General
SFxT cross platform play for PC and Xbox 360 is disconfirmed:
I do understand the desire for it, however in our experience, the usage of cross-platform play (as we’ve seen on LP Colonies a couple of years ago) is very low, even when in that particular case, the requirement for a Gold account on PC was removed for technical reasons by MS.
For cross platform play to exist between GFWL and Xbox Live, as it stands today, the PC player must also be a Gold member.
Given the development effort, extra testing and logistical headaches trying to keep three SKUs (Steam PC version, non-Steam PC version and X360 version) all in lockstep for all future updates and not breaking anything along they way, it really isn’t worth it for the number of people that would take advantage of it.
Source: http://www.capcom-unity.com/ask_capcom/go/thread/view/7371/28883961/SFxT_cross_platform_play_for_PC
Yes the Street Fighter side plays like Street Fighter.
SFxT will contain a big tutorial mode. Source: http://www.youtube.com/watch?v=hvrr24z70ok#t=3m50s
Zangief’s EX Green Hand is beat out by normals: http://www.youtube.com/watch?v=V6dvSksrAgY#t=1m46s
Cammy small Info: http://shoryuken.com/forum/index.php?threads/the-cammy-white-thread.143954/page-2#post-6434840
Cammy’s canon strike has been changed in the last build. Yo can still do tkcs , even lower than the previous one , but they added extra delay before she goes down in all versions and all height so its not the same one as sf4

Ogre

Things of Note:
Waning Moon – A popular and really broken throw back in Tekken 3. Originally from Wang, it’s the “from behind elbow blow” throw that left the victim in a short stunned state allowing a follow up.
Blazing Kick – A duplicate of Lee Chaolan’s Blazing Kick. See this: http://www.youtube.com/watch?v=VheKxR-ODtM&feature=player_embedded
Owl’s Hunt – Its a move that was originally from True Ogre. From a lying down state, he would be able to instantly fly high into the air and swoop down on your opponent. Later in T6, Azazel steals this move too.
Indigo Punch – Not much to say other than it being Ogre’s version of Paul Phoenix’s Phoenix Smasher (qcf+2).
Hell Inferno – His Super Art. Name shares similarities with Tekken 3 True Ogre’s “Hell’s Flame” (1+2) and “Blazing Inferno” (d+1+2), which are itself two moves that involve breathing fire.

Jin Kazama

Saw some Jin gameplay. He has:
-wavedash invulnerability to projectiles like the mishimas, faster than hei’s but seems less than Kazuya’s
-out of WD he can do an upper, his f,f+2 or low trip kick from tekken
-Has his parry from T6, looks to be like a counter, more like SF3 parry
-Has laser scraper
-Kazama Combo and 1,2,3,4 string
-good walkspeed
-Laser command throw
Source: http://shoryuken.com/forum/index.php?threads/rumours-speculations-and-theories.143910/page-81#post-6459619 (EDIT: Blah, poster deleted his post. Darn oh well, still have the information saved)

Steve Fox
I played this game at First Look today, a gaming event right here in the Netherlands. Steve was one of my favorites, in a game were normals are junk, his decent normals almost felt like a godsend. His crouching jabs in particular were quite nice, really easy to hitconfirm into a launcher combo. His cross art was really fast and could punish even blocked normals on reversal. I blocked Rolento’s slide and did reversal Cross Art and punished it, which did huge damage.
His specials are kinda funky. He has SRK+P which is a sort of downward hook and then an upper. It seemed like it had a little bit of invincibility on startup, or just good priority. He also has a sort of Gadoken-like projectile with QCF+P, but it was actually useful! You could end blockstrings with it or use them to stop other projectiles. Quite useful! He also has a ducking move like Dudley, which is HCF+K. You can press P after it to get an uppercut. It was useful to get through fireballs obviously. His kick dodges also go through fireballs but the timing is a lot stricter. His HK was useful for this, HK is when Steve spins. In the air his kicks are just normal moves and he also has low kicks which are also moves. He has a Balrog-like sweep on his c HK but I didn’t test it much.
Overall Steve was a fun character to play and he seemed pretty good. Only thing that I think he might lack is a good anti-air, but I haven’t had time to test all of his normal and special move options.
Source: http://shoryuken.com/forum/index.php?threads/the-steve-fox-thread.145751/#post-5934852

Raven
Just got done playing the crap out of Raven, well, as much as I could anyway
A quick clarification for his movelist. His teleport kick is done with qcf+k not hcf+k. I only used them mid-combo so I’m still iffy on the properties though I’m certain the light version still hits low. Light version is probably best in combos since it’s consistent from ground combos, juggles and in the corner. The Hard kick version could possibly be a good option but I stopped using it after I screwed up a couple times
His air shuriken can be TK’d. It seemed TKing it made it a lot more useful since he’s safer than doing the ground version, after making someone block a shuriken at a certain distance I was able to get a free jump-in. I was unsure if my opp. had time to anti-air but it felt legit
He has a couple command normals, though I can only remember one which I think is f+MK>MK (I may be incorrect since it was so long ago) it’s his u/f+4,4 double spin kick in the Tekken games. It’s a decent move to Tag Cancel, used it both to save Raven’s ass and keep the pressure on which worked out nicely. He had another one which was his b+4,4 in the Tekken games but I only spotted it once and got interrupted before I could finish the string, didn’t know how I achieved it
Few general things, j.MK crosses up consistently, his backdash goes a nice distance, I heard someone say it was ass but it was pretty good when I used it. I just couldn’t find a way to start self juggles without tagging, his ninja slash looked like it would work but it recovered just a little too slow to follow up without a tag cancel. c.MK has good range and goes under some attacks, I just used it to punish everything, whiffed throws, blocked launchers, unsafe crap, worked everytime.
