
Overview:
- Estimated trophy difficulty: 6/10 (Platinum Difficulty Rating)
-
Breakdown: 50 (40
/ 6
/ 3
/ 1
)
-
Offline: 30 (28
/ 2
)
-
Online: 20 (12
/ 4
/ 3
/ 1
)
-
Offline: 30 (28
-
Approximate amount of time to
: 40+ Hours
- Minimum number of playthroughs needed: 5 Arcade Mode/ 300 Trials/ 20 Missions/ 20 Tutorial Lessons/ 500 Online Matches (100 wins and at least 23 wins in ranked consecutively)
- Number of missable trophies: None
- Glitched trophies: None
- Do cheat codes disable trophies?: No Cheats
- Does difficulty affect trophies?: After The Dust Has Settled, Trail Of Ruined Dreams and The Root Of Chaos
- Special peripherals or multiple controllers needed? A Second Controller and Controller with Turbo function recommended
Introduction:
Welcome to Street Fighter x Tekken, the first crossover game between two of the biggest fighting game franchises out there. Whilst there are two versions of the game coming out, the other will be known as Tekken x Street Fighter which will use the Tekken engine, this version of the game will be using the Street Fighter format of fighting and utilize mechanics from the Street Fighter games. Street Fighter x Tekken will also incorporate mechanics to have that Tekken feeling in the game as well. Along with new mechanics the game also brings to the table new modes to the Street Fighter universe. Some of the new modes will give players something to play around with and others that greatly benefit competitive players such as the Customization Mode and Online Training Mode. In the Customization and Training modes you and a friend can share ideas and tips with one another without worrying about the match timer running out or of killing each other.
The game also features characters exclusive to the PS3 such as Cole MacGrath from Infamous, Sony Mascots Toro and Kuro and unbelievably Pac-Man and Mega Man (Mega Man fans be warned). Be sure to check out PS3T's Street Fight x Tekken Review for more information.
Trophy wise the game looks like your generic Street Fighter trophy list i.e. challenging players to utilize the in-game mechanics many times, defeating Arcade Mode in various ways and of course the dreaded Trial Mode. Do not fret though as we do not have to complete them all in this game and, with the large amount of characters in the cast plus 20 missions per characters, it is sure to be attainable by many. The biggest challenge will be Mission Mode where the game forces you to complete battles under the harshest conditions.
Note: This first portion of the Road Map will talk about the new game mechanics and bring those up to speed on some of changes going from Street Fighter IV to Street Fighter x Tekken. Regular players may already know of this information and some may want to skip ahead to the steps of the Platinum process, if that is the case go ahead and scroll down to the "Breakdown" portion of the Road Map.
Getting Used to the Crossover:
As mentioned the game will play more like Street Fighter than it will Tekken however will be utilizing some aspects from Tekken games as well as some new mechanics to the game itself. A lot of the game mechanics will be described under there respective trophies in the guide and you can view the list of them under the "Breakdown" of this Road Map. For now here are some new mechanics to help transition players used to Street Fighter IV and all of its iterations to Street Fighter x Tekken.
Before we dive into the mechanics lets explain how the two member teams will influence who wins and who loses. Coming from the Tekken Tag Tournament's format of deciding a round, here are the ways you can win the round in Street Fighter x Tekken:
- The team with the most accumulative health remaining wins the round.
- The team is defeated when only one of their fighters loses all their health.

The Gem System is easily one of the most controversial topics during the games release, tournament players and organizers alike are wondering how will this be properly planned out for regulated during tournament play which is where the true gameplay and magic lies.
To start off, each character you use in battle can have 3 gems equipped to them out of the large list of individual power up gems as well as 5 pre-made loads attached to them making gen selection much faster. Here is a list of the different gem types in which you can have:
Attack
Defense
Speed
Cross Gauge
Vitality
Assist
These Gems activate mid-battle after you reach a certain condition, most of which only last a couple of seconds. The gems aren't ground breaking to the point of creating a broken game, however they can turn the tide of battle and even create combo possibilities with various Speed and Cross Gauge Gems. For more information the Gem System, please refer to the individual trophies relating to Gems in the guide or to the Official Street Fighter x Tekken Gem System page.


In Street Fighter x Tekken you play with a team of two characters from the large cast of characters given to us in this game making for larger combo possibilities, think Marvel vs Capcom 3 almost with less frustration. When playing you have to consider a balanced team to fight difficult match ups as well as the new tag mechanics to utilize them.
Basic Partner Tag (+
)
To switch between your characters you can use the basic tag to do it for what is known as a raw tag. Doing a Raw Tag brings your characters out but because your opponent is still able to move he is open to attack your partner when they get switched in, as they are in recovery if they are in range so use this sparingly.
