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— CH. 1 · INTRODUCTION —

Street Fighter X Tekken

9 min listen · Ch. 1 of 8
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  • Street Fighter X Tekken arrived in 2012 as one of gaming's most unexpected partnerships. Two of the biggest fighting game franchises in history, built on completely different philosophies, were finally sharing a stage. But which studio's rules would govern the fight? The answer surprised even longtime fans. Capcom built the game, which meant Tekken characters would throw Hadoukens. It meant Nina Williams and Kazuya Mishima would be fighting on a two-dimensional plane, using a six-button Street Fighter control scheme. That creative tension planted questions that would take years to fully answer. Why did one million copies sold still count as a failure? What was inside a game disc that players had already paid for but could not access? And what ever happened to Namco's own version of the crossover, which was announced the same day and never released?

  • The roots of Street Fighter X Tekken stretch back to 2005, when Namco and Capcom co-produced the role-playing game Namco x Capcom. That earlier project proved the two companies could share intellectual property; this new one would test how far that cooperation could go. Street Fighter producer Yoshinori Ono had been teasing the game before the tournament EVO 2010 in Las Vegas, Nevada. Speculation pointed toward a new Darkstalkers game. Then, before the Super Street Fighter IV finals at EVO, Tekken producer Katsuhiro Harada appeared on stage to confront Ono directly. The announcement finally came during the Street Fighter IV panel at the 2010 Comic-Con, where Harada walked out of the crowd handing out free copies of Tekken 6 to a mixture of cheers and boos. That same event featured both a teaser trailer and early gameplay footage. At the same announcement, Harada revealed a companion project: Tekken X Street Fighter, a separate game Namco would develop using Tekken's own three-dimensional style. Development on that game was put on hold in 2016, and it has never been released.

  • Tekken characters in Street Fighter X Tekken perform their signature string combos using just the four primary buttons, adapted to mirror the Tekken four-button layout within the Street Fighter six-button system. Both sets of fighters share the same core mechanics, including EX Attacks, Super Combos, and a three-section power meter at the bottom of the screen called the Cross Gauge. Filling sections of that gauge unlocks progressively more powerful techniques: EX Attacks at one section, then Cancels, then Super Arts. The tag mechanic sits at the center of everything. Switch Cancel lets players swap partners mid-combo without breaking the sequence. Cross Rush sends the opponent airborne before the second partner takes over and extends the attack. Cross Arts chains both characters' Super Combos into a single unbroken assault, but it requires a fully charged Cross Gauge. Cross Assault goes further still, letting a player simultaneously control both fighters until the gauge empties. Victory conditions follow the Tekken Tag Tournament model rather than the standard Capcom approach. The first player to have one of their fighters' health bars reach zero loses the round, not the match; whoever wins the most rounds wins the fight.

  • Each character in Street Fighter X Tekken can carry up to three gems, selected before a match from six categories: attack, defense, speed, vitality, assist, and Cross Gauge. Every gem activates by a specific color code and only triggers when a player meets defined conditions during battle. The system drew criticism from some quarters, with Game Revolution and Giant Bomb both targeting the gem acquisition process specifically. Pandora Mode offered a starker gamble. When one member of a team drops below 25% health, the player can sacrifice that fighter to trigger a powered-up state for the surviving partner. That partner gains increased strength and an infinite Cross Gauge. The catch is a strict time limit: if the opponent is not defeated before Pandora runs out, the round is automatically lost. The name connects to the game's plot, in which a mysterious cube crash-lands in Antarctica and researchers name it Pandora because of its tendency to release energy and escalate conflict whenever beings fight near it.

  • The base roster held 19 characters from each franchise, giving the game 38 fighters at launch. An additional 12 fighters, six from each side, were released as downloadable content for PlayStation 3 and Xbox 360 on the 31st of July, 2012, and for PC on the 6th of February, 2013. PlayStation platforms carried five exclusive playable characters not available elsewhere. Cole MacGrath from Sucker Punch's Infamous series joined alongside Sony mascots Toro Inoue and Kuro, the latter two dressing as Ryu and Kazuya respectively. Bandai Namco's mascot Pac-Man piloted a Mokujin-style mech, while Capcom's mascot Mega Man appeared in his design from the North American box art of the original game. Mega Man and Pac-Man became free downloads for PlayStation 3 owners on the 13th of March, 2012. Nathan Drake from Uncharted was considered as a guest character but was cut during development. Street Fighter's Dan appeared in the original reveal trailer but ended up as a non-playable tutorial instructor in the final game. Yoshinori Ono confirmed that no exclusive character was secured for Xbox 360, citing timing disagreements with Microsoft as the reason discussions fell apart.

