Street Fighter X Tekken

Street Fighter X Tekken (SFxT) is a 2D 2-on-2 tag team fighter with emphasis on grounded footsies. Anti-airs can start full combos, which keeps players on the ground. The flexible combo system turns mid range and long range pokes in neutral into big damage. Only one character has to die for the team to lose the round, which means players are only about two or three good combos from losing. If you're the kind of person that likes to find the optimal conversion off of everything in your moveset, this is the game for you.

Helpful Resources

The SFxT wiki.
The SFxT Discord server.
Psychoblue has written a 153 page dossier on this game with guides for all the characters.

Notation

Attack Notation

LP Light Punch Jab
MP Medium Punch Strong
HP Heavy Punch Fierce
LK Light Kick Short
MK Medium Kick Forward
HK Heavy Kick Roundhouse

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward
ub u uf
b n f
db d df

High attacks are overhead attacks that must be stand blocked. Mid attacks are attacks that can be blocked with both stand block and crouch block.

Street Fighter X Tekken uses Modern frame data notation. If an attack has 7 frames of startup, it hits on the 7th frame.

One of the most overlooked parts of this game is defense. SFxT borrows a modified version of the crushing system from Tekken. Some crushing attacks are flagged to beat a certain level of attack like mid, low, or airborne attacks. Or only specific parts of attacks crush like Asuka's LP crushes airborne attacks only above her neck. Some attacks do not hit characters in certain states like attacks that whiff against crouching characters. It creates interesting Tekken-esque interactions. Like an anti-air that is flagged to never lose to airborne attacks but is flagged to never hit crouching characters.

Other attacks don't crush but parts of the character's body is invincible.

Counter hits give additional properties to certain attacks. A counter hit off a normal attack can start a big combo. Counter hitting an airborne character floats them into a juggle like in Tekken instead of air resetting like in Street Fighter. Jumping is risky as anti-airs can start big combos.

There are a couple different combo starters and combo extenders. There are ground bounces, which are called Bounds in the Tekken universe. There are wall bounces, which allow the most time for comboing but have the most damage scaling. There are Street Fighter IV style crumples, which results in an air reset if followed up too late.

During one of your special attacks, you can hold the attack button to perform Super Charge. Super Charging your special attack a level performs the EX version of it for free. Super Charging two levels performs a super attack for free. Super Charge can be done off an EX special attack.

This is not like Street Fighter IV's Focus Attack. Focus Attack gets more safe on block the longer it is charged while Super Charge gets less safe on block the longer it is charged. The characters that get the most out of Super Charge are characters with safe EX special attacks like fireballs.

Super Charge can be canceled into forward or backward dash. This is called a Charge Attack Dash Cancel (CADC). CADC is used in juggles to extend it while moving yourself forward. Mastering CADC is difficult but you are rewarded with very satisfying combos.

CADCing after your character flashes gives the next attack counter hit properties. CADCing from an EX special attack immediately gives the next attack counter hit properties. The counter properties go away after you attack, regardless if the attack connects or whiffs.

It's commonly used full screen or after a knockdown.

Super Charge creates frame traps. Delay the Super Charge just enough that it interrupts the opponent's retaliation. This is risky because special attacks are unsafe on block.

Normal attack into CADC is almost always unsafe on block and negative on hit. This sounds terrible in theory but if your opponent is scared or not paying attention you can surprise them with a CADC.

Tag or Switch is performed with MP+MK. Switch can be interrupted as it has startup. The outgoing character becomes invincible only after they've finished their taunt. The incoming character forfeits recoverable health when tagged in this way.

Press MP+MK as your attack connects to Switch Cancel. It costs 1 block of Cross Gauge and cancels the remaining frames of the attack into tag. The outgoing character doesn't leave until they have finished their attack. Multi-hitting attacks are great to Switch Cancel off of to start combos or block pressure. Switch Cancel resets the juggle count for both characters to 0.

Make sure to practice and optimize your Switch Cancel combos because that is where most of your damage should come from. Street Fighter X Tekken has had an inaccurate reputation for being a low damage game with frequent timeouts. This misconception existed because players would try to make up for unoptimized combos by spending more meter. You MUST learn Switch Cancel combos. A 1 block Switch Cancel combo can do more damage than a 2 block super attack. I've seen Switch Cancel combos do more damage than a 3 block super attack.

Cross Rush is performed with HP+HK. It launches the opponent then tags out the character. It is unsafe on block. Cross Rush low crushes. If you see someone doing a seemingly random Cross Rush, they were probably predicting a low attack.

The Boost Combo system allows players to chain normal attacks into each other. You only get one normal attack per strength and the only attacks that can be canceled from a Boost Combo are Cross Rush, EX special attack, and super attack. After hitting a heavy attack during Boost Combo, you can press that button again to perform Cross Rush.