Switching (+
during normal or special moves)
Much like Partner Tag, Switching is done through +
. However you do it during a normal and special move and it will take up 1 bar from the Cross Gauge. While the cost of 1 bar may seem like too much of a price to pay, it is a safe way of getting your partner out and if you prioritize your hits correctly you could build back most of that meter you used for the switch.
Cross Rush ( >
>
>
)
The Cross Rush is a form of chaining that came from the Tekken format of the game. Chaining as mentioned above is much easier to do then "linking" moves together as traditionally done in Street Fighter however won't deal as much damage if you were to properly learn linking. The Cross Rush is a universal mechanic to all characters which can be performed with any chain-able normals ending with into
(
>
>
>
being the basic way of doing it). The Cross Rush is a quick combo that launchers the opponent into the air and tags your partner to continue the combo however there some pros and cons to this.
Pros:
- It is a safe way of tagging your partner in as well as leading the previous point character health and sub health taken during the match.
- Its much easier than linking combos and can utilize the strength of your partner character when ending the chain.
Cons:
- You cannot cancel into a Special Move at the end of this however you can cancel into an EX Special which requires one bar of the Cross Gauge.
- You cannot perform another full chain combo after the Cross Rush.

Other Street Fighter x Tekken Mechanics:
Cross Cancel (+
)
Similar to that of BlazBlue's counter assault, Street Fighter x Tekken's Cross Cancel takes up some of the meter and is used whilst you are blocking an opponents attacks. This move takes up a bar from the Cross Gauge and is a good way to stop your opponents pressure, if skilled enough you can even prioritize more damage off of it.
Wall Bounces
The Wall Bounce has been in previous iterations of Street Fighter and has made its return in Street Fighter x Tekken. Some special moves or EX special moves will cause a wall bounce. During this Wall Bounce you can extend your combo with other normals and finish it with a Super Art, you can even Partner Tag your other character in safely whilst the opponent is recovering from the Wall Bounce. Explore your characters capabilities and utilize any Wall Bounces he or she may have.
Cross Cancel (+
)
Similar to that of BlazBlue's counter assault, Street Fighter x Tekken's Cross Cancel takes up some of the meter and is used whilst you are blocking an opponents attacks. This move takes up a bar from the Cross Gauge and is a good way to stop your opponents pressure, if skilled enough you can even prioritize more damage off of it.
Wall Bounces
The Wall Bounce has been in previous iterations of Street Fighter and has made its return in Street Fighter x Tekken. Some special moves or EX special moves will cause a wall bounce. During this Wall Bounce you can extend your combo with other normals and finish it with a Super Art, you can even Partner Tag your other character in safely whilst the opponent is recovering from the Wall Bounce. Explore your characters capabilities and utilize any Wall Bounces he or she may have.
Charge
Charging is done by pressing and holding down one button in which you perform that characters Super Art, a good example is Xiaoyu Hakkesho Combo Super Art which is done by
+
+
, instead you will press
+
and hold that
for a charge attack. If you hold and release it after a spark flashes it will do an EX version of that special move in which the input is done, if you continue to hold it even longer it will automatically perform the Super Art. Neither of these will use any of the meter.
Additionally, Charge is a good way canceling out of your normal strings allowing for more pressure options when going on the offensive against your opponent. To cancel out of your Charge simply double tap back or forward and your character will cancel out of the Charge animation. Lastly, if you hold down the Charge and cancel out of it after the spark the first attack you land will have counter hit properties for higher damage potential given you as the player know any counter hit combos.
Additionally, Charge is a good way canceling out of your normal strings allowing for more pressure options when going on the offensive against your opponent. To cancel out of your Charge simply double tap back or forward and your character will cancel out of the Charge animation. Lastly, if you hold down the Charge and cancel out of it after the spark the first attack you land will have counter hit properties for higher damage potential given you as the player know any counter hit combos.
Additionally, Charge is a good way canceling out of your normal strings allowing for more pressure options when going on the offensive against your opponent. To cancel out of your Charge simply double tap back or forward and your character will cancel out of the Charge animation. Lastly, if you hold down the Charge and cancel out of it after the spark the first attack you land will have counter hit properties for higher damage potential given you as the player know any counter hit combos.
Final Note on the Game Mechanics/Meter Usage:
When playing the game against other players be wary of your meter usage and all the options you have with your meter. Having even one bar to use say an Alpha Counter can turn the tide of any games momentum and shift things in your favor.
