Suddenly Street Fighter X Tekken looks awesome to me

2 player co-op is kinda meh. Tag combo's where you swap players quickly turn into a mess when you have two people on a team because the other guy isn't in your mind knowing where you are going to do the exchange, which rapidly makes that sort of mode idiotic since you can't fully use it.

Pandora is interesting, not sure where that will go though. Like a gimmick options in fighting games it will either be completely not worth it, or so worth it your always going to sacrifice the second slob. Case in point every fighting game with different meters, one is always the best. Or MKs using the same meter for different items, breaker is the only thing you really want, ex moves are ok, x-ray moves suck. Or MVC3 where the entire game revolves around the x-factor. You're either stacking it for a comeback character (Pheonix) or you're going to burn that sucker right off the bat to take out two characters.

It looks cool, but I'm going to wait and see how that one goes.
 
I still see boatloats of chains, air combos, and needless multi-hits. It just looks like a huge invitation to have a seizure just like the Marvel games. I'd rather have something a bit slower and more deliberate.
I'm more interested to see what Namco does on their end now.
 
I still think the game engine looks janky and sluggish. If it loses some of the "weight" it looks like all the characters have and they're more free-moving (borderline "floaty"), I'll check it out. Look at old fighters, like the Alpha series or even SF3. The characters don't move like they have 100# weights strapped to their feet. I didn't really like the SF4 engine because that's similar in this regard, but SF4 definitely has a better looking movement engine (IMHO) than SFxT.

Could just be me...but ever since video has surfaced of the game, I haven't liked the fighting engine (especially how the game and characters move). It looks off to me. Maybe it's because they're putting SF characters into a Tekken engine, or maybe it's something else (I don't know if that's what they're doing or if it's something else). It just looks off to me.

Secondly they could polish the game to a diamond shine and there's no fucking way in hell I'm buying it at launch; I won't make the MvC3 mistake again with Capcom. Surely there will be a re-hash version a year or sooner down the road, with more characters and a price drop to match. I love Capcom's games, but they can suck it as a money grubbing publisher.
 
Finally....Zangief v a bear :D

It doesn't look as chaotic as the Marvel series to me, maybe because I know a huge chunk of the roster already in SF. Does look better than I imagined it would tbf.
 
It will be interesting to see psvita players against ps3 players, ill be going for the vita version.
 
This game looks hokey to me, will reserve judgment until I get to play it. And z2d is right on the money, I'm not buying this day 1. They're not getting me again.
 
I think my gripe with what I keep seeing is the over-reliance on chain attacks. I understand that's what the Tekken universe is built upon, but in those games they usually aren't real combos outside of a juggle. They're just block strings. In this game they appear to be canned chain combos that end in a launcher...followed by another canned string...followed by a tag...another canned string...and then a super or at least a big ender.
It's just ridiculous and leaves you in one of those situations where you might as well just put the controller down once you get hit. Watching people blow through projectiles and dash into combos from long distance makes me think it's going to end up being a turtle-fest because you risk getting mauled if you actually do something...and I'm not talking tournaments either. On the surface it seems like any old random person can bust into something bonkers off a single attack.
 
This game looks hokey to me, will reserve judgment until I get to play it. And z2d is right on the money, I'm not buying this day 1. They're not getting me again.

It's a fighting game, and like all fighting games there are going to be multiple revisions as they figure out what to do. And then just when they get it right, they will come out with another one.

The combo system looks like they wanted the tag combos but had to ground them. The SF characters don't really juggle all that much. Most of the longer combos are extend ground chains, targets, and links. So if you tossed someone into a juggle state with a tekken character, and the SF character would come in and not be able to juggle.

I'd imagine Namco x Street fighter would be the opposite and they give the SF characters extended juggles.

Watching people blow through projectiles and dash into combos from long distance makes me think it's going to end up being a turtle-fest because you risk getting mauled if you actually do something.

Actually the SF games where projectiles were less powerful weren't turtle fests at all. A3 and SF3 come to mind.
 
It's a fighting game, and like all fighting games there are going to be multiple revisions as they figure out what to do. And then just when they get it right, they will come out with another one.

That's expected with Capcom, but not less than a year later. :rolleyes: (see also: MvC3 -> UMvC3)

Capcom's excuses aside....I expect them to milk their franchises; they've been doing it for over 20 years, they're not going to quit now even with consoles having the ability to save massive updates (hard drives) and broadband capabilities. HOWEVER when they double dip within a year, that's fucking ridiculous.

I love Capcom, I always will love Capcom. I've bought damn near every version of all of their fighting games in the past, even when I was a kid and I had to save up $70 for SF2 on the SNES. But they've finally stepped over the ridiculous line.

(repeating) I'll never buy a Capcom fighter on launch, ever again. Not gonna happen. I'm sure there will be rehashes, I expect them....but I'm not getting burned less than a year later again. If SFxT cleans up real nice and ends up being a solid fighter.....I'm still waiting for SSFxTTT. :)
 
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It's a fighting game, and like all fighting games there are going to be multiple revisions as they figure out what to do. And then just when they get it right, they will come out with another one.

