Street Fighter X Tekken Discussion

Juri will be in, C. Viper won’t.

That’s my homemade leak list.

So, let’s talk movesets. Obviously people aren’t all too familiar with Tekken, and Tekken people aren’t too familiar with SF, but I might as well. Just gonna ramble on. Let’s talk Paul Phoenix, in my mind, he’d be this powerful brawler character with alot of knockdowns, and focused on pressuring you with a wakeup game, and a good counter-attacker:

Special Normals:
Shoulder Tackle (Where he thrust his shoulder in your chest, knocks down.): 6 + HP

Thunder Palm (A launcher, thrusts his palm into your chest and knocks you up, your head is facing the floor while you’re launched, so if you fell, it’ll be face first.): While rising + MP. If they want to implement Tekken mechanics, they’ll have while rising moves and launchers.

Hassou Strike (Cranks back and hits your with both hands, knocks down. Would be impossible to combo into.): 4 + MP + HP

Target Combos:
Hammer Punch to Power Punch (Overhead into a hard knockdown attack. Can use overhead individually but does not combo after landing unless you do the Power Punch.): 6 + MP -> HP

Specials:

Lion’s Roar (Generic Rekka attack, but is not far knockdown, close enough to try to get in a crossup.): QCF + P -> P -> P

Kongo Blast (Command throw, grabs opponent’s head, punches it, then does a power punch to the chest, far knockdown.): 360 + P

Burning Spear (Very similar to Dudley’s dodge back -> forward punch, Paul dodges attacks directly in front of him and then quickly moves forward to punish with a powerful elbow.): HCB + P

Neutron Bomb (Modified from Tekken, Paul flips forward and his right leg overhead’s his opponent on the way back to the ground, and bounces them off the ground and up for a free attack. Very unsafe on block.): Charge any K -> Release K

Mountain Raze (His AA, it’s very similar to Adon’s Rising Jaguar, Paul jumps into the air with his knee out, not very vertical, for far away jump punishes.): SRK + K

Super:

A command grab, a variation of his Ultimate Punishment attack; Paul does an Ultimate Tackle, punches the opponent in the face, then punches them twice on their side, then performs an Armbar, then flips the opponent so that their face is flat on the ground, then does a Judo style Camel Clutch.

Ultra:

Does a cinematic 10 hit combo, but then finishes with the Bulldozer combo from Tekken 6, and knocks the opponent high into the air, then finishes with his Burning Fist attack.

^ Best I could think of for a possible Paul Phoenix moveset.

^^Nobody uses numbered notation. Use stick notation instead: u, d, b, f, LP, RP, LK, RK, etc

Also, Tekken rising attacks should stay in Tekken, SF’s gameplay is simpler and faster, so Tekken mechanics should be simplified for the SF environment. The point is to bring Tekken characters into SF’s style of gameplay. When SF characters are in Tekken, then they will probably be given rising attacks, unblockables, delayed crouching attacks, etc.

Interesting move list for Paul, but his attacks should be simplified (as well as all other Tekken characters) IMO. His move list should be organized into Special Attacks, Command Normals, Normal Attacks, Target Combos and Super Attacks. Same as the SF characters.

I would like to see something like this for Paul. Special Attacks:

Phoenix Smash
QCF Punch
-Fierce version goes the fastest and farthest, maybe 1/2 screen
-knocks down and has the same “ouch” factor as in Tekken = J
-most powerful special, it should be his main offensive weapon
-should also be a somewhat effective anti-air
-if blocked up close can be punished by fast reversals
-safe on block from max range

Bull Dozer (the crouching uppercut after his f,f RP flash elbow)
QCB Punch
-an anti-fireball attack, Paul goes really low to the ground and can slide under
-should also have a small window of startup invincibility
-Fierce max range 1/4 screen
-hits low and juggles
-not safe on block

Shoulder Tackle
HCB Kick
-another anti-fireball attack, Paul side steps fireballs and hits with his shoulder
-doesn’t knock down
-can be hit high or low at anytime, only has mid-invincibility
-whiffs on crouching characters
-kinda like Zangief’s Lariat
-max range RH 1/2 screen

