Fighter ID

RNG display theme for Mokujin
Street Fighter X Tekken
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Fighter Movelists

Abel
Tornado Throw
Special Moves
Abel spins the opponent round, then slams them to the floor.

Up Close

Half-circle Back

And

Any Punch
Falling Sky
Special Moves
Abel snatches an opponent out of the air and slams them.

Dragon Punch Motion

And

Any Punch

Cammy White
Axle Spin Knuckle
Special Moves
Cammy does a quick spin, then back knuckles out.

Half-circle Back

And

Any Punch
Hooligan Combination
Special Moves
Cammy leaps forward and lands with a "Laser Edge Slicer" sweep if nothing is pressed.

Half-circle Forward

Up Forward

And

Any Punch
Fatal Leg Twister
Special Moves
During Hooligan Combination
Properly timed, Cammy can execute a throw out of Hooligan Combination. Against an airborne opponent she'll perform "Cross Scissors Pressure" instead.

Punch 1

And

Kick 1
Spin Drive Smasher
Development
Cammy does a multi-hit Spiral Arrow, followed by a multi-hit Cannon Spike.

Quarter Circle Forward

And

Three Kicks

Chun-Li
Spinning Bird Kick
Special Moves
Legs extended and hovering upside-down, Chun Li whirls at her opponent.

Down

Up

And

Any Kick
Hazan Shu
Special Moves
Chun Li hand-plants then brings a splits kick down at her foe.

Half-circle Back

And

Any Kick
Kikoken
Special Moves
A smallish fireball with startup lag.

Half-circle Forward

And

Any Punch

Cole MacGrath
Psychokinesis
Throw Moves
Cole levitates his opponent with electricity, then blows them away with an electric blast.

Up Close

Punch 1

And

Kick 1
Amp Throw
Throw Moves
Cole jams his amp into the opponent's gut and flips them overhead.

Up Close

Backward

And

Punch 1

And

Kick 1
Sliding Combo
Basic Moves
During Slide
Ends his slide with a swing of the amp.

Punch 3
Roll Attack
Command Moves
Vertical spin attack with the amp.

Forward

And

Punch 3
Lightning Hook
Special Moves
Cole fires a beam of electricity diagonally upward; hitting an opponent with the move grabs them with the beam and slams them to the ground.

Dragon Punch Motion

And

Any Punch
Thunder Drop
Special Moves
Cole leaps up and comes back down to strike with electricity.

Half-circle Forward

And

Any Kick
Shock Grenade
Special Moves
Cole tosses a bouncing spark that detonates on impact with an opponent, or after a short time. EX version tosses two.

Quarter Circle Back

And

Any Punch
Amp Combo
Special Moves
Cole beats the opponent with his amp; can be followed up with two more hits.

Quarter Circle Forward

And

Any Punch

,

Any Punch

,

Any Punch
Ionic Vortex
Development
Cole sends his foe spinning and shocking through the air with a giant electric tornado.

Half-circle Forward

And

Three Punches

Guile
Sonic Boom
Special Moves
Guile whips his arms forward at the speed of sound creating an energy arc.

Backward

Forward

Punch
Somersault Kick
Special Moves
Guile somersault kicks high into the air.

Down

Up

And

Any Kick

Kazuya Mishima
Double Face Kick
Throw Moves
Kazuya grabs his foe and kicks them twice.

Up Close

Punch 1

And

Kick 1
Skull Smash
Throw Moves
A gut punch, then a slam to the ground head-first.

Up Close

Backward

And

Punch 1

And

Kick 1
Left Splits Kick
Command Moves
Overhead electric kick with his back leg.

Forward

And

Kick 1
Right Splits Kick
Command Moves
Overhead electric kick with his front leg.

Forward

And

Kick 2
Spinning Demon
Basic Moves
During Mist Step
Low spin kick. Can be repeated a second time.

Any Kick
Rising Sun
Special Moves
Leaping spinkick with follow-up options if the @term=3kick@ or EX version is used. Additional kicks are also supplied depending on button strength.

Quarter Circle Back

And

Any Kick
Roundhouse to Triple Spin Kick
Basic Moves
During Rising Sun
Only chains from @term=3kick@ or EX version.

