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FudgyDRS
09-17-2012, 01:45 AM
The thread is a discussion of the game Tekken Tag Tournament 2 (now out on consoles); however, the main intent of this topic is to be a way for me to jot down notes for what I'm doing, are going to do, or have done/completed (I'll probably create a blog later and copy everthing here over then), but please feel free to comment or ask any questions relative to the game. BTW, I'll probably update this at least about once a week.
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Notation:

1 = LP/ 2 = RP/ 3 = LK/ 4 = RK
W! = wall splat
B! = bound
WB! = wall break
FB! = floor break
T = tag combo
TA = tag assault
EWGF = F, D, D/F+2
PEWGF = F, D/F+2
OTGF = F, D/F + 1
CD = F, D, D/F
C1 = character 1/ C2 = character 2
CH = counter hit
WS = while standing
-> = continued

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Enders:

Heihachi /Kazuya:
(W!) FF+3 (B!) (TA) B+1+2, 1+2, EWGF, 1+2
(W!) FF+3 (B!) (TA) B+1+2, 1+2,B+31,D/F+2
(B!) (TA) BF22, CD+42
(B!) (TA) U/F+34 CD+3
Heihachi/Devil:
(W!) FF+3 (B!) (TA) B+1+2, CD+1U/F
(B!) (TA) OTGF, CD+1U/F

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Combos:

Heihachi /Kazuya:
EWGF x2, FF B+23, D/B+2 (B!) (TA)
EWGF x3, D/B+2 (B!) (TA) OTGF, EWGF, EWGF
EWGF x2, FF 1 x4, FF D/F+14 (W!), FF+3 (B!)...
EWGF (T), OTGF, EWGF, D+2 (B!) (TA) DDEWGF, OTGF
EWGF x2, FF 1 x3, FF D/F+12 (B!) (TA) BF+22, CD+42 (W!), DDEWGF, 1+2

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To be tested:

wall/floor break combos
decent combos after Devil SS+2
Kazuya/Ancient Ogre
Yoshimitsu
Bryan
Steve Fox

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Notes:

Dr. B has 1/3 of moves not on command list.
Lag problem if not nearby and 3-
Angel has prolems
for d-pad wavedash = f,d,df,f,f...
current best items are handgun and backward knife
survival ai is infinitely better then ghost this time

FudgyDRS
10-01-2012, 11:54 PM
The format from now on will be like this with some portions being omitted or revised later on. I'll make a more cumlative list including more characters as I continue as well as a damage chart which will include enders and juggles for both solo and tag combos.
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Tag Team Notation:
Heihachi/ Kazuya [H /K ]
Kazuya/ Heihachi [K /H ]
Jinapchi/ Kazuya [J /K ]
Kazuya/ Jinapchi [K /J ]
Yoshimitsu/ Kazuya [Y /K ]
Kazuya/ Yoshimitsu [K /Y ]
Devil/ Kazuya [D /K ]
Kazuya/ Devil [K /D ]
Devil Jin/ Kazuya [DJ/K ]
Kazuya/ Devil Jin [K /DJ]
Angel/ Kazuya [A /K ]
Kazuya/ Angel [K /A ]
Bryan Fury/ Kazuya [BF/K ]
Kazuya/ Bryan Fury [K /BF]
Ancient Ogre/ Kazuya [AO/K ]
Kazuya/ Ancient Ogre [K /AO]
Ganryu/ Kazuya [G /K ]
Kazuya/ Ganryu [K /G ]
Jin Kazama/ Kazuya [JK/K ]
Kazuya/ Jin Kazama [K /JK]
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Combo Physics Notation:
(B!) - Bound
(W!) - Wall Hit
(BB!) - Balcony Break
(FB!) - Floor Break
(T) - Tag Combo Switch
(TA) - Tag Assault
(TT) - Tag Throw
(TT*) - Tag Throw (special)
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Position Notation:
(BT) - Back Turned
(BTO) - Back Turned Opponent
(FC) - Forced Crouch
(AO) - Airborne Opponent
(CH) - Counter Hit
(n+1) - Slightly to Opponents Side
(SSR) - Completly on/to Opponents Right
(SSL) - Completly on/to Opponents Left
(W) - Only near wall
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Character Action Notation:
ss - Side Step
ws - While Standing/ Rising
qcf - Quarter Circle Foward (d d/f f)
(ff) - Dash
(WD) - Wavedash Until Close to Opponent
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Character Specific Notation (Yoshimitsu):
(NSS) - No Sword Stance
(DGF) - Dragonfly

