Wakeup Shoryuken at E3 – Day 1

Skisonic and I are back in our hotel after an exciting day 1 at E3. The main course today was definitely Street Fighter X Tekken. We explored the entire West Hall, but didn’t manage to make it to the South Hall today. A good three of our six hours were spent with SFxT, including some private hands on time with the game.

The Day 1 Summary –

SFxT looks really nice. The facial models and animations have all been redone from SF4, and the Tekken characters look really great so far. They have a lot of character and personality in their moves. The backgrounds are pretty busy, and between rounds, characters have transition animations in which they move to another part of the stage.

When getting your hands on the game, the first thing you’d probably say is that it feels somewhere between Marvel and Street Fighter. Chain combos are super easy, and some of the moves are even more over-the-top than usual. You can cancel most chain combos into special moves as long as you do it before you reach a heavy attack. If you use a heavy attack twice at the end of a chain, it causes you to perform your tag-launcher. This puts your opponent into the air and forces you to tag.

The game ends when one character is KO’ed, but the coloring on the health bars makes it hard to notice when you are near death sometimes. Everything juggles in most cases. You can do chain combos in the air, land, and continue the combo. Throws work just like Street Fighter 4, but most of them have pitiful range by comparison.

Tagging is performed with Medium Punch + Medium Kick. While doing so, it is possible to have two of your characters get hit at the same time. You can use MP+MK like a focus cancel to cause a tag cancel. Doing so lets your new character move freely while the exiting character finishes his move.

For instance, forcing someone to block Ken’s Heavy Hurricane Kick, and then tag canceling it right away, lets you perform mix-ups behind the cover of the Hurricane Kick. This can be pretty scary. I tried the technique later with a blocked Hurricane Kick from Hwoarang. The kicker (ha ha) is that the final hit of Hwoarang’s special is an overhead. Performing a low attack while this goes off results in a Marvel-style unblockable.

The game seems to use gravity scaling to prevent super long combos. Gone are double motions for Supers. Instead, you typically do a single motion with three punches or kicks to perform one. They animate like Ultras, but can be cancelled into from normals and chain combos.

When you get knocked down, you can tag while you are on the ground. This technique, while unsafe, did seem really useful in a lot of situations in which sacrificing some health on your 2nd character could prevent the match from ending early. You can even tag cancel in the air.

The launcher attack, which forces a tag, can be used as an “Alpha Counter” from blockstun for one meter. These can be baited and punished, however, as all launcher attacks are absurd on recovery, leaving you open for days.

We are going to get more time with the game tomorrow, and we’ll talk more about character specifics then. Early on, I have to say that the Tekken characters are all extremely complex and super interesting, while the Street Fighter characters seem really straightforward and simple.

My early favorites are Nina, Julia, Ken, Bob, and Hwoarang. King seems really complicated, and though I wasn’t doing well with him, UltraDavid was starting to find ways in which Marduk might be really scary. Ski’s early favorites were Ryu and Kazuya.

  • The MC Clusky

    They made Bob so frickin’ slow. Also, this is random Keits, but are you going to Wednesday Night Fights? OG and I really need a ride there.

  • Kurushii

    Awesome. Thanks for the info Keits! :D

  • ProjectNeo2501

    so beast, very interested in the game

  • HeyImCrimson

    I want a podcast tomorrow. I didn’t get one last week.

  • NyuBomber

    The more I see of this game, the more excited I get! Can’t wait for more (relevant coughCOLEcough*) roster reveals.

  • Jocelot

    Game seems cooler and cooler. Mike Ross seems very impressed with it as well, saying its the best SF ever. (He might be trolling, though.)

  • PHIL WILL

    FFFFFFFFUUUUUUUUUUUUUUUUU………another game to master.

    • PHIL WILL

      FFFFFFFFUUUUUUUUUUUUUUUUU………another game to master.

      I wonder if Daigo will take this game seriously?

  • UNCLE CYCLOPS

    Me and my boys are killing Street Fighter x Tekken at E3 with team Full House (Bob-Sagat)!

    Yes… TEAM FULL HOUSE! Bob and Sagat! You heard it here first!

    Shout out to Uncle Eric, Red Guardian, Anarchy and myself.. UNCLE CYCLOPS aka LIGHT DASH MAGNETO aka MAGNUS!

  • Diernes

    Mahvels a little to random for me and hit confirm based, yet I hate all one frame link stuff in streetfighter which is a little to tight for me especially online, this game looks like the ticket….

    • oldschool_BR

      Don’t confuse Street Fighter with SF4. They are entirely different. SF4 is a confirm fighter, too, so much that MvC2 players liked it (and play it) more than SF2 ones.

  • randomjohn

    Based on today’s gameplay with Gouken, I think Capcom screwed him even more with the so call “buffs” they gave him. First, his lp palm is practically useless. It can combo off of ONE jab (like his ground hurricane kick). That’s it. How the hell are you suppose to hit confirm that? If you want to combo, you basically have to do the lp palm (after st. lp) regardless if you predict to hit or not. In addition, gouken players can’t surprise opponents (since lp palm doesn’t go anywhere now) with that move when they walk forward. That move was such an useful tool that it surprises opponents and deal a little extra damage. Damage that Gouken desperately needs to win LOL. Also, Gouken can now combo close st. mp into cr. hp. Well, it looks nice and fancy but the damage output for pulling it off is ass. You get an extra 30-40 pts of damage in comparison to just st. hp. In conclusion, I now understand why Gouken is still ass and rarely (based on the Japanese arcade BP rankings) used in SSFIV.

    • randomjohn

      oops, wrong forum haha. oh well, E3 mentioned AE so it’s somewhat related here.

  • WickedElement

    I am digging Abel, Julia, and Marduk so far. Not sure how I feel about SF x Tekken yet. I kind of like it, but it also feels a little laggy and simplistic. I’ll try it out some more tomorrow to see if I learn anything new. Btw, it was cool hangin out with you guys today. See you tomorrow. :)

  • Veven

    This is sounding a bit like Guilty Gear.

  • WINBACK

    Already sounds goofy.

  • Ootori_Kyouya

    Great Impressions, Keits. I do have a question though. From the videos I have watched, I noticed a new EX move from Ryu (i.e. shin shoryuken [Usually a super]). Are there any new EX moves or Super to EX moves from both sides?

  • tempbast

    How many supers are there? One per battle? Must select like in 3rd Strike?

  • Good Game Player

    lol how do they nerf throws even more from sf4

  • RZGZ

    It would be a sin to not have Sakura and Xiaoyu in this game.

    • Doc Strange

      It would be a sin to not have Sakura & Karin vs. Asuka and Lili in this game.

  • tmt

    no jin, no buy

    • Keres

      There is no way that Jin won’t be in this game.

    • Doc Strange

      Ono should put Jin Saotome just to troll.

  • lifefire940

    Since I am the Ken master (ha) I will definitely be maining him and then the other character I believe I am going to pick is probably going to be Marduk….unless Jin or Alex from 3rd strike show up

  • tomle

    I want to know what TV brand model they are using?

  • King Rizz

    I just want to see someone use both Sagat and Bob. Bob Sagat jokes have now entered an all new extreme. 8)

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