I fondly remember SFxT as the first non MK game I really took seriously back in the day, and was the first game I ever played properly on a fightstick. I still look back on those London Tournaments Mustard and I used to attend and the people we met. It was a cool experience all round. It's a shame the reputation of the game and DEFINITE SF4 elitism really hurt it early, but I really wanna jump back in and relearn it once again. Awesome video man.
The FGC has evolved a lot this few years. I feel proud of our openness to new fighting experience leaving the elitism behind. Perhaps arena fighters are the next new thing to make an impact.
This game is a great example of "first impressions are everything." The general public heard about what it was at launch along with the shady business practices and decided to skip it. Sure, it improved over time, but people lost interest at that point and it faded into obscurity. If the fixes made a year after launch was the launch version and the business side decided to be competent, this game would have done much better.
It was the shady stuff, but also the timer being a huge problem. For a LOT of the early tournaments and streams of the game, most of the matches ended in time outs. That kills so much hype in fighting games when its just a matter of running out the clock and whose slightly more damaged come the zero time.
Oh and the net code , that shit was terrible . Take out the gems and release it a year later than launch , I would’ve hella been into this game . Gems made me quit early , customization was pretty trash too, didn’t even look like human characters more like aliens
Almost none of the Tekken cast got used in early tournaments either. The only character I remember seeing was Raven. Seeing Guile/Chun Ryu/Ken matchups just made it a goofy SF4.
This game got flamed for being pay to win due to gems in its early release, but I put more time into it than any other fighter. The roster, the combos, the tagging, it just felt like you had more options and choice rather than just doing your standard bread and butter every time. It was fun AF
This game was hurt because of Gems, the timer and balancing issues. Where Cammy could lock you in block stun with a jab infinite. It got a great 2013 patch which fixed the game and made it awesome, but the damage was done. I'd like to see a resurgence, but doubt it'll happen.
This game has the spirit of a Tekken game cause it was so easy to lose all your life in a couple of seconds but it's also got the heart of a 2d streetfighter
Thank you for highlighting the things that I've been championing for years and years, and that many others have always known about this game. Like you I think the boosts add interesting wrinkles to many of the SF characters to further separate them from the SF4 characters not just in their combos, but how their gameplans shift to be more in line with a team game. The way you highlighted how unsafe they are on block, and how some can be made safe on block depending on matchups and spacing, was particularly good for dispelling a lot of the fib about the game's meta. I also like the explanation of how they can have a greater emphasis on the synergy you consider when forming a main team.
Last time I was this early, people still played this game on Evo main stage :) Nice video anyways; this game is very underrated and it’s nice to see that it’s being slowly vindicated by the community.
@@sour3000 some gems mad 1 button combos, added speed, power, life, and you can combine gems etc, it got to the point where it was about gems more than skill
@@bluefalcon6356 yeah, the originally said they'd have SF x tekken that plays in the 2d plane of SF. I remember hearing there would be a tekken x SF version that played on a 3d plane. I wonder what happened with that? I suppose it may explain why akuma is in tekken.
This is legit one of my favorite fighting games. Has been since it launched. 2012 patch really did fix basically every issue I had with the game, and it was just a blast to play. I really, really, REALLY hate that it died as fast as it did.
Just recently got into fighting games and just recently found your channel. You make great content that explains the beauty and appeal of the genre. I can't wait for your next video.
This was the only fresh new game, right out of the wrapping I've ever and only ever bought I was that hyped and I put many hours with my friends practicing and playing online. I'll never forget unwrapping this game, placing the CD in the Xbox 360 tray, getting some Wendy's and gaming for 20 hours.
It's a game was always curious about, as it's interesting to see how two different mechanical universe mesh. I figure I will snag it at some point. Hopefully Capcom and Namco will take a further look at doing more crossovers. I would like see the Tekken centric take on street fighter going all the way, as we see Akuma in Tekken 7, but I would like to see how the whole experience plays out.
What about Footsies and more importantly SmaSho It's one of the games that I play to parctice neutral and the damage is high over that tere are barely any combos (which adds up for the lack of combos and makes it difficult to take risk) Edit: And in SamSho V Special there's the sword Gauge that makes it so that adds even more risk to use your big buttons because your next ttack won't do as much over the fact that if you whiff a big button you'll probably lose 25-50% of your health
You’re the first channel I’ve come across that gives this game some credit! I love it! Picked it back up last week! Relearning everything all over again!
I got this for my birthday in the mid 2010s, id never played any fighting game before and dropped it because i couldn’t use special moves. Now 7 years later I am the proud owner of the game on steam and love to play it at parties
For me, huge punishes can be more frustrating than fun, at least when it *feels* like the opponent lucked out and didn’t outplay me. MK11 gives this feeling a lot with its uppercut & throw krushing blows which can net huge damage from too-frequent ambiguous, scrambley situations in poke range where it feels like either player could have landed the hit.
Daaamn it's been a while since I thought about this game. Seeing this makes me want to bust out my Blanka again and enjoy some long-range 3f jab into full launch combo goodness! Great to see you're making content buddy!
I was Cole main. He had some cool moves. His srk+p was a super fast anti-air which grabbed people in the air for a setup on the ground. He had a slide which could go under projectiles, except low tiger shot and sonic boom. His super was a pillar like Rashid's VT tornado which acted like a barrier and stayed on the screen long enough for Cole to recover and do another move. I say he had the best projectiles in the game, his were a grenade which travelled different distances depending on L, M or H. They also didn't go in a straight line, they went in an ark so they could go under your opponents projectiles and they would linger on the ground for a few seconds before exploding. If you were having a full screen wall to wall projectile fight you could throw out the M fireball and it would land just short of the opponent but close enough to make them go into block animation. Also if you meter burned the fireball he could throw out two projectiles so what i would do was throw out one then follow up with an ex fireball so there would be three on the field. However he had the second lowest health in the game lower than Akuma's so two combos and you were dead.