Character Specific Notation (Ancient Ogre):

Character Specific Notation (Jin Kazama):
(OS) - Omen Stance
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General Notation:
1 = Left Punch (LP), 2 = Right Punch (RP), 3 = Left Kick (LK), 4 = Right Kick (RK)
~ - Press Immediatly
_ - Or
[] - Hold
... - Corresponding Ender Move(s)
* - More To Be Tested
x# - Repeat Move # Times
[Str] - Do This String Str of Move(s)
(Str) - This Part of Str Needs to Whiff
[A] - Hold Button(s) A
N, - Delay Next Hit
item - Any "Attacking" Item Move
- Space Indicates Part of String
, - Next Command
*###* - Note Reference
[A /B ] - Character A is the Lead
[A / ] - Solo Combo
C### - Comment Reference (for future testing purposes)
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Enders:

[H /K ] (W!) (B!) (TA) b+1 2, d/f+1+2 (BB!), b+[1+4]_item
[K /H ] (W!) (B!) (TA) ss+2 1, d/f+3 2 1 (BB!), d+1+4_item
[K /H ] (W!) (B!) (TA) b+1+2 1+2, ff+2, (BB!), d+1+4_item
[K /H ] (W!) ff+3 (B!) (TA) b+1+2, 1+2, EWGF, 1+2
[K /H ] (W!) ff+3 (B!) (TA) b+1+2, 1+2, b+3 1, d/f+2
[K /H ] (B!) (TA) b f 2 2, cd+4 2
[K /H ] (B!) (TA) u/f+3 4 cd+3
[D /H ] (W!) ff+3 (B!) (TA) b+1+2, cd+1 [u/f]
[D /H ] (B!) (TA) OTGF, cd+1 [u/f]
[K /J ] (B!) (TA) d/f+2 1, (WD) EWGF, DDEWGF
[J /K ] (W!) (B!) (TA) b+1 2, 1+3
[J /K ] (W!) (B!) (TA) ff+2, [f+2 1 1+2]_[d/f+2 1]_1+3
[J /K ] (B!) (TA) (ff) d/f+1 4, [(ff) u/f+3 4]_[(ff) u/b+1 2 [f], [1 2 4]_[3 4]_[1 2 2 [2]]] (W!)
[Y /K ] (W!) (B!) (TA) b+1 2, u/f+3+4 b+1 4
[K /Y ] (W!) (B!) (TA) 2 1, EWGF, 1+2

