Street Fighter X Tekken/Movement

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Movement

One of the most overlooked fundamentals of the Fighting Game genre is proper familiarity with movement. If you are playing Street Fighter X Tekken properly, over 50% of your actual in-game actions will be comprised of these fundamental tasks: Walking, Crouching, and Blocking. And then there are Jumps, which are one of the most potent forms of offense in the game, though they come with a great risk.



Walking and Crouching

  • To walk, simply hold Left or Right on the controller in the direction you want your character to walk in.
  • To crouch, hold any of the three Down positions on the controller.


Details

At any point, you can make your character walk forward or backwards simply by moving your controller left of right to move in that direction. If your character is facing right, right will make him/her walk forward while left will make him/her walk backwards. If you are facing left, the opposite is true: holding left makes your character walk forward and holding right makes them walk backwards.

You can also crouch by hitting any of the three Down positions on the controller (down, down/back, and down/forward). This gives you access to another set of attacks performed from Crouching, and also allows you to take a more defensive stance, crouching low enough to duck under many higher hitting moves.



Blocking

  • Hold Back to block while Standing. Hold Down/Back to block while Crouching.
  • High attacks can be blocked with either Blocking stance. Low attacks must be blocked while Crouching. Mid attacks must be blocked while Standing.
  • Once you block an attack, you are stuck in Block Stun for a short period of time.
  • While in Block Stun, you will automatically block any attack that connects before your Block Stun ends.
  • While in Block Stun, you must still adjust between Standing and Crouching to properly block Mid and Low attacks.
  • Proximity Blocking causes your character to only go into a Blocking Animation if the opponent’s attack is performed near you.
  • Blocking Animations will prevent your character from continuing walking backwards.


Details

First, the basics: hold Back to block moves while Standing, and hold Defensive Crouch (Down/Back) to block while Crouching.

Blocking will allow you to defend against your opponent’s attacks, thus saving yourself from taking damage. In order to understand Blocking, you must understand that all attacks in this game fall into one of three categories of attacks: High attacks, Mid attacks, and Low attacks.

The difference between these attacks is defined by the direction you need to block them. Mid Attacks, which include Jump Attacks and Overheads, must be blocked while Standing. Low Attacks, such as Sweeps, must be blocked while Crouching. High Attacks can be blocked at either Standing or Crouching, although a few High Attacks will be avoided completely when Crouching.

Once you block an attack, however, you are rendered "stuck" in what is known as Block Stun. Block Stun lasts various lengths depending on the attack that connects against you. While in Block Stun, you are not allowed to perform any actions other than to block again. So if another attack connects on your character before you end your Block Stun, you will again be put into Block Stun. In fact, since you are stuck in Block Stun during an attack, you can let go of the controller altogether and still block the next attack if you have not recovered from the first Block Stun. So for example, if Chun Li performs her Hyakuretsukyaku, once you block the first hit, you can let go of the controller because you will automatically block every other kick from that move. This is what is known as a true Block String: a sequence of attacks that, once you block the first hit, you are trapped in Block Stun for the entirety of the sequence. It's basically a "combo" against someone who is Blocking.

However, if you are Blocking in the wrong height (in terms of Mid/Low attacks), even during a Block String, you will still be hit. So, let's say the enemy does a Jumping Hard Kick and you stand block it. If the enemy does a Crouching Hard Kick while you are still in your Block Stun and you don't switch to a Crouching position, you will get hit even though you were in Block Stun. You still have to adjust high or low for Blocking, even during Block Stun.

In Street Fighter X Tekken, as with most of the recent Capcom Fighting games, there is something known as “Proximity Blocking”. This describes the effect you’re your character will never actually go into a Block animation unless the opponent’s attack is near you. In other words, if your character is a screen away from the opponent, and your opponent throws out a bunch of Crouching Light Kicks, your character will not go into Block stance. The attack has to be near you in order for it to cause you to go into a Blocking animation. This is significant because the instant you go into this Blocking animation, particularly while standing and holding Back, your character will no longer be able to walk backwards while in Blocking animation and will stand in place.

Note: For those of you who may be more familiar with Street Fighter terminology, the terms for a "High" and "Mid" Attack have been reversed. This is due to the terminology that has long been used by the Tekken franchise, as well as pretty much all 3-D fighting games. So while this may seem a bit confusing at first, Street Fighter X Tekken has opted to go with the Tekken terminology. Thus, High Attacks can be blocked either direction and Mid Attacks must be blocked high. In older Street Fighter games, it was often described that High Attacks must be blocked High and Mid Attacks could be blocked in either direction (in fact, the Street Fighter IV sections here in this Wiki itself has used that terminology). But keep in mind now that the terms have been swapped to keep up with what is more familiar to the Tekken franchise.