CapraKiwi yeah capcom gave megaman, pacman & cole ultra-low health which is like... why? at least, why other than to make them LESS competitively-viable at every level of play, from beginner to tournament-professional? i can see giving the two cat characters low health cuz theyre that kind of character archtype (tiny hurtbox character) but for heavens sake... megaman already played like a joke character! he really sucked; at least give him DECENT health so hes at least worth using to prove how good u are like Dan is... but no, capcom wanted to make sure the xbox 360 version wasnt LESS competitively-relevant for NOT having these characters available (they were sony-exclusive guest characters as repayment for sony’s help with gamedev funding) so it’d still sell not-terribly compared to the ps3 version (which was actually possible back then, as xbox was a bigger part of the market at the time). they tried to have their cake.& eat it too. well, your plan worked out reeeealllll great capcom, sfxt was a huge success financially!!!!! the average fighting game fan totally doesn’t mind at ALL when a back-of-the-box feature has its playability intentionally-sabotaged for financial reasons!!! the REAL average fighting game players who are usually casual gamers (that u go on & on about in your press releases & interviews & developer updates) dont care about when the spreadsheet programmer makes the numbers wrong on purpose!!! they love that!!!! thats why im currently playing Super Tekken X Street Fighter on my Xbox One S using the kinect controls right now as i type this
This was legit my first game ever on PS3, I remember my first match was against some guy who destroyed me with just Hugo, I ended up adding him and he taught me how to play. Im still friends with him to this day
The gems thing and my situation at the time deterred me from buying SFxT but I remember having fun playing it, as a casual FG enthusiast. Also, my gals Asuka and Juri in the same game, woo ! I think I'll keep an eye on it for when it's on discount, your video motivated me to try it again :)
I normally hated online play, but I loved sfxt so much I got to the highest online rank and bodied everyone locally in tournaments too (when we had our sponsored players that far outclassed me). It's crazy that capcom tried to have a survivor-style reality TV show as well lol (props to nerdjosh!)
Idc what anybody says, this game was the truth. Both of my fav fighting franchises collide + the way they adapt Tekken into the SF world as far as move sets, best shit ever.
I really thought the SF Translations of a ton of Tekken characters was also well done. I really enjoyed Julia in this game a ton and enjoyed the neutral a ton.
Games with insane damage potential off of big buttons that are unsafe on block or whiff makes for natural footsies games. it creates a meta around it that feels good and tense
I loved this game and played it through all the jab x timeout stuff and gem/DLC stuff. It was super footsie based especially with some of the characters with insanely long normals like Law, Bryan, and the mixup game was excellent where if people actually took this game seriously there wouldn't be that many timeouts.
SFxTekken was the first fighting game I recall having online training mode. You could play online with a friend and tag team other tag teams. That was really appealing to me at the time and I haven't seen it implemented again in a 2D fighter. I had no idea it was looked back on fondly. At the time people really shit on the game. Mostly for DLC gems and crap, but I enjoyed at the time.
It's surreal having been into fighting games long enough to remember when everyone universally hated this game. I remember seeing 2012 version come out and thinking a lot of the issues had actually been fixed about the game, such as Ryu, Ken, and Raven's runaway game. I guess the gaming community has just grown numb enough to shady gaming practices that it's opened the path up for people to give this old boy a chance.
You can already die in 2 hits and you only have to KO one character, damage isn't the issue. The issue is large stages and amazing neutral that rewards you for playing smart instead of just going for stuff and not worrying about huge punishes if it doesn't work out.
@@CameronCampbellSLM might have been for you, but doesn't coincide with my experience. I remember a hell load of time outs... Either way, I wished the game would have been longer-lasting.
@@nomansland6372 You have to be optimal. Most people playing this game didn't really know how to play until like mid-2013/2014 when there started being more consensus about that. You can look at the Top 8 of Final Round 17 or the Top 4 of Combo Breaker 2019 for that. EVO 2018 had a decent amount of explosive matches, as well.
OS poke checking with a good jab is what his game was about IMO. Turning every spacing whiffed jab into potential combo...You gotta protect your space!
How dare you make me want to play SFxT... I remember having a great time with it back in the day but I was only a casual then so I'd like to explore it a bit more now
The way moves combo'd into each other was soooo damn sluggish that it just completely turned me off. Which is too bad since the opening was fuckin awesome and the roster epic
I don't know what your saying here. Is it the length of the combo? SFxT is basically SFIV with more footsies. You move very slow too facilitating spacing and whiff punishment like tekken
I agree 100% with the observations, but I'm of the opposite opinion. The boost chain system is at the core of what turned SFxT into "Jab x Timeout". In fighting games the riskiest place to be relative to your opponent is up close, your opponent has literally all their options at their disposal as do you. Up close is where scrambles are the most hectic, but why do you work your way in close? For access to monster damage/mixups. The boost chain system basically flips this on its head, while you still do more damage up close fishing for counterhits you truly do not have to. The boost chain system takes the mid range game where you might trade 1 blow, or 1 blow into a special and it turns every hit into a launcher. Where this is absolutely beautiful in a 3D game like Tekken because you have so many movement options, or even an anime fighting game with running and air dashes. SFxT has none of the movement and all of the liability. If you make the mid range just as risky as up close in a game with poor movement options you're inspiring people to turtle. I think if they wanted this level of volatility in neutral they should have put parries in SFxT or at very least bring back some form of focus attacks. SFxT is certainly a fun game, but it is somehow both slow paced and chaotic.
