Street Fighter X Tekken/Solo Offense
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Although Street Fighter X Tekken is a team-based fighter, you're going to be spending the majority of your time using one character at a time... meaning you'll really have to learn and understand the offensive tools your solo character has in order to fight your opponent as effectively as possible. This section here deals with all of the powers on offense that a character can perform without the aid of your teammate.
- Five States of Normal Moves: Standing, Close-Up, Crouching, Angled Jumping, and Neutral Jumping.
- Not all characters have Close-Up Attacks for all buttons.
- Some Normal Moves can be canceled into Special Moves / Super Arts / Cross Arts.
- No Normal Moves can only be canceled into one but not the other two. If it is cancelable, it will always be cancelable by all three.
- Damage has been homogenized for almost every character in Street Fighter X Tekken.
- Grounded Normal Moves do 30, 60, and 90 damage respectively for Light, Medium, and Heavy Attacks.
- Jumping Normal Moves do 40, 70, and 100 damage respectively for Light, Medium, and Heavy Attacks.
- Only Zangief, Hugo, and Marduk do more damage than those standards with their Normal Moves.
- Some other moves can stray very slightly from those values as well, such as multi-hitting Normal Moves.
- Normal Moves do not cause Chip Damage on block.
- Any hit of any Normal Move can be canceled into a Manual Launcher.
- Some Normal Moves have unique properties, such as Crumple on Counter-Hit or Ground Bounce vs. airborne opponents or Knock Down on grounded opponents or cancelable into a Jump on hit etc.
- Normal Moves leave behind 1/3 of their total damage as Recoverable Health for the opponent.
As with pretty much all standard Capcom-based Fighting Games, the Normal Moves will be the core of your offense. The majority of your game plan will be focused around Normal Attacks, and they should make up the majority of your offense and damage output. Mastery of Normal Moves is typically what separates a good player and a tournament-winning player. So definitely make sure you understand your Normal Moves as much as possible.
In general, there are five states of Normal Moves. What this means is that the attack you get when you press one of the 6 attack buttons will produce a different attack based on your state, giving a huge variety of attacks possible with the 6 attack buttons. The five states are as follows: Standing (hitting an attack button while your character is standing at a distance from your opponent), Close-Up (hitting an attack button while your character is standing very close to the opponent), Crouching (hitting an attack button while you are also holding any of the Down positions on the joystick), Angled Jumping (pressing an attack button during a Forward or Back Flip), and Neutral Jumping (pressing an attack button during a Neutral Jump). This gives you a total of 30 different basic Normal Attacks.
For Close-Up Attacks, each Close-Up Attack has a different "threshold" for what qualifies as Close-Up. For example, you can perform Cammy's Close-Up Hard Kick standing a decent distance away from the opponent. However, Chun Li's Close-Up Hard Kick must be performed nearly point blank against the enemy. Even the slightest distance away from the opponent will wield the standard Standing Hard Kick. Also, some characters may not have Close-Up attacks at all will some buttons. A few of the Tekken characters, for example, lack Close-Up Attacks on a good portion of their buttons. Asuka, for example, only has one Close-Up Attack: Light Kick. But for the most part, most characters have two version of all 6 buttons while Standing depending on the distance from the opponent.
Normal Attacks contain various different properties which vary from Normal Move to Normal Move, but there is one property that pretty much all Normals have: they do not cause any damage when blocked. If properly defended, Normal Attacks cannot cause what is known as "Chip Damage." Also, one new property unique to all Normal Moves is that they can all be canceled into a Manual Launcher by pressing Hard Punch and Hard Kick whenever a Normal Move makes contact with the opponent. But outside of those two properties, Normal Moves will come in all sorts of variety: some Normals must be blocked while Crouching, some Normals will hit more than once with just a single button press, some Normals can be canceled into Special Moves, some Normals will knock the opponent down, some Normals will cause Crumples on Counter-Hit, some Normal Moves can be canceled into Jumps on hit, etc. etc. Learning what the various properties of your character's Normal Moves are will simply just take familiarity and memorization.