  • Before the game launched, Capcom organized a string of Fight Night events where players could try it early. At one such event in the United Kingdom, Capcom raised more than £5,000 for the charity GamesAid. Cinematic trailers featured music from several artists, including "From Heads Unworthy" by Rise Against and "My Town" by Hollywood Undead. The most elaborate promotional effort was a live reality show called Cross Assault, produced in collaboration with fighting game groups iPlayWinner and Team Spooky and broadcast via Twitch. Ten players were chosen by video submission and divided into Team Street Fighter and Team Tekken. The final four competitors earned Evo Championship Series seeding points for the game's slot at Evo 2012. The last player standing received a $25,000 grand prize. The show ran from the 22nd of February to the 28th of February, with the final match held at the Final Round event on the 3rd of March, three days before the game's release.

  • Street Fighter X Tekken sold over one million copies within two months of release. That figure fell roughly 40% short of Capcom's internal targets. As of the 31st of March, 2012, the game had moved 1.4 million units worldwide against an expected 2 million. By the 31st of March, 2014, total sales had climbed to 1.7 million. Capcom attributed part of the shortfall to what they described as "cannibalism" within the fighting game genre, arguing that too many competing games had released in too short a window. The PlayStation 3 version reached number 3 in the United Kingdom's physical sales chart. The PlayStation Vita version sold only 5,420 copies in its first week in Japan. In May 2017, following the release of Tekken 7, the Vita version topped the European download chart. Far louder than the sales numbers was the controversy over on-disc downloadable content. The 12 additional characters released as paid DLC were found to already exist on the retail game disc. Capcom stated they had locked those characters to reduce the hard drive space required of players. Play UK harshly criticized that explanation, and ScrewAttack included the situation on their 2012 list of the top ten Capcom mistakes. A separate issue on Xbox 360 went unresolved: online tag-team matches had been advertised in the game's manual but were absent from the final version. Capcom stated the feature would not be fixed with a patch.

  • The PlayStation 3 version earned an aggregated score of 84 out of 100 on Metacritic; the Xbox 360 version scored 83. IGN's Steven Hopper described it as "a fantastic fighting game that nails the basic fighting mechanics while daring to take a few risks with the formula as we know it." Simon Parkin of Eurogamer called it a "ripped, boisterous crossover game" arriving "in a blaze of creativity." Destructoid praised the four-player Scramble mode alongside the training and trial modes. PC Gamer called the visual achievement "astounding" while arguing the skill ceiling was too low, suggesting that almost any combo could become a large one with minimal effort. The PlayStation Vita version drew softer reviews. IGN's Vincent Ingenito appreciated that all console DLC characters were included but faulted the graphics, loading times, control feel, and competitive balance. At the 2012 Spike TV Video Game Awards, the game received a nomination for Best Fighting Game, losing to Persona 4 Arena. The Academy of Interactive Arts and Sciences nominated it for Fighting Game of the Year at the 16th Annual D.I.C.E. Awards; PlayStation All-Stars Battle Royale took that award. The companion game Tekken X Street Fighter, which Harada announced alongside this one at Comic-Con in 2010, remains unreleased to this day.

Common questions

What is Street Fighter X Tekken and when was it released?

Street Fighter X Tekken is a 2012 crossover fighting video game published by Capcom, co-developed with Dimps. It features characters from both the Street Fighter and Tekken franchises competing in tag-team matches, and was released for PlayStation 3, Xbox 360, PlayStation Vita, and Windows.

How many copies did Street Fighter X Tekken sell?

Street Fighter X Tekken sold over one million copies within two months of release. By the 31st of March, 2012, it had reached 1.4 million units worldwide, and climbed to 1.7 million by the 31st of March, 2014. Capcom had expected the game to sell 2 million units, leaving it roughly 40% short of their target.

What was the on-disc DLC controversy in Street Fighter X Tekken?

