Beginner Resources

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  • IlluminatiIlluminati Gnosis is the law. Gnosis under skill. Joined: Posts: 102
    Just having a quick access for Tutorials Videos... will be updating with new content when available.

    Level Up Your Game
    Basics

    Intermediate 1 of 2

    Intermediate 2 of 2

    Combos

    Jinpachi

    True Orge

    Forest Law

    Jun Kazama

    Paul Phoenix

    Prototype Jack

    Alex


    Avoiding The Puddle
    Rage & Tag Crash

    How to Tag Crash

    Raw Tag Safety

    Evasive Raw Tag

    Spaceing/Whiff Punishing

    Throw Breaks Training & Theory

    Stun Breaks

    Universal Low Parry

    Defensive Play Styles

    Inbound Running Move

    Beating Solo with Teams

    Practice Mode

    Korean Back Dash Part 1

    Korean Back Dash Part 2

    Button Buffering

    Frame Data

    BlackPriest
    Backdash Cancel


    HitBoxes
    Movement Cancelling & SOCD's
    ^^(;,,; )^^ BB: Arakune, Platinum / GG: Faust, Zappa / P4: Kuma / TTT2: DJ, Hei, Kaz / VS: Zabel (ʳ ´º㉨º)ʳ
  • tyler2ktyler2k All-around cool guy Joined: Posts: 24
    I actually have a decent amount of tutorial videos as well, most are created at the end of T6's life, but are still very valid for TTT2 and I also intertwined hybrid. I'll be producing TTT2 tutorial videos next week.









    tyler2k.com | tyler2k.info | @tyler2k1
    Co-Author of Prima's TTT2 guide
    TZ mod for Dragunov, Jinpachi, and Raven
  • ThirteenthorderThirteenthorder Gloria? Never heard of the girl. #kappa Joined: Posts: 1,349
  • Husser_BrianHusser_Brian Joined: Posts: 250
    I'll be putting out a lot of TTT2 videos for Hit Box users. There's also good info for pad/stick players alike.

    UPDATE: Just Frames - OTGF/JFSR, EWGF

    Mishima Wavedash
  • PurpleLemonadeGGPOPurpleLemonadeGGPO Joined: Posts: 1,336
    I'll preface all of this by saying Tekken in a nutshell is just movement, throw breaks and punishment. Don't get overwhelmed trying to learn everything at once. Take it one step at a time.

    Just as a reminder:
    1 - Left Punch
    2 - Right Punch
    3 - Left Kick
    4 - Right Kick
    5 - Tag

    I'll borrow this gif from AAK since it's the best gif in existence:
    uPGJf.gif

    Tekken introduction by AAK:


    Unit 1: Basics
    Unit 2: Types of Attacks
    Unit 3: Maximizing Damage
    Unit 4: Crush System and Okizeme
    Unit 5: Tag System

    Tekken Zaibatsu wiki:
    http://www.tekkenzaibatsu.com/wiki/Tekken_Tag_Tournament_2


    Level Up Your Game Tutorial Videos:

    Beginner:
    Intermediate (1/2):
    Intermediate (2/2):
    Combos:

    These are older vids from Tekken 6 but they still apply. They go over some of the same concepts as above. But it doesn't hurt to hear about the system mechanics rephrased, especially if you're
    completely new. IMO, their older walkthrough on the wakeup system was better

    Level Up Your Game - Tekken 6 - Episode1 - Part 1 of 5
    Level Up Your Game - Tekken 6 - Episode1 - Part 2 of 5
    Level Up Your Game - Tekken 6 - Episode1 - Part 3 of 5
    Level Up Your Game - Tekken 6 - Episode1 - Part 4 of 5
    Level Up Your Game - Tekken 6 - Episode1 - Part 5 of 5
    Level Up Your Game - Tekken 6 - Episode2

    Tekken basics guide on Tekken Zaibatsu

    Iron Fist 101: The Competitors Guide to Playing Tekken

    Lesson 1: how to have fun playing tekken, SELECTING A CHARACTER & what's the most valuable
    Lesson 2: Game Plan


    TTT2 Tekken Force Beginners Guide
    http://www.tekkenforce.net/descargas/TTT2 - Beginner Guide.pdf

    (same guide different format)
    http://imgur.com/a/FX896#0

    Avoiding the Puddle Tutorials
    TTT2 Throw Break Training and Theory
    TTT2 Double Over and Nosebleed Stun
    TTT2 Raw Tag Safety Tutorial
    TTT2 Rage and Tag Crash Tutorial
    Movement Tutorial for Tekken 6 and TTT2 Part 1: The Basics
    Movement Tutorial for TTT2 and Tekken 6 Part 2: Advanced
    Tekken 6 and TTT2 Instant While Running Tutorial
    TTT2 Universal Low Parry Tutorial
    TTT2 Inbound While Running Tutorial