However, one interesting thing about Street Fighter X Tekken has been the damage homogenization of Normal Moves. In pretty much all previous Fighting Games, different characters would cause extremely varied damage output with their Normals, with large, slow characters generally doing much more damage per Normal Move than a quicker, smaller character would. However, in this game, characters all do pretty much the same damage with all of their Normal Moves. All grounded Light Attacks do 30 damage. All grounded Medium Attacks do 60 damage. All grounded Hard Attacks do 90 damage. All Jumping Light Attacks do 40 damage. All Jumping Medium Attacks do 70 damage. And all Jumping Hard Attacks do 100 damage. The only characters that do not fall under this paradigm are Zangief, Hugo, and Marduk. All three characters do more damage than the above standard, with Hugo dealing the most damage, then Zangief, and finally Marduk being the closest to the base damage. Also, multi-hitting moves, such as Rolento's Crouching Medium Punch (which hits three times), stray from the rule ever so slightly. These moves will sometimes do more or less damage overall, but they never stray far from the base damage that has been established in this game. Rolento's Crouching Medium, for example, does the same 60 damage (three hits of 20 damage each). However, his Jumping Medium Punch, which also hits three times, will also do 60 total (20 per hit), 10 less than the standard 70 damage from a Jumping Medium Attack.
Typically, in a Capcom-based Fighting Game, Normal Moves had some very different cancelation properties. There have always been many different ways to cancel a Normal Move, whether via Special Moves or Focus Attacks or Super Combos etc. Street Fighter X Tekken has really narrowed the cancelation properties down. Nowadays, it's pretty much a yes or no property: either the Normal Move can be canceled into a Special Move / Super Art / Cross-Art or they can't. There have always been certain Normal Moves in older Street Fighter games, even since the debut of Super Combos in Super Street Fighter II Turbo, that could be exclusively canceled by a Super Combo. This is no longer the case. If a Normal Attack can be canceled into a Special Move, it can also be canceled into a Super Art and a Cross-Art. If a Normal Move can be canceled into a Super Art, it can also be canceled into a Special Move or a Cross Art. If a Normal Move can be canceled into a Cross Art, it can be canceled into a Special Move or a Super Art. There are no unique move cancelation abilities anymore. Also, keep in mind that, for Normal Attacks that have multiple hits, each individual hit can be cancelable or not. For example, with Chun Li's Crouching Hard Punch, which is two hits, only the first hit can be canceled into a Special Move or Super Art or Cross Art. The second hit has no cancelation ability. Lastly, Special Move cancelation can apply to Jumping Attacks as well if the character has a Special Move that can be performed in the air. These cases, however, are very rare. Juri's Jumping Medium Punch is an example of this and can be canceled into her Shikusen.
Also, as mentioned above, all Normal Moves can be canceled into a Manual Launcher. Unlike with Special Move cancelation, this works for every hit of every grounded Normal Move. An exception to this rule has yet to be noted, though one may exist. But for the most part, it's safe to say that every hit of every Normal Move can be canceled into a Manual Launcher.
Finally, it should be noted that Normal Attacks normally will not cause a Knock Down on an initial hit against an airborne opponent. The opponent will simply flip in the air and land on the ground on their feet, and thus cannot be Juggled before they land. However, if the hit is within a Combo or if it's registered as a Counter Hit against the airborne opponent, the opponent will be knocked down and fall onto their backs, and be open to being Juggled before they hit the ground. Also, some Normal Moves just cause Knock Down on airborne opponents no matter what, such as Juri's Crouching Hard Punch.
Normal Moves allow for the largest amount of Recoverable Health when connecting on the opponent. Whenever a Normal Move lands on a character, 1/3 of the total damage done will remain as Recoverable Health. So if a move does 90 damage, 30 of that will be Recoverable if the character tags out.
Normal Moves being chainable into each other will not be discussed in this section here, but will be talked about in the Cross Rush section. Please refer to that section for all rules involving chaining Normal Moves into each other.
- Typically performed by holding a specific direction on the controller and hitting one of the 6 attack buttons.
- Cannot be used in Cross Rushes.
- Cannot be canceled into Manual Launchers.
- Almost all Unique Attacks are guaranteed Knock Downs against airborne opponents. A few exceptions exist, such as all of Dhalsim's stretching attacks.
In Previous Street Fighter games, Unique Attacks were simply extra Normal Moves that were accessed by holding a different direction on the controller and pressing one of the 6 attack buttons, making them not particularly unique from your standard Normal Move. In Street Fighter X Tekken, however, Unique Attacks live up to their name and are very unique when compared to Normal Moves. In fact, many of the rules established above in the Normal Move section do not apply to Uniquer Attacks at all.
