Fat Mus2's Beginner's Guide to SFxT

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Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sat Jun 09, 2012 8:03 am

Are you asking yourself:

Image How Do I Play Street Fighter X Tekken? Image

Then you've come to the right place.
This is my Street Fighter X Tekken Beginner's Guide.

This guide will let you know about what SFxT is, the HUD (Heads Up Display), How to play the game, the various mechanics present in the game (and there are a lot), the playable modes available, and some other basic things.

- What is Street Fighter X Tekken?
- Story and Characters
- The In-Game HUD
- How to Win a Match
- How to Play Street Fighter X Tekken
- Mechanics
- Game Modes
Last edited by FatMus2 on Sun Jun 17, 2012 6:31 am, edited 4 times in total.

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Re: Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sat Jun 09, 2012 8:03 am

What is Street Fighter X Tekken?
Pronounced Street Fighter "CROSS" Tekken (not Street Fighter "ECKS" Tekken), SFxT is a fighting game that pits the characters of the popular Street Fighter franchise against characters from the Tekken franchise. For the first time ever these two gaming giants meet in an actual fighting game (Namco X Capcom wasn't a fighting game, however it marks the first time the two franchises actually met in a video game). Available for purchase on Xbox 360, Playstation 3 and PC. Will also soon be available on the Playstation Vita.
Being developed by Capcom, this game features the classic 2D style. As such, it runs on a modified Street Fighter 4 engine, with 3D characters and 3D visuals, but still playing on a 2D plane (this doesn't mean that the game plays like Street Fighter 4, in fact it plays very differently).
There will be a version developed by Namco which will feature their 3D style of play, most likely being based on the Tekken 6/Tekken Tag Tournament 2 engine. This game will be called Tekken X Street Fighter (not to be confused with Street Fighter X Tekken).
Similar to Tekken Tag Tournament, this game features a 2 vs. 2 match setup, where 2 characters fight 2 other characters while switching between one another. The game can be played with one player controlling two different characters, or there can be two different players controlling each character. And of course, you can play the game by yourself through the game's Single Player modes.
Last edited by FatMus2 on Sun Jun 10, 2012 10:57 am, edited 2 times in total.

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Re: Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sat Jun 09, 2012 8:05 am

Story and Characters
Let's talk about the story in this game. You're probably thinking "Whaaa? This fighting game has a story?" Well, yeah, kinda. It's nothing like, say, Mortal Kombat, but there is sufficient explanation as to why the Street Fighter Shotos rough it up with the Tekken Mishimas. The story isn't deep, and there are some questionable plot points such as "why the hell is Ibuki teaming with Rolento?" or "Since when was Paul a terrible fighter?" but really, for the most part, it works. The main backstory is as follows:

A mysterious box-shaped object lands in the Antarctic. Nobody knows what it is or where it came from; all that is know is that it gives whoever opens it unimaginable power. It resonates whenever conflict takes place near it, which is why it was dubbed Pandora, after the famous Greek myth. Naturally, M.Bison and the forces of Shadaloo race towards the box against Jin Kazama and the Mishima Zaibatsu in order to obtain its tremendous power. Every character is after the box for one reason or the other, and along the way the characters from the Street Fighter universe clash with characters from the Tekken universe. Ryu and Kazuya duel over the box to learn its secrets and to also increase their understanding of the Satsui No Hado and the Devil Gene, while Yoshimitsu and Raven duke it out with Shadaloo's own ninja, Vega, who is reluctantly teamed up with the dirty boxer Balrog. Also after Pandora are Akuma and Ogre who serve as Arcade Mode's final bosses, with Street Fighter characters facing Ogre and the Tekken characters facing Akuma.
Each character has their own official tag partners for storyline purposes, however it is not mandatory to use official teams in actual gameplay.


The characters racing towards the box are:
1) Ryu and Ken
2) Guile and Abel
3) Chun-Li and Cammy
4) Sagat and Dhalsim
5) Poison and Hugo
6) Ibuki and Rolento
7) Zangief and Rufus
8) Vega and Balrog
9) Juri and M.Bison
Boss) Akuma

1) Kazuya and Nina
2) King and Marduk
3) Bob and Julia
4) Hwoarang and Steve
5) Yoshimitsu and Raven
6) Heihachi and Kuma
7) Lili and Asuka
8) Law and Paul
9) Xiaoyu and Jin
Boss) Ogre

There will also be 12 additional DLC Characters, available for purchase later in the year. They are:
DLC 1) Guy and Cody
DLC 2) Dudley and Elena
DLC 3) Sakura and Blanka

DLC 1) Lars and Alisa
DLC 2) Lei and Christie
DLC 3) Bryan and Jack-X

The PlayStation 3 version of the game also includes 5 exclusive guest characters.
PlayStation 3
PS3 1) Kuro
PS3 2) Toro
PS3 3) Mega Man
PS3 4) Pac-Man
PS3 5) Cole

Last edited by FatMus2 on Sun Jun 10, 2012 10:58 am, edited 3 times in total.