Oh and Raven = godlike
Source: http://shoryuken.com/forum/index.php?threads/the-raven-thread.143943/#post-5871051

Paul Phoenix
Specials
Qcf+P = DAT PUNCH. You know the one, he’s had it forever and it’s done qcf+1 in Tekken iirc. It does very good damage, knocks down, is chargeable, wall bounce with EX and is fast enough to combo off of c.LK (LP version). HP version goes maybe a 1/3 to 1/2 screen distance, so not a full screen move.
The move is largely safe on block, and I think may be entirely safe if spaced right/correct version is used. However, I have been hit by a reversal super after a blocked one before.
This is Paul’s go-to move. It’s good as a combo ender, good in block strings, good as a whiff punisher, or to charge and then dash out of to close in. Quite spammable. Also while punishable on whiff it’s not that bad especially if the whiff is due to them jumping over you, you should recover to block the follow up.
DP+P = POWER DUNK! Lol. I’ve not played Tekken much since 3 and TT1, but I don’t remember this move. At all. It’s basically exactly like Terry’s power dunk, a low jumping downward fist. This is a really, really good overhead that knocks down and really makes Paul a threat, especially with oki set ups. It’s quick and safe on block and also has dishonest hitboxes/animation- apparently you have to block high earlier than it looks like it hits (I play as Paul and not against him so..) Like all overheads in this game it will cause ground bounce on counter hit, so you can do something like c.LK, c.LK xx Power dunk or wait a sec then power dunk and you’ll bait out a button, get counterhit overhead then do cMK xx super or cross rush into super. Combined with f+MP (overhead) jMK (crazy cross up) and his decent crouch normal this is the basis for his up close-in your face mix up/knock down/oki game. Lots of high-low and left right stuff going on.
EX is pretty cool because you can do it off your chains for some really tough to block strings like cLK, MK, FP xx EX power dunk. It causes a bounce on hit but it seems kind of strange.. like maybe it only bounces outside of combos or if they are in block stun- it doesn’t seem consistent but I haven’t really investigated it all that much, I mainly use the EX just as a mix up if they are blocking everything and I need a hit.
Qcf+K- a running jumping knee move. Paul takes a few quick steps forward then does a rising knee that hits anti-air. The knee goes about chest height. The EX goes through fireballs and gives you a nice juggle opportunity. The normal ones can be followed up but only if they hit meaty, or may be character dependent.
Like many of the Tekken characters moves, it’s use is a bit deceptive. Initially you think it can be anti-air, but the start up isn’t really fast enough except to punish far jamps or as a predictive move. It’s not completely safe on block but spaced right with the right buttons it’s definitely hard to punish. It’s probably -3 or -4 on block. In my opinion this game is about safe low risk offense, and Paul just has safer moves for most purposes. One situation it’s very good for is as a combo extender near the corner (EX) as in these situations EX qcf+P can’t be followed up. Also if you have some meter the EX will get you through the tricky spot against good fireball players .
DP+K- Generic looking hop scissors up-kicks that again looks like an anti-air move (not scissors like Bison) but doesn’t really work like one. I’m not sure what this is called or when Paul used it in Tekken but it’s the kind of move ©everyone in Tekken history ™ had as UF 3,4.
Anyway like with most Tekken moves this has no invincibility or even that good a start up, although it’s better than a lot of similar moves. It’s at it’s best when hit early or meaty at a jumper or similar situation as you recover fast enough to follow up- sometimes you get dp+lk, cMP xx qcf+p for a nice free combo off a jump in.
One thing I would say about this game though is that anti-air moves will break your heart- they are too unreliable, and the game is too fast and the jump angles and cross ups too good. The best anti air is nearly always NJ+best button (in Paul’s case up RH or jMP). That said EX is good here and actually looks different, he gets extra kicks and it’s a much better anti air and his only real wake up option other than block or tech roll. It’s got odd hit boxes though as I think it can be crouched by some characters.
At first I thought it was unusual that Paul had two similar looking anti air kick moves, both of which don’t really do the job, but I’ve come to see the qcf move as a horizontal tool that also hits jumpers and has combo uses, and the dp as a meaty anti air, anti jump or wake up ghetto SRK (EX only)
c.fierce is probably his best actual non air-to-air tool against jumpers but it’s slow and only works at that perfect distance to jump in that only a noob would jump at.
No, when you have Juri jumping all over you and all the other quick characters in this game, you’re not going to hit any of these moves. It’s either air-to-air MP, HK or evasion….
QCB+P – back step into punch. Jab- Paul back dashes. The end. No invincibility iirc, so the only advantage over your basic godly universal backdash is that Paul has a pretty small back dash.
MP- back step into overhead-looking punch that doesn’t hit overhead L This looks like one of Paul’s signature moves, his fist is above his head and he smashes it down. Like I say, it looks like an overhead. Sorry, I wish I knew more about the names of moves and their Tekken notations, but I’m more one of those old school guys that calls Vega’s moves wall dive and flip kick instead of ‘Rising Crystal Barcelona claw terror’.
FP- back step into a nice big fat elbow that is also unsafe but not that unsafe. Again, this looks like one of his Tekken moves.
This isn’t all that useful of a special because the attacks can mostly be stuffed on reaction by basic normal. So the only really potentially useful one is jab version. And you (and every other character) already has a back dash with instant invincible frames.