First of all, most Unique Attacks typically have very special properties attached to them. Many or, for example, "Overheads" which must be block while Standing. A great deal of Unique Attacks move the character forward when performing the move (most Normal Moves keep the character in place). And so on and so forth. While Unique Attacks retain the same rules when it comes to Special Move / Super Art / Cross Art cancelation (i.e. that some can be canceled and are always cancelable into all three if so), Unique Attacks cannot be canceled, ever, into a Manual Launcher. Nor can they ever be used as a part of a Cross Rush.
Also, almost every Unique Attack, whether performed in the air or on the ground, are guaranteed Knock Downs when performed against an airborne opponent. This includes Unique Attacks such as both Zangiefs Jumping Down + Light Kick (Double Knee Drop) and Jumping Down + Hard Punch (Flying Body Attack) and Ken's Towards + Medium Kick (Forward Step Kick). For Tekken characters, almost all of the cast contain special Tekken Strings that are separate from the Cross Rush attacks. With these Tekken Strings, every hit outside of the first hit will almost always cause a Knock Down. If the initial hit in said Tekken String, however, is also a Unique Attack on its own, then it, too, will cause a Knock Down. There are exceptions to this rule, such as Ibuki's Back + Medium Punch (Agemen), where the first hit is a guaranteed Knock Down but the second hit is not. Also, all of Dhalsim's Unique Attacks (since all of his stretching attacks have been changed to Unique Attacks in this game) are exceptions to this rule. The only Unique Attack that Dhalsim possesses that will cause a guaranteed Knock Down is the Yoga Mummy (Down + Hard Punch in the air).
One last thing to note is that while pretty much every character has a Unique Attack, there is the rare instance of a character who has none at all. Balrog and Cammy, may be the two sole characters in the game that possess no Unique Attacks at all.
Cross Rush is a technique that allows you to chain Normal Moves into each other. However, as they typically lead into tagging in your teammate, the detailed description of Cross Rushes are listed under the Team Offense section. Since the following two sections, Target Combos and Tekken Strings, refer heavily to Cross Rushes and how they differ from them, it's actually recommended that you read the (soon to be written... heh) Cross Rush section first to understand what the differences are.
You should soon be able to find the Cross Rush section here: FUTURE_LINK
- Target Combos are a fixed sequence of Normal Attacks that chain into each other.
- Target Combos are exclusive to Street Fighter characters.
- Target Combos and Cross Rushes cannot be mixed together.
- When the codes for a Target Combo and a Cross Rush overlap, the Target Combo takes precedence.
- Target Combos that contain cancelable moves allow you to cancel into non-EX Special Moves.
A few characters in Street Fighter X Tekken have Target Combos. Target Combos are Normal Moves or Unique Attacks that can chain into each other in a specific sequence. Target Combos are exclusive to the Street Fighter half of the cast. In general, to perform a Target Combo, just press the buttons in the proper order while making sure you hold any required directions on the controller to perform them. Examples of Target Combos are Ken's Standing Medium Punch into Hard Punch, Rufus's Standing Light Kick into Towards + Hard Kick, and Ibuki's Jumping Light Kick into Towards + Medium Kick.
The timing to perform a Target Combo is strict, but not too strict. You have to press the next button in the sequence the instant the previous move makes contact with the opponent. And earlier or later, and the move will not chain into the next attack. Also, it should be noted that Target Combos cannot be performed if a hit whiffs. In order to chain one move into the next for a Target Combo, the move must connect on the opponent, whether they get hit by it or they block it.
Target Combos also do not play nicely with Cross Rush. For the most part, whenever a Target Combo is required, the game forces you to use a "Unique Attack" version of the Normal Move to distinguish it from a Cross Rush. For example, Ibuki's Target Combo 9 starts with Standing Light Kick into Towards + Medium Kick and ends with a Towards + Hard Kick. If you notice, however, the first two hits of Target Combo 9 look identical to a Standing Light Kick into Standing Medium Kick Cross Rush. However, the two Medium Kicks used are actually different. In the Target Combo, it will do more damage and recovers quicker. Not only that, but it can't be chained into a Heavy Attack to continue the Cross Rush... it can only be followed up by a Towards + Hard Kick from the Target Combo. So for the most part, Target Combos and Cross Rushes do not overlap, though as with everything there are exceptions. The most glaring one is Ken's Standing Medium Punch into Standing Hard Punch Target Combo. These are both done at Neutral, so it actually ends up overriding the Cross Rush. If you perform Ken's Standing Medium Punch into Hard Punch, you actually can no longer use the Cross Rush to chain into a Launcher anymore (though, interestingly, you can still cancel it into a Launcher manually by hitting Hard Punch and Hard Kick).