I don't think your observation is correct. The reason for the "timeout" issue was not caused by players turtling more or not trading hits more frequently than they would in SF4 for example. It was caused by the game originally giving way too little time for a match. It gave the same amount of time SF4 did (100 secs) but for 2 health bars and nowhere near 2 times as fast damage output. The only thing most people noticed is that tons of matches were decided by timeouts and this gave people the false impression that SFxT is an overly slow/defensive game, but it's really not much different than pre SFV street fighters.
@@noodleknight7924 There were a lot of things that made the game significantly more defensive in its original iteration. Block stun on jabs, was actually incredibly long. Jab x Timeout was actually very much representative of the strength of jabs. Because Capcom decided to base the game around gems, the damage was scaled down in case people play damage gems, but since gems were so inconvenient tournaments didnt use them, so combos also did less damage. The 2012 patch fixed these as well as other issues, but the game still had significantly more timeouts than SF4, but that's less to do with these more legitimate issues and the core of people playing fairly defensive because of the high risk/reward from fishing in neutral
Me and a lot of guys in my crew always held this game very highly. Everybody that was good at super turbo and third strike was also good at this game people that got introduced and Street fighter 4 were not as good at this game as we were I don't know what that means I just know what I saw
I wish this game was great and actually beloved. But in this world most people heavily hate it and for very good reasons. Yet this game is one of the best looking in the x360/ps3 era and there are so many boppin' tunes in this game that I still listen to.
I fondly remember this game, though lot of people hate it(can't fault them for it either really). People really hated the scrubby 'abc' combos and ground rolls. I know they tried to nerf rolls towards the end of the game's life by taking away recoverable health if you guessed correctly, but to me, if I knock someone on the ground, I should be at a definite advantage, and shouldn't have to not do a meaty setup, and instead walk backwards in preparation for my opponent rolling.
Street Fighter x Tekken deserved so much better than it got. The co-op format where 4 people could fight in one match I really thought would be the future of the FGC at one point.
it's still the game to me that ushered in this era of fighting games having content snapped off of them to then be delivered to us peacemeal. It's also the game that had the worst timed appearance of Bad Box Art Mega Man after all ongoing Mega Man projects were canceled, and... yeah, I may love fighting games way more than I did in even 2012 now, but I'm a Mega Man fan way before i'm a Street Fighter or Tekken fan.
I wish they put ALL the Street Fighter characters in Tekken instead of the other way around. It would've still function like classic Street Fighter,however it could've also show case the Tekken gameplay through movement.
After hearing your video, in specifically, some of the things you like about this game, I’m interested if you find Granblue fantasy versus to be a satisfying game?
The way you describe this games neutral and footsies reminds me of DNF Dual of all things. That game also has very big buttons that are great for whiff punishing and a heavy emphasis on big punishes. Obviously its a much swingier game but I think that mostly attributed to its higher power level amongst its cast.
Very probably never, the release of this game was awful, there's a reason why we never got the TekkenxStreetFighter game that would complement this one
I wasn't a fan of this game's take on tekken characters, there were alot of weird things like kazuya shooting his lazer beam from his eye instead of his head diamond A few things like this plus move animation changes and made up moves just made me not fully mesh with this game, as well as how tekken characters looked.
You just sucked at the game.... It was fun playing a 2D yoshi, and Paul team. The game even has almost like a bound mechanic for some characters. Paul really plays a lot like Ryu with no fireballs it's crazy...he needs better anti air tho. But ex shredder kicks is perfect. All the signature tekken moves are there buddy. ...sounds like you never played the game.
God I freaking loved this game when it came out. It’s what turned me, a Tekken and MK only guy into a SF lover and convinced me to try out other fighting games. I didn’t even care about the shitty business practices behind it until I started taking nutty damage from the gems that I refused to use lol.
The art style coupled with the weird changes made to the tekken cast like made up moves and animations that didn't match their tekken counterpart Tekken 7 was able to do justice to Akuma in their game
@@gipgap4 , I'm aware, it just didn't adapt well for the majority of tekken characters Though it'd be cool to see what tekken characters would look like in an SF 5 art style
It's my favorite fighter, but I never saw it as a footsie game like usf4. To me, it was more of a 'party' game not meant to be taken too seriously to attract casual fighting game fans, with terrible, PURPOSELY unbalanced dlc gems. Those meter gems in particular, I used those and even at my average at best play, I felt that I have a definite edge over players with a similar, or sometimes, higher skill level....very fun to use different gem setups, but broken for sure. The game was designed with gems in mind too, which is why it pissed so many players off, and they quickly abandoned the game.
Following ur reasoning mk11 is 100% a footsie game. An even more focused one for that matter. First of all, anti airs can lead to full-combos that lead to 20% damage at least for most characters, with some arriving to half life. However, anti-airs requires quite a bit of execution. Second of all, wiffing an attack will most likely get u in a full 30% combo at least, that is if ur character has such combos or if u used a crushing blow which leads to half life most of the time. The problem with this is that mk11 doesn't have traditional keep out like street fighter or especially tekken. In tekken there aren't any projectiles exept for a some new additions but they aren't too effective. Instead u would use long range moves, homing moves etc to not let ur opponent get in on u, and it's risky because ur advancing ur hurtbox and these types of moves are typically unsafe and sometimes lauch punishable. In street fighter characters might have 1, 2 or no projectiles and zoning is straight forward and easily bypassable and some characters have long range attacks for keep out. In mk11 however, some characters are built around a zoning. Like their entire game plan revolves around mid-range to fullscreen. they could have over 5 projectiles and keep out moves that don't involve a lot of risk because they don't put their hurtbox outthere. U'd say that they should be weak up close, but they're not. At least not enough. Cetrion has easy 20% off of a 9 frame punish, scarlet gets 30% meterless off of a 12 frame punish, jade doesn't get much but her zoning is op. Only some characters half footsies like spawn, kabal, kotal khan (kinda), scarlet, scorpion, noob saibot, joker most definitely, nightwolf, subzero because they don't risk too much: if they wiff they aren't easy to punish. Barely some characters play true footsies such as erron black, raiden, d'vorah(hurtbox argument), sindel, baraka, johnny cage, frost and that's it. U can't really call a game a footsie game if only 7 characters out of 34 play true footsies. So ur logic is kinda flawed. Not wrong, just flawed.
