Street Fighter X Tekken - LETS FIGHT!!

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Posted 12:51am on Fri 24 June 2011
Endless
  • Posts: 4,471
00
Street Fighter X Tekken - LETS FIGHT!!
Well I think it's about time I got the proverbial ball rolling for SFXT Smile

Those of you that are into the fighting game scene, I know we have a few stalwarts on here, may have been keeping an eye on it to some degree. But lets take a step back and break it down for the benefit of those coming across this late so they have a better understanding of why this is such an exciting game for the genre.

Street Fighter. Deceptively technical. Street fighter games are all about control; The space between characters; The options your opponent has against you at any given time; Lots of focus on the timing of individual moves and even how long it takes a character to jump and dash. Very technical, some might say overly.

Tekken. Combos. Counters, tags and juggles. Tekken is all about combos and capitalisation (as I recall, it's been a while) Tekken combos can be extended much further than in most games, with multiple moves that bounce your opponent into the ground, up from the ground, into the air that allow you to keep hitting your opponent. There's also a heavy dose of dodging and countering your opponents advances. Quite newbie friendly, easy to pick up, pre-defined combos mean you can quickly get into the game without having to worry about which move's recovery frames allow you enough time to link into a BNB and cancel into an ultra combo. Yeah.

Thats in about as small a nutshell as it gets.

So what have Capcom done with all that? Well. Let's See:

Matches are all 2v2 bouts, each character has a life bar but if one of your characters is defeated, you lose the bout. There is also a simultaneous 2v2 mode where all 4 characters are on the screen at the same time for the whole match!

Characters all seem to have a simple move that will launch your opponent into the air for some mid-air pummel-age. And the system has been tweaked to allow for a more freeform juggling , but not to the extent that Tekken is. A half-way house so to speak.

Characters can be tagged in numerous ways, a standalone tag command; You can cancel a special move into a tag; You can cancel the new launcher into a tag; You can cancel a block into a tag, an air attack or special move, a super combo into a tag. Basically the doors are pretty much wide open to create hugely satisfying combos while still giving your opponent ways to get out of it if they're clever and skillful enough.

One of the problems with Tekken was that in some cases it was possible to kill your opponent in a single combo without them having any chance of breaking free; Save the initial mistake that put them on a one way trip to smashed-face town on the 60-hit-combo-of-death train. SFXT you appear to only be able to use the standalone launcher twice in a single combo, most moves dont appear to juggle that efficiently, but there's also seemingly no limit to the number of times you can be hit in the air like in SF4. Which makes keeping your combo going really difficult, but if done right you still do a lot of damage and feel like a massive badass as you tag in and out and finish with a super combo.

What would a new Capcom fighter be without new mechanics? So far we have:

Super Arts
Launchers
Cross Arts
Cross Assaults
Cross Rush
Switch Cancels
Super Charging
Super Charge Cancels
EX Specials
And Pandora (if it makes it in)

And then Gems on top of all that!!

An early video that attempt to explain them all.


You can find more information on the (current) gem system Here Though there's some debate as to how the final system will be implemented. Pandora mode is also in question as many official sources are not happy with it's current incarnation.

There's also an Online training mode which you can access between matches in an online lobby, presumably even invite someone else from the lobby to train with while you wait for your turn to fight.

There is an easy input mode similar to MvC3: Easy Inputs will change the motions to specific direction inputs, but will lower the damage they do by 10%.

Very Easy Inputs only combine one direction and one button, but remove the ability to perform certain moves.

Recently announce is a post-launch tournament mode patch/free dlc in likely much the same vein as when SF4 added tournament mode. The hope is to appease the concerns of the pro and compitetive gaming scenes that gems and their aquisition/loadout will harm the ability of players and organisers to set up competitions.

So it's shaping up to be a different breed of fighting game I think, combining some great bits of the two universes for something that I think is greater than the sum of it's parts. All the fun and satisfaction of cool tekken combos with the technical prowess of street fighter.