    Tekken Gameplay System by INSOMNOTEK

    Neorussell's T6 tutorial vids:
    T6 BR: Character Stances
    Tekken 6: BR - The Art Of Low Parry
    Tekken 6: The Art of Standing Properly

    Byakokoko's T6 tutorial vids:
    Tekken 6 - Throw Breaking 101
    Tekken 6 BR - Sidestepping 101 & Backdash Canceling
    Tekken 6 BR - Low Parry 101
    Tekken 6 BR - When to low parry
    Tekken 6 BR - Wavedash Tutorial & Tips For Jin
    Tekken 6 BR - Tech Traps & Okizemes

    TheMainManPROGAMING's tutorials
    Punishing
    Movement
    Wavedash

    tyler2k1 tutorials
    Throw System introduction (part 1)
    Throw System introduction (part 2)
    Hit Confirm tutorial
    Instant While Standing (iWS) tutorial

    Back Dash Tutorial by Blackpriest
    TTT2/Tekken6 Combo All Characters iWS tutorial / Alisa neta

    This was taken from Shinkuur's post in the original Tekken forums. I don't think he minds if I post it here:
    The Tekken Zaibatsu Jargon Dictionary-List of Tekken terms and forum speak in general.
    The Tekken Zaibatsu Legend Page-Shorthand of Tekken controls, movements, and positions

    Links and Resources:

    Tekken Zaibatsu-Tekken's equivalent of SRK.

    SDTekken-You all should know this site by now. Your up to date source for news regarding Tekken, fighting games in general, and Arcade sticks. Also updates frequently with youtube matches from Japanese/Korean/American players.

    Rip's Throw Break Trainer: If you wanna learn how to break throws this is a great way to learn! The break window is a little smaller than the actual window so it's actually a better way to train than doing it on the actual game. Give it a try!

    Levelupyourgame and Avoidingthepuddle: Best resources when it comes to getting aggregated Tekken news.

    Random tips (paraphrased):
    Sabin: So coming from a 2d background, what do you think is the first thing your should learn?
    Bloodhawk: You find two characters you like, you research videos and you find out what good moves they're using. Because even like the smallest movelest in this game is like 60-70 moves.
    Sabin: So generally it's going to be around 5-10 moves that you will always use.
    Bloodhawk: And then you got 10-15 more that are situational. So you gotta cut down your movelist and focus on the good stuff. So after you got the good moves and you learn what they're for and how people are using them. You get your combos down into your muscle memory.
    Sabin: What's a good way to learn defense in this game?
    Bloodhawk: I like the practice mode in this game. When ever you tag the training dummy in practice mode whenever they're not in neutral basically, the punish icon comes up, so you can know whether you whiff punished or block punished something successfully.
    http://www.twitch.tv/teamsp00ky/b/331988559

    One of the ways I kind of practice breaking throws, is I actually go out and watch a bunch of videos...so you're just watching the game as it naturally does it. So in your head, you'll see a throw and in your head recognize "that's a 1 throw, that's a 1+2 throw" and you just start seeing it.

    Given that the tips are about looking at videos...
    Youtube resources:

    http://www.youtube.com/user/S8M9E2JX/
    http://www.youtube.com/user/Timsozai/
    http://www.youtube.com/user/ShintairikuKumagaya
    http://www.youtube.com/user/KimChanYang/
    http://www.youtube.com/user/TekkenCrashS2/
    http://www.youtube.com/user/TekkenReplays
    http://www.youtube.com/user/l0rds1lv3r
    http://www.youtube.com/user/kay9070
    http://www.youtube.com/user/cyfren
    http://www.youtube.com/user/ArcadeHeroes/
    http://www.youtube.com/user/GuntamaMiraclein/
    http://www.youtube.com/user/xfile9138
    http://www.youtube.com/user/zero3japan/
    http://www.youtube.com/user/GAMEacho/
    http://www.youtube.com/user/AvoidingthePuddle/
    http://www.youtube.com/user/LevelUpYourGame

    For now if you want to learn about a specific character, go to the character specific forums on ZB:
    http://www.tekkenzaibatsu.com/forums/forumdisplay.php?forumid=198

    I'll update/reorganize/add stuff later.
  • PurpleLemonadeGGPOPurpleLemonadeGGPO Joined: Posts: 1,336
    More from Shinkuur (look at this IMO after going through the stuff in the post above):

    Basic Control Terms:

    While Standing(WS)-Neutral while full crouching + button(s):
    An attack that comes out while you are standing up from crouching. Usually hits mid.

