This means you can avoid wake-up pressure with a character who’s almost dead to tag in your fresh partner. You can also press MP + MK while lying on the ground and this will tag in your partner at the cost of a single bar. Some moves seem to only have tag cancels to allow the new character to come into the match safely, such as command throws. Other moves, such as Marduk’s Gator Slam, show that the tag has been made but you still have to wait for the animation to finish before the new character runs in. With projectiles, there’s a certain point where they can be cancelled, which is similar to the same point that you’d Focus Attack Cancel the move in Street Fighter IV. It seems like moves can be cancelled into tags at any time, as long as they connect. So with Ryu, you can do a Shoryuken and cancel that into a tag, for the new character to either continue the combo (should the Shoryuken connect) or get Ryu out of trouble (if the Shoryuken is blocked). You can cancel moves into a tag at the cost of a single bar. The pose needs to finish before the tag can be completed – if the pose interrupted by an attack, that character won’t tag out and will stay in the match. Your character will perform a quick pose before running out.
![tekken 8 ryu tekken 8 ryu](https://sm.ign.com/t/ign_nl/video/t/tgs-trailer/tgs-trailer_pnua.640.jpg)
The tagging is similar to that of Tekken Tag Tournament or Dead or Alive, where one character runs out while another runs in. Tagging and the juggle system are the gameplay mechanics that make Street Fighter x Tekken feel different from any previous games in the Street Fighter series. Seth Killian was there when we first started playing and I asked him if there were only two more characters due to be announced. The character select screen only had two other slots, which was for random select on each respective side – the icon was a grey image with a white silhouette over it. Ryu, Ken, Guile, Chun-Li, Abel, Kazuya, Nina, King, Marduk and Bob were all confirmed as characters and playable at the show. There were no restrictions to who you picked for your team – you could have two Street Fighter characters, two Tekken characters or one from each. Either way, it wasn’t consistently connecting. Could have been a problem with muscle memory or the game’s faster speed too. That could be the cr.MP move itself having different properties but that was the only link I had to plink to consistently hit in SFIV and I was missing it a lot on this. This is conjecture on my part but doing Ryu’s cr.MP, cr.MP link felt tougher than it did in Street Fighter IV. There doesn’t appear to be any moves that cost all three bars. The super meter has three bars that can be filled – tag cancels cost a single bar, EX moves cost a single bar, supers cost two. The other stage at the show was similar to the stage in Tekken 6 with tanks on the bridge, except lower down away from the bridge. Roger Jr was in the background of the lower part of that stage.
![tekken 8 ryu tekken 8 ryu](https://www.fightersgeneration.com/nx/game/sfxt/sfxt-a30.jpg)
One of the stages, set in a Jurassic Park style area, was multi-tiered but you only dropped down to the next stage between rounds.
![tekken 8 ryu tekken 8 ryu](https://media.eventhubs.com/images/sfxt/character_header_ryu_alt.jpg)
You can cancel into the launcher but I couldn’t find anything that combed into it.Ĭouldn’t find out what taunt was but I didn’t think of pressing start. The launcher hits really high but has really long start-up and really bad recovery. LP + LK performs throw, MP + MK performs tag, HP + HK performs launcher. When tagged out, characters don’t get any energy back. When one character completely runs out of energy, that team will lose the round. The game itself is a 2-versus-2 tag fighter. This doesn’t change anything for the Street Fighter cast but obviously changes things for the Tekken characters, with their normals being single moves from Tekken 6. All characters use standard Street Fighter controls – light, medium and heavy punches along with light, medium and heavy kicks.