Step Your Game Up with EG|Justin Wong

Step Up Your Game: Chapter 16 - Street Fighter X Tekken tier list

Written by Justin Wong
October 8, 2013 at 11:54 a.m. PDT
Since Capcom Cup is in a couple of months and this tier list was long overdue I decided to work on it now.

It's to give you guys some information maybe that you need to win or some motivation to pick up a new character.

And please remember this is my opinion on all these characters and anyone can disagree or agree.

I will have a grade system running from S+, S, S-, A+, A, A- B+, B, B-, C+ C, C- and D with S+ being highest and D being lowest.

I will be providing which gem set should be best with the characters. There are only 5 tournament default gems and will be numbering them from 1-5.

Example: 1 is the three power gems and 2 is the three defense power gems and etc. We will start with the Capcom Cast first. (Will not be doing Toro, Kuro, Megaman, and Pac-Man).

Chun-Li


Grade: S+

Pros: Lighting legs are a fireball motion and you can make it plus on block with the right amount of mashing and you're able to convert into more pressure or into a combo. Also, amazing mid-range pokes such as standing Medium Punch which is cancellable. Her super goes 3/4 screen and its not a charge move which is very good against zoners. Able to combo into big damage from a crouching Light Punch into her target combo. Able to get away safely from 50/50 jump mix ups because of her EX Spinning Bird Kick.

Cons: Tryng to always have the right anti-air in mind.

Team Position: Any.

Gems: 3

Hwoarang


Grade: S+

Pros: Amazing sweep and also able to cancel out of it. Comboing into Hunting Hawk gives you amazing setups due to it being a hard knockdown. Amazing anti-air with the Sky Rocket and can combo after it into Hunting Hawk. High Kick Combo is a very good move to pressure with and able to cancel it into a dash and continue the pressure into the same High Kick combo, or a throw or even the Fade Away Kick which blows up crouch techs.

Cons: The sweep is very easy to whiff punish once whiffed. You can also jump over it and punish Hwoarang before the sweep recovers.

Team Position: First or Second.

Gems: 1 or 3.

Jin


Grade: S+

Pros: Amazing fireball and able to use Special Stance to go through fireballs. Mental Alertness is an amazing wake up to use. Medium Line Destruction combo is a very good ender because its a hard knockdown and Jin has amazing 50/50 with his jump Heavy Kick which can cross up as well into a very damaging combo. Also has a very fast overhead that you can combo after. Good mid-range normals and a whiff punishing normal with Standing Medium Kick and able to cancel into his launcher for a bigger combo.

Cons: Cannot deal with cross ups very well because its very hard to auto-correct Mental Alertness and he has no wake ups that can deal with throws.

Team Position: First or Second.

Gems: 1

Nina


Grade: S+

Pros: Perfect anti-air with Divine Cannon and able to combo after it which leads into a free charge for counter hit for the Ivory Cutter or an 50/50 mix up with Jump Heavy Punch or Jump Medium Kick. Able to use Ivory Cutter into tag for a full grounded combo and if they backdash you get a free ground bounce. Able to buffer Crouching Medium Kick into divine cannon for whiff punishing or catching the opponent off guard.

Cons: Doesn't have good far range pokes. Relies too much on landing a combo and not having a good neutral game. Forward dash is very weak and her wake up EX Divine Cannon is very punishable on block.

Team Position: Second.

Gems: 1

Law


Grade: S

Pros: Amazing anti-air with Somersault Kick and gets a full combo. Good Tekken chain for whiff punishing and poking with Junkyard Kick and you can continue the combo for more damage. Amazing overhead and able to combo it into Fury Fist Rush. Also Shaolin Spin Kicks are good to use for free chip damage.

Cons: Very bad walk speed, doesn't have any amazing individual normals. Junkyard combo is very easy to bait with a neutral jump.

Team Position: First.

Gems: 1

Bryan


Grade: S-

Pros: His Gatling combination is a true combo and very good for whiff punishing and does a good amount of damage. His One Two Elbow string is very good to poke with and able to cancel into a special move. His Jump Heavy Punch makes things very interesting since it can land on both sides and also cross up or not cross up. Mach Punch is a very fast special and very good to keep people in check. And his Toward + Medium Punch overhead goes very far and you can combo after it.