Any Kick
Devil Beam
Super Moves
Kazuya starts with two Demon God Fists followed by a Demon God uppercut to knock the foe into the air. Ethereal wings appear on his back, and he fires an eyebeam at the foe.

Quarter Circle Forward

And

Three Punches

Ken Masters
Shoryuken
Special Moves
Ansatsuken's trademark leaping uppercut. Ken's fierce Shoryukens first caught fire in Super SF2.

Dragon Punch Motion

And

Any Punch
Hadoken
Special Moves
Ken's utterly unspectacular projectile.

Quarter Circle Forward

And

Any Punch
Shippu Jinraikyaku
Super Moves
Ken turns about 5 roundhouse kicks, and if the fifth hits blends his opponent with a rising hurricane kick.

Quarter Circle Back

And

Three Kicks

Kuma (II)
Bear Hug
Throw Moves
Kuma lifts up the foe and squeezes them in a literal bear hug.

Up Close

Punch 1

And

Kick 1
Bear Slam
Throw Moves
Kuma grabs the opponent by the leg and slams them back and forth.

Up Close

Backward

And

Punch 1

And

Kick 1
Swing Swung
Throw Moves [Hunting Stance]
Kuma bites the opponent and swings them a bit before slamming them.

Up Close

Punch 1

And

Kick 1
Bear Smash
Command Moves
Two-hit version of his standard @term=3punch@

Forward

And

Punch 3
Stance Change
Command Moves
Kuma drops down to all fours to his "Hunting Stance", or stands back up. While in the Hunting Stance, all of his attacks become low claw swipes, and he gains a host of new command moves.

Three Kicks
Break'n
Command Moves [Hunting Stance]
Kuma curls up on his back and spins toward the opponent.

Backward

And

Punch 3
Headbutt
Special Moves
Kuma grabs his foe and strikes them with his head - likely a technique he picked up from his master.

Up Close

360˚

And

Any Punch
Rock 'n Roll Circus
Special Moves
Kuma grabs his opponent and tumbles back, juggling them in the air, before sending them off.

Up Close

Half-circle Back

Forward

And

Any Punch
Headbutt
Special Moves
During Rolling Bear
Kuma grabs his foe and strikes them with his head - likely a technique he picked up from his master.

Up Close

Any Punch
Fatal Wind
Development
Kuma roars and slashes the opponent hard, then turns around in a crouch, letting them fall on his butt. He knocks them away with a fart.

Half-circle Back

And

Three Kicks

Kuro
Rising Sun
Special Moves
Leaping spinkick with follow-up options if the @term=3kick@ or EX version is used. Additional kicks are also supplied depending on button strength.

Quarter Circle Back

And

Any Kick
Devil Beam
Development
A meditating Kuro is haunted by a purple aura spirit. Seeing this spirit, he gets spooked and fires a beam from his eye.

Quarter Circle Forward

And

Three Punches

Mega Man
Super Arm
Throw Moves
MegaMan throws his opponent like a football.

Up Close

Punch 1

And

Kick 1
Thunder Beam
Special Moves
Can only be done from a Vertical Jump unless EX'd.

Air Only

Half-circle Back

And

Any Punch
Mega Upper
Special Moves
MegaMan performs a Dragon Punch-like uppercut.

Dragon Punch Motion

And

Any Punch
Ice Slasher
Special Moves
Slow-moving arrow-shaped projectile that freezes on contact.

Quarter Circle Forward

And

Any Kick

Pac-Man
PAC-MAN Attack
Throw Moves
The Moku-Mecha grabs the opponent, and Pac-Man strikes them twice with his head.

Up Close

Punch 1

And

Kick 1
Pac-Throw
Throw Moves
As the Moku-Mecha grabs the foe, Pac-Man jumps out and beats on their head, before tossing them behind.

Up Close

Backward

And

Punch 1

And

Kick 1
Hip Attack
Special Moves
Spins around and drops straight down to attack with the Moku-mecha's butt.

Air Only

Quarter Circle Back

And

Any Kick
Pac-Dash
Special Moves
Rushes the opponent for a body check. Holding down @term=anykick@ increases the duration and length of the rush. Pressing @term=anypunch@ will cancel the attack.