It does look pretty cool when you do the HP version on opponent wake up and backdash out of their dragon attempt to hit them on the way down. But you would have been better off blocking or backdashing then hitting a fat combo…. EX version is actually good, but then every EX move is good! He does another Tekken string after a faster backstep then finishes with double palms (like heihachi’s qcb+p move only without electricity) that wall bounces. While this is faster, does good damage and lets you follow up with a combo it can still be stuffed.
Overall he really relies heavily on a few moves, so I try to find uses, even gimmicky ones when I can for the other moves (mainly EX as the others aren’t practical or safe). For instance against frame traps or blocked jump ins I sometimes use qcb+PP just to keep them cautious and every now and again I ‘waste’ a meter on EX up kicks so they don’t jump in. The truth is though, Paul is a very very very momentum based character. He can kill off one knock down and basically everything he does leads to a knock down.
On the reverse side, very fast, safe characters like Juri or Law can leave him with no window of opportunity to start your mix up, which you basically need to connect with a blocked cross up or normal to get going. Also for a character who generally hits hard he doesn’t have very damaging combos unless you use meter, but you have to consider that *everyone* can do 35% with two bars anyway.
Generally I like to have enough meter that when I hit I can do xx super or abc tag, law bnb into tag super for ~60%
Paul has very good health too which is definitely a big deal in this game where one super combo into successful mix up will kill Juri/Law and the rest of the bleeders.
If I had to compare him to one character in another game it would probably be 3S Makoto, as they both have dreadful walk speed and similar safe dash punches, overhead specials and dodgy anti air. They also feel annoying and random to lose against, and have excellent normals.
cMK, cMP, all his LP and LK moves are cancellable, and cMK has really great length. His sweep is decent too, especially for a Tekken character. sLP is definitely good for frame traps as it’s +frames and self combos for 2 hits.
His launcher is very short distance, which is really interesting as raw launcher basically beats any low move- you can use it like a ghetto parry (predict their low attack, press HP+HK, combo) which of course is a universal system, but I wonder if maybe because of Paul’s very safe, close style where there are obvious points where the opponent has to squeeze in a reversal or a jab/short and I guess they wouldn’t want to make it like he could beat out cMKs after a blocked qcf+P.
Still, I can’t get over much more how good his knowck down and mix up game is, and how much all his moves set each other up- counter hit overhead into qcf+p, anti air kicks into EX knee, and my favourite scrub killer, qcf+p over and over when you knock them down- so many people try to jump on wake up or do a move and end up knocked down by meaty fist… again.
Command normals-
F+mp is his overhead, it’s good and fast, but not as fast as Steve or Juri. You can’t combo off it unless you hit them counter hit but it’s definitely good to have!
Df+HK, MP,MP is his d+3,1 (iirc) thing from Tekken. It’s an OK string but unless I’m missing something… why not just do low short/mk/mp into combo instead ??
Stuff like this I just use for variation purely because once you become too predictable with Paul you start struggling to get damage. I was dining out off low shorts into power dunk for weeks, I’m 100% sure Paul will be a hit online as he has some really simple, effective stuff. If you know or think you know what your opponent is likely to do you can set up some very damaging and annoying stuff and keep them lying on the floor or blocking.
When Ono said Paul is a “thinking man’s character” I think he was probably right. He’s not technical or complicated, just about smart reads and decision making. I could see older players who don’t play as much anymore doing really well with Paul.
Source: http://shoryuken.com/forum/index.php?threads/the-paul-thread.152933/page-2#post-6411915

Marshall Law
QCF+P- a gut punch that goes into an auto combo of HHS-style blur of fists. combos off crouching strong or forward, and can be combo’d out of! The punch can hit anti-air but if it does it just launches (VERY high) and you don’t get the auto combo. jab punch ends with them being launched up and you can follow up with a normal/special/super. strong goes into ground bounce, and this is easier to follow up. Fierce throws them against the opposite wall- can’t be followed up, fairly useless. I use sQCF+strong after every ground based hit confirm I can. It’s free damage added to your combo. EX version wall bounces but what’s the point when you can ground bounce for free?
QCF+K- flip kicks. They aren’t like Guiles as they don’t have the invincibility or hit boxes/priority to use as anti-air on reaction. Like most Tekken anti air in this game you have to hit this meaty. It’s better used for free pressure and combos cos they are largely safe on block and juggle! You can do a second one as well for a simple combo like c+strong, QCF+K, QCF+K but it is better to do just one then hit c+strong into another on their way down. In the corner you can do c+strong xx QCF+RH three times for meter free damage, and the same works as a block string- you can really kill them in the corner just doing crouch strong or forward kick into RH flip kicks (these move you forward a bit, mid kick is neutral, short kick move you BACK like jean in Karnovs!) EX kick is his hold u/f +4 from tekken where he properly flips high, land on his back
Source: http://shoryuken.com/forum/index.php?threads/the-marshall-law-thread.152934/#post-6393800
Law doesn’t have rekkas, and I wouldn’t say most of the characters Denshu mentions either have rekkas. Nina certainly doesn’t. Asuka, Lili, Ling and Julia have moves with command follow ups (like qcf+p, k) which kind of look like rekkas but strictly aren’t.
Cole has a true Rekka iirc, HCB+P.
The closest Law has to rekka is…
HCB+P, he goes into a pose that looks like Fei Longs ST win pose where he looks like he’s having sex with thin air. If you EX you get 1 hit of armour! From this pose if you press punch you get various punches that in theory can be used as anti air or like rekkas. They may be safe in certain combinations, like maybe jab, strong. You get two punches then they are knocked away, does very good damage and if you are quick you can combo off c.fierce, but he has much better combo tools.