Characters? So far officially confirmed are:
Streetfighter





Tekken





Click on each character to view the official page and examples of their super and cross arts as well as some screenshots

Confirmed without official images but official pages:
Streetfighter
Vega(Claw)
Balrog(Boxer)
Bison(Dictator)
Juri

Tekken
Xiaoyu
Jin
Paul
Law
Asuka
Ogre

I Dont know about you, but it's shaping up to be another great fighter!

Set to be released March 9th in Europe on PS3 and Xbox 360 and on the 11th of May on PC.
Posted 1:26am on Fri 24 June 2011
CheekyLee
  • Posts: 7,260
00
In response to Topic
Well I think it's about time I got the proverbial ball rolling for SFXT Smile

Those of you that are into the fighting game scene, I know we have a few stalwarts on here, may have been keeping an eye on it to some degree. But lets take a step back and break it down for the benefit of those coming across this late so they have a better understanding of why this is such an exciting game for the genre.

Street Fighter. Deceptively technical. Street fighter games are all about control; The space between characters; The options your opponent has against you at any given time; Lots of focus on the timing of individual moves and even how long it takes a character to jump and dash. Very technical, some might say overly.

Tekken. Combos. Counters, tags and juggles. Tekken is all about combos and capitalisation (as I recall, it's been a while) Tekken combos can be extended much further than in most games, with multiple moves that bounce your opponent into the ground, up from the ground, into the air that allow you to keep hitting your opponent. There's also a heavy dose of dodging and countering your opponents advances. Quite newbie friendly, easy to pick up, pre-defined combos mean you can quickly get into the game without having to worry about which move's recovery frames allow you enough time to link into a BNB and cancel into an ultra combo. Yeah.

Thats in about as small a nutshell as it gets.

So what have Capcom done with all that? Well. Let's See:

Matches are all 2v2 bouts, each character has a life bar but if one of your characters is defeated, you lose the bout. There is also a simultaneous 2v2 mode where all 4 characters are on the screen at the same time for the whole match!

Characters all seem to have a simple move that will launch your opponent into the air for some mid-air pummel-age. And the system has been tweaked to allow for a more freeform juggling , but not to the extent that Tekken is. A half-way house so to speak.

Characters can be tagged in numerous ways, a standalone tag command; You can cancel a special move into a tag; You can cancel the new launcher into a tag; You can cancel a block into a tag, an air attack or special move, a super combo into a tag. Basically the doors are pretty much wide open to create hugely satisfying combos while still giving your opponent ways to get out of it if they're clever and skillful enough.

One of the problems with Tekken was that in some cases it was possible to kill your opponent in a single combo without them having any chance of breaking free; Save the initial mistake that put them on a one way trip to smashed-face town on the 60-hit-combo-of-death train. SFXT you appear to only be able to use the standalone launcher twice in a single combo, most moves dont appear to juggle that efficiently, but there's also seemingly no limit to the number of times you can be hit in the air like in SF4. Which makes keeping your combo going really difficult, but if done right you still do a lot of damage and feel like a massive badass as you tag in and out and finish with a super combo.

What would a new Capcom fighter be without new mechanics? So far we have:

Super Arts
Launchers
Cross Arts
Cross Assaults
Cross Rush
Switch Cancels
Super Charging
Super Charge Cancels
EX Specials
And Pandora (if it makes it in)

And then Gems on top of all that!!

An early video that attempt to explain them all.


You can find more information on the (current) gem system Here Though there's some debate as to how the final system will be implemented. Pandora mode is also in question as many official sources are not happy with it's current incarnation.

There's also an Online training mode which you can access between matches in an online lobby, presumably even invite someone else from the lobby to train with while you wait for your turn to fight.

There is an easy input mode similar to MvC3: Easy Inputs will change the motions to specific direction inputs, but will lower the damage they do by 10%.

Very Easy Inputs only combine one direction and one button, but remove the ability to perform certain moves.

Recently announce is a post-launch tournament mode patch/free dlc in likely much the same vein as when SF4 added tournament mode. The hope is to appease the concerns of the pro and compitetive gaming scenes that gems and their aquisition/loadout will harm the ability of players and organisers to set up competitions.

