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Tekken |OT| of Tag Assaulting the Devil, Ogres, Wild Animals & MILFs (Bitcap Warning)

AAK

Member
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I. Tekken Tag Tournament 2
  1. General Information
  2. Cast
  3. Controls
  4. Basics
    • HUD
    • Movement
    • Attack Strings
    • Running
    • Grapples
    • Juggle Starters
    • Stuns
    • Minor Stuns
    • Netsu
    • Bound
    • Wall Combos
    • Stances
    • Throw Transitions
    • Unblockables
    • Crush System
    • Low Parries
    • Wakeup & Okizeme
    • Counters & Parries
  5. Tag Mechanics
    • Raw Tag
    • Wall Tag
    • Tag Combo
    • Tag Assault
    • Tag Crash
  6. Stage Dynamics
    • Regular Walled Stage
    • Infinite Stage
    • Floor Break
    • Wall Break Stage
    • Balcony Break Stage
  7. Other
    • Noodall's Throw Break Trainer
    • Series Release History
    • Pair Play Mode
    • Music
    • Screenshots
    • Video

II. Tekken Hybrid
  1. Tekken Blood Vengeance
  2. Tekken Tag Tournament HD
  3. Tekken Tag Tournament 2 Prologue
    • Cast
    • Media

III. Tekken On Nintendo Platforms
  1. Tekken 3DS Prime
  2. Tekken WiiU
    • Camera Angles
    • Practice Mode
    • Defile Your Opponent
    • Customization
    • Stage Editor

IV. Tekken X Street Fighter

Shoutouts to everyone who contributed to this in the T6 OT in the community forum: Sayah, MightyKAC, RelentlessRolento, Doomshine, zlatko, StalkerUKCG, GrayFoxPL,Flying Wonkey, Oichi/Reno, CcrooK, MarkMan, noodalls, _dementia, Lyte Edge, Rhazer Fusion, DrEyeRelief, USD, Teknopathic, and from TZ.com forums: ZeroEX, Blackpriest, Rip, Kane, Suiken, among many others I can’t remember right now :).

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AAK

Member
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  • Premise & History

    Tekken Tag Tournament 2 is the 8th mainline entry in the historical fighting game series, 11th if you consider Dark Resurrection, Bloodline Rebellion, and Advance as complete mainline entries. Development started shortly after the release of Tekken 6 BR early 2009 in parallel with the console version of Tekken 6. The scheduled release date in Japan has been finalized to September 14, 2011. Further releases in Korea, Phillipines, Australia, New Zealand, Thailand, Indonesia, and other countries in the Pacific Region will be held in the coming months.

  • Arcade Information & Banapass Information

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    - Pricing is as Follows:
    i. Delux Cab: 4,180,000 yen
    ii. Delux Kit: 2,380,000 yen
    iii. PCB: 698,000 yen

    - Tournament 2 is the first game machine by Namco Bandai that connects to a network world wide. To maximize the machine and the network connection performance, a "Live Monitor" is used in conjunction with the machines, allowing each country or region access to the top 20 players customized data that can be researched and compared at any time.

    - You must have internet connection for this game to work (the game cannot work offline)

    - You must have the game board charged via prepaid cards, ie, you buy charge cards which add "points" to your game board. Each time a player using the machine, 5 points are deducted. If your game board has zero points, the game stops working.The concept is that weekly/monthly live updates are given to the game board introducing new characters, venues, combo moves and more. These updates occur automatically without the need for the game owner to manually update their machines.

  • Banapass

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    - Banapass is the next step in the card based system for holding all the data of your character for Arcade fighting games pioneered by Sega with Virtua Fighter. In the old system, you needed a separate card for each character you played as. But now the Banapass promises to hold the data for every character in the entire game. Also, the Banapass will also be compatible with other games such as Dragonball Z: Zenkai Battle Royale. The other big news is how you can use this card indefinitely rather than the old cards where you had to get them renewed after a certain finite number of plays. There are also rumors that the Banapass will work with Sega games as well in the future which could be pretty big news in that regard.

    - For more information go here

After NEC During the Dec 3 weekend, Namco announced the Location tests for the United States. The location test details:
Start Date | Location | Address
12/5 | Fun Works (Ala Moana Shopping Center) | 1450 Ala Moana Blvd. #1060 Honolul, HI 96814
12/8 | Super Arcade | 1211 N. Grand Ave. Walnut, CA 91789
12/8 | Round 1 Entertainment | 1600 S. Azusa Ave. Suite 285 City of Industry, CA 91748
12/11 | Arcade UFO| 3101 Speedway Austin, TX 78705

Unfortunately there is no location test in NYC as there are no Namco operated arcades in the area and the arcades we considered didn’t have compatible cabinets.

The link to the TEKKEN-NET site for the location test is http://exam.tekken-net.jp/

The location tests are scheduled to last until 1/17/2012 and all the data saved on Tekken-net will be erased thereafter.

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Tekken Tag Tournament 2 will have the biggest roster of characters in the history of the series. Tekken 6 was the second highest with 41 characters total (38 if you don’t include Mokujin & Kuma/Panda – Christie/Eddy palette swaps). Tekken Tag Tournament added 3 more new characters to the roster bringing it up to 44:​

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First Row:
Paul Phoenix, Mashall Law, Lei Wulong (2) (3), King (2), Yoshimitsu (2), Nina Williams (2), Hwoarang (2), Ling Xiaoyu (2), Christie Monteiro (2) (3), Jin Kazama, Julia Chang (2)

Second Row:
Kuma, Bryan Fury (2), Heihachi Mishima, Kazuya Mishima, Lee Chaolan (2), Steve Fox, Craig Marduk, Mokujin, Jack-6 (2), Roger Jr., Anna Williams (2)

Third Row:
Wang Jinrei, Ganryu, Asuka Kazama, Bruce Irvine, Baek Doo San, Devil Jin, Raven, Feng Wei (2), Armor King, Lili Rochefort, Sergei Dragunov

Fourth Row:
Eddy Gordo (2) (3), Bob Richards, Zafina (2), Miguel Caballero Rojo, Eleonore Kliesen (2), Lars Alexandersson, Alisa Boskonovitch, True Ogre, Jinpachi Mishima, Jun Kazama (2), Panda


Click to see their partial movelist from the latest Arcadia magazine (Japanese only). For a comprehensive collection of data outlining all of the major differences between the current build of characters and their previous version see this thread:

http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=120491

Tiers as of November 25
S - Kazuya, Heihachi, Lars, Devil Jin, Hwoarang
A - Julia, Bob, Dragunov, Leo, Armor King, Zafina, Bruce
B - bryan, marduk, Jack, Lee, Nina, Lili, Steve, Feng, Jin, Paul, Anna, Jinpachi, Wang, Eddy, Christie, Asuka, Jun, Law, Miguel, Lei, Ganryu, Yoshi, King
C - Ogre, Ling, Raven, Bears, Alisa
D - Roger, Baek

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Notation:
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The Tekken controls have always been probably the most intuitive out of all the fighting games where each of the 4 face buttons represent the limbs of your fighter: 1 for your left hand, 2 for your right hand, 3 for your left foot, and 4 for your right foot. Based on these alone it was always fairly obvious what command would represent what attack just from visually looking at the moves since you’d automatically associate a button with whichever limb you saw go out to attack.

And the Tekken pad warriors generally play with their fingers just like an arcade stick simply because all of the individual commands in Tekken can be mapped onto all 4 of the face buttons so there is no need to resort to your thumbs where it might be difficult to press combinations like 1+2, 3+4, 2+3, 1+4 among others. However, since the release of SFIV vanilla, tournaments no longer had the strict ban against button mapping onto the shoulder buttons so there has been a rapid influx of pad users in tournaments using their shoulder buttons.

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^^^Above image of Mr. Naps (NA's best Bryan) vs Rip (2009 EVO champion, 2010 EVO Runner-up, 2011 EVO 3rd Place) playing on Pad


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Being a 3D game Tekken has always been about the in your face man v man struggles and hence has been more times than not been accused of being a game where you can resort to button mashing where the game's depth can be thrown out the window. Hopefully I can present a set of basics to everyone and show them the simple things that are really going through players mind in high level play and extinguish that misconception.​


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Extremely simple,there’s nothing so complicated like in the levels of Blazblue’s HUD. It basically shows how much health you have, how many rounds are left, and the time left for the round to finish. The only unique thing in the lifebar for Tekken Tag is the blinking bar. The blinking bar indicates that Netsu is activated and that’ll be explained later on.

