I know a lot of people who play Tekken. I know a lot of people who play Street Fighter. This means I know a whole lot of people scared about StreetFighterXTekken. For some people this will either have them jumping for joy or cursing the heavens. SFXT play, remarkably, like the best mix of both worlds.
Now you can’t have it all. If you ask most fighting game specialists, they’ll tell you SF is more like chess, and Tekken is more like checkers, and the only way to please everyone would be to make 2 games in both engines. Oh god the problems that would have, and the time it would take. Instead, they took the Tekken combo system and partnered it with the movement of Street Fighter. They combo continuation is something else entirely. Street Fighter has more timed combo continuations, while Tekken uses more juggling. In StreetFighterXTekken you’ll need to use your timed combos in order to air juggle them into a character switch that starts another combo chain, if done correctly.
It’s a fair run for fans of either series. Street Fighters will have to get used to air jugglers, and Tekkeners will have to get use to the limited motion. But both sides will have to get used to the look of the game. Tekken characters have more cartoon animation looking combos and design. Street Fighter characters are more realistic, more like their look in MarvelVSCapcom3. What you’ll be happy to know is all the characters moves are still the same. There is a difference in timing for both though; Tekken players will feel stiffer, where Street Fighters will feel looser. One thing this game isn’t, though, is another MVC3. There isn’t assisting or hyper combos; instead it gives the feel of Tekken tag with one on one fighting where the first player to KO either member of their team loses. It’s a unique game and the smartest way to combine two different franchises in order to accommodate the widest range of fans without giving either side too much of a niche.