So it's shaping up to be a different breed of fighting game I think, combining some great bits of the two universes for something that I think is greater than the sum of it's parts. All the fun and satisfaction of cool tekken combos with the technical prowess of street fighter.

Characters? So far officially confirmed are:
Streetfighter





Tekken





Click on each character to view the official page and examples of their super and cross arts as well as some screenshots

Confirmed without official images but official pages:
Streetfighter
Vega(Claw)
Balrog(Boxer)
Bison(Dictator)
Juri

Tekken
Xiaoyu
Jin
Paul
Law
Asuka
Ogre

I Dont know about you, but it's shaping up to be another great fighter!

Set to be released March 9th in Europe on PS3 and Xbox 360 and on the 11th of May on PC.

» Go to Endless's original post
Sub Zero? Shum mishtake, shurely?

It sure does look interesting, especially for a defence-free rushdown monkey such as I. All I ask is for my Jun to come back!
Posted 8:47am on Fri 24 June 2011
MrGloomy
  • Posts: 596
00
In response to Topic
Well I think it's about time I got the proverbial ball rolling for SFXT Smile

Those of you that are into the fighting game scene, I know we have a few stalwarts on here, may have been keeping an eye on it to some degree. But lets take a step back and break it down for the benefit of those coming across this late so they have a better understanding of why this is such an exciting game for the genre.

Street Fighter. Deceptively technical. Street fighter games are all about control; The space between characters; The options your opponent has against you at any given time; Lots of focus on the timing of individual moves and even how long it takes a character to jump and dash. Very technical, some might say overly.

Tekken. Combos. Counters, tags and juggles. Tekken is all about combos and capitalisation (as I recall, it's been a while) Tekken combos can be extended much further than in most games, with multiple moves that bounce your opponent into the ground, up from the ground, into the air that allow you to keep hitting your opponent. There's also a heavy dose of dodging and countering your opponents advances. Quite newbie friendly, easy to pick up, pre-defined combos mean you can quickly get into the game without having to worry about which move's recovery frames allow you enough time to link into a BNB and cancel into an ultra combo. Yeah.

Thats in about as small a nutshell as it gets.

So what have Capcom done with all that? Well. Let's See:

Matches are all 2v2 bouts, each character has a life bar but if one of your characters is defeated, you lose the bout. There is also a simultaneous 2v2 mode where all 4 characters are on the screen at the same time for the whole match!

Characters all seem to have a simple move that will launch your opponent into the air for some mid-air pummel-age. And the system has been tweaked to allow for a more freeform juggling , but not to the extent that Tekken is. A half-way house so to speak.

Characters can be tagged in numerous ways, a standalone tag command; You can cancel a special move into a tag; You can cancel the new launcher into a tag; You can cancel a block into a tag, an air attack or special move, a super combo into a tag. Basically the doors are pretty much wide open to create hugely satisfying combos while still giving your opponent ways to get out of it if they're clever and skillful enough.

One of the problems with Tekken was that in some cases it was possible to kill your opponent in a single combo without them having any chance of breaking free; Save the initial mistake that put them on a one way trip to smashed-face town on the 60-hit-combo-of-death train. SFXT you appear to only be able to use the standalone launcher twice in a single combo, most moves dont appear to juggle that efficiently, but there's also seemingly no limit to the number of times you can be hit in the air like in SF4. Which makes keeping your combo going really difficult, but if done right you still do a lot of damage and feel like a massive badass as you tag in and out and finish with a super combo.

What would a new Capcom fighter be without new mechanics? So far we have:

Super Arts
Launchers
Cross Arts
Cross Assaults
Cross Rush
Switch Cancels
Super Charging
Super Charge Cancels
EX Specials
And Pandora (if it makes it in)

And then Gems on top of all that!!

An early video that attempt to explain them all.


You can find more information on the (current) gem system Here Though there's some debate as to how the final system will be implemented. Pandora mode is also in question as many official sources are not happy with it's current incarnation.

There's also an Online training mode which you can access between matches in an online lobby, presumably even invite someone else from the lobby to train with while you wait for your turn to fight.

