Fighter X Tekken
The story of Street Fighter X Tekken
begins with a mysterious meteor that crash lands in the Antarctic. Within the
meteor is a strange box-shaped object that researchers have nicknamed "Pandora",
which is beyond
human comprehension. It cannot be opened by conventional means, but gives off a
strong response when it detects violent confrontations. Characters from the
Tekken and Street Fighter universes form teams of two and search for Pandora,
each with their own motivations.
I grew up playing both Street Fighter and Tekken at arcades in the early
90's, and needless to say, I
have a special place in my heart for both franchises. For over 15 years, Street Fighter "VS" Tekken has been the #1
crossover title that I've wanted to see. It's a dream match of sorts,
especially since the two universes seem like they could easily intertwine under
the creative direction of either of the 2 most successful fighting game
companies. Thanks to a twist of fate (and after a few alcoholic beverages between SF producer Ono
& Tekken producer Harada), us old school
fighting game fans are
finally living the dream!
SF X Tekken (properly
"Street Fighter Cross Tekken") is developed
Capcom. Namco gave Capcom the rights to use their characters, but wasn't at all involved with the
game's development. Because of this, Capcom was given total creative freedom over
the Tekken characters that they decided to include in the game. Namco
will have their turn next with Tekken X Street Fighter, but right now...
let's see how Capcom's version of this epic crossover stacks up.
A shot of the PS3
selection screen (before the 12 additional characters).
As far as crossovers go, SFXT
can most closely be compared to the Capcom VS SNK series. Like SNK characters, the
cast of Tekken
already have defined fighting styles and iconic mannerisms.
In CVS, Capcom's 2D artists kept the SNK characters'
traits closely intact, and also used their talents to flesh
out the characters even further in some instances. In SFXT, the creative direction
seems very different, and understandably so, since Tekken
characters are 3D fighting game characters (with movesets ranging anywhere
from 80 to 200 moves). Since SF characters have more
modest movesets, Capcom obviously had to streamline the Tekken side
to balance the game. They did, however, give most Tekken characters significantly more
moves than their SF counterparts, including some in-your-face chain combos
that come in handy after dodging those pesky fireballs.
While I have to praise the dev-team for creating innovative & balanced 2D
movesets for the Tekken cast, I think they went a bit "wild" on
several of them. On top of a decent selection of recognizable special moves &
chains... Capcom also gave Tekken
fighters a hearty dose of unfamiliar moves & animations. For
starters, a few signature moves & stances definitely look different. Capcom even
gave some of them "new moves" entirely, all while
leaving out staple techniques that you might expect them to have (Heihachi with
no Hell Sweeps? Steve with no Snake Charmer?).
This is a very controversial move from Capcom, since Tekken characters already have
of moves Capcom could've integrated into their play styles. Seeing just how Tekken's finest translated
into the SF4 engine is nonetheless very interesting,
but I think Yoshinori Ono and the dev-team took a few missteps along the way.
Take Steve Fox for example....
In my opinion, the strength of Steve's design
is all about his articulate and dynamic boxing style. In Tekken games, Steve
really doesn't throw any "sloppy" punches, and he hits his targets
with a certain finesse that really makes you believe he's a professional boxer.
Steve's SFXT incarnation impressively keeps all his signature dodges &
stances (and adds some interesting projectile & zoning moves to his arsenal), but Capcom's
execution on some of Steve's animations just doesn't cut it. I'm
open-minded to Capcom's creative input on the character, but many of Steve's "sloppy"
punches in SFXT (especially his Super Art) mirrors that of some generic boxer from Super Punch Out...
and that's not what Steve Fox is about. In a lot of cases, Capcom
missed the mark with those "key" animations... that extra
finesse or "oomph" Tekken
characters put behind their moves.
Taking the incredibly fluid Tekken
characters out of their element and into SF4's "choppier" animation style
is coarse at times. I wish the current Capcom motion capture team would've
taken a closer look at some of Tekken 6's animation, because a perceptive Tekken
fan can easily claim: "He doesn't punch like that..." or "She doesn't
kick like that..."
