Note: iOS 9 + Facebook users w/ trouble scrolling: #super sorry# we hope to fix it asap. In the meantime Chrome Mobile is a reach around
hot  /  reviews  /  videos  /  cblogs  /  qposts

Street Fighter X Tekken

Review: Street Fighter X Tekken

8:10 AM on 03.05.2012 // Chris Carter

In case you hadn’t heard, there are two crossover games in the mix for fans of Street Fighter and Tekken. Both will use a different engine and feature a host of Capcom and Namco characters from either iconic franchise.

This month’s flavor is Street Fighter X Tekken (that’s “Street Fighter first!”) -- a game that utilizes a modified version of Street Fighter IV’s engine. As a fan who’s longed over a decade for a Rolento and Yoshimitsu dream team, I was prepared to put this crossover to the test.

Street Fighter X Tekken (PC, PlayStation 3, Xbox 360 [Reviewed])
Developer: Capcom
Publisher: Capcom
Released: March 6, 2012 (Xbox 360 and PlayStation 3) / May 11, 2012 (PC)
MSRP: $59.99

With all crossover fighters, the developers need to find a reason to get everyone in the mood to beat each other’s faces in. The crux of the game revolves around a powerful mysterious artifact called the “Pandora Cube.” Long story short, Pandora has crash landed on Earth after traveling through space on a meteor, and due to the power it holds, pretty much every fighter on Earth wants a piece of it. At the center of this mystic arms race are M. Bison’s Shadaloo organization and the Mishima Zaibatsu, which are vying for control and/or world domination.

But none of that really matters in the grand scheme of things, because all of this story really only plays out during the game’s Arcade Mode. If you’re expecting something fully fleshed out, I’d look elsewhere -- original content in Arcade Mode is extremely light.

Essentially, after picking select partnerships, you get a generic moving artwork opening video -- one that only initializes for certain themed teams and characters -- that often doesn't have much meat to it other than "these heroes decided to team up." Once you're in the thick of things, you fight a handful of other teams with little to no explanation, one rival team (sometimes with no indication of why they're "rivals"), and a final boss.

After everything is said and done, the only consolation you get at the end is another vague cutscene, or a black screen with two paragraphs of text, vaguely explaining what happens to the first character you picked after the final boss fight. As for the bosses themselves, don’t expect any epic Marvel vs. Capcom Onslaught-esque encounters -- they’re just standard characters that are available at the start of the game.

Most of these endings are extremely unsatisfactory (such as “Rolento further dreams of a militant state”), and don’t even come close to Street Fighter IV’s robust character-specific anime cutscenes. While this mode won’t last you long, fans may find some solace in the fact that a second player can join in on the fun via co-op (not online though on the Xbox 360), given the tag nature of the title. In regards to the stages, there are only eleven of them, and most have a number of cameos, ranging from Mecha Zangief to Kunimitsu.

Mechanics wise, SFxT uses the standard Street Fighter six-button system (low, medium, and high punches and kicks). Rounds themselves are won just like Tekken Tag Tournament: if either partner has their health reduced to zero at any point during the round, it's over.

This creates a more strategic pull in terms of combat; you have to be deliberate with pretty much every switch you initiate. Due to pressure of one punishing combo losing a round for both characters, there are a number of safe ways to switch (or tag) out partners, and some special tag moves involving both fighters.

The roster of characters is the biggest yet for a Street Fighter game, and most of the Street Fighter characters play similar to how they do in Street Fighter IV. In fact, my personal favorite, Rolento -- who hasn’t made an appearance since Capcom vs. SNK 2 -- handles very much the same as he always has in the Alpha series. 

As for the Tekken characters, they translate fairly well to 2D combat. Most of their moves are intact, but are obviously changed to suit the game's six-button system, and hadouken/shoryuken input methods. If you're a fan of technical Tekken fighting, though, you may be somewhat disappointed to see your favorite character simplified. For instance, Raven goes from nearly a hundred different moves/combos to a paltry few.