In TTT2 is that the overall character HP appears to be the same in Tekken 6. Even though the developers claimed that there is now a pool of 2 health bars between the characters of a team so each individual lifebar will have a reduced amount of health to compensate for this and prevent longer rounds. But in actuality it appears that the damage dealt has been REDUCED over Tekken 6 especially when it comes to Juggle damage in the latest build shown for location testing at EVO:

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As we saw above thanks to the footage provided by Kane, the exact same combo was done by Lili in both versions of the game and at the last few seconds of the animation, the overall damage inflicted was less in TTT2 compared to T6, so that was quite interesting.​


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This is the core fundamental aspect people playing Tekken need to grasp. Since Tekken doesn’t have any zoning style projectiles, newer players automatically run up and start attacking (or mashing). What they really should be doing is trying to learn the deep footsie game and learn to space themselves properly.
The first thing people might realize is how hard it is to simply back away from a barrage of attacks your opponents throw at you, you can’t simply jump away and air tatsu out of a sticky situation. Holding back to walk back goes at a fairly snail pace, and backdashing has an extremely ugly recovery time after the backdash. What you have to learn is backdash cancelling. This is a technique founded by the Koreans Sung Dong Min, Jang Suwan, and Jang Iksu Tekken immortals back in the Tekken Tag Tournament days. It was the birth of a new frontier of turtling possible in Tekken. See the gif below:

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You can see the Bryan player holding back to back away, the next sequence you see Feng doing one backdash (I’m sorry it was VERY hard to find footage of people doing only backdashes) it’s kind of hard to notice but after Feng takes a step back he will be trapped in that position with a fairly large amount of recovery frames. However, then you can see Kazuya backdash cancel where he cancels the recovery of the backdash by going into crouch by pressing d/b and backdashing again before followed by another backdash cancel and repeats. Properly backdash cancelling enables you to properly space yourself and punish your opponent most successfully. This is the stand alone tactic which differentiates the best players and simply why the Koreans continue to dominate this series. This and this are videos from Aris further emphasizing the importance of movement in the game.

Backdash cancelling is paramount of importance but it’s not the only method of punishing your opponent. Simply ducking a good high in a string you anticipate or even sidestepping a linear move you also anticipated can also lead to big damage:

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But if you’re really hungry for damage and you timed your sidestep perfectly against a linear string or a hail-mary, you can go further and sidewalk all the way to behind your opponent to get some even bigger damage. But you have to be careful if your opponent knows you’re sidestepping them, they can use various tracking moves in their arsenal to catch you. Or they can simply use homing moves which will catch regardless of the direction you sidestep in:

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Notice the streak that followed Lili’s leg as she did the rotating kick on Jin as he attempted to side-walk her, that’s the visual cue that tells you it’s a homing move.


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Attack strings are simply a flurry of attacks that come out your character following a prescribed combination of button inputs. These don't require any timing per se and can be "mashed" out. For example, you hit 1,2,1 from Dragunov. He'll do a left, right, left punch combination which is simple enough. However, the properties of these attack strings are definitely something that should be considered as seen in the gif below.

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As you see, these are different from target combo's in Street Fighter in the sense that they don't necessarily mean every hit following the first attack will be guaranteed if landed cleanly. As you saw with Dragunov's 1,2,1; getting the first hit only guaranteed the second and the 3rd was blocked. However, if the first hit was done with a counter hit, then all of the next 2 punches were guaranteed. Therefore the 1,2 is an NC or a "Natural Combo" and the 1,2,1 is a NCc or a "Natural Combo only on counter hit". There are lots of strings out there in everyone's movelist that have these sort of properties and can be useful like in Dragunov's case, the 1 is a 10frame jab so it is highly likely you will be capable of getting the first hit as a counter hit.

Some strings might not have a first move that has such a fast startup BUT they can still be used for deadly mixups where the strings can branch into different attacks as seen in the gif below:

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Characters like Nina, Asuka, Anna, and others have attack strings that can branch into different moves where your opponent will be forced to guess between high and low attacks which can be really useful in closing rounds. Other strings can also be delayed, and hence baits your opponent to punish your attack when you have the last followup ready to catch him/her like Law's b+1,2,1:

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Every character also has at least one 10 hit string in their arsenal. It is like the title, a series of 10 attacks all alternating between high, mid, and low attacks allways ending with a devastating strike. These are usually the weapons that are done to eliminate mashers or torment people that are new to the game since they wouldn't know when to anticipate a low or a high to evade or low parry (covered later). These things aren't used in competitive play which is why I couldn't find any footage of it used in a match, but here is Ling Xiaoyu's from the TTT2 Prologue's model viewer:

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Lastly, the attack strings are usually very punishable and that's why you won't see people throw them out in the open during matches all that much. If they aren't punishable, then they would usually be able to be evaded with a sidestep or a duck or even a low parry to counter them as seen in the gif below:

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Running is an important tactic in Tekken because it is a very quick way to cover ground from an enemy far away for you to keep pressure and when you are in a running state, you have access to a core set of attacks:

  • Cross Chop - 1+2 after two or more steps: Your character does a double fisted head-first dive into your opponent.
  • Slide - 4 after 2 or more steps: Your character does a baseball slide doing a quick low attack that knocks down your opponent.
  • Shoulder Tackle - Automatic after 3 steps: Your character automatically shoulder charges into the other character carrying the momentum of running those 3 steps.
  • Slash Kick - 3 anytime during the run: A Bruce Lee style leaping dragon kick on your opponent that leaves you at a lot of (+) frames if they block it and knocks them down if they get hit, but it's easily sidesteppable
  • Floor Stomp - Automatic after 2 or more steps on grounded enemy: If your opponent decides to stay lying on the floor, you will step on them as you run past him/her

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But if you run into your opponent after 2 or more steps, you get an unblockable tackle where you pin your opponent on the ground and you can unleash any combination of up to 4 punches using either limb. There are 3 windows of breaking the unblockable tackle as seen in the gif below:

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Many characters get access to specific attacks while they are in a running state, for example Julia:

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AAK

Member
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  • Regular Grabs and Command Grabs
    Grapples are a very fundamental part of Tekken, especially because it is quite challenging to break. Every character has 2 generic commands for grapples. The first is 2+4 grab where you reach with your right hand; the second is 1+3 grab where you reach with your left hand. Both of these generic grabs have the unique feature of holding forward with the grab to extend the reach i.e. F+1+3 extends the reach of your left hand grab but you give your opponent a greater throw break window and the grab itself takes a few frames longer to come out. One positive attribute to a F+grab is that this causes your throw attempt to track both directions as well And lastly there are command grabs specific to each character that can be either left handed, right handed, or even both. To break the grabs you have to strictly input the correct limb corresponding to the incoming grab within 22 frames of the start of the grapple animation. For example, if a left handed throw is coming, you have to break with 1 or if a double handed throw is coming, you have to break with 1+2 as seen below:

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  • Side and Back Throws
    The other important thing about grapples is the orientation where the throw takes place. You can grab opponents on their sides and even their backside and you can get a unique animation from them. However, regardless if you do a left hand, right hand, or command grab from these back or side orientations, the same animation will come out and the same break command. So if you grabbed the opponent from the left side, you break with 1; if they were grabbed from the right side, you break with a 2; grapples from the back are unbreakable and that damage has to be taken.

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  • Crouching and Grounded Grabs
    The backs and sides aren't the only orientations you can grab your opponent from. A select few characters can grab a crouching opponent or even a grounded opponent. The reaching animation is the same for whichever notation they use (d/b+2+4_d/b+1+3 for grounded d+2+4_d+1+3 for crouching) and it's a 50/50 guess to break them.

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  • Multi-Throws
    5 of the characters including Nina, Armor King, Anna, Dragunov, and King have access to multi-throws in which you begin a throw animation and within the animation of throw, you can input another set of commands to continue the throw into another throw. There is no way of telling which follow up multithrow the grappler will choose and to break it, you basically have to guess:

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  • Air Throws
    There are throws that can be done during combo's which are always unbreakable and have to taken if landed. The first is an air throw which always end in a combo-ender except for Lars who can combo off it if there is a wall.

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  • Wall ThrowsThe last type of throw capable during combo's is wall combo's and it's only limited to Marduk, King, and Lili. These usually do quite a grip of damage since they have to sacrifice a juicy wall combo(described later) for a throw, so they overall balance themselves out.