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Re: Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sat Jun 09, 2012 8:06 am

The In-Game HUD
This game, like almost every fighting game ever, has a HUD (Heads Up Display) which allow players to view information about the current match without having to look away from the game. The HUD gives information about all 4 characters' lifebars, their Cross Gauge, the types of Gems they are using, the remaining time in the round, and the number of wins (and types of wins) each player currently has in the match.
Here is a general game screen:

What you see here is a typical SFxT match. There are two characters on each side, one from each team. The partners of each character are not on screen because they do not fight until they are tagged in. The elements in the stage background do not affect the gameplay in anyway whatsoever.
On the Player 1 side the main character is Ryu and the sub character is Guile. On the Player 2 side the main character is Jin and the sub character is Xiaoyu.
On the screen you can see the HUD. Here is one part of the HUD:
This is the top half of Player 1's HUD. The Player 2 side is virtually the same except visibly flipped. This consists of your Characters' Lifebars and Round Markers.

1) Main Character's Remaining Life.
This solid yellow bar represents Ryu's remaining health. This is what needs to be depleted to K.O. Ryu, allowing Player 2 to win the round. When remaining life gets to 25% and under, the yellow bar starts to flash with red and orange.
2 Main Character's Recoverable Life.
This faded yellow bar represents Ryu's recoverable health. When Ryu tags with Guile (making Guile the main character and Ryu the sub character) the faded yellow bar will slowly become solid, meaning Ryu's health is recovering.
3) Main Character's Lost Life.
This black bar represents how much life Ryu has lost. You cannot recover this health by any means (except for having certain gems equipped, more details in the Mechanics section). Once the black bar entirely fills Ryu will K.Oed, meaning Player 1 will have lost the round.
4) Sub Character's Remaining Life.
This solid bar represents how much life Guile has remaining.
5) Sub Character's Recoverable Life.
This faded yellow bar represents how much life Guile can recover. While Guile is in this state (ie a Sub character) he will recover this health gradually, making the bar solid yellow. If Guile is tagged in while he still has some recoverable life he will lose it all.
6) Sub Character's Lost Life.
This black represents how much life Guile has lost.
7) Main Character.
This portrait represents which character is on screen. In this case It's Ryu.
8) Sub Character.
This portrait represents the sub character, the main character's partner. In this case it's Guile.
9) Round Markers.
These round circles represent how many rounds Player 1 has won. Right now it's black, meaning Player 1 has not won a round yet. When Player 1 wins a round the circles will be filled with different icons that denote the method in which the round was won.
A yellow V means Player 1 won the round with a normal, unique attack, throw or special move. (Victory)
A green G means Player 1 won the round while having less than 25 % total life. (Great)
A yellow C means Player 1 won with chip damage. This is also considered a cheap win. (Chip)
A yellow P means Player 1 won with a perfect victory. (Perfect)
A blue T means Player 1 won via judgement. (Time Over)
A blue S means Player 1 won with a Super Art. (Super)
A Blue X means Player 1 won with a Cross Art. (Cross)
A Red X means Player 1 won while in Cross Assault. (Cross)
A Japanese symbol (天) means Player 1 won while in Pandora mode.
A Blue D means the round ended in a Draw.

Here is another part of the hud:
This is the bottom half of Player 1's HUD. The Player 2 side is the same but visually flipped. This consists of your Cross Gauge (also known as meter) and Gem Slots.

1) Remaining Cross Gauge meter.
These flashing blue bars represent the amount of Cross Gauge Player 1 has left. There are 3 bars for one whole Cross Gauge. In this instance 2 and a third bars have been filled. More about Cross Gauge in the mechanics section.
2) Empty Cross Gauge meter.
This dark blue section represents how much of Player 1's meter is empty. In this instace a third of the whole meter is empty.
3) Main Character's Gem Slots.
These 3 slots represent how many gems, and the type of gems, Ryu has equipped. More about gems in the mechanics section.
4) Sub Character's Gem Slots.
These 3 slots represent how many gems, and the type of gems, Guile has equipped. More about gems in the mechanics section.

This is the last part of the HUD.
This is the Timer.

The Timer denotes how much time you have left in the round. In this instance 64 seconds is left in the round.
Last edited by FatMus2 on Mon Jun 18, 2012 1:09 pm, edited 4 times in total.