Half-circle Forward

And

Any Kick
Flip Kick
Special Moves
Standard backflip kick attack. Heavy version causes Pac-Man to fall out of the Moku-Mecha briefly.

Quarter Circle Back

And

Any Kick
Pac-Laser
Development
Two overhead fist slams, followed by a double uppercut. Pac-Man then fiddles with the levers on his Moku-Mecha and presses a big red button, firing lasers from the robot's eyes.

Quarter Circle Forward

And

Three Punches

Ryu
Joudan Sokutou Geri
Special Moves
Ryu turns around and plants a powerful mule kick on his foe.

Half-circle Forward

And

Any Kick

Steve Fox
Gut Wrencher
Throw Moves
Steve grabs his opponent and spins them to the other side, then jams his fist in their stomach to flip them over his head.

Up Close

Punch 1

And

Kick 1
Armlock Throw
Throw Moves
Steve grabs his foes arms and snaps them, then performs a side suplex.

Up Close

Backward

And

Punch 1

And

Kick 1
Weaving A
Basic Moves
Steve dodges away from the screen.

Kick 1
Weaving B
Basic Moves
Steve dodges toward the screen. Opens up further attack possibilities.

Kick 2
Quick Spin
Basic Moves
Steve spins around, dodging attacks and opening new attack possibilities.

Kick 3
Foot Stomp
Command Moves
In the closest thing to a kick that Steve has to a kick in this game, he clomps down on the foe's foot with his own.

Down Backward

And

Kick 1
Flicker Stance
Special Moves
Steve makes a motion as if he were scratching his stomach, which puts him in temporary "Flicker" stance. His punches change up while in this stance, giving him added range. Anything other than a punch or attempted movement backward (which does nothing) will cancel the stance.

Backward

And

Three Kicks
Sonic Fang
Special Moves
Forward-moving overhead punch followed by an uppercut.

Dragon Punch Motion

And

Any Punch
Peekaboo
Special Moves
Steve crouches a bit with his hands up, changing up his punch options. Steve can move forward slowly in this stance but cannot move backward or jump. This stance remains until canceled (by ducking or any attack buttons other than punch).

Forward

And

Three Kicks
Swaying
Special Moves
Steve performs a "come on" motion with both hands. If most physical attacks are attempted while he does this, he'll simply sway out of the attack's reach and counter with a hook.

Quarter Circle Back

And

Any Kick
Ducking
Special Moves
Extremely fast forward movement while ducking; opens up new punch options during movement.

Quarter Circle Forward

And

Any Kick
Hellfire Rush
Development
A Hellfire to punch combo, ending in a powerful overhead that causes the opponent to spin vertically.

Quarter Circle Forward

And

Three Punches

Toro
Slapstick Swing
Throw Moves
Toro strikes the opponent in the knees with a paper fan, then leaps up and hits them in the face.

Up Close

Punch 1

And

Kick 1
Low Slapstick Swing
Throw Moves
Toro spins and beats about the opponent's legs with a paper fan. Both characters fall down.

Up Close

Backward

And

Punch 1

And

Kick 1
Collarbone Breaker
Command Moves
Pretty much Ryu's Sakotsu Wari to the patellas.

Forward

And

Punch 2
Solar Plexus Strike
Command Moves
Just like Ryu's Hatobi Kudaki, only it's more likely to hit in the knees.

Forward

And

Punch 3
Shoryuken
Special Moves
Toro's version of the popular rising dragon fist. EX version is a mini-Shin Shoryuken.

Dragon Punch Motion

And

Any Punch
Tatsumaki Senpukyaku
Special Moves
Toro's hurricane kick. Takes on Shinkuu properties when EX'd.

Quarter Circle Back

And

Any Kick

(air)
Hadoken
Special Moves
Becomes Shinkuu Hadoken upon full charge.

Quarter Circle Forward

And

Any Punch

Zangief
Banishing Flat
Special Moves
Zangief pivots and swipes with his hand. Strikes and nullifies projectiles.

Dragon Punch Motion

And

Any Punch
Double Lariat
Special Moves
Zangief spins in place with arms extended. Gief has mid-body invulnerability while spinning, meaning most projectiles pass through. Starting in Champion Edition, can move left/right during execution. Kick version, if available, is usually faster with more vulnerability.

Three Punches

or

Three Kicks