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  • Character Tackles
    This was covered earlier in the running section but a lot of characters are capable of tackles from a neutral position. An example is Dragunov or Marduk; and a lot of their outputs during the tackle are different than regular tackle attacks. An example is right here:

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Juggles are the big bills of currency for damage in Tekken. The fundamentals base around moving/spacing and poking, punishing, and waking up properly (discussed later on). But when the opportunity arrives, you launch your opponent immediately. There are A TON of ways to launch your opponent and I'll try my best to organize and describe all of them to you. There are no official names for a bunch of these launcher other than "juggle launcher" so I'm going to be a little creative here.
  • Regular Knockdown Juggles
    1. Orthodox Juggle Starter - (Asuka f+2) - This is the most common juggle starter in Tekken where the opponent is uppercutted upward with their body rougly horizontal with the floor and his/her head away from allowing you to easily continue the juggle with almost any move in the command list
    2. Upward Thrust - (Lars f,f+2) - Here, the move thrusts the opponent to the sky from a lower part of the body making the opponent perfectly horizontal but instead with his/her head toward you making the hitbox for continuing the juggle more tricky
    3. Wild Flip - (Ling AOP u/f+3) - The opponent starts backflipping wildly, these juggle starters require you to quickly jab or bound (explained later) since they will fall to the ground pretty fast. Other examples are Alisa's u/f+4 or Feng's d/f+3.
    4. Projectile Propulsion - (Devil Jin WS+2) - The impact of your strike will catapult your opponent in projectile motion a far distance requiring you to dash far to continue your juggle, but pretty damn awesome looking.
    5. Half Barrel Roll - (Eddy/Christie SS+3+4) - Here the sideways-esque attack will launch the opponent in a hybrid between a flip and a cartwheel but it never finishes and just leaves the opponent dangling in the air waiting for you to continue juggling them.
    6. Skyward Eruption - (Jack f,F+2 o) - This just looks like a Volcano Eruption. It's a massive strike that causes the opponent to spiral miles high in the air before falling, they go so high that when they fall they even bounce up again giving you plenty of time to add any juicy combo filler.
    7. Light Projectile Propulsion - (Law d+2,3) - Little bit like Devil Jin's WS+2 but in a much lower pronounced magnitude, there is no need for dashing forward. the next combo followup just needs to be executed then and their or the juggle will be missed.
    8. Backflip - (Lei f+3,1,b+2) - Pretty self explanatory where the opponent just gets knocked into the air where they're flipped and continuing the juggle will put the opponent in a similar orientation to the upward thrust.

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  • Low Juggle Starters
    1. Flair Trip - (Yoshimitsu FC d/f+1) - Calling it the flair trip because it reminds me of the flair trick in BMX stunts, it twirls them around and half flips them simultaneously giving you enough time to juggle successfully.
    2. Half Cartwheel - (Lars d/b+4) - This trip will fire your opponents legs into the foreground until their head hits the ground and in that animation they can be juggled
    3. Multi Cartwheel - (Paul qcf+1+2) - Usually a power low that will make them spin 1.5 times in a cartwheel motion which likewise gives you the mos time for a juggle filler and hence leads to the most juggle damage.
    4. Split Trip - (Zafina TNT d+1+2) - This isn't usually a juggle starter but in many cases it is where the opponents legs get split and they end up falling. Zafina's TNT d+1+2 is quick enough for her to get moves from her Mantis stance

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  • Bounce Juggle Starters
    1. Regular Bounce - (Lars u/f+4) - Usually a visceral overhead strike that smashes the opponent to the ground and then the momentum just causes them to bounce up high in the air to continue the juggle normally
    2. Bounce to Flip - (Zafina SCR 1+2) - Just like a bounce, but even more visceral where they flip up while bouncing but it's harder to get good damage due to the horizontal orientation with their head facing you

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  • Knockdown Recoil Juggles
    A very specific move that forcefully knockdowns your opponent with quick recovery, and the knockdown animation will have a portion where the legs recoil, and during that window you can land a clean hit for a specific move as seen below:

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  • Grapple Juggle Starters
    A lot of grapples can juggle your opponent, it's relatively self explanatory as seen below:

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  • Character Specific
    Other than that, there are always character specific tools where certain characters recover a lot faster and can turn a knockdown animation that isn't normally a juggle starter, into a legitimate juggle starter as seen below:

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Stuns are another fascinating part of Tekken. With such an abundance of moves it's customary that it should have a magnitude of hit responses to accommodate all of them. When your opponent is stunned it is always an opportunity to unleash free damage upon them. Here the various stuns that certain moves inflict will be discussed.

  • Breakable Stuns
    1. Double Overstun - (Nina d/f+1+2) - A gut stun that has the opponent holding their stomachs before collapsing on the ground. It lasts for a very long time and gives you ample time launch the opponent naturally. to break this you have to tap f right after it hits you.
    2. Stagger Hit - (Nina b+4) - A snappy strike to the face that will cause the opponent to stagger and real back from the attack slightly. Moves that inflict this stun usually have quick recovery allowing you to land a free juggle if the stagger isn't broken by holding D.
    3. Flop Stun - (Miguel d/f+3,2) - Another quick strike to the upper body which will cause your opponent to lose balance and touch the floor momentarily before regaining composure and returning to neutral position. That phase of when he/she gets back up is a perfect opportunity for free damage. It can only be avoided if they tech by tapping 1 or 3 right when they touch the floor during the flop stun.

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  • Crumple Fall
    Crumple Falls always entail situations where the attack causes the opponent to stand upright for one second before crumbling into the ground like a ragdoll, but the key identity of a crumple fall is the moment of standing upright before falling.

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  • Crumple Fall Stun
    Crumple Fall Stuns involves the opponent getting hit by an attack inducing a short state of grogginess before they end up staggering to the floor backward giving the opponent enough time to dash forward and start a juggle.

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  • Crumple Stun
    Crumple Stun harbor all of the other possible stuns that have the opponent falling down which isn't a staggered/groggy fall nor an upright figure crumbling down.

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  • Block Stun
    The block stun is simply the stun that is inflicted on opponent by blocking their damaging low attack (usually a low attack which initiates a juggle). Once it is successfully blocked they'll be momentarily stunned giving you a guaranteed follow up. These stuns are usually very long and give you enough advantage to even launch your opponent for a lot of juicy damage. This exemplifies the danger of using too many low moves. Even if the low move is safe on block, they can still be low parried (explained later)

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Minor stuns are basically move properties that inflict a certain painful animation but does not lead to any damage. This section was by far the most difficult to come up with a format to explain because there are just so damn many but here is the best way I could explain it.​

  • Minor Stuns
    There are SO MANY types of minor stuns that I couldn't keep track of them, every time I thought I figured them out another one get noticed in some match video. Just to give you an example:

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    However, there are a group of specific minor stuns that could be classified.

  • Orientation Stun
    Orientation stuns are move properties that can help dictate the flow of the match for you. The most common one is the OC which forces your opponent to crouch, therefore you have situations where the only available moveset your opponent will have in that position is a WS (while standing) move or a crouching move which is severely limited since those moves are usually linear. They have to return to the neutral position as fast as they can but it's not especially easy, so it's always a good idea to keep the pressure on or just sidestep their oncoming retaliation.
    1. OB - (Julia 2~u_b) - Force opponent's back to face you
    2. OC (Ling d+1) - Force opponent to crouch
    3. OS (Ling f,f+3) - Force opponent's side to face you

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  • Using Minor Stuns Mid-String (See String Section)
    Noticing which moves cause minor stuns can be useful in visually figuring out which moves are NC of NCc. If the first or any preceding command in your string will cause a minor stun, the next will be guaranteed as a natural combo as seen here:

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  • Guard Stun
    Guard stuns are another type of move property to dictate the flow of the match for you. Guard stuns are inflicted when your opponent block a particularly hail mary of an attack that puts them into a guard stun. During this guard stun they can't do anything except keep blocking which shuts down a lot of options your opponent has and allows you to keep on applying pressure.

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Throw Transitions are a move property that happens when a certain attack connects and initiates a throw like animation. A lot of times certain requirements need to be done such as the hit has to be on counter hit among others. Here are various examples:

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A lot throw transitions can be done mid juggle as well, making very high damaging juggle enders

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Netsu is a game mechanic originating from the original Tekken Tag tournament. Netsu literally translates to fever. This is the mechanic where if you took a certain amount of damage, your partner gets angry and hence gets “a fever” which is where the Netsu term originates from. The visual cue to know whether or not Netsu is activated is by the blinking lifebar. To give an example of the damage increase with Netsu take a look at the GIF below:

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In the original Tekken Tag, the activation for Netsu depended on the number of hits the character took and changed depending on the team, i.e. a team with good chemistry like Jun and Jin require fewer hits to activate netsu for them. And on the other exteme a team that hates each other like if Heihachi and Kazuya are partners then neither of them will ever have netsu activated. TTT2 retains that concept. Thanks to noodalls for compiling the info:

In order for a character to initiate Netsu, they must be tagged out and the point character must take a certain amount of damage before they will get the fever. Once the damage quota is filled, the lifebar will start blinking red and when they come in, the damage boost will be on but for a short period of time. The damage is dependent on the allegiance between the partners.