Jumping

  • Jumping allows your character to jump into the air.
  • Pressing Up makes the character Neutral Jump.
  • Pressing Up/Forward causes a Forward Flip.
  • Pressing Up/Back causes a Back Flip.
  • Forward Flips and Back Flips have the same set of Normal Move attacks. Neutral Jumps have their own unique set of Normal Move attacks.


Details

Jumping allows your character to take to the air, giving them access to a third set of attacks. Also, it allows you to leap over the attacks of your opponent and attack from above. However, jumping is a very risky action, as it leaves you fairly defenseless, as you cannot block while Jumping. However, the positional advantage that is gained from connecting with a jumping attack is very significant, and can quickly change the momentum of a fight.

You can Jump in three different directions, controlled by the three different Up positions on the controller. Pressing Up will cause your character to perform a “Neutral Jump” where they jump straight up and down, landing where they started. Pressing Up/Forward on the controller will cause your character to jump forward with a Forward Flip. Pressing Up/Back will cause them to jump backwards with a Back Flip, though they will still be facing forward. Please not that once you jump, you cannot turn around in the air, even if you end up Jumping over the opponent. Also note that Neutral Jumps give you a completely different set of attacks than the set you have from Forward Flips and Back Flips.



High Jumping

  • High Jumping causes characters to jump higher than a standard Jump.
  • To perform a High Jump, press Down on the controller briefly right before any of the three Up positions.
  • High Jumps do not cause character to travel farther distance.
  • High Jumps only change height and length of time in the air.


Details

Every character in Street Fighter X Tekken can perform a High Jump. To do this, tap Down on the controller before hitting any of the three Up positions to High Jump in that direction. You cannot be holding Down beforehand, you have to tap Down to get the High Jump.

High Jumping actually does not behave similarly to High Jumping in a game like Third Strike. High Jumps don't actually cause the characters to jump any farther distance. The characters only jump higher, and not that much higher than a normal Jump. They also stay in the air slightly longer as well thanks to the increased height.

As of now, the uses for High Jumping haven't really made themselves apparent. In fact, most people who play the game are actually unaware High Jumps even exist in the game! But as more tactics are developed, if any new tactics involving High Jumps surface, this section will be updated.



Dashing

  • Tap Toward on the controller twice rapidly to perform a Forward Dash.
  • Tap Back on the controller twice rapidly to perform a Back Dash.
  • Forward Dashes are considered grounded.
  • Back Dashes have a few invincibility frames right at their start and are considered airborne for the start of the Back Dash.
  • The end of a Back Dash is vulnerable and considered grounded.


Details

Dashing allows you to make your character cover a fixed distance quickly, whether it be moving forward or moving backward. You perform a dash by quickly tapping either Towards twice (to dash forward) or Back twice (to dash backwards). This will cause your character to move in that direction much more quickly than their normal walking speed. But once your character has begun a Dash, your character is committed to that Dash, as you can no longer perform anything else while Dashing.

Forward Dashing is mostly useful for positioning, surprise attacks, and just to traverse distances more quickly than walking. During a Forward Dash, all characters are considered grounded. That means all moves that connect against you while Forward Dashing will keep you on the ground so you can be comboed and easily punished.

Back Dashing is a very defensive maneuver thanks to the inclusion of invincibility frames in everyone's Back Dash. The actual number of invincible frames aren’t that large, but it's still enough to be useful to escape a lot of situations and attacks, as every Back Dash is invincible starting from the very first frame. Not only that, but once the invincible frames run out, the first few vulnerable frames after a Back Dash for the majority of the characters are considered airborne. So even if you get hit out of the first few vulnerable frames, you'll be popped into the air so it's much harder to punish with combos.

However, even though you are considered airborne during those frames, you can still be hit by moves that normally miss against airborne opponents. If someone Sweeps you with Ryu's Crouching Hard Kick, for example, as you are in your airborne frames, you'll still be hit and get sent to the floor as usual.

After those airborne frames run out, you will have some vulnerable frames where you are grounded, so if the opponent times it properly and hits you at the tail end of your Back Dash, they can hit you on the ground and execute a full grounded punish combo.