Post by Pikachu on Apr 7, 2012 1:44:38 GMT -5
Starting a Street Fighter x Tekken thread.
Some basics on how the systems work in this game.
"Cross Rush", or chaining - You can chain from weak to heavy attacks with any character in this game. Any mixture of punches to kicks are fine. After a heavy attack, one more push of a heavy attack button will cause the character to go into a launcher, which pops the enemy up and brings your teammate in.
You have to press the buttons fairly quickly in succession to get this to come out. Besides going into a launch combo, this is also useful for going into a knockdown. (e.g. LPxxMPxxSweep)
Chaining attacks (with exceptions for certain Tekken chains) do a few debilitating things:
1. Your damage is scaled to 70%.
2. If blocked, your character needs additional time to recover. For example, your hard punch attack might normally be safe on block, but if you chain LPxxMPxxHP, you get an additional -16 of disadvantage. (i.e. Very easy to punish)
3. If you chain into an attack that can normally cancel into a special move, then it can only cancel into an EX version of the move and/or a Super/Team Super.
4. When you launch someone, juggle count of moves are reset for the incoming character. Damage scaling is still inherited.
Launcher - Done by pressing HP+HK. The startup is slow, and the attack is easy to punish. It will "crush" low attacks.
Crush - This is not quite the same as invincibility as far as I know in this game. Crush is a concept from Tekken where certain attacks types are outright stuffed. For instance, a move like Heihachi's back+LP has high Crush properties. This means that if a high move is thrown out, and I use back+LP, my move will stuff the high move.
Throws - There is extremely little throw range, and throws take 5 frames to come out. This makes command grabs very, very powerful in this game because they usually take 2-5 frames of startup, and have at least double the range. There is also a small number of frames where a person cannot be thrown post block-stun.
The incentive for hitting a throw is to remove "red health", or life than can be healed when a character is tagged out.
Tagging - Done by pressing MP+MK. It takes 5 frames to tag a person in from neutral. You must be in neutral stance to tag. You can't do it off a crouch.
You can also, at the cost of one meter, tag a person in during the middle of a move. The move can be any move as far as I know, but it must make contact (block or hit) on the opponent. The command is MP+MK, just like the normal tag. In 2v2, the manual neutral tag must be done by the active player. However, the meter-consuming tag done as a cancel off a move must be done by the INACTIVE player.
Charging - Each character has a move it can charge (I am NOT referring to the normal "charge" as in holding a direction for 2 seconds). For instance, Ryu can charge his Fireball by holding down the punch button. He can release it as an EX Fireball if he charges for at least 51 frames, and release it as a Shinkuu Hadouken if he charges for around 100 frames. Using the Fireball in this manner does NOT consume meter.
When in the charge stance, a character can dash cancel forward or backward. Yes, this means Ryu can sweep into Fireball, hold down the punch button, and dash forward for more pressure. This is quite scary for certain characters.
Additionally, when the dash cancel is done after a "spark" appears on the character, that character's next attack will be a counter hit if successful. If it's blocked, nothing else happens (i.e. attacks thereafter don't get this bonus).
This is scary for certain characters where counter hits will result in wall/ground bounces, or even crumple states, meaning a poke can start a nasty combo. For example, Balrog's far fierce crumples on counter hit, which allows him to follow up.
Air Reel - Normally, air-to-air moves cause air reel, meaning that a character can't be juggled after they are hit in the air. A counter hit in the air removes this, regardless of what move was used. Sometimes, this might also cause other things to happen to the opponent, such as a ground bounce.
Being aware of this is critical in SFxT. In most other SF games, we subconsciously know not to bother juggling after an air-to-air move because of air reel. Here, you have to train your eye to recognize an air reel animation or a pending knockdown animation. This is where you can tell whether you can juggle or not. (If you use hindsight, if you hit your opponent air-to-air and they land on their feet, they were in air reel and you weren't able to juggle. If they land on their face or back, you missed a juggle opportunity)
Let me put the payoff into perspective. If you land a counter hit air-to-air with a hard kick, land, and then just hit a simple hard punch afterwards, you'll probably net around 200 damage with most characters. This is 20% of your opponent's life, for a "combo" that requires no practice.
If you land, and hit low MK and then a Team Super, that's probably 50%. It's not an opening to ignore.
Knockdown states - Understanding knockdown states is very important, and does make this game feel more Tekken-like. There are three main options for affecting how a character gets up (not counting reversal options).
1. Character gets up as normal.
2. Character does a quick get-up, similar to how it was done in SF4 (hit two attack buttons upon landing on the ground, or hit down on the joystick/dpad).
3. Character rolls forward, done by holding forward on the joystick/dpad. There is no other direction to roll. There are some throw-vulnerable frames near the end of the roll. However, if you position yourself correctly, you can also make the wakeup very ambiguous in terms of which side the character ends up on.
Reversals - Like SF4, reversals are easy to mash. You have a 6 frame window prior to a 1 frame opening to get a reversal to come out.