- If the Tagged out Character Likes the Point Character: 100 points of Damage Taken by Point Character
- If the Tagged out Character is Neutral with Point Character: 113 points of Damage Taken by Point Character
- If the Tagged out Character Disikes the Point Character: 123 points of Damage Taken by Point Character
- If the Tagged out Character Hates the Point Character: 128 points of Damage Taken by Point Character

Allegiance Chart

  • Alisa
    Likes (+1): Yoshimitsu, Jin, Lee, Jack-6, Raven, Zafina, Lars
    Dislikes (-1): Xiaoyu, Ogre
    Hates (-2): Bryan
  • Anna
    Likes (+1): Kazuya, Bruce
    Dislikes (-1): Jin, Eddy, Lars, Ogre
    Hates (-2): Nina
  • Armor King
    Likes (+1): King, Jaycee
    Dislikes (-1): Ogre
    Hates (-2): Marduk
  • Asuka
    Likes (+1): Lei, Bob, Miguel, Leo
    Dislikes (-1): Alisa, Ogre
    Hates (-2): Jin, Feng, Lili
  • Baek
    Likes (+1): Hwoarang
    Dislikes (-1): Jin
    Hates (-2): Ogre
  • Bob
    Likes (+1): Paul, Law, Jin, Ganryu, Miguel
    Dislikes (-1): Steve, Ogre
    Hates (-2):
  • Bruce
    Likes (+1): Kazuya, Anna
    Dislikes (-1): Lei, Nina, Jin, Lars, Ogre
    Hates (-2):
  • Bryan
    Likes (+1): Dragunov
    Dislikes (-1): Jack-6, Alisa, Ogre
    Hates (-2): Lei, Yoshimitsu, Heihachi
  • Christie
    Likes (+1):
    Dislikes (-1): Ogre
    Hates (-2): Jin, Kazuya, Eddy
  • Devil Jin
    Likes (+1):
    Dislikes (-1):
    Hates (-2): Hwoarang, Xiaoyu, Heihachi, Kazuya, Asuka, Dragunov, Zafina, Ogre, Jun
  • Dragunov
    Likes (+1): Jack-6, Devil Jin
    Dislikes (-1): Ogre
    Hates (-2): Nina, Jin, Raven, Eddy, Lars
  • Eddy
    Likes (+1): Nina, Christie, Jin
    Dislikes (-1): Lars, Ogre
    Hates (-2): Kazuya
  • Feng
    Likes (+1): Law, Wang, Jinpachi
    Dislikes (-1): Lei, Ogre
    Hates (-2): Heihachi
  • Ganryu
    Likes (+1): Jaycee, Devil Jin
    Dislikes (-1): Lili, Bob, Ogre
    Hates (-2):
  • Heihachi
    Likes (+1): Xiaoyu, Kuma, Panda
    Dislikes (-1): Yoshimitsu, Steve, Jun
    Hates (-2): Jin, Kazuya, Lee, Jack-6, Wang, Devil Jin, Jinpachi, Ogre
  • Hwoarang
    Likes (+1): Jin, Baek
    Dislikes (-1): Ogre
    Hates (-2): Devil Jin
  • Jack-6
    Likes (+1): Kazuya, Anna, Bruce
    Dislikes (-1): Nina, Eddy, Lars, Alisa, Ogre
    Hates (-2): Jin, Raven
  • Jin
    Likes (+1): Nina
    Dislikes (-1): Xiaoyu, Christie, Lee, Jack-6, Anna, Bruce, Raven, Jun
    Hates (-2): Lei, Heihachi, Kazuya, Devil Jin, Zafina, Lars, Alisa, Jinpachi, Ogre
  • Jinpachi
    Likes (+1): Kazuya, Wang
    Dislikes (-1):
    Hates (-2): Heihachi, Devil Jin, Ogre
  • Julia
    Likes (+1): King, Marduk, Armor King
    Dislikes (-1): Ogre
    Hates (-2): Heihachi, Ganryu
  • Jun
    Likes (+1): Jin, Kuma, Roger Jr, Asuka, Panda
    Dislikes (-1):
    Hates (-2): Heihachi, Devil Jin, Ogre
  • Kazuya
    Likes (+1):
    Dislikes (-1): Raven, Eddy
    Hates (-2): Lei, Nina, Jin, Heihachi, Lee, Wang, Devil Jin, Zafina, Leo, Lars, Ogre, Jun
  • King
    Likes (+1): Jaycee, Marduk, Armor King
    Dislikes (-1):
    Hates (-2): Ogre
  • Kuma
    Likes (+1): King, Heihachi, Mokujin, Roger Jr, Armor King, Panda
    Dislikes (-1): Paul, Ogre
    Hates (-2): Xiaoyu, Jin
  • Lars
    Likes (+1): Lee, Wang, Raven, Zafina, Alisa
    Dislikes (-1): Ogre
    Hates (-2): Jin, Heihachi, Kazuya
  • Law
    Likes (+1): Paul, Yoshimitsu, Steve
    Dislikes (-1): Ogre
    Hates (-2): Baek, Lili
  • Lee
    Likes (+1): Wang, Lili, Lars, Alisa
    Dislikes (-1): Ogre
    Hates (-2): Heihachi, Kazuya
  • Lei
    Likes (+1): Steve, Mokujin, Wang, Asuka
    Dislikes (-1): Nina, Bruce, Feng, Ogre
    Hates (-2): Kazuya
  • Leo
    Likes (+1): Xiaoyu, Jaycee, Wang, Asuka, Feng, Lili
    Dislikes (-1): Jack-6, Anna, Bruce, Ogre
    Hates (-2): Kazuya
  • Lili
    Likes (+1): Kuma, Ganryu, Asuka, Leo
    Dislikes (-1): Ogre
    Hates (-2): Nina, Jin, Heihachi, Kazuya, Eddy, Lars, Alisa, Jinpachi, Jun
  • Marduk
    Likes (+1): King, Jaycee
    Dislikes (-1): Ogre
    Hates (-2): Roger Jr, Armor King
  • Miguel
    Likes (+1): Kuma, Roger Jr, Panda
    Dislikes (-1): Ogre
    Hates (-2): Nina, Jin, Eddy, Bob, Lars,
  • Mokujin
    Likes (+1): Jaycee, Kuma, Roger Jr, Panda
    Dislikes (-1):
    Hates (-2): Jin, Kazuya, Devil Jin, Alisa, Jinpachi, Ogre, Jun
  • Nina
    Likes (+1): Jin, Eddy
    Dislikes (-1): Lei, Christie, Steve, Lars
    Hates (-2): Anna, Ogre
  • Ogre
    Likes (+1):
    Dislikes (-1): Paul, Yoshimitsu
    Hates (-2): Jin, Zafina, Jun
  • Panda
    Likes (+1): King, Xiaoyu, Jaycee, Lee, Mokujin, Roger Jr, Wang, Armor King, Alisa
    Dislikes (-1): Ogre
    Hates (-2): Kuma
  • Paul
    Likes (+1): Law, Bryan, Kazuya, Steve
    Dislikes (-1): Kuma
    Hates (-2): Ogre
  • Raven
    Likes (+1): Zafina
    Dislikes (-1): Jin, Kazuya, Alisa, Ogre
    Hates (-2): Yoshimitsu, Heihachi, Dragunov
  • Roger Jr.
    Likes (+1): King, Yoshimitsu, Kuma, Steve, Mokujin, Armor King, Panda
    Dislikes (-1): Ogre
    Hates (-2):
  • Steve
    Likes (+1): Paul, Law, Lei, Nina
    Dislikes (-1): Ogre
    Hates (-2): Jin, Heihachi
  • Wang
    Likes (+1): Xiaoyu, Feng, Jinpachi, Jun
    Dislikes (-1): Ogre
    Hates (-2): Jin, Heihachi, Kazuya, Devil Jin
  • Xiaoyu
    Likes (+1): Jin, Heihachi, Lee, Wang, Alisa, Panda
    Dislikes (-1): Anna, Asuka, Lili, Ogre
    Hates (-2):
  • Yoshimitsu
    Likes (+1): Roger Jr, Alisa
    Dislikes (-1):
    Hates (-2): Bryan, Ogre
  • Zafina
    Likes (+1): Wang, Raven
    Dislikes (-1):
    Hates (-2): Jin, Kazuya, Devil Jin, Jinpachi, Ogre, Jun


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This is a new system introduced in Tekken 6 where certain spike moves in each character’s movelist could be used to re-bound the opponent and continue the juggle with moves that might have previously needed less start up frames.