The real reason to use this special is for the KICK follow up. You get a 90% full screen flying kick that moves as fast as a fierce blanka ball, goes THROUGH fireballs, is TOTALLY SAFE if spaced right, and has hurt boxes positioned in such a way that they are behind a FAT hit box- what this means is that a shoryu will often get stuffed by this move as the invincibility doesn’t last long enough to get through all Law’s outstretched flying leg of death and get to his hurt box.
Seriously this move is so good people get angry at Law and how good it is It means he has no problem getting in at all, ever. Combined with a couple of other moves you can apply totally safe pressure all the time and their only way out is to blow meter on alpha counters. To top it all off it does good chip and is good on meaty for oki games and cross ups!
QCB+K
3-hit kick combo. Guess this is fairly close to a rekka, except you get three no matter what. This is basically a tatsu with one leg staying grounded. It’s totally safe, and so fast you can combo c.short xx qcb+k This is also his best combo finisher imo as all three kicks tend to connect with the opponent in the air or the ground, and it does more than qcf+RH. Law ground pressure 101 is c.MK xx QCB+K x N so safe, so annoying, perfectly spaced for the follow up. Of course HP+HK raw launch will beat cMK but like I say, Law 101. EX does a 4th spin kick that causes a wall bounce. Again this is a good move early on but once you learn the system, juggle limits, and his other moves you realise you dont ever need to use this- any time you can combo this EX you may as well do qcf+MP for a free ground bounce. Maybe for a quick whiff punish I can see it’s use, but the value of meter for me in this game, and for Law imo is in supers and double supers.
OK that’s all 4 Law special moves… now for his command normals which are pretty much amazing. Bare in mind there are a lot and I can’t remember all the varianst and follow ups, but this is the main gist of his tools-
b+MK- his sweep that is db+4 iiirc in Tekken quite fast, quite good range and looks just like in Tekken. It’s quite good to use when walking back if you are getting bull dogged. b+HK gives you the same move, maybe the frames are different but it doesn’t seem it. Kind of strange. I don’t use this move all that often, especially as he has a decent sweep with d+RH anyway.
f+MP- overhead with a fair bit of range he moves forward and takes a big swing downwards as he leans over. This isn’t particularly fast (Juri and Steve have MUCh faster overheads) but it works well with his mex up and prolonged periods of pressure, and in situations like on their wake up or after a NJ HK. The best thing about it is you can combo out of it, into pretty much whatever! LMHH if you need a free tag, cMP if you want to hit a combo.
I do f+MP, cMP xx qcf+MP, qcf+HK, qcb+HK for a meter free BnB that does very very good damage and is also long, flashy and demoralising for the opponent. I replace the qcb+k with super or tag super if I have the meter, which can do as much as 65% on Ryu if you have the right partner. I mainly use super meter gems so I can do super as much as possible. You can also tag cancel after the last qcb+k and get in another normal xx special before the juggle limit kicks in.
jab x 5, close- his 1,1,1,1,1 string from tekken. Loads of jabs. He walks forward while he does it. This is sooooooooo good especially after a blocked cross up attempt or blocked flying kick. Like with pretty much everything else he does, it’s totally safe and just keeps them in block that bit longer. You can stop after 2 or 3 jabs and just throw them, do 5 jabs AGAIN as soon as you do 2 (or all 5) you can do them then back dash and whiff punish.. NJ then overhead… seriously you could base your whole game just around mix ups off jab x 5. It’s better than most characters specials, and it’s just a normal. What makes it EVEN BETTER is his stand jab, this kind of back-hand slap, moves him forward and is blatantly plus frames. So you can stand just out of range of c.Jab and f.jab X N until he gets into range and goes into his close jab sequence. It’s like a 1 button trap cos they go from a frame trap to a true block string into whatever mix up you want. Some of the guys I play with blow all their meter on counters (t+HP+HK) just getting Law off them when he is in jab sequences.
b+MP, MP (or HK)- forward moving elbow into a punch that gives ground bounce. This is ridiculous because the 2nd punch is cancellable into any special! Oh, and did I mention the 2nd punch gives ground bounce?? Imagine if Ken’s step kick (t+MK) gave a ground bounce and was cancellable. Thats the kind of reach I’m talking about. Kick launches and I think might be safer on block, but I just use strong and cancel if blocked into qcb+k. This is a really good at midscreen approaching close, maybe if you are dancing just outside footsy range.
df+LK- Law does a kind of standing trip kick that hits low but is cancellable. It doesn’t kockdown. Fairly useless but I think maybe you could mix it up with his overhead as they have a similar step to them.
df+MK or HK- a slide. Probably closer to DeeJay cHK than Bison or Vega slides. Fairly safe if spaced right, good for tap throws but not integral to his game imo.
Overall Law just has an obscene level of safe pressure and can keep the opponenet blocking for a long time. He’s also fast and doesn’t rely on meter for damage, getting in or anything else essential, more just to extend combo damage with supers and for safe tagging. Where he is weak is low health (I think Juri and Law have the lowest health of the announced characters) and no reliable anti air, but this is a weakness pretty much EVERYONE has- jumps are good, cross ups have big hit boxes and even Tiger uppercut and shoryu aren’t failsafes against well spaced jump ins and moves with phantom hurt boxes (Juri jump HP, Paul jump MK). But to put it in context if I am being jumped on I nearly always go for an evasive move or an air to air like NJ RH or J MK rather than even attempt his ‘actual’ anti air moves (flip kicks, hcb+p,p or cHP)
Source: http://shoryuken.com/forum/index.php?threads/the-marshall-law-thread.152934/#post-6408965

Kuma
HCB+K= curls up into a ball and jumps in the air. No invincibility but OK anti-air. EX gives a wall bounce but if near the corner you can’t follow it up. The EX can be stuffed at start up too, meaning he has no truly invincible move other than supers (I think)
HCF+P (+P to follow up)= Palm strike. Good range poke and safe on block, this is his go to move for combos and general mix up, because of the follow up:
Jab = small follow up punch. Hits mid but is safe on block. Probably the best option. This combos off any palm strike so is the safest and most guaranteed (combos on hit, safe on block but lowest damage)
Strong= Big delayed slash that hits overhead and does great damage AND ground bounce- you can follow this up with crouch short and combo into super! This doesn’t combo and it’s unsafe. So your best hope is to hit it if your opponent turtles your initial palm, although they can just stand up. I reckon this will eventually be useless as nobody should fall for it and crucially he has no low option after the palm, apart from wait for the recovery to end on the palm then sweep.
Fierce= Looks the same as the Strong slash, but doesn’t hit overhead. So what’s the point? It combos. Drawback? Unsafe. So his best palm combo is palm, fierce, his best block string is palm, jab and his best mix up is palm, strong or palm, wait, sweep/command throw.
EX- a cross between strong and fierce- it combos AND bounces. This sets up a true combo into super off a palm combo.
HCB, F+P= Command grab where he spins them around on his paws. Looks funny, shitty damage. Throw isn’t instant. Best thing is that it has BIG range.
360+P,P= Roll and headbutt. If up close just instant headbutt. This does hit faster and does better damage, but the range is very small and if you aren’t in range he rolls, which is punishable- just crouch and sweep the roll, or avoid the throw attempt.
^with this in mind you realise his throws have specific applications and aren’t go to moves. He’s not a true grab character, more a Tonk Alex/Abel type who relies on short damaging combos and super rather than tick throws. The roll is standard in that the length is further the harder the punch used, goes under fireballs etc.
KK- Stance Change- Kuma gets on all fours. Can’t block, jumping puts him back in default stance, so does most special and super inputs.
During low stance- three normals (punch and kicks of the same strength do the same thing) weak->medium->hard all chain. Hard knocks down. All pretty standard, good length, hit low slashes.
B+MP= Barge. Goes through fireballs and wall bounces, good damage. Can set up a good combo. Good option for getting in, good range. Bad recovery
B+HP= Spins about on his back. Can work well as a runaway and as an anti air. Not too unsafe as he moves away
F+HP Massive Launcher, can combo
F+MP Less Massive launcher, might be safe
Special normal chains
B+fierce X3
Strong X2, Back Strong – Both do good damage for auto combos. The fierce one is a bit unsafe, the stong one is safe after the first two hits.
Key Normals- Crouch strong is his best normal, good range, hit confirms, doubs as far anti air. Looks like a MASSIVE version of Blanka crouch strong.
All his kicks are useless. Crouch RH is OK sometimes for a quick knockdown, crouch short is used after his palm strike ground bounce, apart from that AVOID.
Stand Strong is the best poke.
Kuma cant jump over his opponent unless they are crouching. He has a VERY low jump so jump strong and fierce are great as overheads.
Most of Kuma’s game is hitting mid and high, which is why you need to throw and sometimes sweep or crouch jab/short to keep them honest- I really think you can neutralise his mix up by stand blocking (no need to crouch) and mashing jab into a hit confirm.
Source: http://shoryuken.com/forum/index.php?threads/the-kuma-thread.143920/page-2#post-6183284
Best BNB combo I have found:
Jump fierce, \/ f+ jab, strong, fierce (target combo, this is NOT the same as his normal jab, strong, fierce combo that goes into luanch/tag) xx HCF+fierce, fierce, crouch short xx HCF+ fierce, fierce. 9 hits, does about 1/3rd damage against regular health character and is meter free.
Alternatively at the end after the first palm you can do, crouch short, crouch forward XX Super or XX team Super for 50-60% damage or you can tag cancel into another character.
I found out after the thre hit target combo you can also stance cancel and then do his low chain of jab, srtong, fierce for six hits. Better though, you can go target combo, stance change (KK) f+fierce to launch from low stance, then another target combo to juggle, XX special ender or a EX special to wall bounce (HCB+KK) Or a super after juggling for two hits after the launch. Great damage but a hard combo to pull off for more than 10 hits.
Source: http://shoryuken.com/forum/index.php?threads/the-kuma-thread.143920/page-2#post-6192644

Yoshimitsu
Special moves:
- Devious Plot and Sword Face Smash throws
- Manji sweeps (uncertain how many spins, or if it makes him stagger upon too many spins); also seems to have a shorter variation that uses both feet…like one spin kick plus a crouching kick (2nd video, 00:45)
- Flea stance
– Running Flea (his 1-sword version from T5 backward)
– Ducking Flea (can be held, and returns to Flea, so can do Ducking Flea -> Diving cranium)
– Flea hop (has spring sound effect for some reason)
– Diving cranium (does a short hop up on block)
- Slap U Silly (also uncertain if it makes you dizzy after too many spins)
– EDIT: Slap U Silly will dizzy after too many hits, as seen in one of the later videos. Spun too fast for me to count, but it seemed like about seven or eight sound effects. Doesn’t seem like it affects the EX version, though.
- Suicide/Double suicide (Double suicide may be EX version)
- Indian Sit / Teleport (seems to be an instant move, so Indian Sit may not be an actual stance)
- Poison Wind -> Stone Fist -> Manji Flip (can go immediately into indian sit teleport)
– Poison Wind -> Stone Fists -> Poison Wind combo possible, so he seems to have most of his options from Poison Wind intact.
- Gehosen (his f,N,d,DF+1 from T6); launches high, and comes out very fast. Has an EX version.
