The TTT2 General Discussion thread

No, that one won’t work.

No, because gravity scaling will prevent that. From what I’ve noticed, you’re only allowed bound and one launcher per combo.

:eek: Yup, one bound, one launcher, one high wallsplat and one low wallsplat.

Also, I think you can tag throw (outside of special tag throws) with just** 2+5**. Correct me if I’m wrong.

2+5 is the default generic tag throw for everyone.

Oh, that’s disappointing, in the old ttt you can do 1+3+5 or 2+4+5, the animation was the same but I think you had to press 1 or 2 to escape so theres some guessing involved. So if I do bound move and tag, how many extra damages or hits can I land normally?

Depends on your character, what moves you use for said character during the Tag Assault, and what you got planned after they get done.

General deal with Tag Assault combos, you’re going for both damage (good TA combos outdamage solo combos) AND distance (makes almost everyone viable for wall-carry).

No you couldn’t, generic tag throw was 2+5 in TTT as well with only special tag throws having a different throw input.

I’m just going to post this here:

I don’t really play TTT2 competitively, or even on a casual level. I just like working on combos for different teams. So if any of you have requests for a team combination you’d like to see, please shoot me a PM either on here on YouTube! It doesn’t matter if you need the combos or not, send over a combination just for fun. :slight_smile:

I’m in desperate need of help when it comes to throw breaks and to a lesser extent dealing with lows.

I’ve been using the Throw Break Trainer, but I can’t see to get it right. I was just in the training version with a score of -71 and I just felt hopeless with this. I’ve tried watching the opponent’s body as the try to grab, but I can’t seem to react in time.

This feels so pathetic considering my reflexes outside of Tekken are pretty good.

If they grab with the front hand, mash 1. If they grab with the back hand, mash 2. If it’s both, then 1+2. Once you get that kinda goin’ in your mind, pick a character in training to practice against, and pick one of each to practice against in succession. Start with 1 and 2. Then add in the 1+2. It’s really just a matter of practicing what to look for.

Then comes the part of actually applying it in a match. The thing that gets me the most is that I don’t watch people’s hands when fighting, so when the throw happens, I gotta guess.

I hadn’t thought about mashing, but yes, I knew about reading the arms. To be quite frank, I’m used to watching just the opponent’s model, but now I got to watch which limbs are used. Thing is, how do I go about that without focusing on one particular region?

And I think the Throw Break Trainer might be messed up. 1+2 escapes rarely work, if ever.

:eek: I don’t know about that throw break trainer. I can mash **1+2 **and break every throw, so I’ve just resorted to using throws out of string in practice mode.

The easiest way I’ve found to deal with throws is to carefully just keep an eye on your opponent’s movements, not a particular region, and react to the purple spark that appears for throws. Remember, not all throws are done with hands and special throws essentially break the “watch the limb” rule. Against characters with good grabs for mixups (Michelle, Marduk, Kings, Jacks, etc.), you want to learn the breaks for each of the strong throws (Giant Swing, Volcano Throw, Ground Grabs, etc.) and you want to learn the gimmicks to throws if they’re there (Just frame blocking Jack’s wallsplat throw, teching Giant Swing if you miss the break, etc.). Learn what setups the grabs typically come from and you’ll be a little on your way to being able to expect a grab in certain situations without risking your defense to predict it…if that makes sense.

:eek: Hey! We have our first bot thread!

I guess this means we’re actually a subforum with high traffic! :smiley:

This post is so full of shit I don’t even know where to begin. Why am I coming to this board anyway anymore?

:eek: Because you like complaining without addressing the issue?

I doubt very many of us are professing to be experts and we typically yield to people who are more experienced, so it seems like a logical course of action would be to say why you think that post is as horrendously terrible as you say. Easy so easy.

I’m trying to get into this game and I’m thinking of using Alisa and Zafina…can anyone tell me about how good these characters are and how much synergy they have together.

I also don’t know much about 3D fighters but this seems like a good time to get into it.

Both of the characters you intend to try are good (er… the same can be said for everyone else really).
Alisa a lot mobility options and is known for a having a very decent side step. Alisa can perform multiple bound moves with the use of combos. According to recent tier lists on TTT2, Alisa is considered to be lower in the tier section - the primary reason for this is because Alisa lacks any real tag bufferable moves… or moves that allow her to tag out for your tag partner to remove red health from your opponent (recoverable health). Alisa’s speed plays a vital role in effective game play. A good staple string would be things like Alisa’s 2,3,3 (which can jail the opponent - a "guaranteed combo string so to speak). or 3,2 (which leads into her Chain Saw activation). Alisa’s 1,1 is also a good punish after guarding moves with laggy recovery. Alisa can hit pretty hard with rage too and she does have some particularly threating low hitting moves.

Uh… I do not know much about Zafina - however, many of her attacks lead into her many stances and she has a good mix up. Very good actually. Your going to have study and utilize those stances effectively so that you can maximize your combo and defeat the opponent. I am… in the process of studying Zafina myself. Please keep track of Zafina’s game play and information via youtube videos and appropriate tutorials. Make sure to visit
Tekken Zaibatsu for further help and SRK will be here to guide you too…

I wouldn’t recommend either of those for someone just starting off. Try any of the mishimas or kazamas minus jin. Also I would try out Wang he’s easy to learn and a solid character.

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I’m not interested in using characters I don’t like…I learn fast so I’ll stick with these two, but I just got the game yesterday and haven’t even opened it yet.

How well do they work together, synergy wise and how important is synergy in this game? I don’t like the idea of having to drop characters completely because they don’t work well with my teammates.

Typically whatever game I play, I like characters that have good mixup and deceptive gameplay, or to be strong zoners (not spammers but characters that can control specific parts of the screen and force opponents to move/react the way you want them to).

I would say that teams synergy is mediocre at best. I play Zafina and she’s got some great punishes. I think her ta fillers aren’t to great. Can’t say much about Alisa but I do know both those girls don’t have a lot of safe moves.

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Zaf Alisa is weak, the have good movement I guess. Neither hits hard and they prolly do not help each other that much. They are not mix up heavy, especially Alisa. Alisa is simple, simple punishes simple combos easy game plan. In this game she suffers though imo, Zaf too. As they do not do big damage and their pokes do not really lead to big damage as well, Zaf has a new good low but she still lacks any threats and is pretty linear.