Starting off in street fighter x tekken

Hello, i am new to street fighter x tekken and i would like to get some advice for starting off, i know the basics but back then i never had the chance to play to much but now i go somewhere to practice. I would appreciate advice on what to practice and what to start. i know i need to start with a team. i’ve been playing street fighter for a long time so i am going to have either ken or chun li in my team however i dont want to just be based on street fighter characters. i would also like to learn a tekken character, i was thinking about asuka as she is a high damage character. i already know ken and chun li’s basics and footsies and combos however i would like to know how asuka gets in on her opponent and what her footsies are. i already know asuka’s combos or her bnb which is standing HK> upkicks> jump HK> anti air grab>sweep however i dont know her footsies and how she gets in. any advice will be appreciated :slight_smile: also if you think any tekken character complements kens and chun li’s team synergy then please share your thoughts :). thank you

Asuka is a character that has trouble getting in. Her partner should be the one to put her in a good position. Ken and Chun Li have the footsies for that so you should put one of these two on point and Asuka as the second character. Use a boost combo or tag cancel to Asuka for her bnb and you are fine. She is a mixup character with bad normals as far as I have heard, so you might want to find a way to tag back to your footsie character if your opponent manages to escape your pressure.

Also I would advise you to play with Tekken characters in the beginning. Just to avoid treating this game like SF4. Should be fine though if you stick with a mixed team :slight_smile:

thank you :slight_smile: tbh it might be slightly hard not to treat this game like ssf4 since that the fighting game i started with 2 years back so would you have any begginer tips for sfxt ?

I played SF4 for the same time before Sfxt. All I did was listen to youtubers that said that you should treat it like the different FG it is. I started out with Akuma/Kuma.

You should be perfectly fine, if you just keep playing. I practiced a few days offline only before going online.

Most important things to know:
If your active character is low on health/has a lot of red health you should consider tagging this character out ASAP. Raw tagging is very punishable. If you get the opportunity use abc launcher. If that doesn’t work try alpha counter (forward hp+hk when you blocked an attack). It causes a hard knockdown and Chun Li’s for example allows a safe raw tag. There are also multihitting normals and specials that allow a safe tag cancel (can be punished with alpha counter and certain specials with supers for example though)

Avoid using abc launcher when the character in the back has a lot of red health. It’s gone as soon as you use launcher or tag cancel. Raw tag and cross arts are fine though. You should only do that for a guaranteed KO.

If your opponent uses low attacks A LOT use the raw launcher (hk+hp) as it crushes lows.

Throws remove red health. Go for it especially if your opponent has a lot of red health.
You can punish rolls with a throw. They cannot tech it, if you do it in time.

I probably forgot something, but that seems to be the most important stuff for starters.

You don’t have to watch this to get into the game, but it will definitely improve your game

RC gave pretty much all the beginner things I can think of. The first thing you should be doing (after grasping the fundamentals of your characters of course) is to grasp the fundamentals of the game itself. First and foremost is life management: be sure to know when you should go for a tag combo and when to keep it solo. After that is building your oki game, specifically using throws to punish rolls.

I’d also heavily recommend utilizing Pandora, especially since you plan on using Chun or Ken. Pandora combos are easy and can win you the match when a normal combo will not (it gives you 3 bars immediately on activation). More importantly, Ken and Chun both have strong utility on their supers, so if a low health enemy thinks they can zone out Asuka with a fireball, Pandora into Chun Li super to punish it for the win (this also works in Cross Assault).

Yes, and definitely learn a Tekken character. If you play just SF characters you’ll be working way hard than you should have to (and which is why I’m picking up a Tekken character right now).

I recommend playing Paul, Law, or Lars from the Tekken side. You can apply SF footsies and fundamentals to them very easily. In fact, Paul and Lars play just like SF characters would. Welcome to SFxT!

just play Law and How wrong and you’ll be winning matches in no time.

Not surewhether that was a joke, but top tiers in SFxT are far from being an auto win.
I can outfootsie Chun players with Sakura, if they don’t know what they are doing. Top tiers are not as crazy superior as in umvc3 for example.

Play Nina. Piss easy to use, absolutely ridiculous damage output, outrageously good anti air, totally unfair mixup with that crazy overhead.

If you land a cr.mk with Ryu, you hit 130 damage. If you land a cr.mk with Nina you hit 390.

I’ll drop asuka stuff here when I get home in a few hours (still @ work and to hell with this phones kb…)

edit:

  1. Asuka mainly gets in off her partner via tag cancels and launchers. That isn’t to say she’s completely incapable of it on her own.

    • mk xx cr.mp makes for an “ok” whiff punisher and “poke”, can be canceled into onikubigari and leave her at -1 or go into liftkicks instead.
    • cr.hp xx CADC is great, but don’t whiff it. For the love of god don’t EVER whiff it…
    • f+mk xx mp (heron dance), standing low, deceptive range, third hit is cancelable
    • f+mp is useful but unsafe on block, done at max distance it’s slightly safer at -6 instead of -8 (and links into cr.hp on hit instead of just cr.mp)
    • b+mp xx mk xx CADC is +5 on block +7 on hit. Even though it’s generally too slow to punish most whiffed lights/mediums it has good enough advantage that you can get in with it reliably after enough practice.
    • j.mk has a TON of range on it and catches a lot of people off guard, learn to love this move.
    • j.hp for obvious hitbox reasons.
    • ex-exorcisor. Hard to react to, third hit is -4 on block with decent pushback, projectile immune, can spend a second bar on the third hit for a safe tag. Leads to: fwd dash > cr.hp xx onikubigari > st.mk xx falling rain > cr.hk on hit.
    • mp xx liftkicks (buffered), passable footsie tool
    • f+hk, difficult to use but can be a useful tool against characters that abuse their crouching shorts and it’s only -2 on block.
  2. The st.hk whiffs on a lot of crouchers so it’s really only to be used in a direct punish situation… instead you want to start off combos with:

    • lp xx mk xx cr.mp xx doubleliftkicks
    • cr.lk xx mk xx cr.mp xx doubleliftkicks
    • mp > cr.mp > cr.hp xx doubleliftkicks
    • f.mk xx mp xx doubleliftkicks
    • f+mp > cr.mp > cr.hp xx doubleliftkicks
    • b+mp xx mk xx CADC > cr.mp (or cr.hp if you’re confident) xx doubleliftkicks
    • f+hk > cr.hp xx ex-falling rain > cr.hp xx doubleliftkicks

Unlike most of the cast, Asuka has to commit to her options once she does something or else she’s unsafe. Get used to “just doing things” if you intend to play this character. She’ll reward you with 390-444 damage meterless on every hit, godlike AA’s for 350+ dmg, potentially terrifying oki and great tag options if you stick with her :slight_smile: