Compare Street Fighter X Tekken prices across 50+ stores and find the best deal. Developed by Capcom U.S.A., Inc.. Published by Capcom U.S.A., Inc.. Released on 5/11/2012. Available on PC. Genres: Action. Metacritic score: 79/100.

Ryu vs. Kazuya sounds incredible on paper, but this 2012 tag-team crossover comes loaded with combo-loop problems, a controversial gem system, and PC-specific headaches that still bite in 2024.

I came into this one wanting it to work, because tag-team crossover fighters occupy a rare niche and the roster alone reads like a wishlist. Ryu, Guile, Cammy, Sagat, and Chun-Li sharing a game with Kazuya, Heihachi, Hwoarang, Yoshimitsu, and King is a legitimate draw, and Capcom did a creditable job translating Tekken's cast into the Street Fighter IV engine without just turning them into clone characters. Steve's jukes are there, Jin gets his parry deflect, King keeps his grapple identity. On that narrow question of "did the characters survive the crossover," the answer is mostly yes. The core fighting structure is a 2-on-2 tag format where both fighters carry their own health bar, and the round ends the moment either one gets knocked out. That rule changes everything about how you play. Straight-switch tagging leaves your incoming fighter exposed for a split second, so the real game is learning to chain a light-medium-heavy sequence until the last hit launches, at which point your partner swaps in and continues the juggle. In clean play it produces some of the most fluid combo expression you will find in a 2D fighter of this era. The problem is that the same chain system has almost no ceiling on how long it runs before a reset, and characters like Rolento can convert a single landed jab into a corner sequence that deletes most of your health bar without being especially hard to execute. Watching that happen online is not fun. Speaking of online: the PC version was built around Games for Windows Live, which is effectively defunct. Getting the game to actually launch requires a community-made patch to strip out the GFWL dependency, and even then you are looking at a fragmented player pool. The original netcode was rollback-based, which was forward-thinking for 2012, but the implementation drew mixed reactions even at launch, with sound desync complaints widespread. The live competitive scene is essentially a memory at this point. If you want to play with people, local co-op is where this game has always been at its best, and the 4-player simultaneous mode (two players per team) is genuinely chaotic and worth experiencing with friends on a couch. The gem system is the other point of contention. Each character can equip up to three gems that activate under specific conditions and buff attack, speed, or defense. The concept is interesting, and slow characters benefiting from a speed gem or aggressive players doubling down on a power gem has some logic to it. In practice the system was never balanced cleanly, it added menus between you and actually playing the game, and the DLC gem packs became a flashpoint for a community that already felt nickel-and-dimed. Post-launch patches improved things, but the damage to the playerbase was done early. Steam user reviews sit at a mixed 56 percent, and that number tells the whole story: the game has real quality in its moment-to-moment combat but never shook the baggage from its launch window. For a shooter specialist like me who cares about the quality of online competition above all else, SFxT in its current state on PC is basically a local-only game. If you have people to sit next to, the tag mechanics are worth experiencing and the roster is legitimately exciting. If you are hunting for a ranked ladder to grind, look at Street Fighter 6 or Tekken 8. SFxT is a time capsule with good bones and a complicated history. Fred, Scout Team

Street Fighter X Tekken
Action

Street Fighter X Tekken

May 11, 2012Capcom U.S.A., Inc.
GamerScout Says

Ryu vs. Kazuya sounds incredible on paper, but this 2012 tag-team crossover comes loaded with combo-loop problems, a controversial gem system, and PC-specific headaches that still bite in 2024.

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About Street Fighter X Tekken

I came into this one wanting it to work, because tag-team crossover fighters occupy a rare niche and the roster alone reads like a wishlist. Ryu, Guile, Cammy, Sagat, and Chun-Li sharing a game with Kazuya, Heihachi, Hwoarang, Yoshimitsu, and King is a legitimate draw, and Capcom did a creditable job translating Tekken's cast into the Street Fighter IV engine without just turning them into clone characters. Steve's jukes are there, Jin gets his parry deflect, King keeps his grapple identity. On that narrow question of "did the characters survive the crossover," the answer is mostly yes. The core fighting structure is a 2-on-2 tag format where both fighters carry their own health bar, and the round ends the moment either one gets knocked out. That rule changes everything about how you play. Straight-switch tagging leaves your incoming fighter exposed for a split second, so the real game is learning to chain a light-medium-heavy sequence until the last hit launches, at which point your partner swaps in and continues the juggle. In clean play it produces some of the most fluid combo expression you will find in a 2D fighter of this era. The problem is that the same chain system has almost no ceiling on how long it runs before a reset, and characters like Rolento can convert a single landed jab into a corner sequence that deletes most of your health bar without being especially hard to execute. Watching that happen online is not fun. Speaking of online: the PC version was built around Games for Windows Live, which is effectively defunct. Getting the game to actually launch requires a community-made patch to strip out the GFWL dependency, and even then you are looking at a fragmented player pool. The original netcode was rollback-based, which was forward-thinking for 2012, but the implementation drew mixed reactions even at launch, with sound desync complaints widespread. The live competitive scene is essentially a memory at this point. If you want to play with people, local co-op is where this game has always been at its best, and the 4-player simultaneous mode (two players per team) is genuinely chaotic and worth experiencing with friends on a couch. The gem system is the other point of contention. Each character can equip up to three gems that activate under specific conditions and buff attack, speed, or defense. The concept is interesting, and slow characters benefiting from a speed gem or aggressive players doubling down on a power gem has some logic to it. In practice the system was never balanced cleanly, it added menus between you and actually playing the game, and the DLC gem packs became a flashpoint for a community that already felt nickel-and-dimed. Post-launch patches improved things, but the damage to the playerbase was done early. Steam user reviews sit at a mixed 56 percent, and that number tells the whole story: the game has real quality in its moment-to-moment combat but never shook the baggage from its launch window. For a shooter specialist like me who cares about the quality of online competition above all else, SFxT in its current state on PC is basically a local-only game. If you have people to sit next to, the tag mechanics are worth experiencing and the roster is legitimately exciting. If you are hunting for a ranked ladder to grind, look at Street Fighter 6 or Tekken 8. SFxT is a time capsule with good bones and a complicated history. Fred, Scout Team

Tags

singleplayermultiplayercooplocal-cooptier:aaaTag-Team Fighter2.5D FighterCrossover RosterLocal 4-PlayerGem CustomizationGFWL LegacyJuggle CombosFGC Classic

System Requirements

Minimum

OS
Windows XP
Sound
DirectSound compatible, DirectX 9.0c (or higher) compatible
Memory
1GB (or higher)
DirectX®
9.0c
Processor
Intel Dual Core 1.8GHz (or higher) or AMD Athlon II X2 (or higher)
Video Card
nVidia GF6600 (or higher) or ATi X1600 (or higher) with 256MB of RAM
Hard Disk Space
10GB of free space
Other Requirements
Online play requires software installation of and log-in to Games For Windows - LIVE

Recommended

OS
Windows Vista, 7
Sound
DirectSound compatible, DirectX 9.0c (or higher) compatible
Memory
2GB
DirectX®
9.0c
Processor
Intel Core2 Duo 2.60GHz (or higher) or AMD Phenom II X2 (or higher)
Video Card
nVidia GF8800 (or higher) or ATi X1950 (or higher) with 512MB of RAM
Hard Disk Space
10GB of free space

Reviews & Ratings

Metacritic
79

Game Info

Developer
Capcom U.S.A., Inc.
Publisher
Capcom U.S.A., Inc.
Release Date
May 11, 2012

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