The main reason for this is that many Target Combos actually allow you to perform Special Move cancels at the end. Cross Rushes only let you cancel into EX Special Moves and Super Arts, but Target Combos that contain cancelable moves allow you to cancel into normal Special Moves and Cross Arts. For example, with Ken's Target Combo above, since it overrides the Cross Rush, it allows you to still cancel the Standing Hard Punch into a regular Special Moves. Same goes for Ibuki's Target Combo 4: the last Hard Punch hit can be canceled into any of her Special Moves or even a Cross Art.
- Tekken Strings are fixed strings of attacks that can chain into each other.
- Some Tekken Strings have branches with different possible follow ups.
- Tekken Strings used primarily for mix-ups and pressure.
- Tekken Strings can be performed fully even if attacks are whiffed.
- Most moves found in Tekken Strings are guaranteed Knock Downs.
- Tekken String timing is more lenient than Target Combos, and some chains can even be slightly delayed.
- Some Tekken Strings can lead into Cross Rushes.
Tekken Strings behave very differently than Target Combos, though at first glance they seem like they should be the same thing. Tekken Strings are used exclusively by the Tekken half of the cast. Like Target Combos, they are a fixed sequence of attacks that must be performed one after another, but in many cases there are "branches" in Tekken Strings where you can choose to follow up with two or more options. For example, with Heihachi, if you perform a Towards + Light Punch attack (the Lightning Crush), you can follow it up with three options: another Light Punch for the Double Palm Strike, a Medium Punch for the Muso Tettsui, or a Hard Punch for the Muso Kageki. Many Tekken Strings have these varying branches in them, while most Target Combos only have the one sequence that can be performed. It's also significant to note that many of these branches are designed for mix-ups, with one ender being something that must be blocked while Standing and another ender being an attack that must be blocked while Crouching. Tekken Strings, in general, are used heavily for mid/low mix-ups and pressure strings.
The next major difference between Tekken Strings and Target Combos are that moves don't need to connect to perform a Tekken String. You can do an entire Tekken String with every hit whiffing. As mentioned in the Unique Attacks section, all hits of a Tekken String after the first hit are guaranteed Knock Downs, and it's only because you can perform Tekken Strings when they whiff that this is even possible. Also, again, if the first hit in a Tekken String is also a Unique Attack, such as with Kazuya's Back + Light Kick, it will also be a guaranteed Knock Down. Contrast that to Kazuya's standing Light Punch. Which that does lead into a Tekken String, where the 2nd and 3rd hits are guaranteed Knock Downs, the first hit is not because it counts as a Normal Move.
A third major difference between Tekken Strings and Target Combos is that the timing needed to perform Tekken Strings. Tekken Strings will continue into the next move so long as you've hit the next button in the sequence at any point during the previous move's Startup Frames all the way up until the move connects. So, unlike Target Combos, there really isn't a timing that can be considered "too early." Also, in some very specific instance, you can still chain into the next move of a Tekken String long after the previous move has stopped hitting. The most obvious example of this is, again with Kazuya, the Rampaging Demon Tekken String of Back + Medium Punch into Medium Kick into Light Punch. While the first two hits are a fixed timing, the third and final hit can actually be delayed ever so slightly. You can perform the Chain as quickly as possible and Kazuya will go straight from the high kick directly into the gut punch. But if you perform the two first hits and wait a split second before hitting the final Light Punch, you can actually see Kazuya start to pull his leg back down for its Recovery Frames before going into the last gut punch. This can be useful for performing baits and such, with your opponent thinking you're gonna stop the Tekken String prematurely and then surprising them with the delayed gut punch.