The combo system looks like they wanted the tag combos but had to ground them. The SF characters don't really juggle all that much. Most of the longer combos are extend ground chains, targets, and links. So if you tossed someone into a juggle state with a tekken character, and the SF character would come in and not be able to juggle.

I'd imagine Namco x Street fighter would be the opposite and they give the SF characters extended juggles.



Actually the SF games where projectiles were less powerful weren't turtle fests at all. A3 and SF3 come to mind.

It's something about watching it, I can't put my finger on it. If I play it and it's incredible, i might grab it, but something about it looks...sloppy, I guess is how I feel. It looks like it won't play very well. Can't shake the feeling it won't play well. It looks awkward. Also, they have that retarded bullshit from TTT that if you lose one character, you lose the round. I always HATED that in TTT, hate it here, and probably won't play TTT2.
 
The 1-characters dies = loss in TTT was one of my favorite parts of the game. You'd run into the situation where someone would get into trouble and then you'd have the strategies with tagging only have your incoming character get clobbered, too. Either that or you'd see that miraculous run of a character on death's door trying to get a safe tag out.
The frustration and reward of never seeing that 2nd character was something I always appreciated.
 
The 1-characters dies = loss in TTT was one of my favorite parts of the game. You'd run into the situation where someone would get into trouble and then you'd have the strategies with tagging only have your incoming character get clobbered, too. Either that or you'd see that miraculous run of a character on death's door trying to get a safe tag out.
The frustration and reward of never seeing that 2nd character was something I always appreciated.

For me, that flies in the face of any and all logic. Too used to Marvel, I guess...
 
Yeah, I always hated the Marvel games. Different strokes for different folks :)
 
For me, that flies in the face of any and all logic. Too used to Marvel, I guess...

They play differently. I was never all that into Tekken. But TTT your other character was mostly used in combos with you as someone to swap between and combo with. Marvel one of your characters was always pretty much an assist and another to help regain life for your point man.
 
I like the bear who farts in your face.

Looks like it has one of those things I hate. Where one hit turns into 10.
 
They play differently. I was never all that into Tekken. But TTT your other character was mostly used in combos with you as someone to swap between and combo with. Marvel one of your characters was always pretty much an assist and another to help regain life for your point man.

I always took the approach of team and combo dynamics in Marvel, you had to in high level play. In TTT, you just picked whoever you like. If they had a tandem move or a convenient combo, cool. It's like they tacked it on with no real thought. Honestly, though, what's the point if you can get caught one bad time and lose without any interaction from your "partner".
 
I always took the approach of team and combo dynamics in Marvel, you had to in high level play. In TTT, you just picked whoever you like. If they had a tandem move or a convenient combo, cool. It's like they tacked it on with no real thought. Honestly, though, what's the point if you can get caught one bad time and lose without any interaction from your "partner".

I'm aware of what you had to do. But in high level Marvel you had a point character, a character that was only an assist and an anchor. That's it and that's their roll. It helps if you can fight with the assist, but they are there only to be tossed out for set-ups, otgs, AA, or to continue the combo, if you are stuck actually having to play as them you royally fucked up somewhere along the way.

It helps if your point or anchor has a good assist, but it's not that important, that's what the assist picks is for.

And in Marvel if you get caught at one bad time you can lose two characters in one shot and then mixed up on the way in. I've seen matches, even at high level play, last under 10 seconds, splat.
 
I still prefer the team mechanic from KOF myself (which was also used in CvS).

The tag out.....I like the Vs. series.

TTT had some ways to somewhat "safe" tag. Ground chain into launch -> tag. Completely safe.
I'm looking forward to TTT2. TTT was really the only Tekken title I got into seriously. The others were 'meh' and I'd rather play Soul Calibur if it's gotta be a Namco fighter.
 
I still prefer the team mechanic from KOF myself (which was also used in CvS).

The tag out.....I like the Vs. series.

TTT had some ways to somewhat "safe" tag. Ground chain into launch -> tag. Completely safe.
I'm looking forward to TTT2. TTT was really the only Tekken title I got into seriously. The others were 'meh' and I'd rather play Soul Calibur if it's gotta be a Namco fighter.

I WISH they fixed Soul Calibur, I'd take a GOOD SC game over the best Tekken any day. And if I didn't have to relearn Ivy damn near from scratch EVERY. FREAKING. GAME.
 
I was a big TTT fan, but that was a long time ago (10 years, wow!). Tekken involves so much memorization, that if you don't keep up with it, it can be tough to pick it back up. Sure, I could likely still pick up King and AK and do okay on offense, but with Tekken you really have to know the blocking scheme for the whole damned cast to do well for any length of time.
I didn't care for Tekken 6, so I'm pretty sure that by the time TTT2 hits, I'll be so far behind that I'll get clobbered. Especially because in T6 they seemed to go overboard in giving older characters new block strings and extended juggle sequences.