    Full Crouch(FC)-Hold D until your character fully finishes their crouch animation:
    There is difference between low attacks and full crouching attacks, and if you aren't fully crouched before you attempt the move it will not come out. Let's take Bruce's FC, df,d,df+4 for example.

    d+4: standard low kick
    FC, d/f, d, d/f+4: slower low that gives advantage on normal hit, knocks down on CH.
    d, d/f, d, d/f+4: standard low kick.

    Instant While Standing(iWS)-d, d/b_d/f, N+button(s):
    This is the way to get WS attacks to come out without having to full crouch, giving you access to all your WS moves instantly. If you are messing up the input make sure not to push b_f during the motion.

    Instant While Running(iWR)-f,f while recovering from an attack:
    It's almost the same running command as normal, but you want to buffer the two forwards at the end of your character's attack so when the animation ends they will dash instantly.

    Instant Shining Wizard(iSW)-f,f,f+2+4(King, A.King, and Lars only)
    It's the same as iWR, but you press the last forward when you start dashing and whatever buttons.

    Natural Combo(NC)
    A string of attacks that are guarenteed without the need for a counter. Examples are Kazuya's 1,1,2(if you don't delay it) and Bruce's 2,4.

    Natural Combo on Counter(NCc)
    A string of attacks that are guarenteed only when the first attack is a counter hit. An example is Julia's 1,1,1 .

    Bound(B!)
    A move that slams them on the ground and bounces them up a bit, allowing you to continue a juggle. The most common method to inflict bound status is to do a move in a juggle that slams them down(like Nina's 1+4). In BR all low parries give bound status. Also, there is a limit on one bound per juggle, so the maximum juggles involve launch->bound-> W!. NOTE: in certain stages(Graveyard, Fallen Colony, etc) there are parts of the ground that you can slam your opponent through by bounding them on those sections. After you both land from the fall you can follow up with attacks like normal.

    Wall Splat(W!)
    A move that slams them against the wall, allowing you to follow up with several hits before they fall down. Can be achieved in juggles as well as when your opponent is on the ground, and usually by an attack that will knock them backwards. If you W! someone without achieving a bound in the juggle previously, you can use a bound move after a W! then finish the wall combo. NOTE: in one stage(the one that changes the time of day) the walls can be destroyed or broken by hitting a W! opponent with a strong impact move, such as Paul's Deathfist. In which case, it does a little damage to your opponent.

    Crouch Cancel(cc)-f,f while crouching
    Allows you to cancel your crouching animation quickly with a dash so you can do a move that only works while you are standing up. You can also do this by pushing u to SS or b,b to backdash depending on what move you want.

    Let's take Lee's uf+4 for example, a very quick knee that launches on normal hit so it's treated like a hopkick. Normally characters can do a hopkick while crouching just by using the basic uf+4, but Lee also has a special WC, u/f +4 which does a really high flipkick that knocks down. The input for the flipkick will get in the way of getting the knee out when you want to, so using crouch cancelling will bypass the crouching movement altogether.

    u/f+4=knee launcher
    WC, u/f+4=flipkick
    WC, f,f~u/f+4=knee launcher


    Special Movement Terms:

    Light Dash-Wave dash extremely fast
    Faster inputing of the wave dash motion, nothing more. You don't need it to be a great Mishima/King/etc player and its not worth the work required for you to master(WD mastery will be enough and it will move you father more often than not), but it'll scare the shit out of you.

    Hayashida Step-{qcb, u}(only works with a character who can backsway(Nina, Bryan, Paul))
    Cancel a character's backsway with up, then repeat as necessary. This motion is a good way to back away from an opponent since the motion for the backsway may mess up your BDC input. If done right you will move towards the background in a zigzag motion.

    Haha Step-{b+3+4~b}(Lei only)
    Cancel's Lei's backturn into b and repeat, causing him to backstep really far. If you do this the proper way you won't even see the backturn animation and he'll be far across the screen in about a second. Hard to master but worth it to learn, especially on non walled stages.

    Side Step Cancel(SS cancel)-{b, d/b, d}_{b,u/b, u}
    Cancel's a character's SS into itself, causing you to kinda glide across the screen to one side. A lot faster than a basic SS, but only really useful when you are trying to bait an attack or trying to change position.


    Character Stances (watch this video first):

    NOTE: I'm not going to tell you the commands of each stances, or even list every stance here(the character threads can do that), but I will tell you the notations and properties for the important stances. I'm omitting the T6 characters right now since I haven't personally played it yet, if anyone has detailed info on the new character's stances let me know so I can add.