While they got a few right, others look spastic, and strike me as rough drafts that made it to the final
cut due to time constraints. This "rushed-looking" and quirky animation
style quality really puts me off at times. I previously brought up this subject in
my original SF4 review, as many SF characters presented far more
fluidity with their moves in their earlier 2D
incarnations. And to be honest, some of SFXT's animation even makes SF4's
animation look a lot better. SFXT's Super Arts fare better for the most part, but even then, some supers just seem half-hearted.
Badass dream match-ups...
decades in the making.
So I'm sure some of you might
ask.... "Is animation really that important?" Yes, I
definitely think so. You might think I'm being "too critical" on Capcom's creative input on the Tekken
characters, but I've been playing fighting games for 25 years... which possibly
makes me one
of the most critical fans you'll ever meet. You won't see these kinds of
details mentioned in some generic mainstream review, and I suppose that's why
you're on TFG, reading this review.
In continuation, character models have their moments of
looking cool, and Capcom did a solid job translating the Tekken fighters
a few of them (particularly their faces) look kinda ugly and/or funny.... I guess the
"cartoony" SF4 graphics style just cant help but
look gawky at times.
Due to SFXT's solid gameplay and awesome character roster, imperfect
animation & graphics can be put aside. One of the reasons that the
idea of SFXT works in "gameplay terms" is that many Tekken
move commands are very similar to (and some were inspired by) those from Street
Fighter. For instance, Kazuya
& Heihachi can still wave dash into their trademark Electric Wind God Fist (and even cleverly dodge fireballs as they do so).
The very basic play styles of most Tekken characters translated
fairly well, even though they're used very differently now.
Personally, after configuring my buttons the way I use them for
Street Fighter, it actually becomes a bit disorienting when using characters that
I'm familiar with in Tekken... but expecting to use Tekken characters
the way they're used in Tekken is just unrealistic. At the end of the
day, it's much more
like learning "new" Street Fighter characters. Returning SF
characters have also received a new technique or two, and have quite a few new
combo possibilities as well!
Contrary to what some may think, SFXT's gameplay engine is actually
very different from
SF4's, with a
slew of new mechanics headlining the action. Actually, SFXT has the most gameplay systems out of any SF game to date. Just to name a few: Cross Rush (a
chain combo system enabling Light-Medium-Fierce style combos), Super Charge (each
character can charge up a special move for a more powerful version, or unleash a
Super Art if charged up long enough), Tag Cancels (for awesome "on the fly" combos), Launchers
(after a character knocks their opponent up into the air, their partner can tag
in and continue the combo), Cross
Arts (allows both characters' Super Arts to connect in one flashy combo), Pandora (a
last resort and risky "comeback" system that can be activated when you have 25% health or less), and
finally, Cross Assault (both of your team
members can fight on screen at once, similar to the original MVC!).
On top of all of that, SFXT's ultra controversial Gem System allows fighters to
power-ups during battle, including: Added damage output, increased movement speed,
and vitality restoration. Beginners can even use gems that allow easy inputs, auto-blocking,
and auto throw escapes (but those abilities aren't overpowered, in case
you're wondering). There are over 300 gems in the game, all
activated in different ways, such as: Attacking, blocking, or getting hit by
special moves a specific number of times. The Gem System definitely introduces some
interesting strategy to the gameplay. I
personally think SFXT would've been just fine without the Gem System, but the
added complexity to SF's classic formula is a nice touch, and
can even be fun *gasp*.
However, from an "overall design standpoint," I think the Gem System seems
"tacked on". It doesn't have any sensible relation to either SF or Tekken,
but may bring back some fond memories of Super Gem Fighter... lol.
SF X Tekken isn't short on
grapplers... even Mech Gief wants in on the action.
Visually, when gems activate, they cause a weird "glowing" effect around the
characters, and it usually looks tacky. Somehow you get used to
it though. I wonder why Capcom didn't take
a page out of Namco's book and go with something more like the "aura"
effects from Tekken 5/6 instead (which would've looked a hell of a lot
better). Or... they could've just made a part of the character glow (like
their gloves), instead of the whole freaking character model.
It doesn't look terrible always (actually with some color combinations
it can look cool)... it just looks gimmicky (always). The good news is... you can fight without gems
if you truly despise them.