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As you saw, after the bound, Baek could dash forward and end the combo with a tsunami kick after the previous barrage of juggle filler that wasn't possible previously in the series. This will lay the foundation for the Tag Assault we’ll see later on. And you CAN’T bound more than once in a combo except for certain situation which will be described later on.


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Walls in Tekken work like any other 3D fighting game like Soul Calibur, Dead or Alive, and Virtua Fighter. It's a dead end for where you or your opponent will have to stop turtling and do some risky maneuvers to have a better vantage point. But once a juggled opponent reaches a wall (which is the most common scenario) you will be able to finish that combo with some very juicy damage.

This is going to be tricky to explain but IMO the best way to simplify wall combo's is to divide them into low wall splats, high wall splats, and wall stuns:

  • Low Wall Splat - The moment your opponent hits a wall while they were juggled. This gives you the opportunity to hit moves and strings that you normally couldn't during regular juggles which can lead to massive damage. Usually players conserve their bound attack until they reach the wall which usually yields in better results.
  • High Wall Splat - This is the exact same thing as a low wall splat except that it happens when your opponent hits the wall during the juggle when they are significantly higher in the air rather than parallel to you. You can basically input an extra attack before continuing your stable low wall splat combo's.
  • Wall Stun - A wall stun happens when you manage to unleash a far knockdown move to your opponent while their back is to the wall leaving them in a stunned wall position at the wall. What is unique about this command is how you can lightly wait for the opponent to forward a little bit and do a mini-juggle before they end up returning to the wall but this time in a form of a low wall splat.

All of this can be observed with the gif below:

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AAK

Member
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Stances work in Tekken like any other fighting game. You input a certain command to enter into that stance and from that stance you will have access to a plethora of new moves that you weren't capable of unleashing from a neutral position. A lot of characters can interchange between stances like Zafina, Hwoarang, Ling, Lei, or Steve among others which makes their use pretty complex and beautiful to watch simultaneously. Taking for example Hwoarang and his transitions between his 4 stances:

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It's quite fast and you need versatility to properly use stance heavy characters like that. Their strengths like in their mixups and their ability to keep their opponent guessing. Some moves cause him to transition, but instances where Hwoarang tapped ~f right after a move cancelled into his Left Flamingo Stance, which in the end made it safe whereas it could have been easily punished had it gone through completely.​
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Unblockable attacks would probably be the equivalent of a super or an ultra because the usually entail the most damaging move a character has. Like the name of it, it's an unblockable attack so if the move will connect the damage will be done completely, but they are always the slowest moves the character has and hence very easy to counter hit them out of it. The few character that have projectiles like True Ogre's fire breath and Alisa's rockets are also considered unblockables.

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This is one of the most controversial inclusions in the Tekken saga which a lot of the old school players aren’t too fond of, it’s the crush system. Crush basically implies a “dodge”. Some moves have specific properties that can dodge a low attack or a high attack. If a move dodges a low attack, it’s called a low crush move, and those moves usually involve airborne manoeuvers. Similarly if a high attack is dodged it’s called a high crush move. The gif below gives some examples:

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Another you might have noticed was how Lei had a specific FCD (Facedown) stance that crushes highs and a good majority of mids, so you have to be aware Tekken also has stances with those kinds of properties as well, not just moves. Ling Xiaoyu’s AOP stance also has similar properties.

The reason why a lot of veteran players didn't like this addition to the series was because they felt that certain moves which could juggle you while crushing a high or low (like Lar’s u/f+3 or generic hopkicks) was far too overpowered and led to random wins. But in my opinion, it’s part of the game and adds a lot of hype factor into the gameplay; as frustrating as it can be I cherish this addition to the series


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Low Parries is a defensive manoeuver to shut down constant low pokes from your opponent or even low attack during an attack string from your opponent like Law’s b+2,3,4 Junkyard string. This was introduced in the original Tekken Tag probably to take care of all the nuances Eddy gave the entire roster back in Tekken 3. It’s pretty simple to execute but the timing definitely is important where you input a d/f right before the low attack connects on you. This will put your opponent directly in a bound state and allow you to perform a mini juggle on your opponent:

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Sometimes, it’s better to simply block a low attack if the guard stun inflicted on your opponent is long enough for you to perform a more damaging punish or even a complete juggle combo. That’s why it’s best to practice and know how to defend appropriately against the majority of the cast.


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Along with movement and spacing, wakeup is the other fundamental mechanic of Tekken that players NEED to understand and prioritize to survive in this game. After talking about wakeup we'll talk about Okizeme. Okizeme basically translates to your course of action against an opponent grounded. So it basically talks about what you can do to counter someone who's attempting to wakeup.

Tekken probably has the most complex wakeup system in all of fighting games. There are a multitude of ways to do it in this game, First we'll talk about Quick getups:

  1. Quick Getup
    • Chinese Getup - Hold Forward while landing, do a spring kick back into a standing position.
    • Tech Roll - Tap 1_2 while landing to tech roll into the background and vice versa tap 3_4 to tech roll into the foreground.
    • Quick Backroll - Hold B after a Mach Breaker-esque knockdown to quickly return to a standing neutral position.
    • Quick Backroll 2 - Hold D/B from a roll back knockdown to quickly return to a standing neutral position.

    ibeDjba4lVv7W3.gif


    These are all commands that must be inputted during the landing period. If you wait, you'll get a different set of options that will be outlined below. The quick backroll is the only option that has no risk tied to it, the other two such as the tech roll or chinese getup both dangers that can apply to them but rewards simultaneously. Tech rolling is usually the best route to go with unless you know your opponent has a tech trap set up for you which will be explained later.

    Moves that spike you onto the ground do not allow you to do quick getup moves.

  2. Regular Getup
    • Quick Getup - Tap u, Fastest way to return to a standing neutral position from a grounded position
    • Low Kick - Tap 3, Rise directly to a low kick, unsafe. Properties different if Facedown/Faceup.
    • Mid Kick - Tap 4,. Rise directly to a mid kick, unsafe. Properties different if Facedown/Faceup.
    • Backroll/Forward Roll - Hold B or F to roll backward or forward to get farther or closer to your opponent
    • Spring Kick - B+3+4 to do a slow spring kick that goes a far distance. Slow, seeable, safe
    • Sideroll - Tap 1 to roll into the background, or d+1 to roll into the foreground for a better vantage point in arena
    • Lying Toe Kick - Tap d+3 or d+4 to do a toe kick while your player is lying on the ground from their FUFA position. Very deceptive yet unsafe & paltry damage.
    • Cross Chop - F+1+2_B+1+2 to roll in a specific direction followed by a cross chop head dive. Slow, seeable, but safe.

    iCYmoq3K2BZsy.gif


    This is where lots of people get lost and unable to decide what choice to go with for wakeup. Each has their advantages and disadvantages. If you know your opponent is about to hit you with a low hit, it's best to quickly getup and block low. If a wall is behind you, you should sideroll to get a better vanatage point or to avoid a potential running stomp. You could land any of the 4 attacks (low,mid,spring kicks, crosschop) to stop a bitbulling opponent. But each of those choices have disadvantages.

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  3. Getupkick Intricacies

    As you saw in the above GIFS that the 3 and 4 getup kicks don't cause knockdowns, BUT if they hit on CH, then they will knock your opponent down and give you more breathing room and unleash your own okizeme options. But the other interesting thing is how the properties of the kicks from a FDFT (feet down feet towards) position are automatically Counter Hit so it will knockdown your opponents regardless. However, remember they are always unsafe:

    i8GHTOv6IlSF4.gif


    acadcad

  4. Techroll Intricacies

    Techrolling is one of the most powerful tools to escape free damage your opponent can deal but it can be equally fatal:

    iuW3gU1zbPD22.gif


    Julia's CH 1~1,1 string (among many others by various characters) causes a stun that leads to free damage follow ups, that can be avoided by techrolling. And there is also certain moves like Bruces' d+3,4 that can reset the juggle when an opponent lands on the ground, that can only be avoided by techrolling. BUT as we saw above, there are unblockable setups that people can save for techrollers that are absolutely devastating. So it's important to choose wisely on how to getup.

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  5. Other Okizeme

    So not just with techrolling, but every other frontier available for someone to wakeup with, there are a set of tools each character has as an option for okizeme against those techrollers as seen below:

    ibd87DSBszd2dm.gif


    Some follow ups are guaranteed and others are strategically selected to optimize your damage or position. It's a whole world of possibilities with okizeme and it's definitely one of the deepest aspects of playing Tekken that can be disastrous for you yet rewarding simultaneously.