They didn't transfer the Tekken Characters very well, but the game is still fun nonetheless. Edit: still waiting for the myth of Tekken x Street Fighter. Imagine 3D Street Fighter characters. Akuma was very successful. Imagine Guile, Bison, Vega, Chun li, Ryu, Ken, Dhalsim, and many more Street Fighter characters with Sidestep, Low parry, and many other characters in the Tekken universe.
I never got to play that game, I got carried away by bad comments and didn't give it a chance at the time. I gave it a try a few months ago and I think it's more fun than USF4. I don't think we'll see this kind of crossover game again. Thanks to SF4 it revived the competitive scene as we know it today, each developer studio prefers to continue enhancing its main game instead of releasing more related fighting games that achieve success. These related games were replaced by seasons in the main games, which is how they keep a title alive. Now that Tekken 7 has achieved great notoriety, I doubt they will focus on releasing games that take users away from their main games. It is less profitable.
If you randomly searched ranked, you can find people, but it can take a while. What I recommend is joining the SFxT Discord, you can always find people to play with there.
Yeah, there’s a playerbase mostly on the Discord: discord.gg/YH37kH The game also has Rollback netcode, so it’s pretty good to play online. Only drawback is that spectating crashes the game
@@jaksida300 Apparently, SFxT uses an earlier version of Street Fighter 5's netcode. It's not known to be good, as far as I know, but it's rollback from 2012.
I fondly remember SFxT as the first non MK game I really took seriously back in the day, and was the first game I ever played properly on a fightstick.
I still look back on those London Tournaments Mustard and I used to attend and the people we met. It was a cool experience all round. It's a shame the reputation of the game and DEFINITE SF4 elitism really hurt it early, but I really wanna jump back in and relearn it once again.
Awesome video man.
I seen y’all replaying it as well the other day. Much love!
@@HeWhoGoons Had a great time too. Just gotta figure out that online patch so i can actually play vs real people haha
PNDK&M haha true. Sorry this is totally off topic but do you guys plan on checking out Guilty Gear strive next year?
The FGC has evolved a lot this few years. I feel proud of our openness to new fighting experience leaving the elitism behind. Perhaps arena fighters are the next new thing to make an impact.
Hey Ketchup! Love your Shang Tsung TOD
I personally just think it's awesome seeing Tekken characters on a 2D playing field, especially King.
Upward knee juggle into powerbomb… so dope
"SFxT is a game everyone loves"
uhhh, did I just jump into a new timeline?
Sf5/mk11 happened
Everyone "retro-actively" loves
Hahaha everyone fucking hates this game on launch
I played it and I enjoyed it, sure it had its bad stuff but it’s was fun.
Compared how shitty sfv is, sfxtk we love it
This game is a great example of "first impressions are everything." The general public heard about what it was at launch along with the shady business practices and decided to skip it. Sure, it improved over time, but people lost interest at that point and it faded into obscurity. If the fixes made a year after launch was the launch version and the business side decided to be competent, this game would have done much better.
It was the shady stuff, but also the timer being a huge problem. For a LOT of the early tournaments and streams of the game, most of the matches ended in time outs. That kills so much hype in fighting games when its just a matter of running out the clock and whose slightly more damaged come the zero time.
Oh and the net code , that shit was terrible . Take out the gems and release it a year later than launch , I would’ve hella been into this game . Gems made me quit early , customization was pretty trash too, didn’t even look like human characters more like aliens
Nah what hurt it was the gems and timer
Almost none of the Tekken cast got used in early tournaments either. The only character I remember seeing was Raven. Seeing Guile/Chun Ryu/Ken matchups just made it a goofy SF4.
@Nero Mandro what
I seen this punk I mean Pink playing this. I'm glad you make a video for this.
It's the man the myth the legend. Wajinshu
O O S H
@Trayvon Collins I'm always okay. Thanks for that comment though :D
do u mean punkdagod?
@@ZAYA2227 yes :D
This game got flamed for being pay to win due to gems in its early release, but I put more time into it than any other fighter. The roster, the combos, the tagging, it just felt like you had more options and choice rather than just doing your standard bread and butter every time. It was fun AF
If gems just didn't exist, I think this game would have had a much bigger impact.
@@dyldragon1 That and the on disc DLC. This game had tons so much freaking potential and it bums me the hell out.
This is really how I remember it. What really sunk this game was the business side and Capcom has really doubled down on bad decisions since.
@@michaelmcdermott1624
They have recovered from that phase. What are you on?
@@austinreed7343 They've been better lately. Bear in mind that comment is 2 years old at this point.
This game was hurt because of Gems, the timer and balancing issues. Where Cammy could lock you in block stun with a jab infinite. It got a great 2013 patch which fixed the game and made it awesome, but the damage was done. I'd like to see a resurgence, but doubt it'll happen.