The combo system isn't
quite as strict as SF4's, which is something I actually like.
new Tekken-esk juggle system integrates exceptionally well into the SF4
engine, and I must say there are some incredibly fun combos in this
game. Thanks to the "if you hit them while
they're in the air, it connects" combo framework, there seem to be more
combo possibilities & mix-ups than in SF4... and I do love my creative
combo mix-ups (one
of my favorite things about Tekken's juggle system). With so many team
combinations, it would seem that the potential for new combo possibilities is nearly infinite.
And speaking of infinite, there were quite a few infinite combos
found by players... which actually isn't surprising for a game with such an open-ended and
"new style" of combo system. Thankfully, Capcom has patched them up.
I was actually hoping Capcom would include a Tag mechanic in a pure Street
Fighter game of this era, because it hasn't been done in such a long time (since EX3?).
With the same basic system from Tekken Tag Tournament, players can tag between
characters at any time, but if one of them is KO'd, the match ends. SF X Tekken offers a few different ways
to play the game with a human partner, and it's actually a lot of fun (even fun
Taking on the
computer AI with a friend in Tag Mode or Scramble Mode (4 players on screen at
once until K.O.), is automatic good times, even if your friends aren't as
skilled as you are. In the PS3 version, you can even fight against online
opponents with a friend in Tag or Scramble (sorry Xboxers). Overall, SFXT's online mode is fairly solid, minus an annoying sound bug. Online
features include the staple matchmaking options, as well as replay sharing. New
to the online setup is the briefing
room, an online training mode where you can practice with friends
or train while using Fight Request.
SF X Tekken's presentation is one of the game's stronger points. When
you start up the game for the first time, you're treated to an intense opening movie, and then tossed
right into a Tutorial Mode featuring none other than Dan Hibiki. Dan runs through the game's laughable abundance
of gameplay systems, all while shamelessly attempting to humor you along
the way. The Arcade Mode presents cool team prologues featuring unique artwork,
music & special dialogue between team members following each victory. Also worth mentioning, every character has a specific
win quote after defeating each individual character in the game (some of which are
hilarious)! The "rival fight" interactions in Arcade Mode are also very
entertaining... I only wish there were more. Unfortunately, the story itself is
far too ambiguous for its own good, and isn't nearly an attempt at anything
"great". I'm glad they incorporated the Mishima Zaibatsu & Shadaloo into
the storyline, but they could've done soooo much more with it.
I personally would've liked to
see the Devil Gene and the Dark Hadou cross paths, but again... nothing. The
character-specific CG endings are
cool-looking, but all take place in the Antarctic near Pandora's box (which
old), and many of which are pretty stupid in terms of story.
Scramble Mode: 4-player
real time VS mode... MUGEN style! :)
SF X Tekken's
music selection is a mixed bag. As soon as I knew Final Fight characters were going
to appear in the game, I had my fingers crossed for some badass Final Fight
soundtrack remixes. Capcom granted my wishes to a tee, and
actually dished out several remixes on the Final Fight themed
stage (complete with cameos by old school Final Fight
Aside from that, most of the other new BGMS are a bit
too "upbeat techno-ey" and "clangy" for my tastes, but the
modest selection of SF & Tekken remixes are pretty good... I just wish there were
more. Thankfully, SFXT does support the basic feature of adding your own soundtrack
from your system's library (so if you want old school music in the game, you can
add it yourself).
As far as stage designs go, most manage to be exciting at least, but
also a bit goofy and loud. I really wish Capcom put more emphasis on reintroducing
"classic" environments, instead of completely new ones that hardly suit the game.
Additionally, SFXT's background characters are officially
the most annoying background characters of all time. Seriously, 90% of
all background characters seem to be "spazzing" or jumping around like
fools, annoyingly trying to
take your attention away from the fight. However, there are a few cool cameos like
Alex (Tekken), Kunimitsu, Ganryu & Mech Zangief, but can we
get at least one background without a ton of random shit going on (besides the
How about a nice beach stage, overlooking the ocean and a
calming sunset... yeah, that'd be really refreshing. Lastly, there
aren't nearly enough stages in the game, which really shows a lack of heart from
Capcom if you ask me.