    Handstand(HSP)-Eddy/Christie

    Stands on his hand with his legs stretched out, which ends up increasing his range and startup speed when doing certain attacks(such as HSP 4). However, Eddy can not SS at all during this(he can lean to the sides and transition to other attacks that way though) and his speed is overall very slow, so in high level play you won't see this unless its a transition from another attack.

    Relaxed(RLX)-Eddy/Christie

    Lays down on his back face up feet towards(FUFT), avoiding highs and a good number of mids. The scary thing about this stance is the speed of it and it's mixup potential(RLX 4~3 hits low and can be juggled after, RLX 3~4 hits mid and can be juggled after too), plus it can be used as a oki setup as well. You can jump over him to avoid the mixups or hit him before he starts the mixup with a mid or low(if he doesn't have advantage), but regardless fighting a capo with RLX mastery is a scary thing indeed.

    Art of Phoenix(AOP)-Ling Xiayou

    Ducks down really low, avoiding all highs and alot of mids. It's faster than RLX plus she can mixup alot of attacks from it including launchers, so it's a great evasion/punishment technique. Plus it auto SSR during activation, so you'll usually see Ling players do SSR~AOP to evade alot of your attacks and put you off axis.

    Rain Dance Stance(RDS)-Ling Xiayou

    Turns around so her back is facing you. She is very dangerous in this stance since she has more options than almost everyone else in this position(including strong launchers and ambiguous throws). She also auto SSR during this stance so SSR~RDS is a danger.

    Note: she can also switch from AOP to RDS and back again at will.

    Flamingo Stance(FLA/RFF or LFF)-Baek/Hwoarang

    Raises up his leg and folds it in a pre-emptive kicking stance, used to transfer between different attacks between strings and apply pressure. You move back and forth slightly but you can SS pretty well with it(Baek's is much better than Hwoarang's though)

    Vale Tudo Stance(VTS)-Craig Marduk

    Ducks his body down in a football type stance, which evades high attacks. This is the principal way for him to tackle people, but he can also do other attacks from this stance such as launchers and tripping lows. His mobility is quite good in this stance as he can SS pretty fast and can activate the stance while moving backwards, but his actual tackle attempt is pretty slow.

    Dragon Sign Stance(DSS)-Marshall Law

    Stands still and shakes his body Bruce Lee-ish. Allows him to do certain attacks and throws from the stance, And he can also go into the stance from attacks such as ws+4 and 4,3. Used mostly for mixups and juggle enders.

    Hitman Stance(HMS)-Lee Chaolan

    Puts his left foot back and waves his hands in a come hither stance. Cannot move back and forward during the stance but has a very evasive SS during it, and can go into several strong knockdown attacks and launchers. Can also be transitioned into by several attacks.

    Chaos Judgement AKA Cat Stance(CMJ or CAT)-Anna Williams

    Lifts left leg off the ground and folds it like flamingo or something. Auto reverses lows and throws in this stance, plus can go into some attacks(mostly short ranged ones). Movement is only limited to a front roll that can go into a mid kick.

    Animal Stances(SNA, DGN, PAN, TGR, CRA)-Lei Wulong

    Special stances that can not only go into alot of strong 50/50 options and/or pokes, but can grant other bonuses such as auto parries and evasion of certain attacks. Lei can also go into these types of stances and transition between them using certain attacks and sidestepping.


    Notes:

    -Tech Jump=Low Crush and Tech Crouch=High Crush. The definitions of TJ and TC are in Xiang's FAQ, but you may see the term 'Crush' instead of 'Tech' and get confused, so this is to clarify that.

    -Crouch Dashes can duck under high attacks towards the end of the animation, works better if you hold d/f(otherwise you may stand up into an attack)

    -There isn't really such a thing as 'Normals' and "normal strengths' as there are in SF. There are some differences in 1,2,3, and 4 though. 1's are usually the fastest attacks that your character has, and you'll use it to start jab strings. 2's are usually slower but they often go into NC attacks(like Jin's 2,4 or his 2,1) or can go into special stances or properties(like Julia's 2~b or Ling's 2,1). 3's are usually slower than 4's but will more often knock down on normal hit, while 4's usually can grant some type of juggle chance on CH. d+1 and d+2 are similar(d+1 is a bit faster but has less range than d+2), but where d+4 hits low, d+3 hits grounded low. This means d+3 will hit even if you are laying on the ground, while d+4 will only hit if you're standing or trying to recover off the ground. Of course, this will differ based on the character that you're using.

    -Most regular running tackles can be broken by pushing 2, however some characters have special tackles that require different breaks or you can't break at all. Those will be covered in that character's threads.