Finally, the fourth difference between Target Combos and Tekken Strings is that there exists Tekken Strings that actually play very nicely with Cross Rushes. While rare, there are instances where Tekken Strings, even though they end with a move unique to the Tekken String, can be continued into a Cross Rush. For example, continuing with the Kazuya examples, he has a Tekken String called the Agony Spear of Standing Light Punch into Medium Punch into Medium Kick. The last hit of the Tekken String can still be chained, via Cross Rush, into any of the four Heavy Attacks. For example, he can cancel the Agony Spear into a Stand Hard Punch and then Cross Rushed into a Launcher. Alternatively, he can do the Agony Spear into a Crouch Hard Punch canceled into an EX Demon God Fist. Or he can do the Agony Spear into a Crouching Hard Kick for a Sweep ending. Oddly, the Agony Spear chained into a Stand Hard Kick doesn't come out fast enough for the Hard Kick to combo, but it can be done.
As with Target Combos, some Tekken Strings will have cancelable moves either in the middle or the end of the Tekken String. Most characters have at least one or two, but some characters, like Steve, have zero and other characters like Asuka have as many as eight.
- Requires more complex inputs to perform than Normal Moves
- Special Moves do damage even when blocked.
- Chip Damage is 25% of the normal damage.
- Normal Moves can be canceled into Special Moves for Combos or offensive tactics.
- Special Moves CANNOT be canceled into Super Arts or Cross Arts, unlike in some previous Street Fighter games.
- Special Moves leave 1/5 of the damage the attack did behind as Recoverable Health for the opponent.
While Normal Moves may be the core of your offense and what you base your battle plan off of, Special Moves define your character and are what make them unique from all of the other characters in the game. Typically, you learn how to use your Normal Moves to bolster the effectiveness of your Special Moves. Special Moves typically require a more complex input than Normal Moves, which are single button presses. Special Moves, in most cases, require a specific controller motion previous to hitting the attack button. For example, with Ryu, throwing a Hadouken Special Move requires you to input a Down, Down/Toward, Toward motion on the controller (a quarter circle turn at the bottom, front corner of your controller) before pressing a Punch button. Other times, it’s merely that the Special Move requires you to hit multiple buttons at the same time, such as Zangief’s Double Lariat attack which requires the pressing of all three Punch attacks at the same time.
So what makes Special Moves so… special? Special Moves typically allow your character to perform very dynamic moves or use extremely versatile tools. Not only do they typically do more damage than most Normal Moves, many have extra properties associated with them such as Knock Down properties or invincibility to physical attacks. They also tend to have extra mobility associated with them, making characters leap into the air or fly across the playing field to attack. They can be used for longer ranged offense, such as with Projectiles. Special Moves really do come in all shapes and varieties.
But the two main things that make Special Moves so vital to your tool set are that, firstly, Special Moves do damage to the opponent even when Blocked, often referred to as “Block Damage” or “Chip Damage.” Chip Damage is only 25% of the damage a Special Move would do if it connected, but while that doesn’t seem very significant, it can make all the difference in breaking down an opponent’s defense. Also, Chip Damage can be used to defeat an opponent with no life remaining in their Life Meter. So even at low health, blocking a Special Move can result in defeat.
Secondly, what makes Special Moves so effective is their ability to be used in conjunction with Normal Moves. Certain specific Normal Moves can be canceled into Special Moves, as discussed in the Normal Moves section. This is very important, as this act of canceling, often referred to as “Buffering a Normal Move,” is critical to the success of almost every character. Not only does this ability help you shape your offense, but it is one of the core mechanics to maximizing the damage output of your character for Combos.
One other advantage of Special Moves over Normal Moves is that the amount of Recoverable Health they leave behind is less than with Normal Moves. Instead of the 1/3 Recoverable Health Normal Moves leave behind, Special Moves leave behind only 1/5 of the damage done by the Special Move. So if your Special Move does 150 damage, only 30 of that would be Recoverable if the character were to tag out.
In previous iterations of Capcom Fighting Games, the ability to cancel Special Moves into Super Arts was added for even more potential damage from Combos. This ability, however, does NOT exist in Street Fighter X Tekken, nor can you cancel them into Cross Arts. You CAN, however, follow a Special Move with a Switch Cancel, just like Normal Moves.
EX Special Moves
- Special Moves can be enhanced to EX Special Moves at the cost of one block of your Super Meter.
- EX Special Moves gain stronger properties, such as added Wall Bounce or added invincibility or faster movement or quicker recovery.