I been following the FGC for a while and your channel is so underrated man. Keep up the content ill be watching. Cheer from Vietnam
That's very kind of you friend
This game has the spirit of a Tekken game cause it was so easy to lose all your life in a couple of seconds but it's also got the heart of a 2d streetfighter
Thank you for highlighting the things that I've been championing for years and years, and that many others have always known about this game. Like you I think the boosts add interesting wrinkles to many of the SF characters to further separate them from the SF4 characters not just in their combos, but how their gameplans shift to be more in line with a team game. The way you highlighted how unsafe they are on block, and how some can be made safe on block depending on matchups and spacing, was particularly good for dispelling a lot of the fib about the game's meta. I also like the explanation of how they can have a greater emphasis on the synergy you consider when forming a main team.
Hwoarang and ChunLi being the best characters in the game helped show how much SFxT2013 emphasized footsies.
Last time I was this early, people still played this game on Evo main stage :)
Nice video anyways; this game is very underrated and it’s nice to see that it’s being slowly vindicated by the community.
we need more fighting game analytical content like this!
@Falling_Rein yeah I love Core-A-gaming
Makes sense for it to be like this, I mean Tekken sounds extremely similar in concept
One thing this game will be remember for is its the first game with "On Disk DLC".
It got shit for it but it’s such a common practice now
I remember this game, it was good just the gems fucked everything up
Yeah that killed it for me too
I never really understood what the gems were about or how the gem system worked🤷♂️😂
@@sour3000 some gems mad 1 button combos, added speed, power, life, and you can combine gems etc, it got to the point where it was about gems more than skill
@@gerardallen3438 oh... Yeah thats just asking to be exploited! They should've just left all that out. 🙆🏾♂️😂
They should rerelease this game called x tekken the redemption arc.
Rerelease aka "waste everyone's money and time again".
I'd rather have tekken x street fighter
@@bluefalcon6356 yeah, the originally said they'd have SF x tekken that plays in the 2d plane of SF. I remember hearing there would be a tekken x SF version that played on a 3d plane. I wonder what happened with that? I suppose it may explain why akuma is in tekken.
@@lordthruxawe504 Harada said that they were working on it but they were focused on tekken 7
@@bluefalcon6356 Maybe we will get Tekken X Street Fighter instead of Tekken Tag 3 the next time.
The first mili second of Hugo running at me scared the shit out of me
This is legit one of my favorite fighting games. Has been since it launched. 2012 patch really did fix basically every issue I had with the game, and it was just a blast to play. I really, really, REALLY hate that it died as fast as it did.
Just recently got into fighting games and just recently found your channel. You make great content that explains the beauty and appeal of the genre. I can't wait for your next video.
it's great that youtube recommended me this, great channel
This was the only fresh new game, right out of the wrapping I've ever and only ever bought I was that hyped and I put many hours with my friends practicing and playing online. I'll never forget unwrapping this game, placing the CD in the Xbox 360 tray, getting some Wendy's and gaming for 20 hours.
It's a game was always curious about, as it's interesting to see how two different mechanical universe mesh. I figure I will snag it at some point. Hopefully Capcom and Namco will take a further look at doing more crossovers. I would like see the Tekken centric take on street fighter going all the way, as we see Akuma in Tekken 7, but I would like to see how the whole experience plays out.
What about Footsies and more importantly SmaSho It's one of the games that I play to parctice neutral and the damage is high over that tere are barely any combos (which adds up for the lack of combos and makes it difficult to take risk)
Edit: And in SamSho V Special there's the sword Gauge that makes it so that adds even more risk to use your big buttons because your next ttack won't do as much over the fact that if you whiff a big button you'll probably lose 25-50% of your health
You’re the first channel I’ve come across that gives this game some credit! I love it! Picked it back up last week! Relearning everything all over again!
The Real Bout series is similar except it doesn't have tags.
my sense of humor is so broken that I jiggle everytime I read "footsies"
I got this for my birthday in the mid 2010s, id never played any fighting game before and dropped it because i couldn’t use special moves. Now 7 years later I am the proud owner of the game on steam and love to play it at parties
The very first half a second of the video being Hugo running straight at me startled me quite a bit
For me, huge punishes can be more frustrating than fun, at least when it *feels* like the opponent lucked out and didn’t outplay me. MK11 gives this feeling a lot with its uppercut & throw krushing blows which can net huge damage from too-frequent ambiguous, scrambley situations in poke range where it feels like either player could have landed the hit.
Daaamn it's been a while since I thought about this game. Seeing this makes me want to bust out my Blanka again and enjoy some long-range 3f jab into full launch combo goodness! Great to see you're making content buddy!
The tag mechanics are brilliant. Hope capcom goes back and see what they got right and use it in future titles.
ehhhhh idk, i just like SFxT cuz it has Cole MacGrath from InFamous
lol can u imagine someone saying that
cole was a cool character
I was Cole main. He had some cool moves.
His srk+p was a super fast anti-air which grabbed people in the air for a setup on the ground. He had a slide which could go under projectiles, except low tiger shot and sonic boom. His super was a pillar like Rashid's VT tornado which acted like a barrier and stayed on the screen long enough for Cole to recover and do another move.
I say he had the best projectiles in the game, his were a grenade which travelled different distances depending on L, M or H. They also didn't go in a straight line, they went in an ark so they could go under your opponents projectiles and they would linger on the ground for a few seconds before exploding. If you were having a full screen wall to wall projectile fight you could throw out the M fireball and it would land just short of the opponent but close enough to make them go into block animation. Also if you meter burned the fireball he could throw out two projectiles so what i would do was throw out one then follow up with an ex fireball so there would be three on the field.
However he had the second lowest health in the game lower than Akuma's so two combos and you were dead.