    ShinkuuR's rule of thumb on wakeup game (watch this first):

    Tech Roll:
    -wins against: linear ground attacks(such as stomps)
    -loses against: Tech traps, tech mixups(gotta guess), cross ups
    -advice: This is the most common type of wake up, but you will at least always have to guess when tech rolling next to someone. Most useful after getting hit with something that knocks you back.

    Back Roll:
    -wins against: linear ground attacks, tech setups and traps(will whiff more than likely)
    -loses against: up close mids(will re-float you allowing another juggle)
    -advice: The most dangerous type of wakeup, since you can get rejuggled for free. Do if mostly after attacks that have auto backroll properties.

    Kip Tech:
    -wins against: may go over lows with good timing, may interrupt mids if fast enough
    -loses against: whiff(leaves you open for launchers)
    -advice: This is most useful if used rarely and if the opponent is spaced out from you a bit, since it tends to interrupt alot of attacks on startup. Its safe on block and gives a small advantage on hit.

    Kip up Attack:b+3+4
    -wins against: lows(hops over them)
    -loses against: blocking, SW, mids during the beginning frames.
    -advice: This is really hard to beat during it's active frames as it's range would stuff almost everything, but it's at least -10 on block. It's also sidewalkable. There are different versions of this depending of the character that are safer or they rise differently(this info is for the basic Kip up Attack).

    Diving Attack:f+1+2_b,f+1+2
    -wins against: most attacks done at the same time
    -loses against: SW
    -advice: Diving attacks are mostly for repositioning purposes after a knockdown and as a (poor) mixup after a forward or backroll. If you make them block the attack late in the animation you will get advantage, but if not it's punishable. It's hard to counter after the move comes out, but the fact that you have to forward or back roll first to use it puts you at a huge risk.

    Ankle Kick:d+4 when FUFT
    -wins against: highs, most mids
    -loses against: blocking, SS, hopkicks
    -advice: This is the fastest attack you have to wakeup with, but on block you will get punished(possibly launched). You're even on hit though and you can wake up safely.

    Mid kick:
    -wins against: low crouch, slow attacks
    -loses against: whiff, block
    -advice:around -12 on block. You will get launched on whiff. Knocks down.

    Low kick:
    -wins against: highs, most mids
    -loses against: whiff, block, hopkicks
    -advice: Allows juggle on CH. Around -12 on block. You will get launched on whiff lol.

    In general just be real cafeful about get up kicking. You won't get terribly hurt on block. but you will lose 40% on whiff.

    Standing up:
    -wins against: Non guaranteed oki(stomps, etc)
    -loses against: certain attacks will cause juggle state.
    -advice: This is one of the safest options that you have since it can avoid alot of oki options and allow you to block a direction after standing, but you can get juggled with attacks during certain frames of the standing. Plus it hard for you to switch your block in reaction to an attack until you completely recover. Lets say, if you stand up and Julia is spacing you with 4~2,1 and you hold d/b to block it during the animation, if she swiches to f,f+3 you won't be able to block it if they time it right IIRC.

    *make sure to tap 2 during quickstand to recover quicker*

    Lay down:
    -wins against: attempted tech traps, refloats, etc.
    -loses against: grounded attacks
    -advice: This is the safest option you have to wake up in Tekken. While you do open yourself to strong ground attacks like stomps, you aren't at risk to eat anything more damaging and you can usually tech roll safely afterwards. If they whiff something then just quickstand.

    Side Roll
    -wins against: most ground attacks if done early
    -loses against: Bad guessing
    -advice: This is also another safe way to get up(although slower), especially when you're near the wall. The bad thing is that after the roll you end up in a worse defensive position(I think you end up face down if you were face up before), so if you guess wrong and they see the roll, then can oki you and make it generally harder to get up.
  • PurpleLemonadeGGPOPurpleLemonadeGGPO Joined: Posts: 1,336
    Reserve 3
  • PurpleLemonadeGGPOPurpleLemonadeGGPO Joined: Posts: 1,336
    Reserve 4 just in case
  • ThirteenthorderThirteenthorder Gloria? Never heard of the girl. #kappa Joined: Posts: 1,349
    Too many damn things to sticky! Stickied!
  • NecronautaNecronauta See you around! Joined: Posts: 8
    Awesome complete awesomeness! :D
  • KumaOsoKumaOso Trust Your Instincts Joined: Posts: 3,752
    Remember this part well:
    www.youtube.com/watch?v=Z-_trL1pZeo#t=6m12s
    The text guides don't mention it for some reason.
    That explains a lot. I was doing b,b,N,d/b.
    TTT2: Xiaoyu/Jaycee
    Virtua Fighter: Come On Eileen
    Avatar Art by Apofiss at DeviantArt.
  • KarriedKarried Joined: Posts: 151
    I come from MK9, what I know about that game I'm not sure I can apply to TTT2.

