Street Fighter x Tekken Review

Fellow Vidjagamers,

My good friend Anthony has put together a Street Fighter x Tekken review for the website. Without further ado, here it is.

Street Fighter x Tekken

Fighting games have begun going through deep changes over the years. Video game companies have tried to incorporate their ideas to develop fighting games. Capcom was known widely known for introducing the Street Fighters series. Street Fighter has changed going from simple punches and kicks with two health bars to introducing enhanced moves, implementing super meter, and utilizing a parry system. It is no surprise that Street Fighter has become an integral part in shaping the genre. Other companies have introduced their own version of fighting games, and with each new installment, they tried to provide new details to enhance the gameplay compared to its predecessors. But the most interesting part about fighting games was the VS series (Capcom vs. SNK, Marvel vs. Capcom). Fans were pleased by the type of crossovers and wondered how far they would go. As fighting games changed, so did the genre which brings me to Street Fighter x Tekken.

Street Fighter x Tekken is the next installment of the Street Fighter series. The game consists of Street Fighter IV’s engine with a few new features. The roster consists of many familiar faces from both series as well as a new tag system. The game still uses EX moves, an enhanced version of special moves a character has, and a super move. The interesting thing about the game is the ability to tag a character out during a move and bring a new one in. This enhances the gameplay and brings in new ways to tag out a character; however, tagging out may be extremely risky depending on when you bring in a character. It is never 100% safe to tag out during a move if the opponent blocks.

The combo potential in the game is high, and understanding the game mechanics can take some time. In certain sequences, a combo can end with the player tagging in the other character; figuring out the how far a combo can go is a tricky part and will take some time understanding. For example, performing a crouch medium kick > standing high > standing high punch can lead to a tag out. It’s definitely important to understand the how the combo system works to bring out the highest damaging combos a character can have.

The Gem system is another factor that seems to be a hit or miss with fans. The Gem system seems to reward players well for accomplishing certain feats (e.g. land x-hits consecutively) that will allow them to power up their characters. Some have viewed it as an eyesore for adding a gimmick to a fighting game. Many believe that elements such as this take away the effort to achieve a victory. As far as competitive play goes, the fighting game community has outlawed the use of gems by disabling them during tournaments. I have played in several matches with gems disabled and about a quarter of my matches ended in timeouts. It is no surprise that a game designed for gem play would take longer without allowing gems. But if players wish to play in a tournament where they can win on their own merits and not rely on gems, then I see nothing wrong with that.

Though the game has done well representing itself, it has its faults. On the games release, I had decent connection with other players, but the audio cut out half way during the match. Many players have discovered some interesting glitches such as the floating Akuma and Mega Man glitch.

Street Fighter x Tekken does a great job introducing a new gameplay that most have looked forward to. Crossovers are certainly appealing to both casual and competitive gamers because it’s more intriguing to see a franchise be turned into something out of the ordinary. The gameplay is fun and with the variety of Tekken characters being used in a 2-D universe, it’s far more interesting to utilize their play style. Loyal fans of the series will not want to miss out on this game.

Overall Score: 8

League of Legends Jungles

Fellow Vidjagamers,

It’s been too long. This can be attributed with a promotion at my job as well as my addiction to competitive games lately. The forerunner of the latter being League of Legends. I’ve been playing a lot of solo queue lately, slowly building rating when my team doesn’t troll me.

I have found that the best way to control the matches in solo queue is to play the jungle role. Junglers control the pace of the game, and can be attributed to many of the early leads in a game.

I have put together a list of my standard jungles and I have even divided them up into roles that you can fill if your team is lacking in any area.

Counter Junglers

  • Lee Sin
  • Mundo
  • Shyvanna

These champs are great duelists and are capable of easily invading the enemy teams jungle and stealing creeps. If your team is damage heavy and missing a tank role, you can play one of these champs. These champs can take damage, and they are also excellent initiators. If you’re team is low on crowd control you might not want to play Shyvanna though. Another great perk for these jungles is that they don’t require any mana, so you can feel free to give blue to your ability power mid at all times.

Carry Jungles

  • Udyr
  • Nocturne
  • Trundle

These jungles can carry the game for you. If your team is heavy on bruisers or you just don’t feel comfortable leaving the game in the hands of your teammates, these champs are for you. Udyr and Trundle are bruisers themselves, but can also carry a team fairly easily. Personally I have been having the most fun playing Nocturne.

Support Jungle

  • Rammus
  • Maokai
  • Sejuani

These jungles are not the greatest duelers so your team will have to be aware if the enemy jungler is trying to counter jungle you, however these champs make up for that with their great roles in team fights. Maokai’s ultimate alone can turn around a team fight with its AoE damage mitigation, couple that with his snare and knockup and you have a good support ganker. Sejuani has great disruptive properties with her passive slow and AoE slow ability, couple that with her AoE stunning Ultimate and you have a ganker who can lock down carry champs late game.

I’m also going to include jungle timers for you guys. Knowing when neutral creeps are going to respawn is a large part of playing the jungle well so make sure to keep track of when creeps will respawn and plan your jungle routes and ganks accordingly.

  • Blue: 5 mins
  • Red: 5 mins
  • Dragon: 6 mins
  • Baron: 7 mins
  • Wraiths: 50 seconds
  • Wolves: 60 seconds
  • Small golems: 60 seconds

I hope this gives guys a slight idea of the jungle meta game in League of Legends. You can find me playing League of Legends under the tag of ‘Demi’ (No, not named after the girls name.)  Thanks for reading!