Street Fighter X Tekken Average ratng: 3,8/5 2950 reviews

Share this Rating. Title: Street Fighter X Tekken (Video Game 2012) 7 /10. Want to share IMDb's rating on your own site? Use the HTML below. Street Fighter X Tekken (pronounced 'Street Fighter Cross Tekken') is a crossover fighting game developed by Capcom and released in March 2012 for the PlayStation 3 and Xbox 360, in May for Microsoft Windows and in October for the PlayStation Vita.

Page Tools.Each character plays as important a role as the game mechanics discussed herein. Without getting too complicated, the most basic, raw types of gameplay styles for each character are Rushdown and Zoning. Though there are a number of characters who can do a little of both. Rushdown: At the most basic level, rushdown characters want to be within a certain range that is usually right in the face of their opponent or about a characters distance away. These characters are usually pretty good at pressuring their opponents to make a mistake and capitalize on it, or even lock their opponent down.

They have abilities that allow them to create 50/50 situations where the opponent has a to guess right or they will take damage. They can also usually create something called a '. Some characters, such as Zangief, can create vortices where you only have a 33% chance of guessing right. Zoning: Zoning characters have really good control of the space on the screen. Most, but not all, zoning characters have a really good fireball that they can use from long and mid distances to keep their opponent away, preventing them from being able to start up their own offense.

A great example is Sagat, his High and Low Tiger Shots are incredible projectiles/fireballs for controlling the fight from a distance (usually near full screen distance!). Footsie: A footsie character falls into another category.

They don't want to be far away from the opponent but do not want to be all over them either. This because these characters don't have tools to create momentum but also do not have tools to ESCAPE momentum either.

These characters instead of VERY high priority normal moves that they can keep throwing out that prevent you from doing anything, especially jumping. They rely on their opponents constantly trying to attack them only to have the attack snuffed out by one of their moves. A classic footsie character is Chun-Li. Inputs All special moves in Street Fighter x Tekken are performed with various control inputs. Those control inputs are represented in the wiki with the markings seen here.Jab: Light punch Strong: Medium punch Fierce: Heavy punch Short: Light kick Forward: Medium kick Roundhouse: Heavy kickQCF: Quarter-circle forward. Down, down-forward, forwardQCB: Quarter-circle back.

Down, down-back, backHCF: Half-circle forward. Back, down-back, down, down-forward, forwardHCB: Half-circle back. Forward, down-forward, down, down-back, back360: Full circle with the joystick.DPF: Dragon Punch Forward. Forward, Down, down-forward. DPB: Dragon Punch Backwards.

Back, down, down-backBasics Normal Attacks Pressing any of the punch or kick buttons performs a standard attack moveTaunting Press Select and the character will taunt your opponent.dashing Tap any direction twice will result in the character dashing forward or hopping back. Some characters will continue dashing for a small distance if the direction is held.Throws Execute by pressing eitherorand LP+LK when close to the opponent. While these are unblockable, it is possible to counter them by inputting your own throw command at the start of being thrown.Some fighters such as like Guile can air throw by inputting the throw command in the air.Recovery and recovery roll When you are knocked down, a quick recovery can be performed by pressingor pressing at least two buttons before your character hits the ground.A recovery roll can be performed by pressing the direction towards the opponent when your character is on the ground. You have a small window of invincibility when doing this.Unique Moves Performing a specific input will result in a Unique Move. These are not Special Moves, but rather normal moves with a unique animation and characteristics (e.g.+ MK will activate Rolento's Trick Rod instead of a regular MK)Launchers and cross rush The launcher can be execute by pressing HK+HP, knocking your opponent into the air, while switching to your other character. It is possible to continue the combo when executing a launcher.Launchers can be integrated into the Cross Rush, which is a combo of basic attacks finished with two Heavy attacks. Example: If Ryu is just going for low attacks as his crouch roundhouse and you use your launcher, you can punish it.

Special Moves Performing a specific input will result in a Special Move (e.g. + P with Ryu to perform his signature Fireball/Hadouken)EX MOVES Performing a specific input will result in a powered up Special Move (e.g.+ PP with Ryu to perform a powered up Hadouken), using one meter.EX moves have special properties that do not apply to regular Special Moves, such as armor breaks, unrecoverable knock downs, multiple hits, etc. These might have a different animation and combo properties from regular Special Moves (e.g. Rolento's Patriot Circle not).Charging a regular Special Move to level two will result in a meterless EX move.CHARGING Charging is done by holding the attack button(s) after inputting the command for a Special Move or EX Move and releasing the button(s).There are a total of 3 Levels of charging. Level one just delays the execution of the Special Move. Level two is indicated by a lightening bolt striking your character.

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Releasing at this level will result in a meterless EX Move. Level three will automatically execute when reached, resulting in a meterless Super Art. NOTE: It is possible to charge an EX Move resulting in a one meter Super Art.You can also dash out of you charge (by tapping forward twice or backwards twice) allowing for mix-ups and rushdown. In addition to being able to dash out of charges, if you charge you move up until you get struck with a thunderbolt and then dash out the next normal move you do will be a counter hit.Super art A Super Art requires two meters to execute, after inputting a specific controller motion and use of all three Kicks or Punches (e.g. Ryu's Super Art is+PPP)Successful connection of a Super Art will result in a cinematic combo against your opponent.

As of writing, all characters only have one Super Art (with the exception of Akuma).Cross Cancel This will counter your opponent, knocking them down. It requires one bar to activate and can only be done when blocking. After a block is registered,+HP+HK will execute this invincible counter attack.Cross Arts By inputting the command, quarter circle forward and both medium attacks buttons or+while having your Cross Gauge maxed out, you will perform a technique called Cross Art. A Cross Art is the strongest combination move possible, performed with your partner (in which both characters perform a super art).

When it hits, you will automatically switch to your partner.Also when this attack is preformed, the character you hit with Cross Art will lose all regenerable health.Cross Rush By inputting the command, quarter circle back and both medium attack buttons or+You will bring both characters onto the screen at once if their are two human players on your team you each will control a character but if your are playing by yourself you and the AI will each control a character. You control the teammate that was not in battle at the time of activating Cross Rush.Health is combined and the teammate that was not in will remain once Cross Rush has ended splitting the remaining health between both characters.