CapraKiwi yeah capcom gave megaman, pacman & cole ultra-low health which is like... why? at least, why other than to make them LESS competitively-viable at every level of play, from beginner to tournament-professional? i can see giving the two cat characters low health cuz theyre that kind of character archtype (tiny hurtbox character) but for heavens sake... megaman already played like a joke character! he really sucked; at least give him DECENT health so hes at least worth using to prove how good u are like Dan is... but no, capcom wanted to make sure the xbox 360 version wasnt LESS competitively-relevant for NOT having these characters available (they were sony-exclusive guest characters as repayment for sony’s help with gamedev funding) so it’d still sell not-terribly compared to the ps3 version (which was actually possible back then, as xbox was a bigger part of the market at the time). they tried to have their cake.& eat it too.
well, your plan worked out reeeealllll great capcom, sfxt was a huge success financially!!!!! the average fighting game fan totally doesn’t mind at ALL when a back-of-the-box feature has its playability intentionally-sabotaged for financial reasons!!! the REAL average fighting game players who are usually casual gamers (that u go on & on about in your press releases & interviews & developer updates) dont care about when the spreadsheet programmer makes the numbers wrong on purpose!!! they love that!!!! thats why im currently playing Super Tekken X Street Fighter on my Xbox One S using the kinect controls right now as i type this
This was legit my first game ever on PS3, I remember my first match was against some guy who destroyed me with just Hugo, I ended up adding him and he taught me how to play. Im still friends with him to this day
Miss me with those power crystals. Game had so much potential, auto combos killed it for me.
The gems thing and my situation at the time deterred me from buying SFxT but I remember having fun playing it, as a casual FG enthusiast. Also, my gals Asuka and Juri in the same game, woo !
I think I'll keep an eye on it for when it's on discount, your video motivated me to try it again :)
The days of ten guys around a 20" LCD tv will never be beat
One of the BEST Capcom game; it is still one of the most popular party game among friends today.
I normally hated online play, but I loved sfxt so much I got to the highest online rank and bodied everyone locally in tournaments too (when we had our sponsored players that far outclassed me). It's crazy that capcom tried to have a survivor-style reality TV show as well lol (props to nerdjosh!)
Idc what anybody says, this game was the truth. Both of my fav fighting franchises collide + the way they adapt Tekken into the SF world as far as move sets, best shit ever.
I really thought the SF Translations of a ton of Tekken characters was also well done. I really enjoyed Julia in this game a ton and enjoyed the neutral a ton.
Games with insane damage potential off of big buttons that are unsafe on block or whiff makes for natural footsies games. it creates a meta around it that feels good and tense
I loved this game and played it through all the jab x timeout stuff and gem/DLC stuff. It was super footsie based especially with some of the characters with insanely long normals like Law, Bryan, and the mixup game was excellent where if people actually took this game seriously there wouldn't be that many timeouts.
Man if this game had released with its update patch it'd have been amazing. Everyone dropped it before it came out. Such a tragedy.
SFxTekken was the first fighting game I recall having online training mode. You could play online with a friend and tag team other tag teams. That was really appealing to me at the time and I haven't seen it implemented again in a 2D fighter.
I had no idea it was looked back on fondly. At the time people really shit on the game. Mostly for DLC gems and crap, but I enjoyed at the time.
Props on the soundtrack. Heavy, but not distracting.
Just found your channel. And... I love it. Keep the great work.
It's surreal having been into fighting games long enough to remember when everyone universally hated this game. I remember seeing 2012 version come out and thinking a lot of the issues had actually been fixed about the game, such as Ryu, Ken, and Raven's runaway game.
I guess the gaming community has just grown numb enough to shady gaming practices that it's opened the path up for people to give this old boy a chance.
The gems and pre order bonuses killed this game.
Any old turd can become an underrated classic with enough time.
@@DragoonCenten
Indeed so, but they eventually go back to being an old turd eventually.
I guess I'm one of those crazy people who always loved this game from the beginning, rather than only in hindsight.
What bothers me a lot, also when watching, is the fight against the clock. The game needs higher damage output.
You can already die in 2 hits and you only have to KO one character, damage isn't the issue. The issue is large stages and amazing neutral that rewards you for playing smart instead of just going for stuff and not worrying about huge punishes if it doesn't work out.
@@CameronCampbellSLM might have been for you, but doesn't coincide with my experience. I remember a hell load of time outs... Either way, I wished the game would have been longer-lasting.
@@nomansland6372 You have to be optimal. Most people playing this game didn't really know how to play until like mid-2013/2014 when there started being more consensus about that. You can look at the Top 8 of Final Round 17 or the Top 4 of Combo Breaker 2019 for that. EVO 2018 had a decent amount of explosive matches, as well.
@@psychobluesfxt can you post the links?
@@nomansland6372 you can youtube search for them pretty easily if you type in "Street Fighter x Tekken" and then the events I listed.
This video was fucking sick mate, gold backing track too.
I wish they’d make a SFxT2 or something.
The dlc controversy really killed this game, dlc practices have progressively gotten worse since and are kind of just normal.
Capcom and Namco should finally notice that people are no longer butthurt over early state of this game and they should release a proper remaster.
You convinced me, i'm gonna install the game back. :)
Is this on PS4?
@@yogurtdrift9872 no, but I believe you can play it still if you have ps now.
Good to SFxT still getting some love.
I wish this game was still alive
today
So, where we all playing this weekend PC?
Idk bud
Wait its 30 dollars on steam? Yuck that's pricy
@@robby6382 its like 6 bucks on key sites.
@@lorden95 oh alright
I cant understand what you are saying but you say it with conviction and we love that
OS poke checking with a good jab is what his game was about IMO. Turning every spacing whiffed jab into potential combo...You gotta protect your space!