Block states - Just thought I'd mention that unblockables outside of throws are not possible. The game will help you block so long as you are holding down-back or back in situations where you're hit from both sides at once, or high+low at once, which can occur in Cross Assaults. However, if the hits are staggered very closely, you can get fisted.
Cross Assault - Takes 3 bars, both characters are in. Crap in single player because one character is CPU controlled. Could be extremely good in 2 player with coordination.
At first, this seemed really underwhelming since there are a lot of bad ways to use this. One is to not have both characters rush forward. Stages in this game are HUGE, and so a person can hold up-back until your Cross Assault is done. The other is to not splooge a super randomly. This ends the Cross Assault, no matter how much time would have been remaining.
One of the best Cross Assaults I've seen coordinated is where one fireball character stands still while the other character rushes in. This limits the area where the opponent can jump back, and the fireballs ensure safety of the character rushing in. Imagine a Ryu throwing fireballs while a Tekken character like Kazuya goes in for stupid mixups that suddenly become safe.
Supers - Supers are done with just one motion, and three punches or kicks. Usually, you need two quarter-circle forward motions and a punch for Ryu's super. Here, it's just one QCF motion + PPP. You can apply this concept to other characters.
Team Super - Done with QCF+MP+MK. They're officially called Cross Arts, but I figure that when I say Team Super, you know what I mean.
All of them have invincibility until after the first frame that the attack comes out.
Team Supers consume your entire meter.
Bound - Bound, sometimes expressed as B! in combo notation, is a "ground bounce" state which allows for an extension of a combo. Only specific moves cause Bound, and some moves only conditionally cause bound (i.e. counter-hit).
Pandora - Pandora can only be done when your primary character is at 15% health or less. I forget whether other conditions apply because I frankly don't use it too much. (and I am not Clark).
It consumes one character, and brings in the other one as the active character.
Pandora gives that character unlimited meter and a 15% damage boost. It also gives that character 10 seconds to live. At the end of that 10 seconds, you lose by time out.
You only use this when you can finish someone off in a combo, but the difficulty is that you cannot cancel into a Pandora animation off of a move (with just a few exceptions). One of the best times, however, are off of a bound. To give you an idea of the structure of a potential Pandora combo:
Kazuya + Ryu
Kazuya start: cr. MP, cr. MK, Slaughter Hook (bound), Pandora
Ryu enters: cr. MP, EX Donkey Kick, jump HP, land, Shinkuu Hadoken
It's not important to learn Pandora, but I leave this here for reference.
Some basics on how the systems work in this game.
"Cross Rush", or chaining - You can chain from weak to heavy attacks with any character in this game. Any mixture of punches to kicks are fine. After a heavy attack, one more push of a heavy attack button will cause the character to go into a launcher, which pops the enemy up and brings your teammate in.
You have to press the buttons fairly quickly in succession to get this to come out. Besides going into a launch combo, this is also useful for going into a knockdown. (e.g. LPxxMPxxSweep)
Chaining attacks (with exceptions for certain Tekken chains) do a few debilitating things:
1. Your damage is scaled to 70%.
2. If blocked, your character needs additional time to recover. For example, your hard punch attack might normally be safe on block, but if you chain LPxxMPxxHP, you get an additional -16 of disadvantage. (i.e. Very easy to punish)
3. If you chain into an attack that can normally cancel into a special move, then it can only cancel into an EX version of the move and/or a Super/Team Super.
4. When you launch someone, juggle count of moves are reset for the incoming character. Damage scaling is still inherited.
Launcher - Done by pressing HP+HK. The startup is slow, and the attack is easy to punish. It will "crush" low attacks.
Crush - This is not quite the same as invincibility as far as I know in this game. Crush is a concept from Tekken where certain attacks types are outright stuffed. For instance, a move like Heihachi's back+LP has high Crush properties. This means that if a high move is thrown out, and I use back+LP, my move will stuff the high move.
Throws - There is extremely little throw range, and throws take 5 frames to come out. This makes command grabs very, very powerful in this game because they usually take 2-5 frames of startup, and have at least double the range. There is also a small number of frames where a person cannot be thrown post block-stun.
The incentive for hitting a throw is to remove "red health", or life than can be healed when a character is tagged out.
Tagging - Done by pressing MP+MK. It takes 5 frames to tag a person in from neutral. You must be in neutral stance to tag. You can't do it off a crouch.
You can also, at the cost of one meter, tag a person in during the middle of a move. The move can be any move as far as I know, but it must make contact (block or hit) on the opponent. The command is MP+MK, just like the normal tag. In 2v2, the manual neutral tag must be done by the active player. However, the meter-consuming tag done as a cancel off a move must be done by the INACTIVE player.
Charging - Each character has a move it can charge (I am NOT referring to the normal "charge" as in holding a direction for 2 seconds). For instance, Ryu can charge his Fireball by holding down the punch button. He can release it as an EX Fireball if he charges for at least 51 frames, and release it as a Shinkuu Hadouken if he charges for around 100 frames. Using the Fireball in this manner does NOT consume meter.