Cons: His wake up options are not as strong and his walk speed hurts his neutral game a bit.

Team Position: First.

Gems: 2

Cammy


Grade: S-

Pros: Amazing walk speed and good close normals with her standing Light Punch and able to use that to do more pressure. Good mid-range normals with her standing Medium Kick and it's an amazing whiff punisher. She has a good jump arc and able to cancel into EX Dive Kick for confusion in terms of the opponent trying to anti-air. Reliable Dragon Punch.

Cons: Dive Kick is very bad and slow and sometimes during a boost combo you will get neutral Heavy Kick which will whiff and you will get punished.

Team Position: Any.

Gems: 1

Kazuya


Grade: S-

Pros: Superb strong combos and many good unique attacks which are overhead or safe pressure based. Electric Wind God Fist completely invincible and can be used in any situation which leads into big damage. Good mid-range sweeps and good jab pressure.

Cons: Electric Wind God Fist is very hard to master and can be baited by neutral jumping and you can get a full punish.

Team Position: First or Second.

Gems: 1

Alisa


Grade: A+

Pros: Lots of tools on wake ups with her Happy Propeller, and her EX Dual Boot. Also reliable anti-air in both of her forms. Destructive form can build meter by just pressing Kick. Great combos from cr.LP into lost access and able to continue more. Good fireball and can angle it into the air as well.

Cons: Slow walk speed, bad backdash, doesn't have amazing whiff punishing normals and loves to use a lot of meter.

Team Position: Second.

Gems: 3

Dhalsim


Grade: A+

Pros: Good poking with his far limbs, has two yoga flame supers to choose from. Able to utilize Back + Light Kick to counter attack offensive characters. Good instant overhead with his yoga sniper. Instant air teleport is a very good tool to catch people from rolling since its an homing move — and an amazing alpha counter.

Cons: Yoga Sniper into tag is not safe on block, You can hit his far normals limbs with raw launcher and he has low life. Cannot handle strong vortexes without alpha counter.

Team Position: First.

Gems: 2 or 3

Heihachi


Grade: A+

Pros: Amazing offensive pressure up close with many options such as Hammer Punch, Lightning Crush, Chrome Dome, Eisho Mon, Double Palm Strike and Muss Kageki. Also very high damage combos and all perfect for tag cancel into perfect position for the next character. Able to go through fireballs and keep people from flinching from with his EX Rising Uppercut.

Cons: Terrible walk speed and relies on close range offensive pressure to win.

Team Position: Second.

Gems: 1

Lars


Grade: A+

Pros: Fast overhead with his Toward + Medium Kick. Good crouching Medium Kick to punish whiffs and to throw out and able to combo into his dynamic entry for a juggle. Can also use silent entry to continue the pressure and has a reliable anti-air with his Dragon Punch.

Cons: It is very hard for him to open someone up when he has no Tekken strings that can confuse the opponent.

Team Position: First or Second.

Gems: 1 or 3.

Lili


Grade: A+

Pros: Good mid-range poke with her Tekken chain Toward + Medium Kick into Medium Punch which can lead into a big combo and end it with a hard knockdown for more continued pressure with her overhead which also can be comboed after. Also has a counter which is good after her Toward + Medium Kick into Medium Punch which makes opponents scared to press a button. Strong anti-air with her Down-Toward Heavy Kick.

Cons: Since her Toward + Medium Kick into Medium Punch string is her to go move, then it loses to neutral jump very bad. She also has problems against cross ups.

Team Position: First or Second.

Gems: 1.

Rolento


Grade: A+

Pros: Good poking tools with his standing Heavy Punch and crouching Heavy Punch. Good frame trap buttons with his standing Heavy Kick. Good anti-air with his standing Medium Punch Good pressure with his standing Light Punch. Able to combo very easily into his batons. And also good pogo mixups after a knockdown.

Cons: Slow forward dash, not able to do big damage. Needs to use 2 meters to safely tag other character in.

Team Position: First.

