+6F on hit/+2F on block)
Yoshi finally gets a good tool for pressure on block.
The only ones he used to have before were; Close mp (+3 on block, +6 on hit ) and far lp (+1 on block +5 on hit).
trying to do close mp in every pressure situation imagineable was a bit risky sometimes. Obviously you had to do cl.mp to hit confirm in your combos, but sometimes if you're a couple of inches too far from your opponent, far mp would come out and that shit was punishable and always effs up your combos.
Now, with cr.lp being good on block AND hit, it makes combos a lot easier to do!

• cr. MP
- Move property changed from high to low
- Hit box enlarged
cr.MP has changed into a good poke now. The range of cr.mp was 'okay' and already was used for desperation footsies, but now it's got its hitbox enlarged AND hits LOW!! You can resemble this now, to a shoto's cr. mk! Good stuff! Mix it up with Yoshi's overhead (f.mk) and you're finally a threat that has tools that need to be respected!
• cr. HP
- Counter hit causes float knockdown
- Push back on block when used in boost combo reduced
- Hit box enlarged
- Damage 90->120
cr.HP,  Yoshi's old anti-air, meaty and boost combo finisher has gained godlike buffs that outweighs the nerfs.
Counter hit causes a  FLOAT knockdown -> free Gehosen followup probably. Enlarged hitbox, makes it an even better meaty and long range anti-air tool!
This sounds a bit overpowered because cr.hp was already safe on block! Now u can keep on spamming cr.hp with that extended range and hope for a floaty knockdown for free hits!
The pushback on block being reduced is a bit of a shame, but understandable. Yoshi used to be relatively safe thanks to cr.hp's pushback if you did the following string :
cl.mp; cr.lp, cr.mp, cr.HP at max range.
though, thanks to cl.mp's and HP's longer range in this update, this might still be safe if used at maxed distance, so maybe it's still relatively safe!

• cr. HK - Can be canceled
Probably one of the best buffs he's got! Cancelling a sweep into any special is always a great addition!
To make cr.HK safer, you might be able to do the following;
max range cr.HK (block/hit), swordwindmill (hold), backdash
max range cr.HK (block/hit), teleport
max range cr.HK (block/hit), Stone Fists  EX (hold back)

j. HK - Midair hit and counter hit causes untechable knockdown
Should've been untechable from the start like Raven and Ibuki's j.HK.

• L. Gehosen
- Frames 1~10 are invincible against air attacks
- Added screen freeze
- Damage 110->80
- Startup 9F->7F
• M. Gehosen
- Frames 1~4 are completely invincible
- Added screen freeze
L.Gehosen is a viable anti-air now. 1~10 frames is a lot, so it's gonna stuff super crazy air attacks with ease. Easy to safejump, though. (7 frames)
m.Gehosen is your new get-out ticket if you're on knockdown and u don't want to teleport and you're certain your opponent made an attack.
ex gehosen still has a 7 frame startup and is invincible for 7 frames, so choose your options wisely.

• Poison Wind Gold Fist - Invincible against air attacks
Just fyi, poison wind gold fist is f+MK > MP > K > P. If you ever did this string, then your opponent probably jumped during your backflip and stuffed your P with a jumping attack. apparently that won't happen anymore since it's invincible against air attacks. But tbh I'd rather just stop at the K part and do a gehosen or other anti-air.

• Slap U Silly - Hurtbox appears faster
• Stone Fists - Hurtbox appears faster
This means his invulnerability is shorter and you can get punished easier than before.
If this applies on all versions still remains a question.

• Suicide
- Damage 120->250
- Self Damage 60->200
- L ver. is throw invincible, M ver. is hit invincible, H ver. is projecile invincible
• EX Suicide
- Damage 200->300
- Self Damage 90->250
This might make no sense to you, but it's a very good buff in general! It's primary use now is to use it in your tag combos for AMAZING super-esque damage, at the cost of dmging urself too (but that grey life can be recovered, so no worries)
Perhaps in the future you'll see damaging combo videos that mostly include Yoshimitsu, just because of this buff, you never know.
The invincibility is welcome as well, although I find it a tad more risky to use in a wakeup situation, it's not an unblockable, and slow as hell. You're better off using mp.Gehosen most of the time if you want to reversal while you're Knocked down. (wich is faster and safer than suicide, but still punishable)

• L. Poison Breath - Frames on hit changed to +2F
• M. Poison Breath - Frames on hit changed to +3F
• L. Flea to Poison Breath - Frames on hit changed to +2F
• M. Flea to Poison Breath - Frames on hit changed to +3F
L & M. Poison Breath used to be -6 on hit, so it's not punishable anymore.
L & M. Flea to Poison Breath used to be -17 so it's not super punishable anymore.

• M. Poison Breath - Hit box reduced
I always used m.poison breath at the start of the battle, because it was fast, had good range, was an anti-jump and anti-fireball tool.
It shut down a lot of option for your opponent. Now with the hitbox reduced, it might not be as good as before.