- Sword Poke Windmill (instant, uncertain if it’s a followup from sword impale that can come out instantly or not…in any case, he does a one-legged pose, like his old taunt dance, while doing it, and it sucks in and multi-hits)
- Poison breath (comes out instantly, without going to bad stomach first)
- Kangaroo kick (his command launcher, since all characters now have a launcher); causes tag-in of team member.
- Ninja blade slice (his f,f+2 — is a charge-up move, can be charged up to super. Unblockable? Always seems to go through on hit, but not sure if it can be blocked.)
– Can cancel into windmill before launching attack.
- “Super” Sword poke windmill (super combo, has same vacuum property as regular, and, like regular, can be blocked)
- Some diving sword windmill attack. Looking forward to pressure games.
Normal moves:
These will be difficult to describe, since I’m just guessing at what’s a normal and not a special, and I have no way of saying what is lp/mp/hp, etc.
- Crouching upward sweeping motion with sword. Appears to be new, as I don’t otherwise recognize it. Does not seem to launch.
- Side kick (df+4). Appears to be a normal move, but this is recognizable from Tekken.
- Triple Roundhouse (4,4,4). I had originally put this with Special moves, but it’s probably just a normal move combo.
- Downward slash – like his 2B from Soul Calibur.
Other notes:
- His normal stance has changed to resemble Mitsurugi’s Relic stance from Soul Calibur, with his sword held up close to his face. Unsure of why they changed it, but it does still look pretty cool.
- At about 00:58 on the second video, he does what looks like his SC 2B, but this is probably not a special move.
- Possible to tag out during animation of Sword Poke Windmill, while opponent is stuck in block animation. Good setup opportunity.
- Tag on/off involves Dragonfly stance fly-in. Can perform with Hidden God throw on tag-in (unsure of mechanics).
Source: http://www.tekkenzaibatsu.com/forums/showthread.php?postid=4418383#post4418383

Julia Chang
Normals
I don’t think Julia’s normals are particularly great. She’s got HP, which is similar to Rufus’ towards + HK in that Julia takes a step forward to hit, then a step back. It’s got huge range but in a real match, it’s a little slow for anything besides situational poking. It seems to cause a weird stagger when it catches a crouching opponent on counterhit – maybe something can be made of that in the corner, but I didn’t have time to see. It can’t be cancelled. She does a different version of HP up close which can, however.
Crouching MK is her only viable ranged low hit. Cancellable but feels like negative frames on hit. Bit slow as well.
Crouching MP has no real range.
Crouching HK is a double sweep. A lot of Julia’s stuff can be stopped with neutral jump, so this isn’t a great option for her, as it takes so long to come out.
Towards + MK, towards + MP, towards + MP is a great target combo for her. Can be cancelled at any point, can’t be ducked, gives you years to hit confirm, pushes them towards the corner, etc.
Jumping HK is a great jump-in, hit box goes waaaay down below her.
Jumping MK is a great cross-up too (reminds me of Blaze’s jumping attack in Streets of Rage). It crosses up in the corner but you have to hit fairly deep. That seems to apply for all corner cross-ups though, not just Julia’s.
Dash Punch (qcf + P)
She’s got three versions – empty dash (LP), dash punch (MP) and delayed dash punch (HP).
The EX versions are empty dash (LP + MP), dash punch (LP + HP) and delayed dash punch (MP + HP).
MP dash punch is good for a quick punish if you’re not close enough to do anything else. Delayed dash punch crumples the opponent. You can either combo them straight away or wait until they’re about to collapse and reset them with cr.LK or whatever, similar to SFIV after Focus Crumple. I was going a fairly ghetto mix-up of HP Dash Punch > delay (for opponent to fall following crumple) > cr.LK (reset) xx HK Windroll (crosses under) > cr.LK xx Elbow Throw from the other side. As it turns out, that’s not safe because they recover from the reset before you do from the Wind Roll, but I’m sure there will be more stuff people can do. Mixing up between delayed dash punch and empty dash punch > throw might be the only way you can tempt players into pressing buttons once they’re used to Julia’s dash punch options.
The EX versions all have armor that absorbs one hit but they seem to be on start-up – I tried using the EX versions to pass through fireballs and she kept getting hit out of it. The only time it would work was leaving the EX version quite late, in which case whoever is throwing the projectile usually recovered. You could also use it as a ghetto wake up move but the nature of the game means people will likely be pressing more than one button on your wake-up if they’re applying pressure (to fish for light, medium, heavy, heavy combo) and that will shred through the armour before any move comes up. MP Dash Punch isn’t safe on block either, so that’s a risky EX wake-up option.
Rising Kick (SRK + K)
SRK + LK/MK – Travels furthest horizontally (didn’t notice any real difference between the two versions)
SRK + HK – Travels furthest vertically
EX SRK – Same as HK but with more invincibility
Has noticeable start-up – has to be used earlier than you think to be valid anti-air
Didn’t mess around with these too much but what I do know is 1) the HK version has no invincibility (it trades at best) and 2) EX SRK wasn’t beaten once, so that definitely has invincibility. The LK/MK version, when blocked by a crouching character, floats over them as she recovers.
Wind Roll (hcf + K)
Strength affects how far Wind Roll travels
Wind Roll passes through projectiles, very easy to time
Wind Roll -> Down + K -> LP = Low hit out of Wind Roll, second hit is should barge (note: It HAS to be LP, none of the other strengths did anything. Could be a bug.)
Wind Roll -> Punch -> Punch = First is overhead, second hit is overhead. Strength of punch used seems irrelevant.
Wind Roll -> Kick -> Punch = Roundhouse kick, second hit is barge. Fastest move out of Wind Roll, can’t be crouched. Seem of move used seems irrelevant.