Gems 2

Rufus


Grade: A+

Pros: Big damage and able to combo into EX Galactic Tornado from any situation. Able to continue pressure with safely timed Dive Kicks and EX Messiah Kick juggles opponents in the air. Able to boost chain very well with his Crouching Light Kick and his Big Bang super is perfect anti-air which are good match enders to use.

Cons: Dive Kick has been nerfed, and its very hard to combo after a Dive Kick. Very high jump arc which leads people to counter hit him in the air very often.

Team Position: Point.

Gems: 1

Cody


Grade: A

Pros: Good boost combo starter and whiff punisher with Crouching Light Kick. Able to continue the pressure with his Toward + Medium Punch. Good forward walk speed. Good jump arc with solid buttons to choose from such as Jumping Heavy Kick and Jumping Medium Punch. Able to combo after a Zonk Knuckle which leads into damaging combos in the corner. Can tag cancel and combo after his overhead.

Cons: Terrible backwards walk speed, Overhead is only one hit on block which makes tagging out very risky. Able to bait out his EX Zonk Knuckle.

Team Position: First.

Gems: 1

Juri


Grade: A

Pros: Amazing rushdown with her fireball charge. Her jump is very fast and able to control her cross up ability with her Jumping Heavy Punch which will let you stay on the same side to continue a barrage of attacks. Her Heavy Kick Pinwheels makes tagging in a lot easier. Very fast overhead for good damage. Able to combo from a counter hit overhead. Better combos due to her jump cancellable Crouching Heavy Punch on hit which leads into damaging anti-air combos and corner combos.

Cons: Low health, loses to characters with good mid-range normals and doesn't have a reliable wake up.

Team Position: Second.

Gems: 1 or 4

Kuma


Grade: A

Pros:Very good Tekken chain with his G-Clef Cannon and also special cancelable into Megaton Claws. Able to cancel cancelable normals into Hunting Stance which can be used to continue pressure and also control the ground because of his speed. Strong okizeme in Hunting Stance since his normal grab range is farther in that stance.

Cons: Cannot block during Hunting Stance and cannot handle cross ups when already being put in an offensive situation.

Team Position: Second.

Gems: 1

Paul


Grade: A

Pros: Very big damage from his combos. Able to cancel his overhead into EX Phoenix Smasher for a wall bounce. Perfect anti-air with his Shredder attack. Good frame advantage during Mortar Punch. Has a good jump arc with Jump Heavy Kick or Jump Medium Kick.

Cons: Very bad walk speed. No good normals to fight back against poking.

Team Position: Second.

Gems: 1

Raven


Grade: A

Pros: Good standing Light Punch pressure and very good fireball recovery. Also able to whiff punish with Crouching Medium Kick. Has different options with wake up Haze or EX Alter Ego.

Cons: Cannot throw fireballs from jumping back, also alpha counter is not very good because it can be block and then be punished.

Team Position: First.

Gems: 1 or 3.

Vega


Grade: A

Pros: Amazing poking game with his Standing Medium Kick and Crouching Medium Punch. Has lots of 4 frame normals which helps him gets a lot of boost combos. His Rolling Crystal Flash can combo which helps his neutral/defensive game. Strong combos from landing a Cosmic Heel. Good walk speed and can anti-air with his super.

Cons: It's hard to perfectly time an anti-air and its also hard for Vega to establish comebacks. Mix up game is not as strong and doesn't have much use for meter for himself unless its to tag or super.

Team Position: First.

Gems: 3 or 4

Zangief


Grade: A

Pros: Able to punish rolls with SPD. His super is only a 360 with Kick which makes it a lot easier to tick throw or punish many block strings. EX Green Hand can be comboed into and combo after. Good whiff punishing with Standing Light Kick into a boost chain.

Cons: Very bad walk speed and loses to characters who can lame him out with good far range normals and projectiles.

Team Position: Any.

Gems: 1 or 2.

Akuma


Grade: A-

Pros: Amazing walk speed, good mid-range normals and an amazing sweep. Able to vortex after the sweep. Has two supers he can use instead of one and very high damage combos. Also can poke with Standing Heavy Punch and also able to cancel out of it into a special move.

Cons: Very bad teleport, low health and his Dragon Punch into tag is not safe.

Team Position: Second.

Gems: 2

Bob


Grade: A-

Pros: Very good damage and able to continue block strings with his special step and EX Spinner Ball. Good anti-air with his cracker special move. Has many useful Tekken strings to confuse the opponent and good mid range poke with his Standing Medium Kick and Crouching Medium Punch.

Cons: Doesn't have a reliable way to stop offensive pressure and also can get lamed out by strong defensive characters.

Team Position: First or Second.

Gems: 1

Jack-X


Grade: A-

Pros: Good keep away with Megaton Earthquake and can use it to fight against projectiles. Also can use Atomic Shoulder Tackle for armor to close the gap. Can also poke with his megaton strike poke to keep opponents at bay.

Cons: Not a high damaging combo character. Megaton Earthquake is not a low anymore so no more free damage and its not as safe compared to the old version. Loses badly to offensive character and has to risk to Dragon Punch. Also gets easily crossed up on very often.

Team Position: First.

Gems: 2

Julia


Grade: A-

Pros: Good whiff punishing boost string starting with Crouching Light Kick. Able to keep the pressure going with Party Crasher. Good anti-air with her Dragon Punch. Good combo ender with the Tiger Strike and able to chase down with the lashing arrow for continued pressure. Her super is very fast and able to punish many things which are usually safe on block.

Cons: Able to whiff punish her Crouching Light Kick very easily if whiffed. Also the angle of her DP is not that great so you can definitely avoid it on her wake up.

Team Position: First or Second.

Gems: 1

Ken


Grade: A-

Pros: Good mid-range normals with his Toward + Medium Kick and Crouching Medium Kick. Crouching Medium Kick into fireball always combos, His Toward + Heavy Kick (overhead) catches backdash which you can combo after. His HP Dragon Punch into tag cancel is fairly safe on block.

Cons: Doesn't have a good block string to keep continuing pressure, his Toward + Medium Kick has less range compared to the SF4 series and his more damaging combos needs to start on a standing character.

Team Position: Second

Gems: 1

M. Bison


Grade: A-

Pros: Amazing walk speed with an amazing poking button which is Standing Medium Kick. Able to control the ground very well with just his normals. Also has good extended combos after MK Scissor Kicks in the corner. Good ambiguous cross ups from hard knockdowns.

Cons: Lost some of his practical SF4 mid-screen links which makes his solo damage non existent mid-screen. His alpha counter is very bad for tagging your partner in.

Team Position: First.

Gems: 2

Ogre


Grade: A-

Pros: Strong offensive pressure with the Infinite Kick combo and Snake Blade. Also good whiff punishing tool with Crouching Medium Punch and you can cancel out of it to make it safe. Strong combos and able to whiff punish fireballs with the Owl Hunt. Amazing DP which covers both sides.

Cons: Very easy to safe jump his DP and also very punishable on block. Relies heavily on meter so he can use EX Blazing Kick and Indigo Punch to continue pressure.

Team Position: First.

Gems: 1 or 3.

Ryu


Grade: A-

Pros: Good mid-range normals with his Crouching Medium Kick. Able to bait out moves that can go through fireballs since Ryu's charge fireball is cancellable into a backdash. Strong combos with Ryu's EX Mule Kick in the corner. Able to use his overhead and combo after it with a tag cancel.

Cons: Doesn't have a good block string to keep continuing the pressure. Also doing Dragon Punch into tag cancel is not safe on block.

Team Position: Point.

Gems: 1

Dudley


Grade: B+

Pros: Amazing overall walk speed. Big combos with EX Machine Gun Blow and able to rely on Crouching Medium Punch into EX Machine Gun Blow and not just Standing Heavy Kick. His wake up regular Dragon Punch has good priority on wake up. Able to combo after his overhead very easily. Can use a Machine Gun Blow block string to tag the character in safely. Able to get the opponents in the corner very easily.

Cons: Not a strong mid-range game at all. His Toward + Medium Punch and Toward + Heavy Kick cannot cancel into raw tag which hurts his whiff punishing and relies heavily on EX Machine Gun Blow to continue his barrage.

Team Position: First or Second.