There is an easy input mode similar to MvC3: Easy Inputs will change the motions to specific direction inputs, but will lower the damage they do by 10%.

Very Easy Inputs only combine one direction and one button, but remove the ability to perform certain moves.

Recently announce is a post-launch tournament mode patch/free dlc in likely much the same vein as when SF4 added tournament mode. The hope is to appease the concerns of the pro and compitetive gaming scenes that gems and their aquisition/loadout will harm the ability of players and organisers to set up competitions.

So it's shaping up to be a different breed of fighting game I think, combining some great bits of the two universes for something that I think is greater than the sum of it's parts. All the fun and satisfaction of cool tekken combos with the technical prowess of street fighter.

Characters? So far officially confirmed are:
Streetfighter





Tekken





Click on each character to view the official page and examples of their super and cross arts as well as some screenshots

Confirmed without official images but official pages:
Streetfighter
Vega(Claw)
Balrog(Boxer)
Bison(Dictator)
Juri

Tekken
Xiaoyu
Jin
Paul
Law
Asuka
Ogre

I Dont know about you, but it's shaping up to be another great fighter!

Set to be released March 9th in Europe on PS3 and Xbox 360 and on the 11th of May on PC.

» Go to Endless's original post
I looking forward to this. Big fan of both SF and Tekken, although I'm more of a Tekken aficionado. Really looking forwards to see the Tekken X Street Fighter as the Namco guys are perfect for placing the SF characters in a 3D arena.

Paul and Heihachi better make it into SF X Tekken!
Posted 1:46pm on Fri 24 June 2011
Endless
  • Posts: 4,471
00
In response to CheekyLee's
Sub Zero? Shum mishtake, shurely?

It sure does look interesting, especially for a defence-free rushdown monkey such as I. All I ask is for my Jun to come back!

» Go to CheekyLee's original post
Indeed, it's only a rumour mind, but still. Sub zero? o.O

I main'ed Paul and Nina in Tekken 3 (the last Tekken game i took seriously) So I really hope Paul is added to the roster. I still dont like the getup they have Nina in these days either Mellow
Posted 4:06am on Sat 25 June 2011
sith-republic
  • Posts: 9
00
In response to Topic
Well I think it's about time I got the proverbial ball rolling for SFXT Smile

Those of you that are into the fighting game scene, I know we have a few stalwarts on here, may have been keeping an eye on it to some degree. But lets take a step back and break it down for the benefit of those coming across this late so they have a better understanding of why this is such an exciting game for the genre.

Street Fighter. Deceptively technical. Street fighter games are all about control; The space between characters; The options your opponent has against you at any given time; Lots of focus on the timing of individual moves and even how long it takes a character to jump and dash. Very technical, some might say overly.

Tekken. Combos. Counters, tags and juggles. Tekken is all about combos and capitalisation (as I recall, it's been a while) Tekken combos can be extended much further than in most games, with multiple moves that bounce your opponent into the ground, up from the ground, into the air that allow you to keep hitting your opponent. There's also a heavy dose of dodging and countering your opponents advances. Quite newbie friendly, easy to pick up, pre-defined combos mean you can quickly get into the game without having to worry about which move's recovery frames allow you enough time to link into a BNB and cancel into an ultra combo. Yeah.

Thats in about as small a nutshell as it gets.

So what have Capcom done with all that? Well. Let's See:

Matches are all 2v2 bouts, each character has a life bar but if one of your characters is defeated, you lose the bout. There is also a simultaneous 2v2 mode where all 4 characters are on the screen at the same time for the whole match!

Characters all seem to have a simple move that will launch your opponent into the air for some mid-air pummel-age. And the system has been tweaked to allow for a more freeform juggling , but not to the extent that Tekken is. A half-way house so to speak.

Characters can be tagged in numerous ways, a standalone tag command; You can cancel a special move into a tag; You can cancel the new launcher into a tag; You can cancel a block into a tag, an air attack or special move, a super combo into a tag. Basically the doors are pretty much wide open to create hugely satisfying combos while still giving your opponent ways to get out of it if they're clever and skillful enough.