For a visual aid and even more additional tips to get yourself started with Street Fighter x Tekken, please refer to Maximilian's (Miles923) Cross Over Series:
- Episode 1: Introduction & Basics
- Episode 2: System Mechanics & Meter Usage
- Episode 3: Pandora & Gems
- Episode 4: Combos and Modes
Control and Button Explanations:
In this guide you will see different button icons for various punch and kick inputs. Following default controls here is what each icon means:
:
:
:
:
:
:
:
:
Push Down on : Quick Combo 1
Push Down on : Quick Combo 2
As most fighters go you can do these steps in whatever order you wish but keep in mind that, from the very start, you will have a lot of misc technical trophies where you must grind out a certain amount of EX specials, Cross Assaults, Cross Arts and much more. Keep all of these trophies in mind whenever you do multiple Arcade runs or grind out online trophies. Progress for these trophies only count for modes outside of Training, Trial and Mission Mode.
A Very Special Gift
Blink Of An Eye
Time For Some Fireworks!
Anything Goes
An Unknown Power
The Trump Card
Two Minds, Fighting As One
Maelstrom Of Combos
A Glimmering Light
Let's Heat Things Up!
Sturm und Drang
Power Consumes All
A Splendid Conclusion
The Cross Revolution
A Perfect Victory!
Love Is Blind
If you come up short in the end or you feel the need to grind this out right away, make use of versus mode and the handicap setting. With the handicap setting you can put yourself at Pandora requirements and go Pandora right away for instant meter, however you will have to perform your meter related moves fast before Pandora times you out each round. You can keep track of your progress towards these trophies under "Player Data" in the main menu, select Player Records and it will display your overall progress for every little thing.
IMPORTANT NOTICE:
When going for the "Finish a round" trophies you will not get progress towards any of them if you finish the round with a perfect, it will only count the progress towards the A Perfect Victory! trophy.
At the start of the game there are some trophies you can unlock within a couple seconds of attempting each one, most of which consist of trying out each of the new modes and features. Here is a list of the trophies you can earn at this time:
Fruits of Labor
The Stones Guide Me
Doused In My Color!
This Is How I Roll
Here's My Shoutout
It's Just For Research! (
connection required)
If you didn't feel like reading the large write up at the start of the Road Map or would rather have some hands on practice with the new mechanics, this mode is the one to go to before you throw yourself against the A.I opponents. This particular mode is also good for beginners as it breaks down even the simplest of fundamentals. During this portion you can unlock the following trophies:
My Big First Step
Maturity Through Discipline
Just like in the previous Street Fighter game you are tasked with triggering various "Rival Battles" within the game but now you are also tasked with defeating each of the multiple bosses on the hardest difficulty. You are also tasked with playing 30 matches via the Arcade Fight Request again which will require connection to PSN as you do it. During this portion you can unlock the following trophies:
After The Dust Has Settled
Trail Of Ruined Dreams
The Root Of Chaos
Any Time, Any Place! (
connection required)
During this portion you will be completing various tasks given to you by the game, as well as completing various combo challenges just as you do in any new gen fighting game. While trophies like these may be the bane of all casual games alike, the game doesn't task you with completing all of them this time and not even a large percentage either thus making it an easier to obtain trophy. During this portion you can unlock the following trophies:
Just The Beginning
Trial Expert
The Excellence of Execution
The First Mission
Mission Specialist
If you had to spend most of your time in one mode this might as well be the one. The Online mode tasks players with doing a variety of things, not only do you have to play 500 matches but you must also win 100 of those matches and increase your battle class in ranked and much more. For this portion I would highly recommend you find a boosting partner to lessen the amount of time you must spend here. Also, you could use this step if you are using a boosting partner to complete any of the technical trophies mentioned at the top of the breakdown. During this portion you can unlock the following trophies:
The Warrior's Road
The Crossroads of Tragedy
The Harsh Road
The Endless Road
Learn The Fundamentals
Forge Your Own Path
Transcend All You Know
Your Legend Will Never Die
One Down!
To The Victor...
Proof Of Your Victory
The Battle Never Ends
Head Of The Dojo
During this last step you can finish up whatever technical trophies you may be missing through versus battles or online boosting in a player match, as well as completing any trials and missions you might have skipped and work on the last titles you may be missing. During this step you will have the following trophies unlocked:
Observer
Evangelist Of The "X"
Title Idol
Zenith
Conclusion:
Overall with this games reduction in the trials you must complete, the game has become much easier to Platinum compared to other Capcom fighters such as SSFIV and both MvC3 iterations. The game will be quite the grind requiring players to finish multiple rounds, with moves that take up 3 meters and what really will be the deal breaker to i.e Mission Mode.
[PST Would Like to Thank Setsuna for this Road Map]