Empty Wind Roll builds meter (good way of closing distance after knockdown is to two LK Wind Rolls)
Empty Wind Rolls travels through grounded opponents, couldn’t find any ambiguous set-ups though
This was what was getting me wins with Julia, because no-one knew about the overhead. Obviously, this will soon be known and then players will have to mix-up between the low hit and overhead. On block, the pushback for the shoulder barge makes Julia safe to most conventional punishes, though I’m sure some reversal supers will catch her (there’s still notable recovery). The overhead string doesn’t push back as far, so isn’t quite as safe.
Another problem is if the first Wind Roll attack is blocked, Julia can be hit before going into the second – I got caught by SPD, reversal shoto SRK and also light, medium, heavy, heavy after the first Wind Roll attack was blocked. So you’ll have to hit check with Julia and be ready to block after the first hit, this protects her from reversal shoto SRK at the very least (not sure about SPD or light, medium, heavy, heavy chains).
I was going into Wind Roll from Julia’s towards + MK, towards + MP, towards + MP target combo but there’s a gap between the final towards + MP and the Wind Roll move where she can be reversaled. I don’t remember stand HK being a great move and far HP can’t be cancelled, so I’m not sure if Julia can get the extra hit stun to make Wind Roll entries safe. Which is why players will have to be creative with how they go into Wind Roll.
Elbow Strike Throw (qcb + P)
Hit throw, can be blocked (think Ibuki)
All versions seem to do the same
Still goes into full hit throw animation when you hit aerial opponent
EX version launches at the end, may need tag to follow up
Hit throw that can be punished by most cr.MK’s on block. Does great damage but also leaves Julia right next to them, great position for her next mix-up. Couldn’t find a way to follow up EX version on my own but if you want to burn two bars, you can tag in your partner who has ages to follow-up with whatever (in my case – Ryu can do cr.MP, cr.MP xx HP SRK)
Combos
Jump in HK, towards + MK, towards + MP, towards + MP xx Wind Roll HK -> HK -> HP
Don’t think the strength of the final two buttons matters, I was just pressing them out of habit. This is her best BnB I’ve found so far. Also takes them quite far, so likely to put them in the corner
Jump in HK, towards + MK, towards + MP, towards + MP xx Elbow Strike throw
Slightly weaker than the above but it leaves Julia in a better position to follow-up
Towards + MK, towards + MP, towards + MP xx Elbow Strike throw
Brain dead day 1 follow-up for when Julia is tagged in following light, medium, heavy, heavy chain. Good damage, great position on their wake-up after.
(With Ryu) Jump in HK, towards + MK, towards + MP, towards + MP xx EX Elbow Strike throw xx Tag xx (Ryu) cr.MP, cr.MP xx HP SRK
Monster damage for two bars and you have forever to hit confirm it at the start.
OVERALL
Julia is a very easy character to pick up but one thing I think really hurts her is how awful throws are in this game. I can’t remember any game with throws as bad as this. Stronger throws would definitely buff her Wind Roll pressure, as it would make block > throw a valid option for dealing with reversal SRK sparking her out of Wind Roll strings when your strings are blocked. As it is, if you cut your Wind Roll strings off early because they’ve been blocked and you want to bait our reversal SRK (or whatever), and your opponent does nothing, it’s almost resetting the situation. You can’t stop the strings short and do block > throw because you have to walk too far to throw for it to be a strong tactic or mix-up or whatever (another point – can’t find any kara-throws with her. Even Ken’s towards + MK kara-throw doesn’t work in this game!)
Projectiles are not a problem for her as she can do empty LK Wind Rolls through projectiles and build meter. So she effectively neutralises fireball wars. Neither side gains.
She does huge damage for almost no effort and as people find more of her target combos and resets, I think she’ll only get better. The challenge will be people getting creative with Wind Rolls and finding ways around her poking game, which I don’t think is that strong.
Source: http://shoryuken.com/forum/index.php?threads/the-julia-chang-thread.144012/#post-6205695

Claw
Vega is AWESOME in SFxT.
I got to go to an unofficial Capcom fight club event tonight in Sydney and play SFxT. To be honest, I more played than watched, but I learned a LOT about Vega.
Firstly, Seth was there, and I pretty much just walked up to him and said “How good is Vega in SFxT?.” He told me that he wasn’t sure who the best character in the game was, but that Vega was “one of the best.” Awesome stuff.By the way, Vega is on Seth’s main team. (I saw Seth play a mix of Rolento, Zangief and Vega.) In the finals of the tournament played that night, the game was won with Vega (by Sol.)
Anyway, one of the Shadowloo guys, Sol, got extensive time with the game by himself because he was a member of the press. Sol got to try out a whole bunch of stuff and I’m happy to report that Vega’s combos are extensive, look awesome, and do tons of damage.
Firstly, Scarlett Terror is really good in this game. One of the possible, and easy to do combos Sol was going was crouch strong ST into crouch strong ST. Looks real cool as well. Cannot report if Scarlett Terror has invul or not, but people were using EX ST as a wake up attack and I never saw it get beat out.
You get a full combo off down forward heavy kick, not just a single hit, but a full combo.
Pokes are great, and combo easily. You have ten billion years to hit confirm in this game. Crouch medium kick to crouch medium punch still works as a link. Vega also has the standard magic series, but don’t use that because it does no damage. Damage scaling is a really big deal for combos.
Vega’s jumping attacks are, in short, amazing. His jump arc is low and fast. His jump in attacks are high priority. His air-to-airs look like the absolute best in the game. To top it off his airthrow is also amazing, and looks really cool. As you get full combos off air to airs, this is a pretty big deal
Nothing direct to do with Vega, but a buff to him never-the-less: Fireballs look like their pretty bad. Especially Guile’s Sonic Boom, it’s just not the same move. It’s really bad.