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Re: Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sat Jun 09, 2012 8:06 am

How to win a match
In Street Fighter X Tekken the goal is to defeat your opponent in a match. A match consists of rounds. The default setting, and generally the tournament standard, is 3 rounds, where the winner of any two of the 3 rounds will win the match. So how do you win a round? Well there are a number of ways to win, or lose, a round.

1) K.O.
The main aim of any fighting game is to knock your opponent out. The way to do this in SFxT is to deplete your opponent's health entirely by attacking enough times. The winner of the round is the person who depletes his opponent's life first. This is called a K.O., or KnockOut. If you K.O. your opponent without taking any damage yourself it will be a Perfect victory. Even though in SFxT there are two characters on each team, you only need to deplete one of the characters' lifebars to win, not both. You also don't need to deplete the recoverable health, only the main health.

2) Time Over
In every round there is a time limit denoted by the timer with the default setting, and tournament standard, being 99 seconds per round. Over the course of each round the timer will tick down, eventually reaching 0 if you haven't knocked out your opponent, or your opponent hasn't knocked you out. When the timer reaches 0 the match ends. The winner is then decided via judgement. The team who has the most health remaining wins the round. The health remaining for a team is the sum of both characters' healths.

3) Pandora Suicide
When you activate Pandora mode (more details in the Mechanics section) your character is given approximately 8 seconds to K.O. your opponent. If you don't, your character will be automatcially K.Oed, meaning you lose the round. It will be considered a Time Over loss.

4) Draw Game
In SFxT it is possible to draw a round. This happens when both characters deplete each other's lifebar at the same time (known as Double K.O), or if during a time over judgement both characters have exactly the same amount of life remaining. If a round ends in a draw, then both players are awarded one round win. If the last round ends in a draw, then the game ends with no clear winner.
Last edited by FatMus2 on Mon Jun 18, 2012 1:08 pm, edited 5 times in total.

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Re: Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sat Jun 09, 2012 8:09 am

How To Play Street Fighter X Tekken
(Note: in this section of the guide, explanations using directions assume that your character is facing right.)

Being a 2D game characters can move forwards and backwards by pressing :joystick-right: and :joystick-left: respectively, however characters cannot move into the foreground or background to avoid attacks like in 3D games. You can also crouch by pressing :joystick-down: . This allows you to avoid high attacks. You cannot move while crouching. Pressing :joystick-up: makes your character jump straight up. :joystick-up-right: and :joystick-up-left: makes your character jump forwards or backwards respectively. Jumping is used as an extended movement option. It can allow you to increase the distance between you and your opponent by jumping backwards, while jumping forwards will close the distance. Jumping in any direction will also avoid all low attacks, and will also avoid attacks that don't hit high enough.
In this game, there is also the option to perform a Super Jump. To perform a Super Jump you must press :joystick-down: immediately before jumping in any direction. Super Jumps make your jumps higher, and faster.
Another important movement ability in this game is Dashing. By pressing :joystick-left: :joystick-left: (double tap :joystick-left: ) your character will berform a backdash. By pressing :joystick-right: :joystick-right: (double tap :joystick-right: ) your character will perform a forward dash. Dashes are faster than walking and can help close down/increase the distance between you and your opponent. You are totally vulnerable during forward dashes however. Backdashes have some invincibility and can be used to get out of certain sticky situations.


Just like all Street Fighter games, this game features a 6 button layout. There are 3 Punch :punch: buttons and 3 Kick :kick: buttons. Pressing these buttons will give you attacks known as Normals. Normals can be done while standing, crouching or jumping in any direction.

Light Punch (also known as Jab) - :punch-light:
Medium Punch (also known as Strong) - :punch-medium:
Hard Punch (also known as Fierce) - :punch-hard:
Light Kick (also known as Short) - :kick-light:
Medium Kick (also known as Forward) - :kick-medium:
Hard Kick (also known as Roundhouse) - :kick-hard:

For the most part Jabs are short, fast, weak punches while Fierces are long ranged, slow, strong punches. Shorts are short, weak, fast kicks, while Roundhouse is the kick counterpart to Fierce. Kicks generally have more range than punches. Characters like Hwoarang have no punches, therefore pressing punch buttons causes a move with a kick animation to be performed, however they're still considered punches (for example if I press :punch-light: with Hwoarang and he does a kick, it will still be considered a Jab).

Unique Attacks
Most characters have unique moves known as Unique Attacks (or Command Normals). These moves are similar to Normals, but are performed by pressing a single direction on the D-Pad/Joystick and one of the six attack buttons. For example, Ryu has a move which is performed by pressing :joystick-right: :plus: :punch-hard: (meaning you have to press Forward and Hard Punch at the same time) called Solar Plexus Strike. All the Tekken characters have Unique Attacks, for example Heihachi has a move called Hammer Punch which is performed by pressing :joystick-left: :plus: :punch-light: . Unique attacks, as the name suggests, are unique to each character and have their own properties. They usually tend to have properties that regular Normal attacks do not share.