One of the problems with Tekken was that in some cases it was possible to kill your opponent in a single combo without them having any chance of breaking free; Save the initial mistake that put them on a one way trip to smashed-face town on the 60-hit-combo-of-death train. SFXT you appear to only be able to use the standalone launcher twice in a single combo, most moves dont appear to juggle that efficiently, but there's also seemingly no limit to the number of times you can be hit in the air like in SF4. Which makes keeping your combo going really difficult, but if done right you still do a lot of damage and feel like a massive badass as you tag in and out and finish with a super combo.

What would a new Capcom fighter be without new mechanics? So far we have:

Super Arts
Launchers
Cross Arts
Cross Assaults
Cross Rush
Switch Cancels
Super Charging
Super Charge Cancels
EX Specials
And Pandora (if it makes it in)

And then Gems on top of all that!!

An early video that attempt to explain them all.


You can find more information on the (current) gem system Here Though there's some debate as to how the final system will be implemented. Pandora mode is also in question as many official sources are not happy with it's current incarnation.

There's also an Online training mode which you can access between matches in an online lobby, presumably even invite someone else from the lobby to train with while you wait for your turn to fight.

There is an easy input mode similar to MvC3: Easy Inputs will change the motions to specific direction inputs, but will lower the damage they do by 10%.

Very Easy Inputs only combine one direction and one button, but remove the ability to perform certain moves.

Recently announce is a post-launch tournament mode patch/free dlc in likely much the same vein as when SF4 added tournament mode. The hope is to appease the concerns of the pro and compitetive gaming scenes that gems and their aquisition/loadout will harm the ability of players and organisers to set up competitions.

So it's shaping up to be a different breed of fighting game I think, combining some great bits of the two universes for something that I think is greater than the sum of it's parts. All the fun and satisfaction of cool tekken combos with the technical prowess of street fighter.

Characters? So far officially confirmed are:
Streetfighter





Tekken





Click on each character to view the official page and examples of their super and cross arts as well as some screenshots

Confirmed without official images but official pages:
Streetfighter
Vega(Claw)
Balrog(Boxer)
Bison(Dictator)
Juri

Tekken
Xiaoyu
Jin
Paul
Law
Asuka
Ogre

I Dont know about you, but it's shaping up to be another great fighter!

Set to be released March 9th in Europe on PS3 and Xbox 360 and on the 11th of May on PC.

» Go to Endless's original post
i watched The NCR (Nor Cal Regonals) Stream and watched the whole of the SFxT "tournament" they done and i have to say the game is looking REALLY fast paced and fun


if i remember one of yoshinori Ono's tweets some of the fighters you seen in the backgrounds are going to be in the full game and not in the backgrounds

also i think Bison and Jin or Heihachi will be up to something abit like Wesker and Magneto in MvC3
Posted 9:37am on Thu 30 June 2011
TomPearson
  • Posts: 1,122
00
In response to Topic
Well I think it's about time I got the proverbial ball rolling for SFXT Smile

Those of you that are into the fighting game scene, I know we have a few stalwarts on here, may have been keeping an eye on it to some degree. But lets take a step back and break it down for the benefit of those coming across this late so they have a better understanding of why this is such an exciting game for the genre.

Street Fighter. Deceptively technical. Street fighter games are all about control; The space between characters; The options your opponent has against you at any given time; Lots of focus on the timing of individual moves and even how long it takes a character to jump and dash. Very technical, some might say overly.

Tekken. Combos. Counters, tags and juggles. Tekken is all about combos and capitalisation (as I recall, it's been a while) Tekken combos can be extended much further than in most games, with multiple moves that bounce your opponent into the ground, up from the ground, into the air that allow you to keep hitting your opponent. There's also a heavy dose of dodging and countering your opponents advances. Quite newbie friendly, easy to pick up, pre-defined combos mean you can quickly get into the game without having to worry about which move's recovery frames allow you enough time to link into a BNB and cancel into an ultra combo. Yeah.

Thats in about as small a nutshell as it gets.

