Street Fighter x Tekken has many Gameplay Mechanics and systems, here is a rundown of them.
This is the 3 segment gauge that is on the bottom half of the HUD. This Gauge is used for the following skills that have set requirements for their usage.
■Light, Medium, Heavy, Heavy Cross Rush is a technique unique to Street Fighter X Tekken that should be learned right from the get-go. No matter what characters you are using or what team you create, by pressing Light, Medium, Heavy and Heavy attacks in order, you will execute a powerful combo that will also tag in your partner once it is complete!
Note: Ibuki Apparently cannot perform this by doing: LP,MP,HP,HP.
Tag and Tag Cancels:
■Switch: Press Medium Punch and Kick simultaneously ■Switch Canceling: (during an attack) Press Medium Punch and Kick simultaneously By pressing Medium Punch and Kick simultaneously, you will be able to switch between characters! Switching leaves you wide open to attacks, but you will be able to switch between characters without using the Cross Gauge! Switch Canceling is an important feature of the battle system. It greatly increases the viability of your attacks. Used when attacking, it allows you to keep up the pressure with a barrage of attacks, and it will also let you cover for any holes in your attack! However, it uses 1 block of the Cross Gauge, so it must be used with care. Pressing Medium Punch and Kick simultaneously normally will allow you to perform a switch without consuming any of the Cross Gauge.
■Heavy Punch and Kick simultaneously Launchers are vital attacks that can be used to start punishing air combos! By pressing Heavy Punch and Kick simultaneously, you will send your opponent flying into the air and automatically tag in your standby character, allowing you to continue with a powerful combo! Tekken players can continue the assault with their tried and true attacks too! Street Fighter characters can also perform air combos!
6 Button System:
Street Fighter X Tekken utilizes the same 6 button system that Street Fighter fans are well accustomed to. However, Tekken players that are used to that series' 4 button layout can also perform many of the same traditional combos and attacks that have been specifically programmed into the game! Using Heavy Punch and Kick, Tekken users can also perform original Street Fighter X Tekken combos that have never been seen before! The 6 button and 4 button configurations are not specific control layouts, meaning that they can be used without further configuration!
By using the Cross Gauge, a player can activate Cross Assault and attack with both of their characters at the same time. Finish them off with a tightly controlled tag combo!
-More on this later:
■Hold down a Special Move command With the Super Charge technique, you can hold down a button for Ryu's Hadoken, or for Kazuya's Demon God Fist to charge it. You can charge a move up to 3 levels, and once you do that, it will automatically turn into a Super Art without using the Cross Gauge.
Using the Cross Gauge you can immediately unleash a Super Art! Ryu's famed Shinku Hadoken! Kazuya's Devil Beam! The Tekken characters all have original Super Art techniques!
Note: Super Arts take 2 blocks of the Cross Gauge.
The most devastating attack in SFxT, the Cross Art! Both characters unleash their Super Arts on their unfortunate opponent by imputing quarter circle forward Medium Punch and Kick . It uses 3 blocks of theCross Gauge, but if you hit it you'll land big damage that's sure to tip the scales in your favor!
Pandora Mode: This mode incresses the damage output of your character. However it comes with a high price! You sacrifice your current character to tag in your partner into Pandora Mode. Its only for a short time and you lose once the time runs out, but the insane amout of damage is hard to resist.
Cross Counter(Unoffical name):
While blocking(block Stun) you can Press Hard Punch and Kick to perform a Counter Strike against the opponent. This Cost 1 block of Cross Guage.
grabs or throws can be done by pressing Light Punch and Kick. use these unblockable attacks to keep your opponent on their toes. Throws cannot be blocked, however they can be teched by imputting the throw command as your being thrown.
By pressing any 2 Punches or Kicks to perform a special move will allow the character to do a EX Version of the imputed special move.
Note: Not every special has a EX variation so check each characters command list to see which move can EX.
Wall Bounce and Ground Bounce:
Certain Moves(Normals or special moves) can make the opponent fly across the screen and bounce off the wall, this leaves the opponent in a juggled state in which you can continue the assault on your foe. Ground Bounces work in a similar fashion as they can keep your opponent in a juggled state for you to dish out more damage to your opponent.
In SFxTK you can get up from off the ground in different ways. The first and most basic way is to actually not imput any buttons and the character will rise up on their own. You can roll forwards or backwards while getting up to get out of harms way when you think your opponent is trying to do a follow up attack by pressing either left or right on the directional pad/stick. You also can preform a quick get up by pressing down as you hit the ground(note you can't do this if your thrown or sweeped). Lastly you can Tag in your partner by pressing Medium Punch and Kick when your character is on the ground.
Note: Exchanging characters when your grounded takes 1 block of Cross Gauge.