There are certain Unique Attacks that have more than one move to it, and are multiple hitting attacks requiring multiple button presses. For example, Heihachi's Flash Punch Combo ( :punch-light: , :punch-light: , :punch-medium: ). All Tekken characters have moves like this. They are sometimes known as Tekken chains. Some Street Fighter characters also have moves like these known as Target Combos (for example Ken's Target Combo performed by pressing :punch-medium: , :punch-hard: ).

Special Moves
Special moves are moves performed by pressing a specific set of directions followed by one of the 6 attack buttons. Each character has their own Special Moves. Some characters have more Special Moves than others. These moves are (usually) more powerful than Normal/Unique attacks and have their own properties. Special moves can be uppercut type attacks that hit opponents right of the air, or they can be projectile attacks that fly across the screen, or they can even be grabs that do a tonne of damage on your opponent. They can even be moves that give you advanced movement options such as teleporting.
An example of a special move would be Ryu's world famous Hadoken, performed via :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch: (meaning you have to press Down, Down-Right, Right and any of the 3 punches at the same time).
Some characters have special moves that are known as Charge Moves. These consist of holding a direction for 2 seconds, then pressing the opposite direction and an attack button. For example, Guile's Sonic Boom would be :joystick-charge-left: , :joystick-right: :plus: :punch: (this means holding left for two seconds, then pressing right and punch to throw a sonic boom.)
Most special moves have powered up versions called EX moves. These cost one bar of meter and usually do more damage than their regular counterparts. To perform an EX moves, do the special move motion as required, and instead of pressing one punch button, press two punch buttons (or kicks, depending on the move). For example, to do Ryu's EX Hadoken press :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-2x: .

Super Arts and Cross Arts
Super arts are powerful moves that your character can perform when they have 2 bars of their Cross Gauge filled. Super Art moves are essentially powered up versions of one of the character's special moves. To perform a Super Art, the motion is the same as with the special move it is based on, but instead of pressing just one punch you press all 3 punch buttons (or kicks). For example, Ryu's Shinku Hadoken Super Art is performed by pressing :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-3x: .
Cross arts are even more powerful than Super arts, however they cost a completely full Cross Gauge bar. A Cross Art is performed the same way by every character. To perform a Cross Art you have to press :joystick-down: :joystick-down-right: :joystick-right: :plus: :punch-medium: :plus: :kick-medium: . A Cross Art consists of your main character performing a special series of attacks that always does 100 damage. Your sub character then comes in to finish the opponent off with his Super Art. When the Cross Art is completed the sub character is now tagged in making him the main character. Upon connecting with a Cross Art your opponent will lose all his recoverable life. A Cross Art is generally the most powerful move you can do. The only time it's not so powerful is if your partner finishing off the Cross Art with his Super Art is Dhalsim, who has the weakest super in this game. On the other hand Hugo has the most powerful Super Art so having him as a partner will net you highly damaging Cross Arts.

Stringing certain normals, unique attacks, special moves, Super Arts/Cross Arts together in combinations, or combos, is a common way of getting damage. If a player starts a combo the opponent cannot interrupt the combo, or do anything else until the combo is finished. There are a number of ways combos can happen in this game: Chaining, Linking and Cancelling.
1) Chaining
As mentioned above certain unique attacks require multiple button presses, and these are called chains. To perform them simply press the buttons required quickly. Unlike Linking, you do not need to worry about the timing of your button presses, albeit you do need to press them quickly. In a sense, you can "dial out" chains, where you just press the buttons in order for your chain to come out.
Note that there are some chains where all the hits will not actually combo, meaning your opponent will be able to defend against it.

2) Linking
Linking is when you perform a normal, and then perform another normal immediately after. Linking isn't the same as chaining because you need to time links perfectly. This is harder to do than chains due having to time it, but generally combos utilising links are more powerful and have a higher damage output. An example of a link is with Ryu linking two crouching Strongs ( :joystick-down: :plus: :punch-medium: , :joystick-down: :plus: :punch-medium: )

3) Cancelling
Cancelling is a technique in which you perform a normal, then input a special move after the normal hits and before it finishes whereby the normal move is "cancelled" and your character will perform the special move. Not all normals can be cancelled. Some Unique Attacks can be cancelled. Moves that can be cancelled don't always have to be cancelled into Special moves; they can be cancelled into EX moves, Super Arts or Cross Arts. An example of a common cancel is Ryu cancelling his Crouching Forward into Hadoken.