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Counters in Tekken work just like how you'd expect in any other fighting game. Counters work on physical strikes coming from your opponent and reverse them into a throw like move which does a bit of damage. Usually the more powerful the attack attempted the more damage the counter inflicts on your opponent. However, this isn't like DOA3 where the counters take priority over everything, in fact it's possible for you to counter their counter. This is called a "chicken". This works where if you used your right limb to strike the opponent and they countered, you can "chicken" their counter by pressing f+2+4 right after it was initiated breaking out of their counter. If your left limb was used or a double handed strike, you use f+1+3. However, there are a lot of moves that can't be countered, the main ones are elbows and knees, so you have to be careful of them if you play a turtle character an those situations arise. And Likewise some characters have counters which can't be chickened like Marduk or Raven.

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Another defensive maneuver available to many characters are parries. Parries can't be reversed like counters, but they don't automatically unleash a throw like the others described above. Parries require you to manually do a counter attack after parrying their attack which usually leaves you at a frame advantage. However, usually things aren't guaranteed after parries, but if the move done by your opponent has a really large recovery, you can consider it guaranteed damage.

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And Lastly, there are certain attacks by various characters that automatically parry or neutralize attacks done by your opponent. The only classified one is called the Sabaki Parry where the attack that comes out auto-parries their move allowing you to continue your own.

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Now to talk about the 2 v 2 mechanics of this game. Since you only have control over one character at a moment in time you switch between them by pressing the 5 button. However, it’s extremely unsafe and you can easily get punished for it. In the original Tekken Tag, you could tag cancel by pressing u,u/b to instantly enter in a blocking stance to protect yourself from an oncoming attack. This isn’t the case anymore and you have to be much more careful with your tags:

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You can minimize the recovery window by doing an Ukemi Tag which can be done by hitting 5 RIGHT when you hit the floor to make a quick tag which is safer than the usual raw Tag. It's still unconfirmed whether or not it's completely safe or not but this is the information provided by the Arcadia magazine.

Raw tagging in has some special properties. When you tag out, the game system recognizes the incoming character in a running state and allows you to do specific attacks that were only possible if you were already running like the head dive, baseball slide, and slash kick:

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These are some great tools to have keep your opponent guessing. I couldn’t find a video of someone using the tag in Slash kick but I just put it there to make sure everyone knows it’s part of it. Also, those 3 attacks above are generic for the entire cast but the unique tag in attacks are also possible with this such as Dragunov’s WR+2, Julia’s WR+1, King/A.King’s iSW, etc


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The brand new feature in Tekken Tag 2 is of course tagging with walls behind you since the original Tekken Tag Tournament only had infinite stages. When a character tags out from a wall, their partner comes jumps in rather than runs in so the run in properties seen above won’t be possible with wall tags. But there are several unique properties with wall tags such as better recovery and its own potential risks:

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So if a character lands, they are pretty much safe from any attack, but what they have to be careful is not to get hit before landing or else you’ll be floated and eat a complete combo. The damage isn’t as severe as getting caught with a launcher when doing a raw tag, but the damage still is pretty serious.

There are also risks associated with punishing wall tags but with an equal reward as seen below:

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So if you miss you will get owned by the incomming character, but if you get a happy birthday you’ll indulge yourself in beating on both of your opponents simultaneously. However, this is very different from MvC where the assists characters have the damage heavily scaled against them, but in TTT2 the outgoing character getting combo’ed has damage scaled down for them.


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Tag combos are a returning staple from the original Tekken Tag Tournament. Tag combo essentially involve the point character landing a launcher and quickly pressing the tag button simultaneously to leave the play field and allow their partner to complete the combo. The advantage of using these tag combo’s is to eliminate the red health from your opponent so they won’t be able to recharge their health when tagged out:

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The tag launchers aren't only restricted to the beginning of the combo, they can be done at the end of a combo as well for example seen with Lee and Steve. Lee has the vastly superior wall carry compared to Steve so he ended his portion of the juggle with a tag launcher before tagging in Steve to finish the combo and eliminate as much red health as possible:

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The same effect applies to tag grapples. The below grabs were done by pressing hcb+1+2 with Christie/Eddie & 1+3~5 with Zafina and True Ogre as her partner. These are specific tag grabs only possible with those combination of characters but there are also the generic tag grabs which can be done by simply pressing 2+5. The rules for breaking throws still apply for tag grabs; everything depends on which limb was used to grapple you.

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Lastly, there are also unique "Special Tag Team Combo's" with certain teams that only they can be capable of, these are still being discovered but Hwoarang/Baek and Nina/Anna are potential teams:

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Tag Assault is probably the most anticipated feature added to TTT2. Tag Assault combos combine the bound properties of juggles with the tag combo function explained previously. Instead of tagging in your character after a launcher after a tag combo, you tag them in after a bound move. If you successfully inputted a tag assault, the opponent should be bounced up back in the air rather than the usual bound crumple animation seen previously. Now your tag partner can come in and input one string of attacks before relinquishing control back to the point character to finish the combo after him. There are some important limitations placed by the designers on tag assaults for the sake of balance that need to be outlined:
  • Tag Assault combo’s unlike normal Tag combos do not eliminate any red health on your opponent
  • Tag Assault combos consume the red life and netsu status of your incoming partner even before inputting his/her string of attacks
  • If a Tag Assault connects, the opponent's tag partner outside the playing field automatically activates Netsu

Therefore, sometimes it might not be wise to do a Tag Assault combo if it means sacrificing too much of your red health which could be of use later on in the round. But in the end, you have judge each scenario accordingly:

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But the most interesting part of the tag assaults is the stipulation of only 1 string allowed during the post bound juggle filler. So that does imply that you can’t simply do 1, 1, 1, jabs to wall carry during the tag assault. Only the first 1 will connect before transferring control back to the point character. However, IF you cancel the string into a stance, the tag assault combo allows you to continue as seen below:

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Steve did 3 different strings in between 2 stances. The first string is d/f+1,2~1 which is then cancelled into FLK stance follwed by his 2nd string 1 cancelled back into FLK stance and then transitioning into his final string ALB+2. That basically means that you can hypothetically continue the tag assault indefinitely if you keep cancelling a string back to a stance with whichever character it’s possible with such as Steve, Hwoarang, Baek, Zafina, etc. However, there is also a timer in place you can’t perpetually remain in the Tag Assault mode, the control will switch back eventually.

Other neat info is that every character has a generic tag assault move with 1+2+5, it’s a downward hammer fist that has a pretty lenient hitbox yet small damage but it should work in every character’s juggle. This is something put in place to make it easy for beginners to be able to do a tag assault in case they never memorized the specific spike moves that can bound and hence tag assault. Another thing, is that many people might look at the tag assault combo's above and feel like it's a very daunting task to pull one off, the Tekken team has you covered there as well. Beginners can just hold the 5 button during the tag assault and the incomming partner will do an automated juggle filler for you. This simplifies things for people who still want to enjoy these technicques that are relatively high level.

The other neat info is that Tag Assaults can also be used as a form of tagging in a character. After inputting the tag assault string, and the control switches back to the point character and you don’t input any command, the point character will tag himself out so it is a safe method of tagging if you don’t want to risk going for raw tags.


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The Tag Crash feature is also very foreign in the realm of Tekken and is the first time any sort of meter management has come into play for this series. Tag Crash is essentially a safe method of raw tagging your partner into the play field with the condition that your partner has netsu activated. If that is the case then you can “Tag Crash” your partner in from a knockdown position by inputting 1+2+5 to safely tag your partner into the play field at the expense of the netsu status & the point character's red health.

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However, Tag Crash has been discovered as punishable if it whiffs and can be sidestepped:

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AAK

Member
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Your standard walled stage, a staple in the series since Tekken 4.

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The old school style of stages, a turtle’s paradise. So far there’s only the Christmas stage, school stage, and DBZ-Namek stage

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A returning stage type from Tekken 6 where there are various pressure points across the top floor of the stage where any spike move (not necessarily just a bound move) will cause the floor to crumble and send the opponent into a bound state to continue your combo.

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This is one instance where a double bound is possible. If you bounded your opponent previously before floating him to one of those pressure points throughout the stage and finishing it with a spike move, they’ll fall and have the bound crumple animation again allowing you to get more damage​


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Also another returning stage type from Tekken 6 where you can do any move that causes a knockdown in which the opponent is forced back will cause a Wall Break. And from a wall break you combo will continue

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This is a new stage dynamic specifically in Tekken Tag Tournament 2 which utilizes both characters in your team. This takes place in stages with a balcony like Snow Castle, Tekken 3 Jin Redesigned Stage, Oil Refinery stage, and the Desert stage. If a knockdown move is done in this scenario then the opponent will fall off the balcony and instead of you falling down with the opponent, your partner will be waiting downstairs and continue the combo for you.