Gems: 1

Elena


Grade: B+

Pros: Good backwards walk speed, good mid-range pokes with her Standing Heavy Kick and it goes over low and you can combo after it. Her Back + Heavy Kick is good on opponent's wake up since people always like to crouch tech and you can get a full combo as well. Amazing slide to punish fireballs. Great fast overhead for solid damage.

Cons: Bad forward walk speed, can't do regular BnB from a crouching character, her Dragon Punch doesn't have much priority.

Team Position: First.

Gems: 1 or 3.

Marduk


Grade: B+

Pros: Amazing 50/50 vortex after Gator Slam, Command throw is very strong against rolls and does a lot of damage.

Cons: Relies too much on landing a jumping attack for a neutral game and if jumping doesn't work he needs to rely on whiff punishing with crouching Light Kick into a boost combo.

Team Position: Second.

Gems: 1

Sagat


Grade: B+

Pros: Able to hold his ground with his Far Standing Light Kick poke and mixing it up with EX Tiger Knee. EX Tiger Knee is also plus on block so its very good to throw out. His Toward + Heavy Kick hits crouching characters which is a good advancing move to throw out from time to time. Has counter hit setups with his Toward + Light Kick which helps his pressure quite a bit.

Cons: Very bad walk speed and relies too much on EX Tiger Knee to get something going. Not able to tag safely with a Tiger Uppercut tag cancel.

Team Position: Second.

Gems: 1

Yoshimitsu


Grade: B+

Pros: Very good tag opportunity after the overhead with Toward + Medium Kick into Punch. Good wake up options with his teleport and Dragon Punch. Able to whiff punish with his Crouching Medium Punch. Good way to tag out with Windmill which acts like a tanden engine.

Cons: Very bad walk speed. No neutral game and relies desperately on the Windmill to get Yoshimitsu out of trouble, which can be baited.

Team Position: First.

Gems: 2 or 3.

Abel


Grade: B

Pros: Good rushdown as usual with his command throw and Step Kick, but also added in a brand new move which is really good in EX because you get a wall bounce which can lead into a devastating juggle into a Falling Sky which leads back into vortex.

Cons: Really hard for him to defend himself with his normals. Must use special moves such as EX Roll or EX Command Throw to try to get away from difficult situations.

Team Position: Second.

Gems: 1

King


Grade: B

Pros: Big damage when landing a Jumping Knee Lift on incoming tag or from an EX Konvict Kick. Able to use EX Konvict Kick to keep his offensive pressure going. Good mid-range normal with Standing Light Kick and Crouching Medium Kick. Has very fast start up on his parries which helps his defense.

Cons: His wake up is not that strong and has to guess a lot with his command throws since there isn't one that is an all purpose move.

Team Position: Second.

Gems: 1

Poison


Grade: B

Pros: Decent walk speed, good anti-air, has a good projectile, good overhead for fast damage.

Cons: No mid-range normal which gives her nothing to poke with. Can't really use a mid-range normal and cancel into fireball since it has slow speed which hurts her ways to inflict chip damage safely.

Team Position: First.

Gems: 2

Sakura


Grade: B

Pros: Good walk speed, big damaging combos. Can use similar SF4 setups to keep the pressure going. Able to throw out EX Hurricane Kick out to continue the pressure.

Cons: Because of no stun and rolls it hurts Sakura's okizeme game by a lot. Her Standing Heavy Kick is not as good. And her Standing Light Punch is not as good compared to the SF4 counterpart.

Team Position: First.

Gems: 1

Xiaoyu


Grade: B

Pros: Can keep the pressure going with Standing Medium Kick and her overhead which auto ground bounces into a big combo and then can go to waterfall stance for 50/50 mixups after her roll. Very fast walk speed and able to anti-air into a big damage combo from her Phoenix Stance.

Cons: No reliable wake up and most of her damage comes from the overhead which can be reacted on block.

Team Position: First.

Gems: 1 or 4.

Asuka


Grade: B-

Pros: Good okizeme after ending the combo with her falling rain. Good pressure starter with her Toward + Medium Kick into Medium Punch string and you can hit confirm or cancel into a combo or something safe on block. Different options on wake up like EX Counter, or EX Double Lift Kicks. Good cross up or non cross up with jump Heavy Punch.

Cons: Does not have good normals to poke with and her wake up options are all unsafe on block.