I suspect that you may, potentially, be able to combo off EX slash off the wall if you hit a grounded opponent.
Cannot combo off overhead. I suspect you might if you get a counter hit, but not off the regular one sadly.
Couldn’t get the kara throw to work, but that may have been because the sticks we were playing on were really, really shit and I had no idea if I was doing it correctly or not. Hopefully its still in, can’t confirm either way.
Some bad news, though: naked wall dive seems bad as ever, and they’re really, really slow. Also, Bloody High Claw has regained its incredibly annoying function of not always comboing, even if you hit them with the knee on the way up. Also, its not a pretzel motion anymore, its like hold back and press three punches. Felt really weird when I did it the first time. The move looks slow and I don’t think it has any invul.
All in all, it was a great night, and Vega is looking fantastic. I’m still a bit iffy on the game, but Vega looks like he might be returning to his A-tier ranking soon enough.
Source: http://shoryuken.com/forum/index.php?threads/vega-thread.152930/page-2#post-6451297
So here’s the results of what I could do. I was trying to try out much more but I just ran outta time and I’m not familiar with the controls.
– Properties of normals, command normals and specials:
From what I observed, they mirrored SF4 pretty heavily. cMP is unsafe on block. Links work like normal (except more links), hitboxes in general (not just Vega’s) have been greatly increased. Slide is safe at the same range. His footsie game is so godlike that he made me with shitty footsies look like a pro. With the absence of focuses, his poking game is unbelievable. 1 thing I forgot to try out was claw and mask removal. But his damage output is extremely nice. Almost everything will link into anything else and you can get some wierd funky results. I tried all night to try to pull off CH to ST and couldnt get it. I’m convinced that one “nerf” he got was his charge time requirement. It’s been upped a bit. FBA and EX FBA even with it’s reduced speed isnt that bad. It’s still dumb to just throw it out but on opponent’s wakeup it’s still useful. Although it could be just because it’s a new game with different timings that the grab appears to be harder to land on grounded opponents and easier on aerial opponents. His backflips are still something to use sparingly. RCF is godlike. and SHC causes a wall bounce on hit. One thing I found that sucks tho is that EX SHC doesnt go through fireballs. I got nailed twice for it in a row. Backthrow to jMP and izuna to cMP jHP/jHK still work as a safe jump on most of the cast. CH as stated the other day does not hit crouching opponents and will leave you as a sitting duck. I personally never got punished for CH on block, but mine were always spaced at max range. Also both CH and PoM will not corpse hop the opponent. ST is a good anti air because the hitbox was vastly improved but there’s still no i-frames on it. I got hit out of it on wakeup almost every attempt. His air to air normals seems to always trade on me. Never won out and never lost. Another thing I noticed is that regardless of where he is on the screen there’s a definite difference between the wall dive heights for button presses. In SF4 if vega is close to the wall there’s not much difference. In this game he goes pretty damn high.
– Kara Throw
I tried this all night. I tried all 6 buttons. He didnt move at all. I even varied the timing from plinking speed to almost linking speed. Nada. if he has a kara throw it’s well hidden. I didnt notice any kens using them either. Vega’s regular throw range is above average though. Not quite as far as SF4 but maybe 3/4 as far which will still outdo most characters in range.
– Comboability into Super Art and Cross Art
Couldnt test this do to execution problems. If i had been able to use the pad in my pocket, I’d have been able to test.
– Move notations
All his moves are the same except a couple small but key differences. You cant use PPP for EX SHC because that gives you BHC. which itself is still weird because it’s just charge down then press up + PPP.
– Normal Anti Airs
cHP, sHK, sMP all are decently solid anti airs. cHP ended up becoming my favorite.
– EX/RCF Loops
I attempted these. doesnt work for 1 of 2 reasons or both, but i cant tell which
charge time
startup
– Tag cancel out of Izuna and comboability after
I had 2 chances to try this and tried tagging but nothing happened. was able to tag after landing though. May have been a fault of my own or just simply not possible.
– Launcher into BHC/SC (doubt it’s possible because of launcher recovery)
Tried this a couple times actually but whiffed because it was late. I didnt do it at the earliest time though but from the looks of it, unless you’re cornered it aint happening.
– BHC invincibility
Never got hit out of it, but no opponent ever tried. That shit does put you pretty far away on block…. a good 2/3 to 3/4 screen distance.
Other:
I’d estimate that a good 1/4th of the people there had Vega on their team. I’d look at the stream screen and see a Vega, look at the station beside me and see a Vega, every 3rd to 4th match…. i’d be playing a Vega. When i was walking around between matches….. at least 2 visible stations had a Vega playing at any given time. He’s really really good. He’s not broken (any more than any other character is) but the combination of his range and damage and walk speed make him deadly. As for Gems, I personally like the attack gems. The meter gems were sorta ok but what made that loadout suck was the auto block gem on it. So although I took less damage I actually almost never had meter. The speed gems really didnt make a difference either. And as normal heavy Vega is he’s almost guarenteed to have 2 gems activated at some point during the match. The matches themselves are also much much longer. 1 match in this game is about the same amount of time as 2 matches in SSF4 just because there’s 2 life bars to go through. So you end up more often than not finishing the rounds with under 20 sec left.
I wanted to get damage numbers and play around a bit in training mode but I didnt really have a chance. If you have any other questions feel free to ask. I tested out an extensive amount of stuff and I’m sure i’ve forgot something.
Source: http://shoryuken.com/forum/index.php?threads/vega-thread.152930/page-2#post-6459984
More to come……