The engine itself is a Street Fighter-oriented joint -- specifically, it’s a refined version of SF IV’s engine. EX moves return, as do Supers and a Super Meter (now called a Cross Gauge). Characters have one "Super Charge" move, which allows you to “charge” a single specific ability by holding down the attack button. For instance, you can hold down a punch button to power Ryu’s hadouken into an EX, then a shinkuu hadouken super.

Tag teams have their own host of special moves and abilities. There’s the Cross Cancel, which allows you to cancel a block into a launcher that safely switches your characters and initiates a combo. The Switch cancel can be used to switch characters in mid combo. Cross Arts are essentially “double supers,” and are reminiscent of Marvel vs. Capcom’s team supers.

The Cross Assault ability, which is similar to the Alpha Series' V-ism, allows players to use their entire Cross Gauge to send out both fighters for a limited time. This can be particularly deadly in co-op fights, as each player can control their fighters during this limited period. In addition to these new moves, there’s also the biggest new mechanic of all: Pandora Mode.

Pandora Mode, simply put, partially reminds me of Guilty Gear’s “instant Kill” mechanic mixed with Marvel vs. Capcom 3’s X-Factor. After your character has reached 25% or less health during a fight, you can sacrifice them to super-charge your partner. At that point, you have about eight seconds (it feels like less!) to finish your opponent with an infinite meter -- otherwise, you instantly lose the round.

How this will end up playing out within the competitive community will be interesting to watch, as I can easily see how the mechanic can both be abused and easily countered (by running slow launchers, OTG combos and switching carefully). Beyond this drastic new addition, there is an entirely new, out-of-combat Gem mechanic.

At first, the Gem System sounded like something out of Marvel Super Heroes. But in actuality, SFxT’s gems bring back heavy memories of Street Fighter Alpha 3’s RPG-like abilities that you can equip in certain modes. Before battle, the player is allowed to equip characters with up to three gems. Some gems, called Boost Gems, activate under set conditions (such as blocked attacks). Others, titled Assist Gems, instantly activate at the start of the battle, but decrease other statistics.

Nothing so far seems game-breaking, and the system allows you to play to your strengths. In fact, the whole gem system seems confusing at first, but once you get the hang of it, it's not so bad. All you have to do is equip your favorite characters with a setup that you are familiar with and then play the way you want to.

There are a few rookie-oriented changes, however, that may have hardcore fans on guard. First off, there are no "double hadouken" inputs for any moves whatsoever. In other words, all moves have been simplified, and in some cases, moves have been streamlined or eliminated.

Capcom also installed an easy combo system called “Boost combos” (essentially lifted from Guilty Gear's Gatling Combination), that allow easy combo strings from Low to High. What's more, the game makes use of a Quick combo system, which allows you to queue up small combos before battle, and map them to one customizable button. To help balance this seemingly broken mechanic, it does cost a bar of Cross Gauge to initiate.

While these changes seem alarming at first, I think they are a step in the right direction. Capcom has been musing with a way to incorporate new players for decades, with mechanics like the “Easy Operation” (EO) system in Capcom vs. SNK 2’s GameCube and Xbox editions, but all they really did was fragment different versions of the game. For instance, if a player became adept at EO, they couldn’t play it in the arcade, Dreamcast, or PS2 version because their play style wouldn’t translate.

Street Fighter X Tekken is basically an amalgamation of various mechanics from a number of different fighting games -- thankfully, it all gels. When you think about it, things like Boost Combos and the Quick Combo system are hard-built into every version of SFxT -- every player has an equal opportunity to use or ignore these features without fragmentation.

The fact that Quick Combos cost a segment of Cross Gauge is a good move to help balance the system, as veterans will have more access to better abilities and can just perform combos using their own skill.

But what good would all these mechanics be without a host of modes to play them in? Like Tekken Tag before it, SFxT features a “2v2” mode, where a team of two players faces off against another player-controlled team of two. Personally, I love these types of modes that pack in more players (especially online), because the less time you’re waiting in lobbies, the better.

If you’re really not keen on waiting, you can also tackle the game’s Scramble mode, built for four players at the same time. This is particularly reminiscent of a mode found in the long lost Street Fighter stepchild series EX. While it isn't the most competitive mode ever made, its an absolute blast to play with three other friends who just wanted to waste the afternoon away.