Other details I like about SF X Tekken? Like in UMVC3, I love
how partners shout out each other's names as they tag in... it's a subtle
detail, but it goes a long way. The overall voice acting is pretty solid for the most part, and thankfully the English/Japanese voiceover
options from the SF4 series have returned! The
default setting is even halfway decent for the most part... as characters like Kazuya
& Heihachi speak Japanese right off the bat (as they should). Some of the
English voices are actually done fairly well, but others are just horrible (as expected). The Tekken-inspired camera angles
during throws are pretty cool, and many of them add some solid "ouch
factor". However, quite a few
of them end up
"jolting" the camera a bit too harshly (Rolento's for
example), making it not very pleasing
to the eyes at all. In fact... a few of them mange to hurt my eyes a little.
A fully functional Customize Mode finally made its way to a Street Fighter game, and
is one of SFXT's best extras. Customizing characters is fun & all, but I think Capcom
actually gave players too much "creative freedom" in this mode. For
one, being able to make a
character's skin color "any color of the rainbow" is just ridiculous...
and takes away from the integrity of the character. The "neon glow" colors they added
as DLC are particularly obnoxious. I'm
tired of running into people online who decided to make their character look
like a "walking glow stick"....
Gross. On the bright side, for people who aren't trying to "troll," some pretty unique & badass
color schemes are waiting to be created.
Additionally, most of the DLC alternate costumes featuring
Tekken & SF
characters dressed similar to characters from the opposite franchise are simply tacky.
I can't imagine any true SF or Tekken fans actually wanting
anything like this in the game. In fairness, a few of the "cross"
costumes are actually clever
and look alright, but many are beyond hideous.
Some of them aren't worth much more than a cheap laugh... and awkwardly seem to be a parody of
the game itself. I wonder why Capcom didn't use that time and space to reate some actual
2P outfits for Tekken characters or old school costumes?!?
I think Yoshinori Ono needs to take it easy with the happy pills.
With a nice selection of modes, SFXT feels like a pretty solid package from the start. Whether you're making
a cool color scheme
in Customize, learning staple combos for characters in Trial, knocking out
tough challenges in Mission, or having crazy battles with 4 friends in Scramble Mode,
there's plenty of ways to enjoy the game. Although, I was hoping to see some mini
games or bonus stages also make an appearance... for one, an updated Tekken Ball Mode would've been
it's played on a 2D plane anyway).
Sadly, my hopes didn't come true.
||September 11th, 2021
Teshigawara, Akira Toba
||PlayStation 3, PlayStation Vita, Xbox 360, PC, iOS
PS3 / 360
Mar. 8th, 2012
PS3 / 360
Mar. 9th, 2012
PS3 / 360
May 11th, 2012
Oct. 23rd, 2012
Jan. 29th, 2013
Ver. 2013 patch
Abel, Sagat, Zangief,
Vega, Juri Han,
Bison, Jin Kazama, Kazuya Mishima, Heihachi Mishima,
Nina Williams, Yoshimitsu,
Paul Phoenix, Marshall
Xiaoyu, Raven, Hwoarang,
Steve Fox, Lili,
Asuka Kazama, Craig Marduk,
Julia Chang, Kuma,
Bryan Fury, Lei
Wulong, Ogre, Cole
(PS3/Vita), Toro the Cat
Kuro (PS3/Vita), Pac-Man
X Capcom, Street
Fighter 4, Super Street Fighter 4,
Super Street Fighter 4: Arcade Edition,
Ultra Street Fighter 4, Street Fighter III: 3rd
Strike Online Edition, Tekken 6, Tekken 6:
Bloodline Rebellion, Tekken Tag Tournament, Tekken
Tag Tournament 2, Marvel VS Capcom, King
of Fighters 13, Capcom VS SNK 2,
Super Gem Fighter: Mini Mix,
8.0 / 10
6.0 / 10
7.0 / 10
7.0 / 10
/ Sound Effects
7.5 / 10
8.0 / 10
7.5 / 10
8.5 / 10
Options / Extras
8.0 / 10
Intro / Presentation
7.0 / 10
Replayability / Fun
6.5 / 10
8.0 / 10
9.0 / 10
Review based on PS3 / PS
Out of any "new" 2D fighting game I
could play, there's something about throwing Hadokens & Shoryukens that never gets old, and never fails to be the most fun. I
still enjoy Street
Fighter's classic gameplay after all these years, and Capcom's innovations
never cease to make things interesting at the least. While SFXT
has its fair share of flaws, one thing Capcom definitely nailed is the
roster. In case you haven't noticed, SF X Tekken is packed with characters that
highly approves of.