So what have Capcom done with all that? Well. Let's See:

Matches are all 2v2 bouts, each character has a life bar but if one of your characters is defeated, you lose the bout. There is also a simultaneous 2v2 mode where all 4 characters are on the screen at the same time for the whole match!

Characters all seem to have a simple move that will launch your opponent into the air for some mid-air pummel-age. And the system has been tweaked to allow for a more freeform juggling , but not to the extent that Tekken is. A half-way house so to speak.

Characters can be tagged in numerous ways, a standalone tag command; You can cancel a special move into a tag; You can cancel the new launcher into a tag; You can cancel a block into a tag, an air attack or special move, a super combo into a tag. Basically the doors are pretty much wide open to create hugely satisfying combos while still giving your opponent ways to get out of it if they're clever and skillful enough.

One of the problems with Tekken was that in some cases it was possible to kill your opponent in a single combo without them having any chance of breaking free; Save the initial mistake that put them on a one way trip to smashed-face town on the 60-hit-combo-of-death train. SFXT you appear to only be able to use the standalone launcher twice in a single combo, most moves dont appear to juggle that efficiently, but there's also seemingly no limit to the number of times you can be hit in the air like in SF4. Which makes keeping your combo going really difficult, but if done right you still do a lot of damage and feel like a massive badass as you tag in and out and finish with a super combo.

What would a new Capcom fighter be without new mechanics? So far we have:

Super Arts
Launchers
Cross Arts
Cross Assaults
Cross Rush
Switch Cancels
Super Charging
Super Charge Cancels
EX Specials
And Pandora (if it makes it in)

And then Gems on top of all that!!

An early video that attempt to explain them all.


You can find more information on the (current) gem system Here Though there's some debate as to how the final system will be implemented. Pandora mode is also in question as many official sources are not happy with it's current incarnation.

There's also an Online training mode which you can access between matches in an online lobby, presumably even invite someone else from the lobby to train with while you wait for your turn to fight.

There is an easy input mode similar to MvC3: Easy Inputs will change the motions to specific direction inputs, but will lower the damage they do by 10%.

Very Easy Inputs only combine one direction and one button, but remove the ability to perform certain moves.

Recently announce is a post-launch tournament mode patch/free dlc in likely much the same vein as when SF4 added tournament mode. The hope is to appease the concerns of the pro and compitetive gaming scenes that gems and their aquisition/loadout will harm the ability of players and organisers to set up competitions.

So it's shaping up to be a different breed of fighting game I think, combining some great bits of the two universes for something that I think is greater than the sum of it's parts. All the fun and satisfaction of cool tekken combos with the technical prowess of street fighter.

Characters? So far officially confirmed are:
Streetfighter





Tekken





Click on each character to view the official page and examples of their super and cross arts as well as some screenshots

Confirmed without official images but official pages:
Streetfighter
Vega(Claw)
Balrog(Boxer)
Bison(Dictator)
Juri

Tekken
Xiaoyu
Jin
Paul
Law
Asuka
Ogre

I Dont know about you, but it's shaping up to be another great fighter!

Set to be released March 9th in Europe on PS3 and Xbox 360 and on the 11th of May on PC.

» Go to Endless's original post
Where is Law!? and Eddie!? my two favourite characters!
Posted 9:50am on Thu 30 June 2011
Wido
  • Posts: 13,869
00
In response to CheekyLee's
Sub Zero? Shum mishtake, shurely?

It sure does look interesting, especially for a defence-free rushdown monkey such as I. All I ask is for my Jun to come back!

» Go to CheekyLee's original post
Juri can stay away from any future SF games! Her overwhelming bicycle kicks and firing out purple perfume of pure evilness, can literally P'off!

So many people via online spam her moves religiously on SSFIV, but she is easy to beat when that person doesn't know how to fully use her. I'm looking forward to SF x Tekken, and it will be interesting which one sells more. I will of course be waving the Street Fighter flag, as Tekken is just a very, very bad fighting game. I look at you Tekken 6! Don't get me wrong, Tekken does have some good fighters, and I do have some favorites, but Tekken doesn't even match Street Fighter for me.