To me, SC was like Tekken in terms of memorization, but even more so. It was like a game full of Ninas. Too many block sequences and moves that look similar to others, but have to be defended differently. The only one I really got into was the PS2 version of #3 where I could play Heihachi and wave dash people off the platform.
 
I'm more looking forward to tekken x street fighter, mainly because I don't particularly like the cartoon shader graphics and deformedness of many of the street fighter characters. Also...TTT2. But this game should be interesting.
 
I still prefer the team mechanic from KOF myself (which was also used in CvS).

The tag out.....I like the Vs. series.

TTT had some ways to somewhat "safe" tag. Ground chain into launch -> tag. Completely safe.
I'm looking forward to TTT2. TTT was really the only Tekken title I got into seriously. The others were 'meh' and I'd rather play Soul Calibur if it's gotta be a Namco fighter.

Well a new KOF and a new SC are out soon.
 
Well a new KOF and a new SC are out soon.

Very true, looking forward to KOF....haven't really played much KOF since KOF2001.

I hope they do an HD remake of CvS2. (and Zero 3).
Those are the only 2 other fighters I really miss from the Saturn/Dreamcast days (other than Marvel 2 and Third Strike, both of which have been remade or ported).

I'd love to see a new SamSho or Last Blade but that'll probably never happen. :(
 
Very true, looking forward to KOF....haven't really played much KOF since KOF2001.

I hope they do an HD remake of CvS2. (and Zero 3).
Those are the only 2 other fighters I really miss from the Saturn/Dreamcast days (other than Marvel 2 and Third Strike, both of which have been remade or ported).

I'd love to see a new SamSho or Last Blade but that'll probably never happen. :(

The remake of 3s pretty much died the instant it hit. 3s has a large community, but it's mostly based around people who own cabs. I know about a dozen people who play, we all play on cabs. I'd think CvS2 and A3 would suffer the same fate.

A new SS isn't out the relm of possibility, I have the Atomiswave Tenka (SS VI) and they did a 3d one on the x2 and ported it to the 360. They might crank out another 2d on the x2, which is where they are developing now.
 
I'm predicting the gem system will be a disaster. Even if the stock game has the gems balanced in some way, the inevitable gem-DLC will mess it up.

My interest in this game has dropped dramatically, and my opinion of Capcom doesn't look like it's stepping up out of the gutter anytime soon either.
 
I asssuming the gem system will be optional, well hoping at least. I personaly like the gem idea, reminds me of World Tour mode from SFA3.

I love how the launchers beat lows, should make wakeups and those crouching jab situtations interesting. Cross cancels are basicaly dumbed down Alpha Counters.

So in effect we have EX3 with Tekken chars and a splash of Alpha 3. I cant wait till this is 20 bones.
 
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isn't this gonna be the first time that Tekken will be on the 360?
 
Tekken X Street Fighter isn't supposed to be out until 2013, and AFAIK they really haven't started working on it much. Tekken Tag 2 is still their current priority over at Namco.

I'm definitely interested in that one, but I'm not so sure how it'll turn out. Porting Tekken characters into SF boils down to helping them get through/around projectiles and distilling their offense down to a dozen or so moves. However porting SF into Tekken involves somehow porting projectiles into the game...and literally giving each character something like 50 new moves. It's quite the undertaking.

My hope is that they'll get away from Tekken 6's overly bounce-happy engine, but I kind of doubt it.
 
Yup, leave it to me to resurrect old ass fighting game threads.
This finally comes out this week. While I'm still not 100% sure what to think of SF x Tekken, it has definitely grown on me. The air combos are all unique moves (not the air chains from the VS. games) and the Tekken chains don't seem to be quite as lame as I originally thought. It's a little on the quick and spazzy side, but looking at it objectively I think Capcom has done a pretty good job combining the mechanics from both games.
Anyone else grabbing a copy on Tuesday? I'm getting the deluxe version for the PS3. With Mass Effect 3 (my wife's favorite) and this hitting the same day I probably won't see my spouse for a week.
 
This game is 2D, Tekken is a 3D game. How is this going to give true Tekken players the true feel of Tekken?
 
While it's 2D, even Tekken is "really" 2D in most instances with the various moving in and out, strings, etc. Tekken didn't even get a true sidestep until Tekken 3. While sidestepping is certainly an important part of the game for some characters, others are pretty much on a 2D plane 90% of the time. It's not perfect, but it's not bad. Tekken fans seem to be accepting of it since it has incorporated their system if high/mid/low and lockdown style strings. Plus, the Tekken characters all got ways around projectiles with their crouching dashes and no-damage super armor moves.
It ain't perfect, but it's about as good as you can hope for.
 
ill pick it up then go toe to toe with you once again my friend. TIGER
 
I still see boatloats of chains, air combos, and needless multi-hits. It just looks like a huge invitation to have a seizure just like the Marvel games. I'd rather have something a bit slower and more deliberate.
I'm more interested to see what Namco does on their end now.

It seems like Capcom didn't put much effort into this after the original SF4. Everything I see is just a huge re-hash of that game.
 
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