Regardless of what you think of the game as a whole, there should be a handful
of characters you'll enjoy using in SFXT.
In my opinion, such an epic crossover deserves 3rd Strike quality
animation and brilliance, but I suppose that's being a bit unrealistic. If
Capcom actually set out to create SF X Tekken with hand drawn 3rd Strike
quality 2D sprites, we'd be lucky to have 12 characters in the game.
Considering the vastness of the SF and Tekken rosters, that's why this
"3D thing" isn't so terrible at the end of the day... but in the
case of SFXT, the 3D visuals don't come without flaws. Capcom got
a bit sloppy in some areas...
As a hardcore Tekken player, it's all too easy to be reminded
that Tekken characters are missing 80% of their movelists. It's cool that
they retain some of their alternate stances & movement abilities, but the amount of
attacks they can perform from those stances is painfully limited in
comparison. Furthermore, some Tekken characters seem like they were given a
more "thorough" translation to the 2D engine (Kazuya, for example). I really wish Capcom would've respected
the integrity of some of the other Tekken
characters' a bit more, and not rushed them. Some character movesets also received a bit too much
"creative input" by
the SFXT dev-team if you ask me, but due to the respectable character roster, it's all somewhat
forgivable (kind of).
it comes to gameplay, SFXT is a simple and "old school style" 2D fighter at heart, even though the engine has tons of bells & whistles.
While it can be fun, I have some issues with some of the basic gameplay
mechanics. Firstly, the blockstun that simple jabs create can be irritating,
especially when fighting against characters with strong poking abilities. In
some cases, I also don't like how "foolproof" it is to connect ultra-powerful
Super Arts or Cross Arts, and it seems like "easy-to-do" moves &
strategies are usually more effective than more complicated ones.
Time Outs also occur way too often. Overlooking the flaws, there are some
cool strategies, mix-ups, and combos that highlight and define SFXT's
unique gameplay experience. e. (They did so with TEKKEN 7 at least, which featured one of Akuma's best appearances to date.)
Despite its quirks, SFXT is a fairly decent, exciting, and fun 2D fighter...
with "fun" clearly at the forefront of the game design. Like SF4, SFXT
isn't short on comedic value. However, I'm starting to miss the days when SF games weren't so
facetious. In the early
development stages, producer Ono stated that the theme for this crossover series was
meant to be
"festive"... but making a Street Fighter game "festive" is like making a
perfectly tasty cake extra sweet, and "too sweet" can indeed be a bad thing.
Since the release, I really tried to like SF X Tekken. (That begs
the question - should one really have to try to like a fighting game?) Any old school 2D
fighting game fan like myself had HUGE expectations from Capcom with this
project (especially after all those epic trailers they released). While some core aspects are enjoyable, unfortunately, Yoshinori Ono and the team took quite a few missteps this
time. Overall, SFXT doesn't feel like "Street Fighter integrated
with Tekken"... but more so, a "super-happy version of Street Fighter
integrated with someone's
imprecise and lackadaisical interpretation of Tekken".
isn't nearly the worst fighting game I've ever played (although some
drama queens out there make it out to be). Thankfully, I can enjoy
SFXT casually with friends, but
I can't seem to forget all the missed opportunities. Perhaps
that's where Namco will come in when they step up to the plate with their
iteration of the crossover (Tekken X SF). I'd bet my last dollar that Namco
will drop a good chunk of the "silliness factor" and deliver a more straight forward,
serious fighting gam
Disc DLC —
12 New Characters
As you probably know, there
are 12 additional characters that appear in the portable, Playstation Vita version of
the game. These characters were later released
as purchasable DLC for the console versions on July 31st, 2012. The fact that the
data for the characters, alternate costumes and colors was previously discovered on the disc (by hackers) stirred up quite the conspiracy,
and the "Capcom hate machine" bandwagon of 2012 was born.
I didn't join the hate bandwagon in the mid 90's and, once again, I'm not
joining it. On that note, I'd like to give my two cents on the matter.