On top of the aforementioned user-friendly mechanics, novice fighters will also feel right at home with Street Fighter X Tekken’s modes. There's a standard training mode, but the game also features an all encompassing tutorial (with the fan-favorite Dan!) and a character-specific trial mode (like Street Fighter IV), allowing you to pick up the game more quickly than most fighting titles.

Then there is a replay mode, where new users can study top players and emulate their tactics (or vets can just plain show off), and a Mission Mode, which allows you to tackle a number of different challenges with any character.

Strangely, there’s also an online co-op training mode -- a really welcome addition. I can’t tell you how many times I’ve wanted to hang out with someone and shoot the breeze while learning a few new combos. I think this will help the online community overall, as it eases the learning curve when you have someone who’s able to easily explain mechanics to you explicitly in ways that a CPU is unable to.

Moving past the host of modes available, there’s a decent amount of customization options, like being able to change your character’s color scheme online player title. The costume-coloring system isn't fully featured, meaning you aren't allowed to drastically alter the character’s wardrobe. (That will probably be reserved for DLC costumes.)

It looks like Nina has a Brachiosaurus growing out of her thigh

Outside of the interesting online modes themselves, the netcode is solid overall. Other than some extended loading times before fights, I had no issues in any ranked or unranked fights. Matchmaking was also pretty quick to find other fighters.

In the interest of transparency, I should also note that the only available version for testing was the Xbox 360 version, which precludes us from commenting on the PS3 exclusive Pac-Man, Mega Man, Cole, Kuro, and Toro characters. It’s also important to note that the Vita version will be shipping later this year with the additional roster of Guy, Christie, Cody, Lei, Sakura, Alisa, Blanka, Lars, Dudley, Jack, Elena, and Bryan.

We'll be reviewing the Vita version later this year, but according to Seth Killian, the Vita characters will come to other versions as DLC. Exactly what that time frame is remains unknown. What is known, however, is that in the literature Capcom provided us, they state that Street Fighter X Tekken is the only disc-based product you'll need to own, and all future updates will arrive via DLC -- good news for people who are worrying about multiple SKU fragmentation.

It’s hard to tell whether or not Street Fighter X Tekken will blow up like Street Fighter IV did with the competitive community, but given how good it is, I hope it does. Despite the lack of story options, there’s plenty of solid gameplay to be had here, and the online features are going to keep people playing for quite a while. Namco has its work cut out for them with Tekken X Street Fighter.



Street Fighter X Tekken - Reviewed by Chris Carter
Charming - Not perfect, but it's easy to ignore the rough spots when faced with so many engaging design decisions and entertaining moments. A memorable game that's hard not to like and recommend to others.

See more reviews or the Destructoid score guide.

Chris Carter, Reviews Director
 Follow Blog + disclosure DtoidChris Tips
Chris (Magnalon) has been enjoying Destructoid avidly since 2008. He finally decided to take the next step, make an account, and start blogging in January of 2009. Now, he's staff! -----------... more   |   staff directory

 Setup email comments

Unsavory comments? Please report harassment, spam, and hate speech to our community fisters, and flag the user (we will ban users dishing bad karma). Can't see comments? Apps like Avast or browser extensions can cause it. You can fix it by adding * to your whitelists.

destructoid's previous coverage:
Street Fighter X Tekken

View all:powered by:  MM.Elephant

Ads on destructoid may be purchased from:

Please contact Crave Online, thanks!

Where the Hell is Breath of Fire?

Comments of the Week - バーガーベスト, ですよね?

My Month in Games - November 2015

Cblogs of 11/28/15 - Lonely Thanksgiving, Gatchaman Crowds, and more

Recap: Metal Gear Solid 1

Thankful it's Over: Bioshock Infinite

Is Toei using Kamen Rider Ghost to address suicide in Japan?

Let's talk about Xenoblade Chronicles

Cblogs of 11/27/15 - Life is Strange, and Sad

Top 5 Reasons Star Wars Battlefront KICKS ASS!