Combos don't always necessarily have to be done on grounded opponents. They can also be done on airborne opponents. Performing combos on an airborne opponent is called Juggling. However you cannot infinitely juggle, there is a juggle limit, which when reached means your opponent will not be hit by the next attack and will fall to the ground.

When an opponent falls to the ground, this is called a knockdown state. When your opponent is in a knockdown state he cannot be hit. He will automatically get back up after a short amount of time.

In SFxT you can throw your opponent by pressing :punch-light: :plus: :kick-light: . Throws are unblockable, but they can be "teched" (more in the Defending section). Because throws are unblockable, they are used against opponents who block too much, allowing you to open up their defences. They only work when you're right up in your opponent's face. Throws leave your opponent in a knockdown state. You cannot throw airborne opponents, and you cannont combo into throws.


Simply hold :joystick-left: to block high attacks while standing. Blocking while standing will allow you to block a multitude of attacks, including normal moves, special moves, and even Super Arts/Cross Arts. However you cannot block throws, or special moves that are throws (such as Zangief's Spinning PileDriver). You also cannot block low attacks. To block low attacks you must block while crouching, ie press :joystick-down-left: . Most players almost always block while crouching because you can block a majority of attacks.

However there are moves known overheads that hit opponents while they are blocking while crouching. To block overheads you have to be standing. Some unique attacks are overheads, as are some special moves and some Super Arts. You have to know which moves are overheads so you know when to block standing, since most overheads have a long startup time giving you sufficient time to react. All jumping normals are overheads, therefore you have to block them while standing.

Throw Teching
When your opponent is going for a throw, you can press :punch-light: :plus: :kick-light: at the same time to "Tech" the throw. This means that you will avoid the throw. It is important to learn to Throw Tech so you don't get grabbed all the time.

A common way to land hits is to jump in and perform a normal. To defend against this, instead of just blocking, characters have certain moves that are designed to hit opponents out of the air. These are called Anti-Airs. Most Anti-Airs are normals, however some specials can be Anti-Airs as well, especially uppercut specials like the Shoryuken.
Last edited by FatMus2 on Sun Jun 17, 2012 6:22 am, edited 4 times in total.

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Re: Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sat Jun 09, 2012 8:10 am

In-Game Mechanics
SFxT contains many mechanics for a fighting game. They will be listed and explained here.

There is a system in place that prevents long combos from doing extremely high levels of damage. This is called Damage Scaling. What this means is that the longer your combo, the less damage your next hit will do. This is based on the number of moves you do in a combo rather than the number of hits in your combo.

When you are launched into the air, or when you are being juggled, right before you land you can press :joystick-down: (or any 2 attack buttons) to immediately get back up instead of staying on the ground where your opponent can regain his composure and set up a strategy to use against you. It also gives you more time to set up a defensive strategy. This is called Teching. You cannot Tech after throws or Super/Cross Arts, or after being sweeped. There are also certain Special moves which you cannot Tech after being knocked down.

When you are knocked down you can press :joystick-right: to roll forward. You can only roll forwards. While you are rolling you are completely invincible to any attack. Rolling is useful for repositioning yourself after a knockdown. You can use it to get out of sticky situations. If you opponent is right in front of you you can roll through him to the other side. If he is at a distance you can roll to catch him up and close down the distance.

The Cross Gauge is a meter that consists of 3 bars. When the meter is filled you have access to certain moves and techniques that you cannot otherwise perform. Depending on how many bars are filled you can perform various actions:

-1 Bar Filled:
You can perform EX Moves
You can perform Tag-Cancels
You can perform Cross Cancels

-2 Bars Filled:
You can perform a Super Art

-3 Bars Filled:
You can perform a Cross Art
You can activate Cross Assault

You can gain meter in one of two ways:
1) Performing any attack. When you perform an attack, you gain meter. If you miss the attack you will still gain a tiny bit of meter. If the attack is blocked you gain a bit more, and if the attack hits your opponent you will gain even more. Performing light attacks will gain you little meter, while performing heavy attacks you will gain a bit more. Performing Special moves will allow you to gain a lot more meter. You cannot gain meter from moves that already require meter to perform (ie. EX moves or Super/Cross Arts).

2) Being hit by attacks. If you are hit by attacks, or if you block attacks you will gain meter.

Similar to Damage Scaling, the more hits there are in a combo, the less meter your next hit will give you.

As mentioned above, every character has a Super Art that is essentially a more powerful version of a Special move. In this game, this Special move can be charged. Charging is done by holding the attack button instead of releasing it. There are 3 levels of charge. The first level is charging slightly and releasing the button almost immediately, causing the character to perform the regular Special Move. Charging for slightly longer will give you a Level 2 charge. When you reach Level 2 charge a lightning bolt will flash, and releasing the button will make your character do the EX version of the Special move. Not releasing the button at all and letting the move charge all the way will make your character perform his Super Art. Performing the EX move or Super Art in this way will cost you no meter, meaning you can do it for free. As an example, Ryu can charge his Hadoken.