Twelve additional characters released as paid downloadable content were discovered to already exist on the retail game disc. Capcom stated the characters were locked on the disc to reduce the hard drive space required of players. The explanation was widely criticized, and ScrewAttack included it on their 2012 list of the top ten Capcom mistakes.

What exclusive characters appeared in the PlayStation versions of Street Fighter X Tekken?

The PlayStation 3 and Vita versions included five exclusive characters: Cole MacGrath from Infamous, Sony mascots Toro Inoue and Kuro (dressed as Ryu and Kazuya), Pac-Man piloting a Mokujin-style mech, and Mega Man in his North American box art design. Mega Man and Pac-Man became free downloads for PlayStation 3 owners on the 13th of March, 2012.

What is the Pandora Mode in Street Fighter X Tekken?

Pandora Mode activates when one member of a player's team drops below 25% health. That character is sacrificed, granting the surviving fighter increased strength and an infinite Cross Gauge. The mode has a strict time limit, and the player automatically loses the round if the opponent is not defeated before it expires.

How was Street Fighter X Tekken announced?

The game was announced during the Street Fighter IV panel at the 2010 Comic-Con. Tekken producer Katsuhiro Harada walked out of the crowd, handed out free copies of Tekken 6, and confirmed the crossover alongside Street Fighter producer Yoshinori Ono. The announcement followed teasing at EVO 2010 in Las Vegas, Nevada, where audiences initially suspected a new Darkstalkers game.

All sources

86 references cited across the entry

  1. 2Street Fighter X Tekken out before April 2012Mike Jackson — ComputerAndVideoGames
  2. 4Street Fighter X Tekken on SteamStore.steampowered.com — 2012-05-11
  3. 8MagazineDLC-Pläne durchgesickertFlorian Inerle — February 1, 2012
  4. 14Saikyo X Kobusi BlogCapcom — 2011-12-26
  5. 17Sony Mascots Toro And Kuro Bring The Pain In New Street Fighter X Tekken ScreensIshaan . September 14, 2011 . 1:07am — Siliconera — 2011-09-14
  6. 22Xbox News: Street Fighter X Tekken Xbox has no exclusive fightersMike Jackson — ComputerAndVideoGames.com — 2012-01-23
  7. 23Street Fighter IV Creator Teases Comic-Con Timed Game RevealMichael McWhertor — Kotaku — July 12, 2010
  8. 24Street Fighter X Tekken, Tekken X Street Fighter Revealed At Comic-ConMichael McWhertor — Kotaku — July 24, 2010
  9. 25See The Battles Of Street Fighter X Tekken, Plus A Dino Crisis WinkStephen Totillo — Kotaku — April 12, 2011
  10. 27E3 2011: Street Fighter X Tekken crossing to VitaBrendan Sinclair — 7 June 2011
  11. 30Industry Fight Club smashes targetsBen Parfitt — MCV — 2011-11-23
  12. 35Street Fighter x Tekken - New Characters TrailerOfficial Capcom UK — 16 January 2012
  13. 39Street Fighter x Tekken Hits PlayStation HomeLocust_Star — SCEA — 2012-02-13
  14. 56Street Fighter x Tekken Review • Reviews • Xbox 360 •Simon Parkin — Eurogamer.net — 2012-03-05
  15. 57Street Fighter X Tekken Review for Xbox 360Daniel Maniago — G4 — 2012-03-06
  16. 59Street Fighter X Tekken ReviewMaxwell McGee — GameSpot.com — 2012-03-05
  17. 60Street Fighter X Tekken reviewGamesRadar — 2012-03-05
  18. 65Street Fighter X Tekken Review – Xbox 360 Review at IGNSteven Hopper — Xbox360.ign.com — 2012-03-05
  19. 66Street Fighter X Tekken Vita ReviewVincent Ingenito — IGN — 2012-10-29
  20. 742013 Awards Category Details Fighting Game of the YearAcademy of Interactive Arts & Sciences
  21. 82Street Fighter X Tekken PS Vita sales in Japan very lowSFilp — Eventhubs — October 31, 2012
  22. 85On-Disc DLC Outrage Is Off the MarkSinclair, Brendan — GameSpot — March 16, 2012
  23. 87The X Button Gaiden GuidedCiolek, Todd — Anime News Network — March 7, 2012