 Add your impressions

Status updates from C-bloggers

KingSigy avatarKingSigy
I think Microsoft takes the cake for worst console updates. The XBone UI is worse and the fucking controller had an update. What the hell has gaming become?
Dr Mel avatarDr Mel
Well, that's a wrap for the Bloodborne DLC. I liked it. More thoughts and maybe spoilers in the comment section.
Confuseddalek avatarConfuseddalek
a rainy afternoon, and too sleepy for games. Time to go to the animal shelter and try not to fall asleep, surrounded by kittens.
Archelon avatarArchelon
Community Question: Following from yesterday's Community Question, how would you feel if reviewers began assigning two scores to a game? One specifically for the technical aspects/performance of the game, and the other for their own personal enjoyment?
ikiryou avatarikiryou
I went back to Persona 4 Golden this weekend, asked Chie to be my girlfriend but then accidentally maxed out my social link with Yumi, changed my relationship status to "It's Complicated" on Personabook. [img][/img]
James Internet Ego avatarJames Internet Ego
Why am I hyped? Just cause :D
JohnSmith123 avatarJohnSmith123
You know what Fallout 4 mod I want to see? One to fix the interior lightning. It's like the silliest thing to get fixated over, but I can't seem to ignore how white and bright some of those inside lights are.
RexterNathan avatarRexterNathan
Just wrote my first C-blog. It's me talking about the games I have played this month; I'm quite excited
SeymourDuncan17 avatarSeymourDuncan17
I wish the Squid Girl outfit was still a dress for boys. I want to live through my Inkling boy and be a cute girly-man, dammit. [img][/img]
Zer0t0nin avatarZer0t0nin
Goshdarnit...just stood in front of the camera to record an intro for the advent calender thingy and actually got stage fright >.>
KnickKnackMyWack avatarKnickKnackMyWack
Well, it seemed like for two seconds people were finally going to give Star Fox a fair shake, but nope! GameXplain's YouTube audience seem pretty insistent that it's just a Star Fox 64 clone down to the graphics. Sometimes I just don't understand peopl
Dr Mel avatarDr Mel
I don't think it will happen, but if the NX is turns out to be a VR device, I will be the saddest boy in the milky way.
Mike Martin avatarMike Martin
There's something so fucking delicious about a toasted Hawaiian roll, smoked ham, Swiss, some spinach and a dollop of mustard. #FatKidPosts
Still in work clothes.
Gamemaniac3434 avatarGamemaniac3434
Welp, wrote up a blog for that there bloggers wanted. Its me bitching about Bioshock Infinite! Again! Yay!!!!!!
Sr Churros avatarSr Churros
Just finished watching The Phantom Menace. Yeah, Jar Jar is as bad as people say. Baby Vader is so cute and also kicks some serious ass. One of the best lightsaber battles of the series, if not the best one. It was pretty neat!
Roxas1359 avatarRoxas1359
Can't decide where I should upload my latest project. Either on my YouTube Channel or on Game Anyone. On the one hand YouTube gets more exposure, but Game Anyone is where some of my more popular walkthroughs are. The game is 3D Land if anyone is wondering
Fuzunga avatarFuzunga
Thanksgiving dinner for days!
OverlordZetta avatarOverlordZetta
Anyone know if the Bethesda games on sale on Amazon for a certain amount of time, or through Monday?
TysonOfTime avatarTysonOfTime
In light of the fact that Xenoblade Chronicles X is fast approaching, I suggest we start planning out a Destructoid Squad! NNID is TysonOfTime. From what I've heard, it doesn't appear Squads are region locked (except for Japan), so everyone's welcome!
more quickposts



Invert site colors

  Dark Theme
  Light Theme

Destructoid means family.
Living the dream, since 2006

Pssst. konami code + enter

modernmethod logo

Back to Top

We follow moms on   Facebook  and   Twitter
  Light Theme      Dark Theme
Pssst. Konami Code + Enter!
You may remix stuff our site under creative commons w/@
- Destructoid means family. Living the dream, since 2006 -