- EX Special Moves are performed by pressing two of the same kind of attack (punches or kicks) at the end of the Special Move’s motion.
- Not all Special Moves have EX versions.
Nearly all Special Moves can be enhanced in the game to become EX Special Moves, but at the cost of one block of your Super Meter. For the most part, EX Special Moves carry all of the same system properties of a regular Special Move: certain Normal Moves can be canceled into them, they leave behind 1/5 Recoverable Health, etc. But the actual move’s properties change. When a Special Move gets enhanced, it tends to perform a more powerful version of the Special Move, with more damage or extra properties or better mobility.
For example, Ryu’s Hadouken, normally, is a one-hit Projectile that does not cause Knock Down. However, by using one block of your Super Meter to perform an EX Special Move, the EX Hadouken will now cause two hits and knock the opponent down with the second hit, even if the opponent was standing when they got struck. Ryu’s EX Shoryuken has much more invincibility than the standard Shoryuken. And Ryu’s EX Joudan Sokutogeri not only is much safer on block than the regaulr versions, landing it causes a wall bounce to the opponent, giving you more free damage afterwards.
To perform an EX Special Move, simply perform the Special Move as you would normally, but activate it with two attack buttons of the same type instead of one. So to throw the EX Hadouken, perform the Down, Down/Toward, Toward motion of the regular Hadouken but activate it by pressing TWO Punch buttons instead of one. To perform an EX Tatsumaki Senpukyaku, perform the Down, Down/Back, Back motion and press two Kicks instead of just one.
Some Special Moves do not have EX versions. Zangief’s Double Lariat is an example of this.
- Every character has 1 Super Art.
- Super Arts cost 2 blocks of Super Meter to perform.
- Super Arts are performed by performing the motion and pressing all three attack buttons of the same type (3 punches or 3 kicks).
- In general, Super Arts cause about 300 damage.
- Like Special Moves, certain Normal Moves can be canceled into Special Moves.
- 100% of Super Art damage is permanent. It leaves behind no Recoverable Health.
As with every Street Fighter game since Super Street Fighter II Turbo, Street Fighter X Tekken includes the ability for every character to perform a “super combo,” in this game referred to as the Super Art. Super Arts are even more powerful attacks that require two full blocks of your Super Meter to perform. Every character has only one Super Art and is executed by performing the appropriate input on the controller and pressing all three of the proper buttons. For example, with Ryu once again, to perform his Shinku Hadoken Super Art, you will do the same Down, Down/Toward, Toward motion on the joystick and activate it, this time, by pressing all three Punches at the same time.
Super Arts serve pretty much one purpose: to unleash a large chunk of damage all at once. They all do, on average, around 300 points of damage. And just like Special Moves, they can be canceled into from Normal Moves that are cancelable into Special Moves.
One extra benefit of landing a Super Art on your opponent is that the damage done is permanent. Super Arts leave NO Recoverable Health behind whatsoever. So if your Super Art does 300 damage to the opponent, absolutely none of that will be recoverable at all.
Chargeable Special Move
- Every character has one Special Move that can be charged by holding down the attack button.
- Release the attack button to perform Special Move.
- Charge is vulnerable, but can be canceled into Forward or Back Dash.
- There are two phases of the Chargeable Special Move.
- Holding the attack button down for about 1 second will charge up from Phase 1 to Phase 2.
- If attack button is released during Phase 1, character will just perform the regular version of the Special Move.
- If the attack button is released during the 2nd phase, character will perform EX version of Special Move.
- Dash Canceling the 2nd phase will give you Counter Hit properties on next performed move.
- If move whiffs, Counter Hit is lost.
- Can use EX Meter to perform an EX Special Move and charge that to start directly in Phase 2.
Every character in Street Fighter X Tekken has one specific Special Move that has been predetermined to be their “Chargeable Special Move.” What this means is that, for that one Special Move, you can perform the controller inputs for the Special Move and then, instead of tapping the button to execute the attack, you can press the button and continue to hold the button down. Your character will then enter a “charging” animation where they appear to be building up for their Special Move. If you let go of the attack button during the charge up, your character will perform the Special Move you have been charging up.