This means any normal attack can be buffered into a Cross Rush.

There are a couple of drawbacks to Boost Combo. It does not do a lot of damage because of damage scaling. Frame data on block is worse in Boost Combo. Chaining into medium and heavy attacks from light attacks is unsafe on block. Boost Combo reduces pushback which means these attacks are almost always block punished.

A lot of the most damaging combos are link combos. Link combos can be combined with Boost Combo to go backwards in the combo sequence to add more hits. This combo MP > LK > MP looks like it breaks the rules for Boost Combo but it's actually MP linked into LK boosted into MP.

The Tekken characters brought over their Tekken style strings to this game. These strings have multiple paths and multiple enders.

Cross Assault allows both characters of the team to fight together at the same time. It's performed quarter circle back MP+MK and costs 3 blocks of Cross Gauge. Both characters' health bars are combined and distributed evenly. I've seen players use Cross Assault to give their dying character more health to keep them alive longer. You don't see this used often because if you're playing by yourself the computer takes control your partner and the computer doesn't know what you want to do.

Super Art costs 2 blocks of Cross Gauge. Cross Art is the stronger super attack. Cross Art is performed quarter circle forward MP+MK and costs 3 blocks of Cross Gauge. It does more damage, leaves no recoverable health, and tags.

When health is below 25% press down, down MP+MK to activate Pandora. This kills the active character and tags in their teammate. The character is given full meter and damage is boosted by 30% for 10 seconds. After 10 seconds the character dies and the round is lost.

Pandora's activation freezes the screen. This is good to use if the incoming character has a super attack with a specific utility. Examples include super attacks that go through fireballs, are anti-airs, whiff punish full screen, or are invincible.

Pandora has 5 frames of startup. To combo into it you need enough frame advantage to cover the activation of Pandora and the startup of the following attack. For many characters their fastest attack is 3 frames meaning +8 is enough to combo into Pandora. You can also use ground bounce, wall bounce, or crumple to combo into it.

Cross Cancel is this game's Alpha Counter. Press forward HP+HK in blockstun to perform it. It costs 1 block of Cross Gauge and knocks down on hit. The opponent cannot quick recover or roll from this knockdown. Cross Cancel can only cancel into Switch Cancel. Some Cross Cancels are safe on block and some are very unsafe on block. Jin's is plus on block for some strange reason.

Backdashes are invincible at the start, then airborne, before becoming vulnerable during the recovery frames.

After a knockdown, press down to quick recover.

After a soft knockdown or hard knockdown, hold forward to roll. Rolling is useful to get out of the corner. Rolls are strike-invulnerable but can be thrown. The recovery of the roll has a duration where the character has a hurtbox and can block but cannot attack.

Recovery roll is always the slowest wakeup option. If you roll from a soft knockdown your character will stay on the floor for the same duration as hard knockdown then roll. From soft knockdown there are three recovery timings: quick recover, no recover, roll.

Crouch Tech Option Select

Throws are performed with LP+LK and are teched with the same input. There is a whiff animation if unsuccessful. Throws have 7 frames of startup. Throws do not do a lot of damage but they take away recoverable health and cause a hard knockdown. Air throws do not remove recoverable health.

Crouch tech is an option select that exists in fighting games that allows the player to tech throws with a crouching strike. Pressing LP+LK while standing is a throw but pressing LP+LK while crouching is a crouching strike. In Street Fighter X Tekken, the attack is a crouching light kick. This means a fast crouching light kick comes out instead of a throw whiff animation with a lot of recovery.

The main drawback of crouch tech option select is that the startup of the attack can be thrown while the startup of a regular throw tech cannot. Crouch tech has to be done late while a regular throw tech can be done early or late. The tech window for crouch tech is also significantly shorter than a regular throw tech.

If the attacker predicts the defender will perform a delayed crouch tech, they can create a frame trap to beat it. If the defender isn't in blockstun, the crouching attack comes out. A delayed frame trap beats delayed crouch tech. A delayed frame trap loses to immediate crouch tech. An immediate frame trap beats immediate crouch tech.

Throwing works if it's timed to catch the startup frames of the crouch tech attack.

The crouch tech attack is different for each character. For some characters the crouching attack has very short range. Against these characters the attacker can make the crouch tech whiff then whiff punish it.

The crouching attack is usually a low attack or a mid attack. In this game, crouch tech is a low attack and there are many ways to beat a low attack. There are attacks that are invulnerable to low attacks, attacks with lower body-invincibility, and attacks that hop over low attacks. Some characters have armored attacks or parries that beat low attacks.