![]() Each character is able to use 2 quick combos which are great for linking into a tag combo. A new addition to the movesets are quick combos. ![]() The Super Meter is now called the Cross Gauge, but still has 3 levels and basically does the same thing. The SFIV formula is intact, with Supers and EX Specials making a return. He has nearly 100 moves in Tekken 6, but in SFXT he has 24 according to his Command List. Most of the favourite moves and combos are there, but many are not. ![]() At first this may seem strange to Tekken fans who are used to the 4 button layout, but you will quickly learn that all the Tekken characters have been Street Fighter ized. The Tekken characters also use the same 6 button layout as SF - light, medium and hard punch/kick, with combinations of each used for throws and specials. Since the game is built using the Street Fighter IV engine, the characters control pretty much the same way as they did in SFIV. The story was created around the game's newest mechanic and is obviously only there to provide thin justification for why everyone is beating each other to a pulp. Naturally all the fighters want to get their hands on it to become the true world warrior. The premise revolves around Pandora's Cube, an object of immense power that has crash landed on Earth. Any fighting game fan knows you don't buy a fighter for it's story, and SFXT is no different. There is no side step from Tekken and you cannot move 360 degrees around the stage. This is SFXT, not TXSF, so it plays and feels like a Street Fighter game. The first thought of many fans will be: "How can Street Fighter work in a 3D arena, or how can Tekken work on a 2D plane?" The answer is simple. How can it possibly work? How can you merge a 2D fighting game with a 3D one? Well, Capcom has managed to do exactly that. Whoever decided to mix together both a 2D and 3D fighter must have been thought of as either a madman or a genius.
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