Team Position: Second.

Gems: 1 or 2.

Guile


Grade: B-

Pros: Decent keepaway game with the typical Sonic Boom stage control and with his good ground normals. Good mid-range normals that you can use to confirm into a tag. Also has a decent combo when coming in from a tag.

Cons: More recovery on his Sonic Boom compared to the SF4 series. Mix up after a knockdown is not strong compared to other characters.

Team Position: First.

Gems: 2

Guy


Grade: B-

Pros: Able to combo after his target combo mid-screen without spending a meter. Able to combo into his command air throw with Jumping Medium Punch. Good rush pressure with Bunshin Flip and Bunshin Run. Good mid-range normal with his Standing Medium Kick.

Cons: His Jumping Elbow doesn't have any priority compared to his SF4 counterpart which hurts his neutral game. His wake up EX Hurricane Kick is an "all-in" move, meaning he can be punished heavily. Loses to characters with superior footsies.

Team Position: Second.

Gems: 1

Hugo


Grade: B-

Pros: Big damage from getting tagged in. Big combo after a cross up splash. Good anti-air with his command air throw.

Cons: His Jump Splash doesn't last for forever which makes him have to time it, bad walk speed, command throws have no range and his wake up EX Clothesline is not that reliable.

Team Position: Second.

Gems: 1

Steve


Grade: B-

Pros: Strong offensive pressure with his Swaying, and British Edge String. Also good overhead for free damage and good frame traps with his Standing Heavy Punch and Medium Punch for better pressure.

Cons: Doesn't have a good overhead to combo after. You can block low a lot and Steve cannot inflict as much damage compared to other characters with better overheads into combos. Also can neutral jump his British Edge String since thats the poke he will usually go with.

Team Position: First.

Gems: 1

Blanka


Grade: C+

Pros: Good space control with his Standing Light Punch. Has more damaging combos with the use of his Standing Heavy Kick which launches and his EX Blanka Ball which wall bounces. Also can setup the Blanka Electricity Trap with specific character combinations.

Cons: Slide doesn't reach as far, walk speed is not that good for the character. His backwards command hop has slow start up. Relies too much on his wake up special moves to get him out of trouble.

Team Position: Second.

Gems: 1 or 4

Christie


Grade: C+

Pros: Good vortex after ending the combo with the front stinger. Reliable anti-air with Crouching Heavy Punch. Good mid-range pokes with Standing Light Kick and Standing Heavy Punch.

Cons: Most of her Tekken strings are interruptible, damage is very low due to hit confirms. Not many ways to punish against fireball characters.

Team Position: Second.

Gems: 1

Lei


Grade: C+

Pros: Lots of moves to confuse the opponent with. Good Dragon Punch on wake up, good offensive pressure with his Razor Rush which can then lead into canceling into other stances.

Cons: Too many stances and very situational. Not very easy to guide to the correct stance for the proper situation and damage is not very strong and easy to pull off.

Team Position: Second.

Gems: 1 or 5.

Balrog


Grade: C

Pros: Very big combo capabilities after an headbutt and landing an overhead dash Punch.

Cons: His dash Punch isn't safe on block which hurts his neutral game. He needs to rely on his normals to get him hits.

Team Position: Second.

Gems: 1

Ibuki


Grade: C

Pros: Able to do crazy combos and continue the pressure with her command dash. Good anti-air which leads into damaging combos.

Cons: Doesn't have a strong vortex due to the roll system. She isn't as plus in her block strings compare to the old Ibuki. Cannot get a 50/50 mixup after an EX Neckbreaker. Her boost combo is very hard to distinguish.

Team Position: Second.

Gems: 1 or 4.


Create your own “Wong Factor” comebacks

Justin Wong is a member of Evil Geniuses, you can find more information about this organization at http://www.myeg.net.

Comments

YoraiDragon said on October 8, 2013 at 5:04 p.m.

Yes, Capcom jacked up Ibuki. Dropped the game cause of it. Poor Freebuki ;_;. She was decent before they patched.

#1
gklaus19 said on October 8, 2013 at 5:16 p.m.

I don't think Cammy is that good, and I was surprise to see Poison on B.

#2


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