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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. |
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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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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 |
Command |
Note |
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1, 1, 1,(1),2 |
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ewgf, f,f+2 |
#1 | |
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Hell Sweep & Axe Kick |
Command |
Note |
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1+4,2,4 |
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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. | |
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