    Like in MK9, there's block strings you do which either leave you at 0, or you cancel them into a special move to make them safe and/or give you frame advantage.

    There's also a way to get out of pressure from the opponent in MK9, by doing a low poke or armoring out.

    So, does Tekken have these types of concepts? I really don't know how to start pressure/combos in Tekken or getting an offense going to say the least and getting out of pressure.
  • huckles98huckles98 Joined: Posts: 671
    What's up with equipped items in TTT2. Obviously not going to be allowed in tournament play right? Some dude was shooting me with a gun last night.
  • PointBreak91PointBreak91 Custom costumes for SFV please Cap Joined: Posts: 666
    Block high is a top tier tactic on Tekken now? The older games did have sweeps... and throws. Chars like King, Paul and Ling could reverse or deflect limbs as well. You don't turtle and runaway in these games minute by minute like in SFIV. The yomi is split second and constant - guess wrong and up or down you go.

    Closest 2d is possibly 3s or Garou in that respect.
    twitch.tv/nyc_vf
  • AzuroAzuro C L E B O Y Z Joined: Posts: 1,132
    I come from MK9, what I know about that game I'm not sure I can apply to TTT2.

    Like in MK9, there's block strings you do which either leave you at 0, or you cancel them into a special move to make them safe and/or give you frame advantage.

    There's also a way to get out of pressure from the opponent in MK9, by doing a low poke or armoring out.

    So, does Tekken have these types of concepts? I really don't know how to start pressure/combos in Tekken or getting an offense going to say the least and getting out of pressure.
    The strings are in, but unlike MK9, not every unsafe thing will lead to a straight up combo punish. Even with some of the launchers. However, having the frame advantage or a knockdown is good enough, and a lot of these options can be sidestepped as well, or crouched in between, so just because it's safe on block and hard to whiff punish due to reach, doesn't mean it's always safe.

    Special moves, armor, etc, do not exist in the game either, so getting out of pressure is more along the lines of knowing when to poke, sidestep, or even backdash if the opponent tries to attack with a short-range move after pushing you too far out.
    www.testyourmight.com
  • sam2xpsam2xp ☆彡 ☆ミ Joined: Posts: 145
    not played tekken since the first tekken tag game and i just bought this. Thanks for posting this, it will be very helpful :D
  • huckles98huckles98 Joined: Posts: 671
    I find myself on my back a lot... Like, a lot lot. If I backroll I get caught, side roll I get caught. Any tips?
  • KarriedKarried Joined: Posts: 151
    The strings are in, but unlike MK9, not every unsafe thing will lead to a straight up combo punish. Even with some of the launchers. However, having the frame advantage or a knockdown is good enough, and a lot of these options can be sidestepped as well, or crouched in between, so just because it's safe on block and hard to whiff punish due to reach, doesn't mean it's always safe.

    Special moves, armor, etc, do not exist in the game either, so getting out of pressure is more along the lines of knowing when to poke, sidestep, or even backdash if the opponent tries to attack with a short-range move after pushing you too far out.


    Lol I know who this is ;). Thanks. You slick lizard.
  • huckles98huckles98 Joined: Posts: 671
    I am in shock at how good the netplay is on TTT2. Been looking for a game to main all year, think I fount it.
  • thecapsaicinkidthecapsaicinkid drops combo, pretends it's a reset Joined: Posts: 1,016
    The ATP frame data is confusing, I'm guessing because it has been translated?

    Is there any frame data which lists if each move is a mid/high etc?
    Fighting game player, coder, chilli lover, ruffian.
  • BemaniAKBemaniAK Regitrd usr Joined: Posts: 618
    Hello Boys and Girls.
    Today I wanna talk about a game called Tekken Tag Tournament 2.
    In this game there's a character called Eddie.
    Say hello Eddie!
    "Ola"
    If you play this game you probably really really hate Eddie.
    But that's only because you don't know how to beat him.
    So now I will show you the ultimate guide to how to beat Eddie.
    Yeeeaaahhh.


    Please make this
  • tatakitataki misplaced Joined: Posts: 7,703
    Hello Boys and Girls.
    Today I wanna talk about a game called Tekken Tag Tournament 2.
    In this game there's a character called Eddie.
    Say hello Eddie!
    "Ola"
    If you play this game you probably really really hate Eddie.
    But that's only because you don't know how to beat him.
    So now I will show you the ultimate guide to how to beat Eddie.
    Yeeeaaahhh.