Triple Hop Kicks
F,D,DF Kick
-his main anti-air, Short version goes the highest about Jab SRK height
-Forward and RH versions have less height but farther range about 1/4 screen max
-1st Kick can be ducked but not 2nd Kick
-3rd Kick is grounded and can be mixed up into low/mid/nothing by pressing RH/Forward/nothing
-3rd Kick can be delayed, if delayed or not activated can be punished by fast reversals
-enough startup invincibility to pass through fireballs, same as Shoryuken

Sway
QCB
-has low invincibility
-can be followed by Hammer Punch (Strong, does chip damage, knocks down, cannot be cancelled)
-Phoenix Smash (Fierce)
-or Sweep (RH)

Command Throw
Ultimate Tackle
HCF Kick
-a takedown followed by ground punches into arm break
-max range 1/4 screen
-cannot be teched
-has slow startup, but slightly faster than Zangief’s Running Grab tho
-can go under fireballs only at startup
-does decent damage, about 20%

Command Normals:
Hammer Punch
F Strong (cancellable into Specials, Super, not an overhead)

Hammer Of The Gods
F Fierce (not cancellable, overhead that knocks down, poor recovery)

Target Combos:
Gotta have Paul’s famous Hammer Punch, Phoenix Smash
F Strong cancelled into QCF Punch

Hammer Punch, Sweep, Flash Elbow
F Strong, RH, Strong

Super Attack:
Burning Fist
-a string followed by a juggle, finishes with Burning Fist
-similar to Chun Li’s Senretsu Kyaku

Really? Home made move sets? Come on people…

Might as well. Like we said. The hype is in the Tekken characters move sets, more than anything else. Also, this game can easily have while rising moves, they are including compatible Tekken mechanics with the SF system and while rising moves could easily make it. Now, had I said there would be walls and such would be too far, but not while rising moves. Those work.

Btw, I did simplify them, you had just a different idea of what should be what. Good list though. I thought about including Sway, but I sort of felt like it wouldn’t work, unless having to do with target combos. Bulldozer didn’t make the special’s list because it didn’t work for me. It’s an iconic move so I put it into the ultra, but I didn’t think it was fitting. Phoenix Smash would’ve made my list had I thought about it. If a special, Shoulder Tackle should have Yun/Yang’s QCB + P effect on fireballs, if you hit the fireball with it, you negate the fireball. And triple hop kicks didn’t seem like a good move for a special to me. It’s too Tekken-y, so I chose Mountain Raze. Though, like I said, good list.

Tekken characters’ move lists in SFxT should be (and will be) toned down though. You should be prepared for the possibility that their move lists will be cut in half (if not a quarter of what they had in Tekken). This is why I think rising attacks should go (along with sidestep attacks, df/db normals, etc).

The point of the crossover tho, is to fit the Tekken characters into a SF environment, while keeping their essence intact IMO. And vice versa for TxSF.

Paul is a hard-hitting, fast-countering, half-grappler type of character in Tekken. This is also what he should play like in SFxT, maybe a mix of Abel and Makoto’s playstyles IMO.

Of course. One mechanic that would add less than 7 moves to a character’s arsenal would not be a big deal for Capcom. Like I said, they are trying to add in Tekken mechanics to the game to maintain the crossover feel. So far we’ve seen almost all the mechanics that would work in SF’s environment EXCEPT while rising moves. Just saying, it would be a good idea to add them in. Paul has around 86 moves in Tekken 6(All of which aren’t particularly moves, some are just filler like the f (Hold) + Grabs. Really it’s like 78.) and I wouldn’t expect all of them to be in this game, of course. The only mechanic that would be nice in the game that I haven’t seen already are while rising moves. I think what I’ve got is reasonable.

Funny that, America introduced rather unique notation for the two games that will be crossed over. Japan wikis uniformally use number+letter notations.

Also, this thread isn’t discussion of the game at all…

Theres not much to discuss right now.

I think this has gone on long enough. There’s still little to no info on the game, and the wishlist posts aren’t exactly productive.

I’m locking this until further info pops up.