While charging you are open to attack and it can be quite unsafe. However you can dash while charging, cancelling the charge. If you dash out of the charge at Level 2, your character's next attack will be a Counter Hit. Counter Hits give you more damage and sometimes have special features that they wouldn't normally have. For example, Ken's Roundhouse on Counter Hit will crumple the opponent. Missing the move, being hit by an attack or Switching will remove the Counter Hit property.

Being a 2 vs 2 format, an important aspect of your strategy is to learn how and when to switch between your characters. One way in doing this is Switching, or Raw Tagging. Pressing :punch-medium: :plus: :kick-medium: will cause your on screen character to do a short pose, then run off screen while your sub character runs in. This whole process is relatively unsafe and your opponent can punish you do for doing this. However during the pose part, you are somewhat invincible. Only Raw Tag when you are quite some distance away from your opponent so he cannot punish you. If your main character is low on health and you really need to tag in then sometimes Switching is a desperate risk that you have to take.

Pressing :punch-hard: :plus: :kick-hard: makes your character do a Launcher. Launchers are typically vertically hitting moves that send your opponent flying into the air. At the same time your character will run out, and your Sub character will run in. Connecting with a Launcher is a safe way to make a tag, however you need to make sure you connect with it, as a blocked or missed Lancher is quite unsafe and you can be punished. After a Launcher connects and your partner character comes in, you can juggle the airborne opponent before he falls. Launcher moves are distinguished by the Blue swish special effects and a distinctive sound effect.

Performing Launchers on an airborne opponent in a juggle or as an anti-air, you will still switch characters however the character coming in cannot juggle the opponent further. Launchers are also completely invincible to low attacks, meaning you can use a Launcher to blow right through them and punish your opponent. You can Cancel any ground normals into a Launcher.

In SFxT you can chain light attacks into medium attacks, and chain medium attacks into hard attacks. This is known as Boost Rush. You can do it either standing or crouching, and you can do it with both punches and kicks. Boost Rush combos have severe damage scaling. They cannot be cancelled into special moves however they can be cancelled into into EX Moves or Super Arts. They cannot be cancelled into Cross Arts.
At the end of a Boost Rush, pressing another heavy punch or kick your character will do a Launcher. This is known as Cross Rushing.

Pressing :punch-medium: :plus: :kick-medium: during almost any move, at the cost of one bar of your Cross Gauge, your Sub Character will run in, and you will gain control of him while your Main Character finishes his move and then runs off screen. This is useful in the middle of combos. Certain moves that launch your opponent into the air, such as Ryu's Shoryuken, can be Tag Cancelled so that your partner character can continue juggling your opponent. You can Tag Cancel moves on hit or block. This is another safe way to tag in your Sub Character, however it costs 1 bar of meter. There are some moves that you cannot Tag Cancel. You can Tag Cancel throws but the timing to do so is extremely difficult. You cannot Tag Cancel Super or Cross Arts.

Cross Cancelling (also known as Alpha Countering) is a technique that involves blocking your opponent's move, and then pressing :joystick-right: :plus: :punch-hard: :plus: :kick-hard: as soon as you block. Your character will then do a move that will stop your opponent attacking. The timing for Cross Cancelling is a little strict, however if performed correctly during the move your character performs he will be completely invincible. You cannot K.O. an opponent with a Cross Cancel. If you perform a Cross Cancel and your opponent is at low health then you can Tag Cancel it to combo your opponent and K.O. him. Each character's Cross Cancel is unique and is usually similar to one of their Special/EX Moves.
(Note: Abel's Cross Cancel is not an attack. Instead he performs Marseilles Roll to roll outs of harms way.)

Cross Assault can be activated when you have 3 bars of your Cross Gauge filled. To activate Cross Assault press :joystick-down: :joystick-down-left: :joystick-left: :plus: :punch-medium: :plus: :kick-medium: . When you activate Cross Assault both characters on your team will be on screen at the same time and you can use this to launch an "Assault" on your opponent.
Cross Assault lasts for a short amount of time, which is denoted by the Cross Gauge; over time the Cross Gauge depletes. While you are in Cross Gauge you will have pseudo-infinite meter meaning you can perform EX Moves or Super Arts. However performing EX Moves will deplete the meter faster, and performing a Super Art will completely drain the meter.
While in Cross Assault both of your characters will share one health bar. This consists of both of your characters' remaining health added up. If you activate Cross Assault while both characters have a lot of health, during Cross Assault the one health bar will be almost full, and if you activate with low health, then the one health bar will not have a lot of remaining health. Once Cross Assault ends, the remaining health in the one bar will be evenly split between both characters. This makes activating Cross Assault a good idea if your main character has low health while your sub character has a lot of health. Your main character can recover a lot of his health back, however it does mean your sub character will lose some of his health in the process.

The Gem system in Street Fighter X Tekken is an entirely new concept for fighting games. There are 2 different types of gems.
The first type is Boost Gems. These gems boost a character's speed, defense, power, life and Cross Gauge. These gems activate when your character meets certain conditions, and only lasts for a specific amount of time. For example, A Power Gem can give your opponent a 10% damage boost, and it will last for 20 seconds. However to activate it you have to first connect with 5 normal attacks. Once the 20 seconds are over, the gem will deactivate and will be unusable again for the rest of the round. As mentioned in the HUD section, you can see what kind of Boost Gems each character has equipped. Gems are colour coordinated so you can tell what type of gems your characters, and your opponent's characters have equipped. However it's not possible to know exactly which gem is specifically being used. When a Boost Gem is activated characters also flash in the respective colour of the gem. Here are the colours:
Green- Speed
Yellow- Defense
Power- Red
Orange- Life
Blue- Cross Gauge

The second type is Assist Gems. Assist Gems are always active and they have different benefits. Instead of boosting speed, defense, etc. these gems Assist you in the middle of a match by performing certain defensive actions for you. For example, the Autoblock Gem will block attacks automatically for you, provided you are not jumping or performing an action. However these gems have drawbacks. Every time the gem is used, for example with Autoblock everytime you block an attack, some of your Cross Gauge will be depleted. Gems will also have a negative effect on your power, defense, etc. With these gems equipped, depending on the gem used, you will have a 10% decrease in power, defense, etc.
More information on how to choose and equip gems in the Game Modes section.

List of Gems

Pressing :joystick-down: :joystick-down: :plus: :punch-medium: :plus: :kick-medium: will activate Pandora Mode. However you can only activate it when your character is at 25% or below health. When you activate Pandora your character will sacrifice his life, and he will die. His sacrifice will not be for nothing however, as his lifeforce will then enter the Sub character and through the power of Pandora the partner will be turned purple and have strange markings on his body and his voice will be distorted (The only character to have a unique Pandora activation is Heihachi where he doesn't actually use Pandora to power himself up. Instead of turning purple, he will turn slightly red and will not have a distorted voice). You then take control of the partner, who now has infinite Cross Gauge meter (it's not exactly infinite, the meter does deplete every time you do EX Moves or a Super Art. However the meter does refill) and attacks do more damage. However you only have a short time limit to defeat your opponent before the Partner also dies. This is roughly about 8 seconds and is denoted by a purple bar that appears above the health bar. If you do not K.O your opponent during Pandora you will lose the round. If the timer runs out you will lose the round.
Pandora should only be activated as a purely last-ditch effort. It has a very high risk and not enough reward. Again, Pandora should only be activated as a last resort.
Last edited by FatMus2 on Sun Jun 17, 2012 6:21 am, edited 8 times in total.

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Re: Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sat Jun 09, 2012 8:10 am

Game Modes
In this mode players face a number of opponents. You then face a sub-boss team before finally taking on the the final boss.
Players can choose any two characters to play through this mode. If the you choose two characters that are an official team (eg King and Marduk) you will get a specific story involving the team. Before arcade mode you will be able to see unique prologues, and in between matches the characters on the team will exchange unique pieces of dialogue. Before the sub-boss you will fight a Rival Team, which has it's own unique cutscene preceding it. After defeating the final boss you will be treated to a cutscene ending, which is unique to each team (if you chose two characters that are not a team you will get a generic ending).
If the first character is a Street Fighter character the sub-boss will be a team of Xiaoyu and Jin. They will be powered up with Pandora. The final boss will then be Ogre.
If the first character is a Tekken character the sub-boss will be a team of Juri and M.Bison. They will be powered up with Pandora. The final boss will then be Akuma.
Before starting Arcade Mode you can set the number of rounds each match will have. You can also the set the difficulty, ranging from Easiest to Hardest. You can even play through Arcade mode with another person controlling the partner character.