    Please make this
    1. Eddy.
    2. I already covered this long ago-
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  • BemaniAKBemaniAK Regitrd usr Joined: Posts: 618
    Oh trust me I like that one even more than How To Beat Sentinel, it was just an example.
  • VinhDieselVinhDiesel Joined: Posts: 12
    Do you guys know any beginner characters? I want to pick up Hwoarang because I played him is SFxT but he looks kinda difficult because of all his stances.(Right Flamingo, Left Flamingo, Right stance etc)
  • LordWilliam1234LordWilliam1234 Lab Cat Joined: Posts: 22,429
    Do you guys know any beginner characters? I want to pick up Hwoarang because I played him is SFxT but he looks kinda difficult because of all his stances.(Right Flamingo, Left Flamingo, Right stance etc)

    Not exactly a pro at Tekken but I think Lee Chaolan would be good. The only "complicated" thing about him is mist step cancels during juggles (which aren't really that hard anyway since his mist step is just forward, neutral), and remembering which moves cancel into his hitman stance (you don't really use the attacks from hitman that often though, I think it's just used to help make certain attacks safer or allow for an earlier cancel into his mist step launcher).
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  • tatakitataki misplaced Joined: Posts: 7,703
    Not exactly a pro at Tekken but I think Lee Chaolan would be good. The only "complicated" thing about him is mist step cancels during juggles (which aren't really that hard anyway since his mist step is just forward, neutral), and remembering which moves cancel into his hitman stance (you don't really use the attacks from hitman that often though, I think it's just used to help make certain attacks safer or allow for an earlier cancel into his mist step launcher).
    Lee requires great execution, about the same as the mishimas I'd say. He's also a turtle by nature so you have to keep the lead in life.
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  • LordWilliam1234LordWilliam1234 Lab Cat Joined: Posts: 22,429
    Lee requires great execution, about the same as the mishimas I'd say. He's also a turtle by nature so you have to keep the lead in life.

    Well, that shows how much I need to learn about the game then. :)

    He just seems more lenient in execution compared to the Mishimas because his mist step is just tapping forward. But you're much more experienced than me so you can probably think of a better choice for a beginner character.
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  • tatakitataki misplaced Joined: Posts: 7,703
    Well, that shows how much I need to learn about the game then. :)

    He just seems more lenient in execution compared to the Mishimas because his mist step is just tapping forward. But you're much more experienced than me so you can probably think of a better choice for a beginner character.
    You can do your carry with 12~f but it does 2 hits every time so it's limited. What a real Lee player needs to learn is to do b+2~f instead and despite the motion being annoying, the timing is hard since b+2 is much slower than a jab. I don't know how much of it is still relevant here but his WS punishers also require execution. Getting a juggle after ws+23, and doing u/f+4 from crouch. (done as u, u/f+4 in a sliding motion)

    Anyway don't just take my word for it, go watch high level matches to confirm it. I don't follow all the characters myself so I may be outdated sometimes.
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  • LordWilliam1234LordWilliam1234 Lab Cat Joined: Posts: 22,429
    You can do your carry with 12~f but it does 2 hits every time so it's limited. What a real Lee player needs to learn is to do b+2~f instead and despite the motion being annoying, the timing is hard since b+2 is much slower than a jab. I don't know how much of it is still relevant here but his WS punishers also require execution. Getting a juggle after ws+23, and doing u/f+4 from crouch. (done as u, u/f+4 in a sliding motion)

    Anyway don't just take my word for it, go watch high level matches to confirm it. I don't follow all the characters myself so I may be outdated sometimes.

    Ah, I see. That makes sense. I've just been doing left right to mist step into a bound move into pulse blast for combos instead because it's a lot easier. I can see how doing the other one is more effective though...but it is a lot harder to do consistently.

    And sorry, I'm not very familiar with Tekken notations...what does WS stand for? And 1 is left punch, 2 right punch, 3 left kick, 4 right kick, correct?
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  • tatakitataki misplaced Joined: Posts: 7,703
    Ah, I see. That makes sense. I've just been doing left right to mist step into a bound move into pulse blast for combos instead because it's a lot easier. I can see how doing the other one is more effective though...but it is a lot harder to do consistently.

    And sorry, I'm not very familiar with Tekken notations...what does WS stand for? And 1 is left punch, 2 right punch, 3 left kick, 4 right kick, correct?
    In Japan etc. they use number notation for every FG, and the buttons in Tekken are LP RP LK RK. In TekkenZaibatsu.com they adopted half of the American SF notations (b,f,u,d) and they call the buttons 1(LP),2(RP),3(LK),4(RK),5(tag).
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  • KamhaulKamhaul The Iron Blooded, Cold Blooded, Hot Blooded Vampire Joined: Posts: 53
    does team order really matter in this game? like if a character is better as a lead or anchor?
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  • huckles98huckles98 Joined: Posts: 671
    does team order really matter in this game? like if a character is better as a lead or anchor?