While charging, your character is completely vulnerable and cannot block or walk or jump at all. The only thing you can do is to cancel the charging animation with a Forward or Back Dash. Not only can you use this for throwing off your opponent by altering the timing of your Special Move, it’s also useful for pressure, allowing you to perform “Dash Cancels” by canceling a Normal Move into a Chargeable Special Move, holding the attack button down, and canceling the Chargeable Special Move into a Dash. It’s very similar to a Focus Cancel into a Dash, but at the cost of no Super Meter.
This also can give some characters longer Juggle Combos, such as with Raven. Raven can repeatedly juggle with Crouching Hard Punches by performing repeated Dash Cancels with his Chargeable Special Move. However, on the ground, Dash Cancels aren’t ever fast enough to allow direct links on the basic Normal Moves.
There are essentially two phases of charging up as you continue to hold the button down. When you first start charging your Special Move, you immediately enter the first phase. During this first phase, letting go of the button will just cause you to perform the Special Move with no extra benefits.
If you hold the button down for about 1 second of real time, your character will flash, indicating that you have entered the second phase. In the second phase, if you let of the attack button, your character will perform the EX version of your Special Move at no cost of your Super Meter. Note that the Special Move, when performed will NOT have the added “EX” flashing animation accompanied with it, but it has all of the EX Special Move properties.
Also, there is another benefit of the second phase: if you cancel the charge animation with a Forward or Back Dash, your next attack will register as a Counter Hit if it connects against the opponent, regardless if it’s an actual Counter Hit or not. However, if you whiff an attack, even a whiffed Throw, you lose the stored Counter Hit. Teleports, however, will not cause the stored Counter Hit to go away. Oddly, if you have a Counter Hit stored up, performing the EX version of the Chargeable Special Move will not cause a Counter Hit if it connects.
Once you’ve reached the second phase of the charge, if you continue holding down the attack button for another 1 second, your character will finish charging and immediately go straight into their Super Art, again, at the cost of no Super Meter.
You can also spend one block of your Super Meter to start directly into Phase 2 by performing the EX version of your Special Move and charging from there. This does mean that if you do an EX Chargeable Special Move and immediately Dash Cancel it, you will have a Counter Hit stored up. Also, that will cut the time down to reach the Super Art in half.
- Reversals transition your character from one of four states instantly into a Special Move, Super Art, Cross Art, etc.
- The four states from which you can perform a Reversal are:
- Block Stun
- Hit Stun
- Getting up from the ground
- Landing after being hit out of the air by a non-knock down attack.
- If performed properly, a “Reversal” appears under your character’s name.
- Reversals can be performed after a Forward Roll, but no “Reversal” message will appear.
There are four states in the game that allow a character to go instantly from that state into a Special Move, EX Special Move, Super Art, etc. with no gap in between. The four states that allow for Reversals are Block Stun, Hit Stun, getting up off the ground, and landing after being struck out of the air by a non-knock down attack. Right before you leave any of those four states, there is a small window of frames that, if you press the attack button for your command in that window, your character will perform the Special Move, Super Art, etc. the very first frame possible. Whenever you successfully perform a Reversal, the message "Reversal" will actually appear on the screen under your character's Name.
Reversals are most useful in conjunction will moves that are invincible on start up. Since you go instantly from one state into a move immediately with a Reversal, that means you cannot be hit between, for example, Block Stun and an invincible Dragon Punch from Ryu. You cannot be hit right when you get up off the ground if you perform a Reversal EX Messiah Kick with Rufus, which is instantly invincible.
Also, you’ll often hear Reversals performed when getting up off the ground as a “Wake-Up Attack.” So if you read something like, “Ryu performed a Wake-Up Dragon Punch,” it means that you performed a Reversal Dragon Punch when getting up off the ground.
Also, there is actually a fifth state you can perform a Reversal: right after a Forward Roll from the ground. It should count as the same state as getting up off the floor, but the reason this must be specifically called out is that, for some reason, the “Reversal” message does not appear when you perform a Reversal off a Forward Roll.
- Perform a Throw by pressing Light Punch and Light Kick at the same time.
- Throws have a 7 frame startup.
- If not in range, the Throw will whiff and leave you vulnerable for a short period of time.
- Performing a Throw with the controller at Neutral or Toward will perform a Forward Throw
- Forward Throws will always keep opponent in front of you.
- Performing a Throw while holding Back on the controller will perform a Back Throw.
- Back Throws will always cause you to switch sides with the opponent.
- Some characters have Air Throws which can throw airborne opponents.