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A very interesting feature of the balcony breaks is that your partner downstairs can attack the opponent either before he/she falls to the ground or after he/she fall to the ground. You have to prioritize how you want to attack based on what moves were done on the opponent to have them fall of the balcony in the first place. If a long juggle was inflicted before then it’s better to wait for the opponent to fall and get into a bound position and complete the juggle. But if there wasn’t much damage done as in the GIF above, then it’s better to interrupt the fall and do a staple juggle for maximum damage.​


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Tekken Zaibatsu's premier contributor of all technical information that can be extracted from direct feed gameplay has created a phenomenal tool for breaking throws using Ling Xiaoyu from Tekken Tag Tournament 2 Prologue. See the quote below for a full breakdown of everything it offers along with the download link:

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noodalls Throw Break Trainer, released during Tekken 6 era has been updated, with many new features.

http://www.mediafire.com/?8dn8bbr1r1p18e6


Improvements

- Updated to TTT2P
- Mouse GUI
- Mouseover to give instructions while waiting
- Mouse/keyboard/joystick (via xpadder) input
- 1,d+2 animation added to help recognise and distinguish throw animation
- Variation in timing between throws possible
- Neutral animation
- Correct but late result added
- Decreased memory requirements
- Ling instead of Jack6 (smaller arms)

Same as last time
- 60fps (or other speeds)
- Variable difficulty

Resolution is 480x272 to fit onto iPOD/PSP in the future (potentially).

/HELP FILE/
Tekken Throw Break Trainer

Made with
Tekken Tag Tournament 2 Prologue Edition
Programmable Stick
Hauppauge HD PVR

Designed to help people learn how to identify and break throws.

Timing window is accurate. Size of images is 480x272 to fit on PSP/Ipod/anything else. 60fps.

Needs ~300mb ram (half of the previous version).

Usage should be a lot more intuitive than the previous version

Play button to start (can also use 8 on numeric keypad)
Stop button to stop (can also use backspace)

Difficulty has eight levels
1 - 2P 1+3 and 2+4 throws
2 - 2P 1+3, 1+2 and 2+4 throws
3 - 1P 1+3 and 2+4 throws
4 - 1P 1+3, 1+2 and 2+4 throws
5 - All throws
6 - 2P throws and 1,d+2
7 - 1P throws and 1,d+2
8 - Everything

FPS can be changed in jumps of 10. 60fps is true to real Tekken

Interval has six levels
0 - 120F between throws
1 - 90F between throws
2 - 60F between throws
3 - 30F between throws (two throws per second, very little time to see results)
4 - Variation in timing between throws
5 - Even greater variation in timing between throws

Input is via mouse or keyboard. Joystick support may come at a future time

1 - Keypad 1, keyboard i, mouse button 1
2 - Keypad 2, keyboard o, mouse button 2
3 - Keypad 0, keyboard j,k,l, mouse button 3

Feedback always appreciated at TZ or arcadepimp

/HELP FILE/


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Here is a the list of all the individual Tekken entries throughout its inception concisely displayed below once again thanks to noodall's efforts. It shows the dates of its release depending on region and platform along with the duration between the console and arcade release dates:

Tekken JP release list


1994/12 Tekken 1 Arcade
1995/03 Tekken 1 PS1
1995/08 Tekken 2 Arcade
1996/03 Tekken 2 PS1
1997/07 Tekken 3 Arcade
1998/03 Tekken 3 PS1
1999/07 TTT Arcade
2000/03 TTT PS2
2001/08 Tekken 4 Arcade
2002/03 Tekken 4 PS2
2004/11 Tekken 5 Arcade
2005/03 Tekken 5 PS2
2005/11 Tekken 5 DR Arcade
2006/07 Tekken 5 DR PSP
2006/12 Tekken 5 DR PS3
2007/12 Tekken 6 Arcade
2008/12 Tekken 6 BR Arcade
2009/10 Tekken 6 BR PS3/X360
2010/01 Tekken 6 BR PSP
2011/09 TTT2 Arcade release

Arcade releases [] indicates time between versions, with + indicating an update
1994/12 Tekken 1 Arcade
1995/08 Tekken 2 Arcade [8 months]
1997/07 Tekken 3 Arcade [23 months]
1999/07 TTT Arcade [24 months]
2001/08 Tekken 4 Arcade [25 months]
2004/11 Tekken 5 Arcade [37 months]
2005/11 Tekken 5 DR Arcade [12 months]+
2007/12 Tekken 6 Arcade [25 months]
2008/12 Tekken 6 BR Arcade [12 months]+
2011/09 TTT2 Arcade release [31 months]

Home releases [] indicates time between arcade and home version.
1995/03 Tekken 1 PS1 [3 months]
1996/03 Tekken 2 PS1 [7 months]
1998/03 Tekken 3 PS1 [8 months]
2000/03 TTT PS2 [8 months]
2002/03 Tekken 4 PS2 [7 months]
2005/03 Tekken 5 PS2 [4 months]
2006/07 Tekken 5 DR PSP [8 months]
2006/12 Tekken 5 DR PS3 [13 months]
2009/10 Tekken 6 BR PS3/X360 [10 months] [*22 months from Tekken 6 Arcade]
2010/01 Tekken 6 BR PSP [13 months]
2012/?? TTT2 PS3/X360 [?? months]​


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Pair Play mode is a feature that came with the PS2 version of the original Tekken Tag Tournament where it was a 4 player game where 2 people controlled one character completely separately. This wasn’t in the arcade version but because of the recent networking features in arcades today, it should be possible as Harada teased below on his twitter:

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There hasn’t been any footage of how it will play and how tag assaults will differ because of this but hopefully we should get some more juicy info soon with the arcade release so soon.​


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Probably one of the most special and cherished aspects of the Tekken series has been its music coming from Namco’s incredibly talented sound team. The original composer of the original Tekken Tag Tournament, Akitaha Tohyama has returned to direct the music for this instalment with to staple composers Keiichi Okabe and Nobuyoshi Sayo:

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The soundtrack isn’t out nor is it finished but here are some sample tracks the Tekken community managed to rip from the limited direct feed videos we had access to:

Fontana di Trevi BGM Preview
Winter Palace BGM (Tekken 5 Dark Resurrection Arrange) Preview
Sakura Schoolyard BGM (Tekken Tag Tournament School Stage Arrange) Preview
Moonlit Wilderness BGM (Tekken 5 Moonlit Wilderness Arrange) Preview
Historic Town Square BGM (Preview)
Hall of Judgement BGM (Tekken 3 Jin Kazama Arrange) Preview
Festive Parade BGM Preview
Eternal Paradise BGM (Tekken 2 Fiji, More Healthy, Roger/Alex Arrange) Preview
Dusk after the Rain BGM Preview
Sea BGM Preview
Arctic Dream BGM Preview
Arena BGM (Tekken 4 Arena Arrange) Preview
Enter Iron Fist (Character Select Theme) Preview

There were other tracks but they weren’t playing during an idle state of play so the clear music wasn’t able to be ripped from it unfortunately.​


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Debut SBO 2010 Trailer

Heihachi Mishima/Julia Chang Reveal Trailer

AOU 2011 Trailer (English Link)

Arcade Intro FMV

San Diego Comic Con 2011 TTT2 Level-Up Stream Rebroadcast: (E3 Build)
Day 1 Part 1
Day 1 Part 2
Day 2
Day 3 Part 1
Day 3 Part 2
Day 3 Part 3

EVO 2011 5 v 5 Exhibition:
Gandidio, Rip, Aris, Fab, MYK vs RyRy, Qdogg, Suiken, Kane, Ryan Hart
Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7
Part 8
Part 9

There are hours upon hours of cam footage out there, if people want it included please feel free to let me know :)
 

AAK

Member
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Tekken Hybrid is a collection of Tekken related content coming out Exclusively for PS3 scheduled for release sometime this Holiday season. It comes backed in with the Tekken: Blood Vengeance BRD motion picture with 3D capability, Tekken Tag Tournament HD, and Tekken Tag Tournament 2 Prologue.

The release date is set for November 22, 2011 in NA Priced at $40, and December 1, 2011 in Japan. You can Preorder the game for the limited edition for $20 more:

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  • A physical art book containing art from Tekken Hybrid, production stills from Tekken Blood Vengeance, character renderings and more.
  • 2 full length music CDs containing fan favorite tracks from Tekken Tag HD and Tekken Tag 2
  • PSN Home content: Tekken themed costumes and accessories


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T:BV is the CG Movie announced during Namco’s Dubai LevelUp even May 5th. It was animated by Digital Frontier, the same guys who made the Resident Evil Degeneration films. The film was directed by Youichi Mori who also directed the game intros for Tekken 5 and Tekken 6. The screenplay was done by Dai Saito of Cowboy Bebop fame. BRD is set for North American release on November 22, 2011.

