The game features the same basic controls as other games of the Street Fighter series, with one little bonus for Tekken fans: the Light Punch, Medium Punch, Light Kick and Medium Kick buttons all correspond to the Left Punch, Right Punch, Left Kick and Right Kick inputs from the Tekken series. With this, Tekken players can use some of the combo chains they are familiar with from Tekken in SFxT. For example, Kazuya’s Demon Slayer: Tekken’s LP RP RP corresponds with SFxT’s LP MP MP.
|Throw – just like in Street Fighter. Different throws can be triggered by holding a direction towards or away from the opponent.|
|Tag - just like in Tekken. It can be done while standing, or even during an attack (see The Super Meter).|
|Launch – a universal command to send an opponent upward. These launches have quite a reach, but have very slow start-up and recovery time. These have priority over incoming low attacks by default.|
Another element of Tekken introduced to SFxT is the tagging system; unlike the Marvel Vs Capcom series where a character with no health left is simply eliminated and the fight continues, SFxT borrows a page out of Tekken Tag Tournament’s rulebook, ending the round once one of your team is knocked out. Players must keep an eye on their health and tag out accordingly to keep the fight going. Additionally while the fight goes on, any damage taken by the tagged out fighter beforehand slowly heals up to a certain limit.
There are two main ways to tag in a partner: to make a Hard Tag with MP+MK as described above, or to Switch Cancel (see below). During a Hard Tag, the character leaving the fight is invincible, but the character running in will be vulnerable for a moment, allowing the opponent plenty of opportunity for a free hit.
In Street Fighter, players are accustomed to only certain attacks from which someone can juggle an opponent, or attacks that put an opponent into a juggle state. In SFxT, everything can put you in a juggle state. In an effort to bring in elements from Tekken, if an attack will reach someone in the air, chances are it will hit them. In addition, certain SF characters’ attacks have been changed to facilitate for juggling; Ken’s axe kick, for instance, will now bounce an opponent off the ground, similar to Tekken’s Bound mechanic.
A Cross Rush is a chain combo executed with any combination of a Light attack followed by a Mid attack, followed by two Heavy attacks. The second heavy attack will take the form of that character’s launcher, putting the enemy into the air and tagging in your partner. A Cross Rush cannot be mixed up with a special move, but can be by spending meter on an EX special.
The Super Meter
The SFxT super meter has three chambers, which can be built up through using special attacks and hitting or missing with normals, ala Street Fighter 3. Meter can be used as follows:
|Super Moves:||Just like the ones in Street Fighter. Super moves cost two chambers of the meter.|
|EX Moves:||Just like in Street Fighter, EX moves are powered-up versions of a character’s special moves. These are also the only form of special move that can be used after a L-M-H chain. These cost one chamber of the meter.|
|Cross Cancels:||By using the Cross Cancel while blocking an opponent’s attack, you can break the opponent’s assault by knocking them away. This costs one chamber of the meter, much like SFA’s Alpha Counters.|
|Switch Cancels:||Tagging in a second fighter during the first fighter’s attack costs one chamber of the meter. This can be used to set up unblockable attacks (low attack at the same time as an overhead, for instance).|
|Cross Assault:||Have your tag partner join you to fight in tandem. The meter will constantly drain while in use, and can only be used with three chambers of meter.|
|Cross Art:||Perform an alternate Super Art, then have your tag partner enter the match to perform his own Super Art. Also eliminates all of an opponent’s recoverable damage. Costs three chambers of the meter.|
|Pandora Mode:||See below for more information about Pandora Mode.|
Each character, out of all their special moves, will have one unique one that can be held back, done by holding down the attack button used to do it. Holding it down for long enough can upgrade the special to an EX move or even a Super move at no cost to your Super meter. For example, Ryu’s Hadoken can be held, eventually releasing for an EX Hadoken or the Super variant, Shinkuu Hadoken. Additionally, each of these Supercharge Specials can be dash cancelled, allowing for character specific baiting and mix-ups; if an EX Supercharge special is Dash Cancelled, the next attack thrown will be given counter-hit properties.
Pandora Mode can at best only be described as an act of desperation, available only if the character in your control’s health has fallen under 25%. Inputting the command listed above will sacrifice your character, bringing in your partner in Pandora Mode. In this state, a character deals increased damage, and their Super meter recharges over time.
Using Pandora, however, comes at a price:
- Your first character is sacrificed, and they will have no further part in the round; this means no Switch Cancels, Tag-Outs, Cross Arts or Cross Assaults.
- Pandora mode is set on an eight-second timer; once Pandora Mode runs out, your character is knocked out.
- If a Time Over occurs during Pandora Mode, your character is knocked out.
- If you’re in the middle of a Super Art cutscene (see any character except Ryu, Guile and Dhalsim) when Pandora Mode runs out, the cutscene will finish, and regardless of your opponent’s health after the Super, your character is knocked out.
Many of these features were explained in SFxT’s New York Comic Con 2011 trailer.