This is the epicenter for our Tekken Tag Tournament coverage. To keep things organized we have split up the TTT info in 3 major sections. There is also some examples on how to read the move and combo lists.  

  This is the place to find detailed lists for all released characters. Take a look below to find out how you read those lists.  
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  Here we archive a big collection of TTT combos. First have a look below and get familiar with our combo list layout system.  
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  For now have the basic TTT 101 such as getting up and running. Later on more advanced system analysis will be added.  
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First off, please take a look at the Conventions we use. All character pages have a link on top to this list, so you can view move lists and conventions at the same time. Now lets take a look on how to read all that.

 Command  Place  Name  Escape  Properties
 1+3,[~5]  left  Throw 1 - [tag]  1  
 2+4  duck  Throw 2    

Throw 1 is executed from the opponents left side by pushing 1+3. The opponent can escape the throw by pushing 1. You have to option to Tag out after the throw by hitting 5 rapidly after you push 1+3. If the throw is not escaped, your character will tag out automatically. If your opponent escapes the throw the tag will be canceled.
Throw 2 is executed on a ducking opponent by pushing 2+4. The opponent cannot escape this throw.

 Command  Name  Hit Range  Properties
 BT,3  Move 1  h  SB CS PLDc
 (WS_f)+1<2,4  Move 2  m L h  BT GB JG

Move 1 is executed with your back turned towards the opponent while pushing 3. The move will force the opponent to turn sideways if blocked. On a regular hit the move will cause the opponent to crumple stun. If the move connects on a counter hit the opponent will end up in play dead position.
Move 2 is executed by either tapping forward on the joystick or while moving it from a down position to a neutral state, at which time you hit 1 followed by 2 and then 4. You have the option to delay the 2nd input. The first attack of the string hits mid, the second part hits low and also will hit opponents on the ground. The last attack hits high. This will leave your characters with the back turned towards the opponent upon completion. The move will break the opponents guard when blocked and on a hit you will be able to juggle.

 

 
Because of TTT's nature we cannot list the same combo over and over of different Tag Combo starters, nor can we actually do literally 100's of combos again and again starting with all the different Tag Combo starters for all the available characters. After some brain storming we have decided to go with a Tag Combo class system, categorizing all Tag Combo starters in 5 different classes. All combo pages will have a link on top to access this Tag Classes list.
Class 1 - The super high launchers such as Hwoarang's f,N,d,d/f+4 or Yoshimitsu's 4~3.
Class 2 - A launcher of which you can connect a jab such as Jin's f,N,d,d/f+2 or Yoshimitsu's d/f+2.
Class 3 - You can't get a jab to connect but moves such as Nina's d+4,1 or Jun's 1+4 will do the trick.
Class 4 - When landing after these starters the opponent cannot tech roll, Bryan's b+2 for example.
Class 5 - Very unlikely you will get a guaranteed hit of these, Ling's WS+2 for example.
We realize this system is not 100% foolproof but we have to draw the line somewhere, where ever possible we will make footnotes to make corrections as some characters can land jabs of a particular Tag Combo starter while other characters cannot.
When a combo is listed to work of a Class 3 starter then it will obviously also work of a Class 1 or 2 starter. It will only be listed as Class 3. The same principle applies to the listing of actual combos, for example you can do u/f+4, 1, 1, 1, 1, qcf+2. We will not list the same combo with one, two or three jabs.
Pay attention to the spacing when reading the lists. A space indicates separate moves or strings. We will use Bryan as an example, (1,4,2) would Bryan's 142 string and (1,4, 2) is the 14 string followed by a right punch. And finally also take a look at the Conventions as there are a few Combo Specific conventions on the bottom of the list. Lets take a look at a few examples.

Standard
SS+2_ewgf_wgf_WS+2_class 2 tag
 Command Note
 1, 1, 1,(1),2  
 ewgf, f,f+2  #1
Hell Sweep & Axe Kick
f,N,d,D/F+4_f,f+3_class 3 tag
 Command Note
 1+4,2,4  
 1+4,2, b,f+2,1,2  big

Standard Combos can be started with SS+2, ewgf, wgf, ws+2 and a class 2 tag combo starter or a higher class starter. The 1st combo is 2 consecutive left jabs and then 112 string, the 2nd hit if the string will miss. The second is a ewgf after the combo starter followed by a f,f+2. Footnote #1 will indicate that a Counter Hit is required when doing the combo after a SS+2 starter.
Hell Sweep & Axe Kick Combos can be started with f,N,d,D/F+4, f,f+3 and a class 3 tag combo or a higher class starter. The 1st combo is the 1+4,2,4 string. The 2nd combo is a 1+4,2 string followed by b,f+2,1,2. It only works on big characters such as Gun Jack or Jack-2.

As far as we can tell all combos listed are inescapable aside from certain stuns. Some may proven to be tech rollable somewhere down the line and will be removed, but for now we will leave those "close to call" combos on the lists. Keep in mind that certain combos are guaranteed even if an opponent tech rolls, a prime example of this would be Eddy's HSP,d+3+4, 3~4,4,4. Regardless of what the opponent does he will get hit after the starter.
Reason for listing stun combos is the fact that besides Jin's b,f+2,1 CH they are not all that easy to escape on reflex. I for one have never seen anyone escaping a Paul qcf+1 CH or Bryan WS+3 CH every time. In case you are wondering Double Over and Fall Over stuns are escaped by tapping f or hitting the tag button. Crumple stuns cannot be escaped.