The TTT2 General Discussion thread

It’s Panda. She’s playing baseball. That’s it

Harada personally mentioned my point about literally clones somewhere. It’s for people who have hard time learning two chars at once… Look it up…

And again you’re ignoring things about King and AK, or every character in the game. You’re just looking at appearance. On broad levels? They are still WAAAY different. King has bad lows so you can’t really use him as a pitbull. Using AK as a turtle is frustrating because of his lack of damage. Baek being what? Baek is legit TKD master char. Have you ever played against one good Baek? FLA cancels will give you nightmares. Unlike Hwoarang who only goes from one stance to another. The game is BALANCED… Your point is just plain moot… This game ain’t like SF you know. There are different stuff for different characters that gives the game infinite replayability. You can basically play Tekken as of right now and after five years still find something new, unlike SF…

Um, for all these complaints on clones, why not just Luigify them like how Anna, Kunimitsu, and (I think) Heihachi were? I still find it interesting that after three games, Christie is apparently still identical to Eddy in playstyle.

Maybe after TTT2 - kinda how T5 made Baek, Ganny and a few others pretty different and unique, regarding movelists.

And also, lol at the guy wanting to cut off Wang and Baek for no good reason - they aren’t even “clones”. Shallow scrubs are shallow, I guess.

All cloning aside, the best way I’ve found to farm quick cash is to do the first Fight Lab boss battle multiple times. You get 250,000G with each S rank. You can complete it in less than a minute.Great for when you want to customize a new character.

So any major difference between Slim Bob and Fat Bob? I’m thinking about stickin with the Slim version.

I’ve got like 50 mil just from ghost battle and trying to S rank all fight lab bosses.

Glass houses is all I’m saying.

For some reason I was getting C’s through the first play-through at first I thought “man I am so bad” then the hardest one I had problems with (Damn punishers) I up and get an A.

Thats the Mokujin one right? Thats the only one I haven’t S ranked yet. Because I suck ass at teching throws.

S ranking the punishers took me so many tries that I maxd my combot with 1 mil left over.

I am still working on stage 4. I can get A rank but to get S I think you need to use different combos every time. I’m just too lazy to re customize my bot to learn combos I won’t ever use in the real game.

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First, not getting hit helps.

Second, Not really using different combos, but using various juggle fillers and having long chains. Paul’s 3, 2 helps alot as I doesn’t really bring your opponent far out (It’s really useful too with stage 5). I use Asuka’s 2, 1, 1+2 bound on the first B! then Miguel’s df+2, 2 bound for the second and third. just to have a 2 different bounds.

I really wish they would have kept the normal mechanics in Fight Lab. I didn’t like the 3 bounds, moon physics and multiple Tag Assaults in a single combo. Why force me to come up with apeshit sexnuts retard strong combos that I’ll never use against another human?

Got A rank off of not getting hit and 9-11 hit combo. Was trying to mix up my fillers but still I think only got 10,000 bonus.

I realized today I didn’t need S to get the combot achievement so I may not bother going back, but thanks for the tips.

Now for tag crash achieve and 10 battles of survival mode. Anyone know of some ways to get those easy?

What are the best taggable launchers in the game aside from ewgf? So far it’s difficult to avoid putting a Mishima on every team for ewgf > ewgf > destroy red life tag combos.

A.King’s Dark Upper is one of the best tag launchers.

:eek: To be honest, if you can just EWGF like that, there’s really no reason to not have a Mishima on your team, LOL.

Exactly, much easier said than done. When you realize you are just a sitting duck on 1p whiffing df2’s I’m pretty sure you will change your mind. Killing red health is good, but the damage is so high in the game that usually you just need to land 50% then either bait a switch or land another 50% and win.

Since I’m rather new to this, take this with a whole bag of salt rather than a pinch, but Asuka seems to have a fairly nice selection of tag bufferable launchers.

She can do it off her f+2 with the gdlk range, her throw from crouch and her db+4,3 although I’m not sure how sensible attempting the last one is.

Being pretty new to Tekken, I probably should stay away from the Mishimas. It’s the wavedashing that seems beyond me though. My ewgf success rate is pretty high but that’s in practice mode/no pressure situations. 90 point red health combos are just hard to walk away from when many teams seem so reliant on TA! for damage.

Is the consensus that red health doesn’t matter, or is that expected to change? Do Japan/Korea still TA! in every combo? I haven’t started following the game until recently so I don’t know.

:eek: The effectiveness of TA! depends on who you’re fighting against, really.

Depending on how often they switch, how predictable their switches are, whether or not they’re willing to pop TC (tag crash) and how good you are at dealing with it plays largely into how often you should be doing TA! during play. Most people play it safe and only TA! to finish rounds. Some people have teams that can score tons of damage at or near the wall…some even have teams that can score significantly more damage midscreen (sometimes up to 20 points more). If your opponent is more than happy to pop TC, then using TA!s are pretty much as good as red life combos and you get a chance to punish if you’re on your game. So, in short, it depends really.

Asuka and Jun both have great taggable launchers. f+2 is probably one of the better ones in the game.

d/b+4, 3 is NCc and is SUPER easy to spot openings for. I think they removed the hit confirmability of it, but you’re typically only shooting d/b+4 when you are spotting a high to crush and CH for a free combo. It takes a while to not just toss out d/b+4 with the intent to try to sneak a low in; it’s best used as a high crush to try to CH for the launcher. Amazing damage. You can also use d/b+4, 3 post-B! in your combo and tag off of that to get your partner in if you need a safe way to tag in without sacrificing too much damage on a solo combo. Love this move.