How dare you make me want to play SFxT... I remember having a great time with it back in the day but I was only a casual then so I'd like to explore it a bit more now
The way moves combo'd into each other was soooo damn sluggish that it just completely turned me off. Which is too bad since the opening was fuckin awesome and the roster epic
I don't know what your saying here. Is it the length of the combo? SFxT is basically SFIV with more footsies. You move very slow too facilitating spacing and whiff punishment like tekken
I loved playing this game because it had my 4 favorites, Cody, Cammy, Bryan and Christie
I am constantly praying for a 3D capcom collection. Sf4, x tekken, umvc3, and throw in tvc while they’re at it 😭
I agree 100% with the observations, but I'm of the opposite opinion. The boost chain system is at the core of what turned SFxT into "Jab x Timeout".
In fighting games the riskiest place to be relative to your opponent is up close, your opponent has literally all their options at their disposal as do you. Up close is where scrambles are the most hectic, but why do you work your way in close? For access to monster damage/mixups. The boost chain system basically flips this on its head, while you still do more damage up close fishing for counterhits you truly do not have to. The boost chain system takes the mid range game where you might trade 1 blow, or 1 blow into a special and it turns every hit into a launcher.
Where this is absolutely beautiful in a 3D game like Tekken because you have so many movement options, or even an anime fighting game with running and air dashes. SFxT has none of the movement and all of the liability. If you make the mid range just as risky as up close in a game with poor movement options you're inspiring people to turtle. I think if they wanted this level of volatility in neutral they should have put parries in SFxT or at very least bring back some form of focus attacks.
SFxT is certainly a fun game, but it is somehow both slow paced and chaotic.
I don't think your observation is correct.
The reason for the "timeout" issue was not caused by players turtling more or not trading hits more frequently than they would in SF4 for example. It was caused by the game originally giving way too little time for a match. It gave the same amount of time SF4 did (100 secs) but for 2 health bars and nowhere near 2 times as fast damage output.
The only thing most people noticed is that tons of matches were decided by timeouts and this gave people the false impression that SFxT is an overly slow/defensive game, but it's really not much different than pre SFV street fighters.
@@noodleknight7924 There were a lot of things that made the game significantly more defensive in its original iteration.
Block stun on jabs, was actually incredibly long. Jab x Timeout was actually very much representative of the strength of jabs.
Because Capcom decided to base the game around gems, the damage was scaled down in case people play damage gems, but since gems were so inconvenient tournaments didnt use them, so combos also did less damage.
The 2012 patch fixed these as well as other issues, but the game still had significantly more timeouts than SF4, but that's less to do with these more legitimate issues and the core of people playing fairly defensive because of the high risk/reward from fishing in neutral
I'm gald SFxT has been on the up and up lately
Me and a lot of guys in my crew always held this game very highly. Everybody that was good at super turbo and third strike was also good at this game people that got introduced and Street fighter 4 were not as good at this game as we were I don't know what that means I just know what I saw
I wish this game was great and actually beloved.
But in this world most people heavily hate it and for very good reasons.
Yet this game is one of the best looking in the x360/ps3 era and there are so many boppin' tunes in this game that I still listen to.
Just discovered you site. Love it. Keep it up.
I fondly remember this game, though lot of people hate it(can't fault them for it either really). People really hated the scrubby 'abc' combos and ground rolls. I know they tried to nerf rolls towards the end of the game's life by taking away recoverable health if you guessed correctly, but to me, if I knock someone on the ground, I should be at a definite advantage, and shouldn't have to not do a meaty setup, and instead walk backwards in preparation for my opponent rolling.
Capcom needs to get to work on a Street Fighter X Tekken 2.
Such a hype game weighed down by corporate shenanigans.
Street Fighter x Tekken deserved so much better than it got. The co-op format where 4 people could fight in one match I really thought would be the future of the FGC at one point.
ayo using bongripper as background music is so sick lol
Thanks for making this great video. Great insight into this game.
it's still the game to me that ushered in this era of fighting games having content snapped off of them to then be delivered to us peacemeal.
It's also the game that had the worst timed appearance of Bad Box Art Mega Man after all ongoing Mega Man projects were canceled, and... yeah, I may love fighting games way more than I did in even 2012 now, but I'm a Mega Man fan way before i'm a Street Fighter or Tekken fan.
I see LPN was a man of Culture with the JurixHwaroang tag team. Giving this video a like just for that lol
I knew it. Everyone was going to love this game once it was too late. I fucking knew it. This is my favorite fighting game ;-;
I wish they put ALL the Street Fighter characters in Tekken instead of the other way around.
It would've still function like classic Street Fighter,however it could've also show case the Tekken gameplay through movement.
After hearing your video, in specifically, some of the things you like about this game, I’m interested if you find Granblue fantasy versus to be a satisfying game?
"Short range kings"
"kings"
"kin"
"Ken"
Ken mentioned!!!
The way you describe this games neutral and footsies reminds me of DNF Dual of all things. That game also has very big buttons that are great for whiff punishing and a heavy emphasis on big punishes. Obviously its a much swingier game but I think that mostly attributed to its higher power level amongst its cast.
WHEN ARE THEY GOING TO MAKE A REMASTER FOR THE GAME??? I'M 13 AND I JUST WANT TO KNOW THE EXPERIENCE OF THIS GAME THAT EVERYONE LOVES!
Very probably never, the release of this game was awful, there's a reason why we never got the TekkenxStreetFighter game that would complement this one
I wasn't a fan of this game's take on tekken characters, there were alot of weird things like kazuya shooting his lazer beam from his eye instead of his head diamond
A few things like this plus move animation changes and made up moves just made me not fully mesh with this game, as well as how tekken characters looked.
You just sucked at the game....
