Turn this mode on to automatically challenge other PlayStation® Vita owners in your area. Share replays after the battle. Cross Controller. Available as a free update, use your PS Vita as a controller, and play Street Fighter X Tekken on the PS3. Take advantage of both touch screen and casual controls! Front and Rear Touch Panels.
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 'vortex'. 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[edit]
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 kick
QCF: Quarter-circle forward. Down, down-forward, forward
QCB: Quarter-circle back. Down, down-back, back
HCF: Half-circle forward. Back, down-back, down, down-forward, forward
HCB: Half-circle back. Forward, down-forward, down, down-back, back
360: Full circle with the joystick.
DPF: Dragon Punch Forward. Forward, Down, down-forward
DPB: Dragon Punch Backwards. Back, down, down-back
Basics[edit]
Normal Attacks[edit]
Pressing any of the punch or kick buttons performs a standard attack move
Taunting[edit]
Press Select and the character will taunt your opponent.
dashing[edit]
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[edit]
Execute by pressing either
or
and 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[edit]
When you are knocked down, a quick recovery can be performed by pressing
or 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
[edit]
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[edit]
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: Rolento can start with a crouching MP, crouching HP, and activate the launcher with any Heavy attack pressed afterwards.
Launchers are also lower body invincible.
Example: If Ryu is just going for low attacks as his crouch roundhouse and you use your launcher, you can punish it.
Special Moves[edit]
Performing a specific input will result in a Special Move (e.g.
+ P with Ryu to perform his signature Fireball/Hadouken)EX MOVES[edit]
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
[edit]
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. 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
[edit]
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[edit]
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
[edit]
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
[edit]
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.
Strategic uses: rush-downs, mix-ups, corner traps, and pressure.
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