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The plot, which takes place between the events of Tekken 5 and Tekken 6, begins with Anna Williams setting up a decoy for her sister,Nina Williams, who is currently working with the new head of the Mishima Zaibatsu, Jin Kazama. Anna, on the other hand, works for Jin's father, Kazuya Mishima and its rival organization, G Corporation. Both are seeking information about a student named Shin Kamiya, and Anna dispatches as a Chinese student Ling Xiaoyu to act as a spy, while Jin sends humanoid robot Alisa Bosconovitch for a similar purpose.

The main characters and their respective Seiyuu/VA:

  • Ling Xiaoyu - Maaya Sakamoto/Carrie Keranen
  • Alisa Bosconovitch - Yuki Matsuoka/Cristina Valenzuela
  • Shin Kamiya - Mamoru Miyano/David Vincent
  • Kazuya Mishima - Masanori Shinohara/Kyle Hebert
  • Jin Kazama - Isshin Chiba/Patrick Seitz
  • Nina Williams - Atsuko Tanaka/ Charlotte Bell
  • Anna Williams - Akeno Watanabe/Tara Platt

Concensus with the reception of those who saw it is that if you like the typical school girl slice of life style Anime stories with a little bit of CGI action-porn in between, you’ll enjoy the movie. You won’t find a whole film centered on badass Mishima’s killing one another (which really is what the fans actually wanted) but you will get some entertainment out of it if you've been following the series previously.


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Also included in this package is the original Tekken Tag Tournament in full 1080p HD at 60fps. I won’t go into a lot of details about this game other than this was the game that was played during the heyday of competitive Tekken. It is unfortunately one of the most imbalanced fighting games in existence but the skill and speed needed to compete in this game was fierce. For more information about this, the Tekken Zaibatsu page for Tekken Tag has a plethora of comprehensive information about this game:

http://www.tekkenzaibatsu.com/tekkentag/

This is a 100% perfect port of the PS2 version with upgraded textures so unfortunately this won’t have online play. However, recently Harada tweeted that trophies WILL be included for Tekken Tag Tournament HD in the Tekken Hybrid package. It’s unknown whether it will have a Platinum or not.​


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TTT2 Prologue was a surprise announcement from Namco this E3 2011 with its inclusion in the Tekken Hybrid package. This is essentially a demo of the Arcade version of TTT2 for consoles but exclusively limited to the features it has in common with the Blood Vengeance motion picture. This means that the playable characters and venues will only be the same ones that appeared in Tekken:BV like the School yards stage and the cast given below.

Another surprise announcement at gamescom regarding Tekken Tag Tournament 2 Prologue was the Tekken team engineers are aiming to have it running in 3D while retaining its 60 fps gameplay nature. Nothing has been shown or confirmed regarding this but it’s something else to look forward to in the coming months.

One last thing to consider is that TTT2 was built on Arcade System 369 which is more powerful than PS3 hardware so expect TTT2 on consoles to be sub-HD again in order for it to retain its 60 fps gameplay.​


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The cast for TTT2 Prologue is only 4 characters that include main protagonists and antagonists of the Blood Vengeance movie: Ling Xiaoyu, Alisa Boskonovitch, Devil Jin and Devil Kazuya:

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It was revealed during Nintendo’s E3 press conference that the Tekken team would finally be expanding the franchise onto Nintendo’s home consoles and Katsuhiro Harada outlined some of the key features he would like to include with this package:​


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While someone is in the middle of their fight, a second person and use the screen on the controller to view the fight at different angles and such to make spectating a match more enjoyable and dynamic.

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The new controller will also offer a brand new set of features with practice mode. Harada says that there is only so much information that can be displayed on a TV screen at one time so the WiiU controller can definitely be used to diplay other important pieces of information that could potentially improve your game.

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Probably the most talked about feature in the WiiU edition of Tekken is the means with which you can defile your opponent if they lose using the controller. Harada believed that the controller is ideal for drawing things and was convinced it could be used in great fashion to humiliate your opponent if they lose. Personally, I think it will bring an insane tidal wave of rage quits.

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But the controller can also be used to stylize your own appearance as well. You will now be able to create your own custom designs and paste them directly onto your character as you see fit. Let’s all brace ourselves for some obscenities however :p

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Lastly, another interesting feature is how the new Tekken will allow you to use your designs on the controller to make your own stages. And not only is it going to be cosmetic, but those things can also be interactive such as wells and other obstacles. These levels can be uploaded online LBP style and get ranked by other users:

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Tekken is not only heading to the WiiU but onto the 3DS as well. It promises to have 60fps gameplay while in full 3D mode being the first fighting game on the handheld platform to do both simultaneously. It aims to have over 40 characters which rivals the roster seen in Tekken Tag Tournament 2 even. The package is sealed also with the complete Tekken Blood Vengeance film watchable in 3D also. The trailer & a few screens can be seen below:

Tekken 3D Prime Edition Gamescom Trailer





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And finally the most mysterious project out of Harada's Tekken team, Tekken x Street Fighter will be Namco's ambitious attempt in implementing the SF gameplay in 3D space.

  • Development is currently at 5%
  • Proper advertising with gameplay footage will only be shown once SFxT and TTT2 console are released, so don't expect anything before the beginning of 2013
  • Harada said the game won't function the way Tekken is currently built, the core gameplay will have to be radically difficult in order to fit the characters from the SF universe
  • Still undecided whether TxSF will incorporate tag or not.
  • What is the cast going to be??? That's for YOU to decide. Let Harada know who you want included in TxSF via his twitter: @Harada_TEKKEN

Otherwise, this is all we have to go by for TxSF related media:

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Pachimari

Member
You forgot Miguel in the second row of the character roster.

Besides, wow what an awesome thread, magnificent work! I'll read it through now.
 
please tell me the games are going to be HD again. T6 looked like a blurry mess compared to T5:DR. Do not fuck this up Namco!
 

Oemenia

Banned
Kabuki Waq said:
please tell me the games are going to be HD again. T6 looked like a blurry mess compared to T5:DR. Do not fuck this up Namco!
IIRC, the Arcade version was 720p with MB. Fortunately, it didnt look lower res, the textures are actually better with MB on, its just that it was a jaggy mess.
 

AAK

Member
notworksafe said:
Is there a game coming out next week? What is this an OT for?

Yes in Arcades

Flying Wonkey said:
Wait wha... ? Ahahhaha so that explains why Law got the nimbus cloud item thing then right?

I would post a picture of it, but it's from a scan, there'll be videos for it soon hopefully :)
 

MarkMan

loves Arcade Sticks
I'll be in Tokyo, Japan for the arcade launch of TEKKEN TAG TOURNAMENT 2! And will take tons of videos/pictures and post them here and on my blog (http://sdtekken.com) as well as my twitter (http://twitter.com/MarkMan23).

Trying to schedule in interviews with the head honcho and some members of the development team. If anyone has any questions, please let me know. Thanks.
 

MarkMan

loves Arcade Sticks
Luigiv said:
Wait a minute! True ogre is back?

... Maybe I should actually get TTT2 in that case.

From my extensive hands on time with True Ogre during Comic-Con/EVO...

:(

He doesn't play the same... But one thing is for sure... He's still a big target. ;(

Haha.
 

tapedeck

Do I win a prize for talking about my penis on the Internet???
Awesome thread.

Is TTT2 Prologue a gimped version of the arcade game?
 

AAK

Member
MarkMan said:
I'll be in Tokyo, Japan for the arcade launch of TEKKEN TAG TOURNAMENT 2! And will take tons of videos/pictures and post them here and on my blog (http://sdtekken.com) as well as my twitter (http://twitter.com/MarkMan23).

Trying to schedule in interviews with the head honcho and some members of the development team. If anyone has any questions, please let me know. Thanks.

They did promise to keep updating the machine with new stages, moves, and characters for the Tekken.net fee and DRM... could you please find out how often they're planning on updating it?

Also... yeah, questions about console performance would be a big plus, but I don't expect them to delve into it other than say they'll try their hardest.
 

MarkMan

loves Arcade Sticks
tapedeck said:
Awesome thread.

Is TTT2 Prologue a gimped version of the arcade game?

No, it is just a prologue (preview) of the title. A few stages/characters to choose from and some other extras.
 

tapedeck

Do I win a prize for talking about my penis on the Internet???
MarkMan said:
No, it is just a prologue (preview) of the title. A few stages/characters to choose from and some other extras.
Ah ok, for some reason I thought the full game was coming out on PS3 this year.
 

Luigiv

Member
MarkMan said:
From my extensive hands on time with True Ogre during Comic-Con/EVO...

:(

He doesn't play the same... But one thing is for sure... He's still a big target. ;(

Haha.
:(
 
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