Special move meter gain: • Poison Breath: On hit 40->30
• Suicide: On hit 40->60
• Slap U Silly: whiff 10->15
• Stone Fists: whiff 10->15/On hit each hit 20->each hit 10
• Sword Poke Windmill: whiff 15->0/On hit each hit 20->each hit 15
Everyone got a nerf on The special meter gain, so no real specific nerf here.

This post was edited by xXAngelBoyXx (2012-10-24 19:34, 4 years ago)

 I saw this just now on capcom unity/SRK. 
I think I shed a tear.
Yoshi may be legitimately -viable-. Not playable for fun...but viable. 
I run Raven too though xD. They removed his TK'd jumpback shuriken. But the changes in Yoshimitsu more than makeup for it.

I was hoping that they'd fix the hitbox on Sword Poke Windmill though; I've had numerous characters just kick Yoshi right out of it with dumb tatsu's and the like. Still, these buffs...are amazing. 

I really should give SFxT another chance, huh?

After waiting so long for it and then finally playing it only to be disappointed with a Yoshimitsu that doesn't meet expectations and frustration with the annoying SF style of fighting, I kind of gave up on the thing.  Maybe I should check out this new update and give it another go.

sorry for my abrupt absent, but the new patch is quite a godsent.

Gehosen and his Anti airs:
the 4 fr invincibility on his mp Gehosen is 'okay', but not as good as expected. it gets stuffed with jabs and meaties, because the initial startup attack of his gehosen comes a lot later compared to the generic shoryuken. Use with caution if your knocked down and you want to get out. lp.gehosen is completely invincible against air attacks, so you don't need to worry about trading hits or anything, you WILL ALWAYS beat your opponent, and continue juggling him with another gehosen. If you feel like it you can tag cancel for even more damage.

Suicide:
You can combo in his ex suicide, to do one of the most damaging combos available in the game.
any lp or lk, chained into a standing mk, makes this possible. (remember this is guaranteed off of a hitconfirm)

Overhead (f.mk):
his poison wind combo f.mk, f.mp is one of the best overheads in the game now.
f.mk, f.mp xx backdash: this has 8 frames of invincibility and you can cancel the backdash to all his specials.
You can now do combos like fmk, fmp xx backdash cancelled -> EX Gehosen or fmk, fmp xx backdash cancelled-> EX Windmill .
These combos aren't that viable, but what you CAN do to make the overhead safe is:
1. just leave it at the backdash and hope your opponent whiffs their attacks in the first 8 frames
2. backdash > cancel the backdash in windmill -> charge windmill for at least 1 frame and cancel the charge in a backdash
3. cancel the backdash to a teleport.
option 3 is the easiest and most safe option you can choose, because Yoshi's teleport is FULL SCREEN.


The main tool of f.mk, f.mp is to tag cancel in your partner.
It's amazingly strong, because it has far range, does multiple hits and keeps your opponent grounded.
(one of the main reasons why it's one of the best in the game)

This allows your tag partner to come in, and do his most damaging combo available. This can involve launching your opponent, doing a bound and finishing off or tagging yoshi right back in with a boost combo.

f.mk is comboable on its own as well.
If the opponent was crouching, and you stored a CH (by charge cancelling windmill to lvl 1 for example), you can combo off of it with yoshimitsu alone without wasting meter (boost combo into launcher or cr.lp, lp.Gehosen, cr.lp, st.mk, HP Gehosen for example).

Super sword poke whirlwind:
His super whirlwind has a lot more invincibility and can be effectively used as an Anti Air now. The super also has complete invincibility against projectiles and can catch every single opponent throwing one with ease. Even Guile and Jack-X.
You don't have to guess, just see ryu throw out a hadouken, launch super, see the hadouken pass right through you and Ryu getting sucked in.
Yoshi is now a very viable fireball punisher (if he has 2 meter or charges his windmill to super)

# twistedsenses :
I was hoping that they'd fix the hitbox on Sword Poke Windmill though; I've had numerous characters just kick Yoshi right out of it with dumb tatsu's and the like. Still, these buffs...are amazing.

@twistedsenses : sword poke windmill only works on grounded opponents, or opponents who jump very badly. It isn't designed to be used as an Anti air.
Ryu and Ken's tatsumaki have been nerfed ridiculously, like seriously really bad, so you won't have any trouble if they air tatsu you.
EX windmill can be used as a viable anti air, but with his new lp.gehosen (his shoryuken), wich is completely invincible against air attacks, offers A LOT more damage in 2013 and requires no meter, the decision on what to use is a lot more obvious.

guard > punish with shoryuken or any jab combo, ground tatsu and a good jumping heavy attack are their only way of punishing your windmill attacks.
You can bait the tatsumaki and jumping by charge cancelling your windmill with a backdash. Punish accordingly for maximum damage.

This post was edited by xXAngelBoyXx (2013-02-19 12:41, 4 years ago)