Some gamers felt "cheated" that this content is already on the
disc, because to access it, they have to purchase a small file that simply "unlocks" it when it becomes available. They feel entitled to
the content from the start, since they
"own" the physical disc. Capcom explained that the information is on the disc in order to "save
hard drive space and to ensure for a smooth transition when the DLC is
available". The data also allows people
to play against the 12 new characters & see the
alternate costumes when they're released if they choose not to
purchase them. Personally, nothing about this format bothers me, but some gamers
out there seem to have a "false
sense of entitlement and expectation".
Something that the rabid complainers fail to realize is that this DLC was
originally developed with the intent of
being DLC. That means it potentially wouldn't even exist in the first
place without the DLC distribution process. Believe it. It doesn't matter if it's
locked on-disc DLC, day 1 DLC, or month 6 DLC. I wholeheartedly agree that a
product should be complete when it's released, but the thing
is... SF X Tekken could've very
easily been called "complete" at around 25-30 characters. Fans should be thankful that the dev-team took the extra time & effort to create 12
additional characters. (Too bad that "effort" didn't show up in
some other areas of the game, though).
Tekken includes 43 iconic characters from the start (PS3
far above the standard for a new fighting game. Gamers complaining
about not being able to use the other 12 characters right off the
bat (which weren't even finished at the time), are being a
bit greedy I think. I understand their point of view, and they
have a right to feel that way if they choose. I can only
speak for myself... and I don't feel cheated. I'm glad I didn't have to buy a new disc-based "Super"
version of SFXT. I agree Capcom could've made better decisions on the business
front, but as a long time fan, I think we're lucky to have this many characters
in the game. The fact
that Capcom continued supporting SFXT with 12 additional
characters after the initial release (superb choices at that), only
sweetens the deal.
The full selection
screen on PS3 / PS Vita... 55
continuation, I think some of the "new" fighting game fans need
to take a step back and get some perspective. In the early 90's, many of
us used to play Street Fighter 2
(among many other games) at arcades, religiously... putting in 50 cents, with each
play, to use a few
of those 8-12 characters over and over (and over times 1000). Even after I bought several variations of the
home versions of SF2 (at $70 a pop) I still put money into those arcade
machines... and you know what? If for some reason you weren't a "good" player at your arcade, you had to pay
MORE money... AND LIKE IT... or
you could go home as a sore loser and play your SNES or Genesis
yourself and pretend to have friends.YEAH...
I SAID IT.
History has repeated itself many a time. Over the course of a decade, I must've
spent 100's of dollars on MVC2 in the arcades. Then I bought the
Dreamcast version when it came out, and guess what... I still
put gas in my car, drove
to the arcade, and put countless dollars into that MVC2 machine for many years
to come. I did the same thing when Tekken 5 came out in arcades and
on PS2. I even traveled to distant arcades (hours away) simply because they had better
competition. So I
guess that's why I can't relate to gamers who are raging about an optional
$8-$20 DLC to unlock new characters/content in a game... something that no
one is forcing them to buy. If you like the game, what's the problem with
spending a few extra bucks on it and supporting the company that made it? In my
book, the DLC is reasonably priced (not to mention color packs &
other updates are free). Plus, if you own both the PS3 & Vita
versions, all 12 DLC characters are completely free... which isn't a
Finally, let's not forget about "time release" characters that
both Namco and Capcom previously used in arcade games like Tekken
2, Tekken 3 and MVC2. Many months after the original release of
those games, additional characters became playable to keep the game fresh
and exciting (and it worked).
It would appear that Capcom simply wanted
players to first enjoy the "vanilla" version of the game and let
a little suspense build up... so
give'm a break. Besides, what's the fun of having
everything unlocked at once? Are you really going to master 55 characters
at once? No... you're not. Put down the torches, people. There are more
important things to worry about in life.
In closing, gamers of this generation are able to sit on their asses at
home, play a next-gen fighting game with players all over the world (for
free), and some of them have the audacity to sit behind their keyboards
and complain about optional DLC that costs them around the same price as
lunch? Lunch. To those folks, I say go out and buy yourselves a damn
Happy Meal, you cheap, cheap bastards. Just kidding. (Don't do that.) But
seriously, please stop whining and enjoy what the game does have to offer.