- Throws will whiff against characters in Hit Stun and Block Stun.
- Throws leave 1/3 of damage behind as Recoverable Health.
Throws have always been an integral part of the offense in Fighting Games. They are essentially the main counter to Blocking, as you can throw characters while they are trying to block. It’s best to utilize Throws during offensive pressure when the opponent gets overly defensive. Throws, however, do not have very good range and, in Street Fighter X Tekken, the range is particularly small and every character has the same Throw Range. Also, Throws are slower in Street Fighter X Tekken than they were in previous games, having a 7 frame startup.
To perform a Throw, just press Light Punch and Light Kick at the same time while standing. If you are within range against an opponent who is standing or crouching, you will throw them. If you have the controller in Neutral or holding Toward on the controller when performing a Throw, you’ll perform a Forward Throw. If you are holding back on the controller, you’ll perform a Back Throw. For every character in the game, Forward Throws will always keep your opponent in front of you after the Throw. Back Throws will always throw the opponent behind you, so you switch sides with your opponent. If you are not within range to connect with a Throw, your character will go into a short Throw Whiff animation during which you are completely vulnerable.
Some characters also have Air Throws by pressing Light Punch and Light Kick during any of the three Jumps. Air Throws can only grab opponents that are considered airborne.
There are actually some states where characters cannot actually be thrown. For example, you cannot throw a character while they are in Hit Stun or Block Stun. Trying to do so will cause you to perform the Throw Whiff. Ground Throws can never grab anyone considered airborne, and Air Throws cannot grab anyone on the ground. Throws cannot grab characters lying on the ground after being knocked down. Also, some moves just have Throw Invincibility properties and cannot be thrown at all.
Finally, characters cannot be thrown for 4 frames when they are eligible to perform a Reversal, i.e. right after getting up off the ground, right after Hit Stun, and right after Block Stun. Trying to land a Throw during that period causes you to go into the Throw Whiff animation.
Throws, when it comes to Recoverable Health, are like Normal Moves in that they leave behind 1/3 of their total damage as Recoverable Health.
- Quick Combos are a pre-programmed series of attacks performed the instant you activate it.
- Quick Combos requires 1 block of Super Meter to perform.
- All characters have two Quick Combos available to them.
- Press Light Kick and Hard Punch for Quick Combo 1.
- Press Light Punch + Hard Kick for Quick Combo 2.
- The character will perform all moves in the sequence at earliest point possible.
- So on whiffs, moves will be performed one by one.
- Quick Combos that use Charge Moves require no charge to perform them.
- Some Quick Combos use EX Special Moves, so make sure you have enough Super Meter for the entire sequence.
- If no meter is available for the EX Special Move, the Quick Combo just aborts where the EX Special Move was supposed to be performed.
Quick Combos are essentially a pre-programmed series of attacks that a character will perform the instant it is activated. They require 1 block of Super Meter to perform and every character has two Quick Combos available to them. The first Quick Combo is activated via Light Kick + Hard Punch and the second Quick Combo is activated via Light Punch + Hard Kick.
For most characters, the first default Quick Combo is a basic 4-Hit Light, Medium, Heavy, into Launcher Cross Rush sequence. The second Quick Combo varies greatly between characters. You can perform Quick Combos while crouching and, if the first attack in the Quick Combo is just a Normal Attack, you can perform it in the air as well. They’ll do the first attack in the air instantly, but then continue with the next move after they land.
Once activated, your character will try to perform all of the moves in the sequence at the earliest moment possible. For example, if you happen to not be in range for the Cross Rush Quick Combo, your character will literally perform all four attacks one after another, all whiffing, thus leaving you completely vulnerable the entire time.
Some Quick Combos involve Charge Special Moves that can be performed without any charge! So at the cost of 1 bar of Super Meter, you can punish opponents with combos that require charge even if you don’t have it charged up. In fact, one particular Quick Combo isn’t even a legal combo! Balrog’s Quick Combo 2 uses two Dash Uppers in a row, which isn’t humanly possible to charge up in time for those.
Some Quick Combos actually use EX Special Moves during the Quick Combo, and they will use up the appropriate amount of Super Meter. If you activate the Quick Combo but then no longer have the available Super Meter to perform the EX Special Move in the middle of the Quick Combo, the Quick Combo will just abort right where the EX Special Move is supposed to be performed.