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- Aug 22, 2001
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As a base perhaps, but the engine is highly tweaked. Isn't MvC2 theoretically running on the Children of the Atom engine...and isn't that in some regard a tweaked darkstalkers engine?
SF x TK uses a 6 button configuration much like previous Street Fighter games. Short and Jab are throw, Medium Kick and Punch are Tag, and Fierce and Roundhouse is the universal launcher.
Combos are executed as chain combos (known as the Cross Rush according to Yoshinori Ono) for both Street Fighter and Tekken characters, with Tekken characters retaining many of their combos from the Tekken series. For instance, Kazuya's 1,1,2 works similarly as to how it does in the Tekken series. That said, Street Fighter characters can still execute many of their same link combos from Street Fighter 4 as well.
To start a launch combo, with most characters you will press something like Medium, Medium, Fierce, then tap Fierce again. Upon tapping Fierce a second time the game will cut to a quick launcher sequence and you will swap with the other character on your team. Works the same with Roundhouse.
You can bring in your teammate faster during the launcher by pressing the Tag buttons. This costs meter but allows for a different set of combos as the opponent will be higher in the air as your character comes on screen.
Launcher is unsafe on block, can tag in teammates even when it's blocked but you'll both be open to attack.
You can charge one special move per character and release it at anytime for varying effects. If you charge it fully, they will perform a super that wont cost any meter.
Many Tekken characters have some sort of "bound" or "launcher" special attack that allows them to extend combos. When used within in Tag combos, you have to save these bound mechanics/special moves for the end of the combo, and not the beginning. Otherwise, when you tag in your teammate they will be unable to follow up with an attack for some reason. Same seems to go for attacks that result in a wall bounce as well though this is unconfirmed.
A few Street Fighter characters such as Ryu have wall bounce attacks as well.
No comeback mechanics like X-Factor/Ultras.
As of now, once one of your character dies, you will lose the round. The game wont automatically switch in your other teammate if they still have life like say Marvel vs Capcom 3. You have to manually alternate between your two characters often and juggle their health to stay alive.
There is an "Alpha Counter" system where you can tag in your teammate while blocking. This isn't free though, as if you mistime it the opponent will be able to attack you. It seems like you have to wait for a string to end or an obvious gap to make this safe but it is still unconfirmed.
SF x TK uses a 6 button configuration much like previous Street Fighter games. Short and Jab are throw, Medium Kick and Punch are Tag, and Fierce and Roundhouse is the universal launcher.
Combos are executed as chain combos (known as the Cross Rush according to Yoshinori Ono) for both Street Fighter and Tekken characters, with Tekken characters retaining many of their combos from the Tekken series. For instance, Kazuya's 1,1,2 works similarly as to how it does in the Tekken series. That said, Street Fighter characters can still execute many of their same link combos from Street Fighter 4 as well.
To start a launch combo, with most characters you will press something like Medium, Medium, Fierce, then tap Fierce again. Upon tapping Fierce a second time the game will cut to a quick launcher sequence and you will swap with the other character on your team. Works the same with Roundhouse.
You can bring in your teammate faster during the launcher by pressing the Tag buttons. This costs meter but allows for a different set of combos as the opponent will be higher in the air as your character comes on screen.
Launcher is unsafe on block, can tag in teammates even when it's blocked but you'll both be open to attack.
You can charge one special move per character and release it at anytime for varying effects. If you charge it fully, they will perform a super that wont cost any meter.
Many Tekken characters have some sort of "bound" or "launcher" special attack that allows them to extend combos. When used within in Tag combos, you have to save these bound mechanics/special moves for the end of the combo, and not the beginning. Otherwise, when you tag in your teammate they will be unable to follow up with an attack for some reason. Same seems to go for attacks that result in a wall bounce as well though this is unconfirmed.
A few Street Fighter characters such as Ryu have wall bounce attacks as well.
No comeback mechanics like X-Factor/Ultras.
As of now, once one of your character dies, you will lose the round. The game wont automatically switch in your other teammate if they still have life like say Marvel vs Capcom 3. You have to manually alternate between your two characters often and juggle their health to stay alive.
There is an "Alpha Counter" system where you can tag in your teammate while blocking. This isn't free though, as if you mistime it the opponent will be able to attack you. It seems like you have to wait for a string to end or an obvious gap to make this safe but it is still unconfirmed.
