The combat system in Capcom’s recent crossover fighting game Street Fighter x Tekken is more or less similar to the combat system of a Street Fighter game. Namco’s role in this game is only limited to licensing of the featured characters from the Tekken series.
Capcom however, has introduced some brand new elements in the gameplay of Street Fighter x Tekken, which slightly differentiates it from the other installments in the Street Fighter Series.
This guide will introduce to the basic elements of the combat system so that you get familiarized to the new mechanics of the game.
The Tekken Attacks
Street Fighter X Tekken does reproduce the basic combos of the Tekken characters utilizing the same four buttons scheme but the unique moves which slightly differ from the standard attacks like launching the enemy in the air. These moves, however, are similar enough that fans of the Tekken series will easily be able to identify them.
Character Switching Can Provide You Tactical Advantage
Character switching (when you have two characters at your disposal) is not a new feature in the fighting games but SxT offers it as a viable tactical option to take advantage over your opponent.
You can switch characters by pressing MP and MK simultaneously. You can switch character any time you want unless you are being attacked or in the mid air.
Try to switch characters often as the character moved to side-lines will be recovering health. This is important as when your active character looses all the health, you will lose the fight regardless of the remaining health of your other character.
These moves are different from the standard or unique attacks. You need to chain specific directions and button combinations to execute a special move.
The EX moves are variants of the original special moves which can be changed by pressing the particular button twice.
Launcher move will send the opponent into air while your combat partner takes care of it after that. A typical tag team move where both combatants play their role.
You should be cautious though as if your launcher move is blocked, the opponent can make you pay on the counter.
Juggling allows you to hit the opponent in the mid air with a chain of attacks. You can chain different length combos, which can have a major impact on the battle.
It’s a move meter at the bottom of your screen. It’s divided into three parts. The Gauge fills up when you attack or block the opponent’s moves.
The gauge can be utilized to perform EX Special Moves, Cross Arts, Super Arts, Charge Moves, Cross Cancels, and Cross Assaults. You should manage the meter and execute moves depending upon the need.
A cross cancel will interrupt opponent’s attacks by executing a launcher. You won’t tag with your partner, but still it’s an effective way to turn the heat, especially when you are pinned.
If you press MK and MP the moment, you land an attack, you can switch between combatants. You can use this technique tactically as switching at other times during the battle can make you vulnerable.
SxT allows you to charge the attacks. Perform a move and then hold down the command button after using the directional inputs. Charging will start and when the lightening strikes, you can release the button, and your character will perform an EX version of the special move being charged.
If you continue to hold the command button, you can, then execute your Super Art Attack without any cross gauge usage. Super Charge may sound great, but it leaves you vulnerable to attacks at least for five seconds.
They are the super moves possessed by each character. They are not only stunning, but also deal maximum damage. These moves will consume two parts of your cross gauge and generally; they are saved as the last resort.
If your active character’s health falls to 25% or below that, you can use the Pandora move. Your active character will die, and the character on the sideline will get a special boost, and he will enter the Pandora mode for 10 seconds.
If you can’t defeat your opponent in 10 second, your second character too will perish, and you will lose the round. So it’s a risky bet, try to use it when you are confident that the given time period will be sufficient to win the battle.
This move utilizes all the parts of your cross gauge. You can call in your partner from the sideline, and you gain control of the tagged in character for some time. It can be a 2 on one battle (during Cross Assault) if your opponent too doesn’t opt for this move.
These moves utilize the complete gauge. The character in control will begin a super art and call in the inactive character, who will also perform art move. One benefit of this move is that any damage done to the opponent won’t be recharged on switching the characters.
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