It was fun playing a 2D yoshi, and Paul team. The game even has almost like a bound mechanic for some characters.
Paul really plays a lot like Ryu with no fireballs it's crazy...he needs better anti air tho. But ex shredder kicks is perfect.
All the signature tekken moves are there buddy. ...sounds like you never played the game.
i think tournaments should come back fore this game
One of the best channels for the fgc
God I freaking loved this game when it came out. It’s what turned me, a Tekken and MK only guy into a SF lover and convinced me to try out other fighting games. I didn’t even care about the shitty business practices behind it until I started taking nutty damage from the gems that I refused to use lol.
The art style and the gem system is what ruined this game for me and probably a lot of people
The art style coupled with the weird changes made to the tekken cast like made up moves and animations that didn't match their tekken counterpart
Tekken 7 was able to do justice to Akuma in their game
VOLTAGEx6 the art style is from SF4.
@@gipgap4 , I'm aware, it just didn't adapt well for the majority of tekken characters
Though it'd be cool to see what tekken characters would look like in an SF 5 art style
i subbed! like very concise and well explained. Thanks for the content!
I keep thinking this and CvS2 are the real “footies” game
Samsho: how about me?
Well honestly, Samsho is a real one but I haven’t played it. Plus, I think samsho is also underrated so not a lot of people even cares about that much
Yeah, CvS and SFxT reflect a different legacy/strain of crossovers compared to Marvel/Tatsunoko, even internally it seems.
It's my favorite fighter, but I never saw it as a footsie game like usf4. To me, it was more of a 'party' game not meant to be taken too seriously to attract casual fighting game fans, with terrible, PURPOSELY unbalanced dlc gems. Those meter gems in particular, I used those and even at my average at best play, I felt that I have a definite edge over players with a similar, or sometimes, higher skill level....very fun to use different gem setups, but broken for sure.
The game was designed with gems in mind too, which is why it pissed so many players off, and they quickly abandoned the game.
I had a heard time getting into it and the memes really killed it. Is it worth getting into now?
Following ur reasoning mk11 is 100% a footsie game. An even more focused one for that matter. First of all, anti airs can lead to full-combos that lead to 20% damage at least for most characters, with some arriving to half life. However, anti-airs requires quite a bit of execution. Second of all, wiffing an attack will most likely get u in a full 30% combo at least, that is if ur character has such combos or if u used a crushing blow which leads to half life most of the time. The problem with this is that mk11 doesn't have traditional keep out like street fighter or especially tekken. In tekken there aren't any projectiles exept for a some new additions but they aren't too effective. Instead u would use long range moves, homing moves etc to not let ur opponent get in on u, and it's risky because ur advancing ur hurtbox and these types of moves are typically unsafe and sometimes lauch punishable. In street fighter characters might have 1, 2 or no projectiles and zoning is straight forward and easily bypassable and some characters have long range attacks for keep out. In mk11 however, some characters are built around a zoning. Like their entire game plan revolves around mid-range to fullscreen. they could have over 5 projectiles and keep out moves that don't involve a lot of risk because they don't put their hurtbox outthere. U'd say that they should be weak up close, but they're not. At least not enough. Cetrion has easy 20% off of a 9 frame punish, scarlet gets 30% meterless off of a 12 frame punish, jade doesn't get much but her zoning is op. Only some characters half footsies like spawn, kabal, kotal khan (kinda), scarlet, scorpion, noob saibot, joker most definitely, nightwolf, subzero because they don't risk too much: if they wiff they aren't easy to punish. Barely some characters play true footsies such as erron black, raiden, d'vorah(hurtbox argument), sindel, baraka, johnny cage, frost and that's it. U can't really call a game a footsie game if only 7 characters out of 34 play true footsies. So ur logic is kinda flawed. Not wrong, just flawed.
wait, people still play this game? i legit forgot that it even exists.
They didn't transfer the Tekken Characters very well, but the game is still fun nonetheless.
Edit: still waiting for the myth of Tekken x Street Fighter. Imagine 3D Street Fighter characters. Akuma was very successful. Imagine Guile, Bison, Vega, Chun li, Ryu, Ken, Dhalsim, and many more Street Fighter characters with Sidestep, Low parry, and many other characters in the Tekken universe.
Can you do one for Killer Instinct?
I never got to play that game, I got carried away by bad comments and didn't give it a chance at the time. I gave it a try a few months ago and I think it's more fun than USF4. I don't think we'll see this kind of crossover game again. Thanks to SF4 it revived the competitive scene as we know it today, each developer studio prefers to continue enhancing its main game instead of releasing more related fighting games that achieve success. These related games were replaced by seasons in the main games, which is how they keep a title alive. Now that Tekken 7 has achieved great notoriety, I doubt they will focus on releasing games that take users away from their main games. It is less profitable.
I didn't like this game too much in its early life, now I really enjoy it
Super neat video, loving the content.
This game always seemed fun. Anyone know if the online is still active? Or if the connection online is bearable?
If you randomly searched ranked, you can find people, but it can take a while. What I recommend is joining the SFxT Discord, you can always find people to play with there.
Yeah, there’s a playerbase mostly on the Discord: discord.gg/YH37kH
The game also has Rollback netcode, so it’s pretty good to play online. Only drawback is that spectating crashes the game
Yes! There is a xtekken discord where you can find a bunch of people still playing and running events for the game. discord.gg/BGK6GTa
Paygun FGC Is the rollback a mod or a feature of the game? That’s pretty dang impressive if it’s the latter.
@@jaksida300 Apparently, SFxT uses an earlier version of Street Fighter 5's netcode. It's not known to be good, as far as I know, but it's rollback from 2012.
This game has an active discord community and players. :)