    It could matter if you like to use one character in a tag assault for wall carry. Jack 6 has a good relaunch with his auto option TA.
  • tatakitataki misplaced Joined: Posts: 7,703
    does team order really matter in this game? like if a character is better as a lead or anchor?
    If you are going serious business, put your best character in the front, because if the front character does really bad the partner won't even get to play.
    I do the opposite ATM because I'm learning a new character.
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  • PatakaReadaPatakaReada Over Flowers Joined: Posts: 1,458
    Ah, I see. That makes sense. I've just been doing left right to mist step into a bound move into pulse blast for combos instead because it's a lot easier. I can see how doing the other one is more effective though...but it is a lot harder to do consistently.

    And sorry, I'm not very familiar with Tekken notations...what does WS stand for? And 1 is left punch, 2 right punch, 3 left kick, 4 right kick, correct?

    WS means while standing. The transitioning from crouch to standing.
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  • Monster637Monster637 Rage Trigger Joined: Posts: 1,212
    1. Eddy.
    2. I already covered this long ago-
    As a christie player since she was introduced , Thats the funniest Greatiest tekken video on earth to me LOL
    Sent From under Your bed......Using Your MOM!!!
  • YannickYannick Max Range Panta Rhei Joined: Posts: 4,467
    Do you guys know any beginner characters? I want to pick up Hwoarang because I played him is SFxT but he looks kinda difficult because of all his stances.(Right Flamingo, Left Flamingo, Right stance etc)

    :eek: I would recommend Paul and Asuka. Maybe not as a team, but as beginning characters.

    You have a good mix of safety, unsafe moves, strong moves, crushes, reversals, sabakis and cancels without either character being too deep into any of those things. They have a little bit of everything and can teach you about most nuances of the Tekken system whereas most characters focus on a few areas. These cats are good to help you get into the shallow end of the Tekken pool until you're ready to swim further out. :D
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  • TheAbsolutionTheAbsolution Joined: Posts: 737
    I need to find a second character with Devil Jin. I'm new to Tekken but I don't mind just frame moves since I'm a training mode monster. So far I'm debating between Heihachi and Lars because their Tag Assault fillers are pretty practical. I liked Feng in T6 but I'm not sure how much he'd help with combos.
  • tyler2ktyler2k All-around cool guy Joined: Posts: 24
    I need to find a second character with Devil Jin. I'm new to Tekken but I don't mind just frame moves since I'm a training mode monster. So far I'm debating between Heihachi and Lars because their Tag Assault fillers are pretty practical. I liked Feng in T6 but I'm not sure how much he'd help with combos.
    You can't go wrong with Lars, he can have a high skill cap (although at a basic level he still excels), but it's not nearly as high as a mishima. The benefit of DJ/Heihachi would be that they play very similarly so the transition between the two characters wouldn't be hard. The other benefit is that both characters are extremely strong, so if you stick with them, you'll be decently hard to deal with as you get better. The downside is your 1p and 2p execution has to be on point and they hate each other, so your natural rage generation is going to be pretty poor.

    So this is my advice:
    If you're planning on playing seriously or playing TTT2 for the long haul, go DJ/Hehachi
    If you're planning on playing not so seriously, I'd imagine DJ/Lars would be pretty fun
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  • Monster637Monster637 Rage Trigger Joined: Posts: 1,212
    I need to find a second character with Devil Jin. I'm new to Tekken but I don't mind just frame moves since I'm a training mode monster. So far I'm debating between Heihachi and Lars because their Tag Assault fillers are pretty practical. I liked Feng in T6 but I'm not sure how much he'd help with combos.
    Dont be another Lars pleeze man, he is a lame char .......... like ryu in Sf i keep hoping he is killed off
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  • Y2RyokoY2Ryoko Joined: Posts: 118
    My problem with this game, besides never playing T6 for more than a few hours, is that I can't figure out how to move. Everything feels awkward. When I tech, it's like I'm always teching at the wrong time, or every one of my opponents is reading me somehow. Or maybe I just don't understand how teching actually works. Sometimes my character just doesn't get up and gets OTG'd forever.

    On my feet, it just feels like I'm constantly underwater. When I watch people who actually know how to play, they look like they have a freedom of movement that I just don't understand. I thought the secret was just backdash canceling, so I spent the better part of a day learning it, but that only lets me retreat faster, not dance all over the stage like I own the place. I have combos, I have patience, and I have my characters (Asuka x Kunimitsu). All I need now is to figure out how to not stand still like an idiot or flop around like a Magikarp.
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