When in the charge stance, a character can dash cancel forward or backward. Yes, this means Ryu can sweep into Fireball, hold down the punch button, and dash forward for more pressure. This is quite scary for certain characters.
Additionally, when the dash cancel is done after a "spark" appears on the character, that character's next attack will be a counter hit if successful. If it's blocked, nothing else happens (i.e. attacks thereafter don't get this bonus).
This is scary for certain characters where counter hits will result in wall/ground bounces, or even crumple states, meaning a poke can start a nasty combo. For example, Balrog's far fierce crumples on counter hit, which allows him to follow up.
Air Reel - Normally, air-to-air moves cause air reel, meaning that a character can't be juggled after they are hit in the air. A counter hit in the air removes this, regardless of what move was used. Sometimes, this might also cause other things to happen to the opponent, such as a ground bounce.
Being aware of this is critical in SFxT. In most other SF games, we subconsciously know not to bother juggling after an air-to-air move because of air reel. Here, you have to train your eye to recognize an air reel animation or a pending knockdown animation. This is where you can tell whether you can juggle or not. (If you use hindsight, if you hit your opponent air-to-air and they land on their feet, they were in air reel and you weren't able to juggle. If they land on their face or back, you missed a juggle opportunity)
Let me put the payoff into perspective. If you land a counter hit air-to-air with a hard kick, land, and then just hit a simple hard punch afterwards, you'll probably net around 200 damage with most characters. This is 20% of your opponent's life, for a "combo" that requires no practice.
If you land, and hit low MK and then a Team Super, that's probably 50%. It's not an opening to ignore.
Knockdown states - Understanding knockdown states is very important, and does make this game feel more Tekken-like. There are three main options for affecting how a character gets up (not counting reversal options).
1. Character gets up as normal.
2. Character does a quick get-up, similar to how it was done in SF4 (hit two attack buttons upon landing on the ground, or hit down on the joystick/dpad).
3. Character rolls forward, done by holding forward on the joystick/dpad. There is no other direction to roll. There are some throw-vulnerable frames near the end of the roll. However, if you position yourself correctly, you can also make the wakeup very ambiguous in terms of which side the character ends up on.
Reversals - Like SF4, reversals are easy to mash. You have a 6 frame window prior to a 1 frame opening to get a reversal to come out.
Block states - Just thought I'd mention that unblockables outside of throws are not possible. The game will help you block so long as you are holding down-back or back in situations where you're hit from both sides at once, or high+low at once, which can occur in Cross Assaults. However, if the hits are staggered very closely, you can get fisted.
Cross Assault - Takes 3 bars, both characters are in. Crap in single player because one character is CPU controlled. Could be extremely good in 2 player with coordination.
At first, this seemed really underwhelming since there are a lot of bad ways to use this. One is to not have both characters rush forward. Stages in this game are HUGE, and so a person can hold up-back until your Cross Assault is done. The other is to not splooge a super randomly. This ends the Cross Assault, no matter how much time would have been remaining.
One of the best Cross Assaults I've seen coordinated is where one fireball character stands still while the other character rushes in. This limits the area where the opponent can jump back, and the fireballs ensure safety of the character rushing in. Imagine a Ryu throwing fireballs while a Tekken character like Kazuya goes in for stupid mixups that suddenly become safe.
Supers - Supers are done with just one motion, and three punches or kicks. Usually, you need two quarter-circle forward motions and a punch for Ryu's super. Here, it's just one QCF motion + PPP. You can apply this concept to other characters.
Team Super - Done with QCF+MP+MK. They're officially called Cross Arts, but I figure that when I say Team Super, you know what I mean.
All of them have invincibility until after the first frame that the attack comes out.
Team Supers consume your entire meter.
Bound - Bound, sometimes expressed as B! in combo notation, is a "ground bounce" state which allows for an extension of a combo. Only specific moves cause Bound, and some moves only conditionally cause bound (i.e. counter-hit).
Pandora - Pandora can only be done when your primary character is at 15% health or less. I forget whether other conditions apply because I frankly don't use it too much. (and I am not Clark).
It consumes one character, and brings in the other one as the active character.
Pandora gives that character unlimited meter and a 15% damage boost. It also gives that character 10 seconds to live. At the end of that 10 seconds, you lose by time out.
You only use this when you can finish someone off in a combo, but the difficulty is that you cannot cancel into a Pandora animation off of a move (with just a few exceptions). One of the best times, however, are off of a bound. To give you an idea of the structure of a potential Pandora combo:
Kazuya + Ryu
Kazuya start: cr. MP, cr. MK, Slaughter Hook (bound), Pandora
Ryu enters: cr. MP, EX Donkey Kick, jump HP, land, Shinkuu Hadoken
It's not important to learn Pandora, but I leave this here for reference.