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Combos:
[Y /K ] d/f+2 2, (ff) 1 x2, b1 x4, [d+2 2 d+1 (B!) (TA)]_[d+2 2 1 (W!)]...
[Y /K ] (DGF) 2 (T), EWGF x2 (T), f+1+2 (B!) (TA), d/f+1 2, (ff) d+2 2 1 (W!), u/f+3+4 b+1 4
*[Y /K ] (NSS) d/f+2 (T), EWGF x2 (T), d+2 2 d+1 (B!) (TA), EWGF, f+3+4, f+1+2 (W!), u/f+3+4 b+1 4
*[Y /K ] (CH) u/f+2, ws+4, (ff) 1 x3, d+2 2 1 (W!), ...
*[Y /K ] f+2, (BTO) d/f+2 2, d+2 2 d+1 (B!) (TA), ...
*[Y /K ]
[K /J ] EWGF x3 (T), d+1 (B!) (TA), (ff) d/f+1 4, [(ff) u/f+3 4]_[(ff) u/b+1 2 [f], [1 2 4]_[3 4]_[1 2 2 [2]]] (W!), ...
[J /K ] ws+2, d+3+4 2 (T), EWGF x2 (T), d+1 (B!) (TA), ...
*[K /J ] EWGF x4 (T), d+1 (B!)
[J / K] d/f+1+2, d+1 (B!) (TA), ...
[J / K] d/f+2, d/f+2, u/b+1 (B!) (TA), ...
[J / K] d/f+2, (ff) 1x4, d/b+2 1 (W!), (ff) d/f+3 1 (B!) (TA), ...
[J / K] d/f+2, (ff) 1x5, u/b+1 (B!) (TA), ...
[J / K] d/f+2, (ff) 1x4, d/f+3 1 (B!) (TA), ...
[J / K] d/f+2 1, (ff) 1, [d/f+2 1]_[d/f+3 2]_[d/b+2 1] (W!), (ff) d/f+3 1 (B!) (TA), ...
[J / K] d/f+2, (ff) 1x4, f+2 1 1+2 (W!), (ff) d/f+3 1 (B!) (TA), ...
[J / K] d/f+2 1, d/b+3 1 (W!), (ff) d/f+3 1 (B!) (TA), ...
[Y / K] (W) f+2, qcf+2 *001*
[K /H ] (AO) cd+1, EWGF x2 (T), d+1 (B!) (TA), ... *002*
[H /K ] ff+2 (T), DEWGF, (BT) 4, EWGF x2 (T), d+1 (B!) (TA), ...
[K /H ] EWGF x2, (ff) 1 x4, (ff) [d/f+1 4]_[b+1 2]_[b+2 3]_[b+4 1]_[ff+2] (W!), ...
[J /K ] ws+2 (T), [(SSR)]_[(SSL)] EWGF (T), u/b+1 (B!) (TA), (ff) d/f+1 2, [(ff) u/b+1 2 [f], 1 2 3 (W!)]_[u/f+3 4], ... *004*
[Y /K ] ss+2 (T), EWGF, d/b+2 (B!) (TA), (ff) d+2 2 1 (W!), EWGF, 1+2
[Y /K ] d/f+2 2, 1, (ff) 1, b+1 x4, (ff) d+2 2 d+1 (B!) (TA), (ff) d/f+1 4, (ff) 3~4 (W!), u/f+3+4 b+1 4
[Y /K ] (NSS) (CH) b1 x2, 1+4, d/f+1, 2, b+1 x2, d+2 2 1 (W!), ...
[Y /K ] EWGF (W!), 2 2, u/f+3 (B!) (TA), ...
[K /H ] 1+2, DEWGF *005*, EWGF (T), d+1 (B!) (TA), ...
[K /H ] (n+1) 1+2, ws+4, b+2 4, d/b+2 (B!) (TA), ...
*[K /H ] (CH) d/f+2, (SSL) DEWGF, DEWGF (T), d+1 (B!) (TA), ...
*[K /J ] EWGF x4 (T),C001 d+1 (B!) (TA), ...

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Combo + Ender (specific):
[K /J ] ws+2, 3 1 4, d/b+2 (B!) (TA), d/f+2 1, (WD) EWGF, DDEWGF
*[K /H ] (BB!) OTGF, DEWGF, d+1 (B!) (TA), [d/f+1 4, u/f+3 4 (W!), DEWGF, (FC) d/f+3]_[EWGF, OTGF, EWGF] *003*
*[Y /K ] ss+2 (T), DEWGF, (BT) 4, EWGF (T), f+1+2 (B!) (TA), ...
*[Y /K ] ss+2 (T), DEWGF, (BT) 4, EWGF (T), d+2 2 d+1 (B!) (TA), ...
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Notes:
All listed combos are hit-confirmable juggles, and can be broken by certain
characters like True Ogre, where iat which you can perform extended combos in response
All listed combos are assumed to be on medium/small characters
d+2 2 (delay)1 hits
(ff) d+2 2 ()1 hits
3~4 (T), CD+1 whiffs due to opp being too high before the switch
*[Y / ] u/f+3+4 3+4 (T), ...
Prima frame data needs to be tested [K / ] 112 is "if" to impact
Prima frame data needs to be tested EWGF is "11f" to impact
Delay is always only implied (use good judgement)
In general tag combos are more damaging then solo combos
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Combo References:
001 - Only gains red life
[]T6: BR --> TTT2U Change Log - Tekken Zaibatsu Forums (http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=123844)
002 - Only works if the opponent is airborne and rising
Ex: Lili 3+4 start-up
003 - Intial balcony break must be before bound, possible "great" combo for start-up
004 - This Juggle leads from foward to position to wall for balcony break
005 - Can be teched to opponent right
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Comment Reference:
001 - Cannot hit the d+1, opp too far away, maybe PEWGF x3 DEWGF (T), trouble with DEWGF x4
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Item description + damage (back):
Name Hitbox Type Damage Command Description
Clock M Proj ? u+2+3 Linear
Item description + damage (side):
Name Hitbox Type Damage Command Description
Revolver H Proj 67 u+1+4
Handgun M x5 Proj 10 x5 u+1+4 x5 Auto-Tracks
Bomb Balloon L Trap u+1+4 Splatters color on opp