This is a basic mode where you can continually fight against opponents. Up to four people can play in this mode. You can either play 1 vs 1, where two players fight against each other; 2 vs 1, where one player can fight against two other players on the same team; and 2 vs 2 where 2 players on each team can fight against each other. You can also set one of the teams to be controlled by the CPU. You can set the number of rounds, the amount of time in each round, and, if you're playing against the computer, the difficulty. After selecting your teams, you can then select a stage and the match will start. After the match is over you have the option of having a rematch, change your characters or to exit the mode.
Scramble Battle
An extra option in Versus is Scramble Battle. Setting this option to ON will change how the match is played. Instead of two characters being on the screen, switching with their partners, in this mode all four characters will be on screen at the same time. This is similar to both characters having permanent Cross Assault activated. Both characters on a team share a life bar and Cross Guage meter. The goal here is to deplete your opponent's life bar. Whichever character is attacked the lifebar as a whole will deplete. EX Moves, Super Arts and Cross Arts are possible in this mode, however Pandora is not. You can either play with a partner, or with the CPU controlling your partner.

This is an online mode, which means you will need to be connected to the internet (and if you're on XBox Live, you will need a Gold Membership). Within this mode there are sub-modes:
Online Battle
Here you can choose from playing either Ranked Matches, Endless Battles or Scramble Battles.
Ranked Matches are matches against opponents, where your Battle Points (BP) are on the line. The more matches you win, the more points you earn, and when you lose matches you will lose points. When you reach a certain number of BP you will increase your Rank. In Endless Battles you can enter a lobby of up to 6 other players, where you line up to play against the player who who heads the top of the list. If you win, you will stay at the top and fight the next opponent. If you lose you move to the bottom of the list. Your BP is not affected in this mode. Scramble Battle is similar to Endless Battle except with Scramble Mode turned on.
While playing online, you can partner up with another person on another console through the Partner Settings option. Here you can either search for partners, or invite a partner to join you from your Friends' List. You can play any of the modes with a partner. A new mode will also be available to you: Briefing Room. This is a version of Training Mode where your and your partner can train together while on different consoles. You can also turn on Fight Request, which allows you to enter Ranked Matches whenever they become available.

Here you can view a replay of your matches, or matches of players all around the world

Here you can view the Leaderboards for this game, such as Arcade Mode high scores and BP.

This is a mode where you can practice your skills and combos against a CPU controlled dummy. You can set the CPU to perform different actions such as jumping or crouching, or even set a difficulty so you can fight against the CPU. Use this mode to often to brush up on every aspect of your game.

This is a mode to challenge and test your abilities in Street Fighter X Tekken. There are 3 sub-modes:
This mode is designed to test your combo ability, as well as teaching you some basic combos your characters can do. Every character has a set of 20 trials that get harder as you progress, from performing Normal Moves, to performing complex combos with links, cancels and juggles.

In this mode there are 20 missions. Missions range from defeating an opponent using only Normal Moves, to defeating a set number of opponents on one life bar. The missions get harder as you progress.

This mode teaches you the basics of the game. When you first play this game you will have the option of entering Tutorila mode straight away.

Here you can customise various aspects of the characters in the game.
Gem Unit
Here you can view the gems available and create sets of gems for each character. There are 5 different sets you can have for each character, each with 3 gem slots. After creating these sets, before you start a match in any mode after you have selected your characters you can choose which gem set you want to equip.

Character Color
In this mode you can change the colors of various parts for each character. Some color picks will have to be downloaded from the Store (they are free of charge).
Battle Profile
Here you can set Titles and Comments which can be viewed by your opponents in Xbox Live/Network mode matches. Titles are earned in various different ways, such as completing Arcade mode with different characters, completing Trials, or playing a number of matches online.
Alterntively, to access Battle Profile mode you can just press Back (XBox 360) or Select (PS3) in the Main Menu to bring up a miniature battle profile. Then you can press X (XBox 360) or Square (PS3) to set your Title, and press Y (XBox 360) or Triangle (PS3) to set your Comment.

In this mode you can view your records. This includes the number of matches you have played and your win rate, the amount of times you have used a certain character, the length of time you have played and the longest combo you have performed.

In this mode you can change various settings for the game such as your controller layout, sound settings and display settings.

Here you can purchase Color Packs for Customize mode, Gems, and Costumes for each character. You need to be connected to the Internet to access this mode.
Last edited by FatMus2 on Sun Jun 17, 2012 6:20 am, edited 1 time in total.

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Re: Fat Mus2's Beginner's Guide to SFxT

Postby FatMus2 » Sun Jun 17, 2012 6:20 am

This guide is now finished.
If I've made a mistake, left anything out or if there are any inconsistencies, please let me know.
Also if there's something you don't understand don't hesitate to ask.
Don't change the channel!
"it's funny how sometimes the best strategy is to play dumb" - UncleBibby, 2016.
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Re: Fat Mus2's Beginner's Guide to SFxT

Postby Shiranui » Fri Jun 22, 2012 2:09 am

You best be getting paid for this.
I main SFxT, I play a mean (cute) robot.

27th place at EVO2013. Calculated masher; gentleman and scrub.

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