Endless, I think another SSFIV game night is in order. If anyone else plus the staff are interested. Give me the green light and I will get the thread going over on the online/tournaments board. You know it makes sense as well, due to the fact that we haven't had a SSFIV forum night since the Staff vs Forums, and many of us here do have the game. Endless battles for the win? Smile
Posted 8:34pm on Sun 3 July 2011
Endless
  • Posts: 4,471
00
In response to Wido's
Juri can stay away from any future SF games! Her overwhelming bicycle kicks and firing out purple perfume of pure evilness, can literally P'off!

So many people via online spam her moves religiously on SSFIV, but she is easy to beat when that person doesn't know how to fully use her. I'm looking forward to SF x Tekken, and it will be interesting which one sells more. I will of course be waving the Street Fighter flag, as Tekken is just a very, very bad fighting game. I look at you Tekken 6! Don't get me wrong, Tekken does have some good fighters, and I do have some favorites, but Tekken doesn't even match Street Fighter for me.

Endless, I think another SSFIV game night is in order. If anyone else plus the staff are interested. Give me the green light and I will get the thread going over on the online/tournaments board. You know it makes sense as well, due to the fact that we haven't had a SSFIV forum night since the Staff vs Forums, and many of us here do have the game. Endless battles for the win? Smile

» Go to Wido's original post
You mean Juri Wido? However Jun Kazama is also a bicycle-kick spamming infinite combo bizitch Smile I personally cant see them bringing Jun back for SFxT though, her reveal is about the most anticipated thing iin the entire series. if anything she'd be in Tekken X Streetfighter if not a full-blown Tekken game.

Been away for a while, so lots of catching up to do, no less than 15 gameplay clips on SRK, all very similar anyhow, no-one seems to be learning that quickly!

Thing with a new SF4 competition is that I dont have the new arcade edition, and have no plans to do so either. So if we were to have one, I could only take part in a pre AE competition. Plus we're all, except bloodstorm who appears to be constantly playing it Wink, woefully out of practice, probably make it more interestig though Smile
Posted 9:55pm on Sun 3 July 2011
Wido
  • Posts: 13,869
00
In response to Endless's
You mean Juri Wido? However Jun Kazama is also a bicycle-kick spamming infinite combo bizitch Smile I personally cant see them bringing Jun back for SFxT though, her reveal is about the most anticipated thing iin the entire series. if anything she'd be in Tekken X Streetfighter if not a full-blown Tekken game.

Been away for a while, so lots of catching up to do, no less than 15 gameplay clips on SRK, all very similar anyhow, no-one seems to be learning that quickly!

Thing with a new SF4 competition is that I dont have the new arcade edition, and have no plans to do so either. So if we were to have one, I could only take part in a pre AE competition. Plus we're all, except bloodstorm who appears to be constantly playing it Wink, woefully out of practice, probably make it more interestig though Smile

» Go to Endless's original post
Grin typo mistake there, now sorted! Grin
Posted 10:38pm on Sun 3 July 2011
Bloodstorm
  • Posts: 7,178
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In response to Endless's
You mean Juri Wido? However Jun Kazama is also a bicycle-kick spamming infinite combo bizitch Smile I personally cant see them bringing Jun back for SFxT though, her reveal is about the most anticipated thing iin the entire series. if anything she'd be in Tekken X Streetfighter if not a full-blown Tekken game.

Been away for a while, so lots of catching up to do, no less than 15 gameplay clips on SRK, all very similar anyhow, no-one seems to be learning that quickly!

Thing with a new SF4 competition is that I dont have the new arcade edition, and have no plans to do so either. So if we were to have one, I could only take part in a pre AE competition. Plus we're all, except bloodstorm who appears to be constantly playing it Wink, woefully out of practice, probably make it more interestig though Smile

» Go to Endless's original post
Plus Jun is dead in canon, same reason Dan wont be making an apperance.

COME ON LAW! Make me shout "I am the Law!!" in tournaments, the world needs more aweome.
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