The TTT2 General Discussion thread

I finally got the game during the holidays and i’ll be damned if Yoshimitsu isn’t completely different from when i use to play with him in tekken 3 or 4. But i am really liking kuni, im gonna be in quick match working on my defense for awhile i feel haha. Do you guys have any tips for working on my get ups, tech rolls?

:eek: Don’t roll back unless the situation calls for it and be patient. That’s all I got.

I just got the game yesterday (thank you Boxing Day sales letting me get this and SCV for free) and I gotta say, even though I have no idea what I’m doing an don’t know the story to where I’ve been spending the past hour trying to familiarize myself a bit with it over the Tekken wiki, the game is fun as all hell and the online is certainly solid. The only complaints I got is that I didn’t know about that “don’t back roll” thing sooner, accidental presses or non-presses of the Tag button, and that the 5 key layout kinda hurts my fingers a bit on my fight stick, but I’m sure those will go away with practice.

Hey anyone got any tips on how to press the inputs like JayCee war drum [4,2]1 ? I have a hard time doing it unless it’s like [3,4]

Hm…so that brings up another thing. Does Tekken use uh…MK9 style notation for input listings?

:eek: What I used to do was put my middle finger on 4 and slide to 2 with my index finger.

Depending on how your hands are shaped, that’s either a good or a terrible idea.

What I do now is lift my middle finger, put my ring finger on 4 and then slide to 2 with my middle finger. This way, I can also confirm into 1 easier without feeling I need to adjust my hand layout to hit the button on a confirm and jump the gun. It takes a while, but if you’ve got any SF4 plinking experience, it’ll only take a few tries to get it.

Not sure what the MK9 style is, but I can summarize it for you a bit (and I’m sure this is also in the beginner resources thread somewhere).

4 buttons plus tag (5). Each button corresponds to a limb and they’re ordered from right to left, top to bottom. So 1 is left punch and 4 is right kick. Again, tag is 5. Directions follow the old school 2D notation (**d, d/f, u/b, **etc. [down, down-forward, up-back]). You have ~ for slide inputs (think pianoing inputs, if you’re familiar with that), > for delayed inputs and some situational markers like W! and B! for wallsplat and floorbind, respectively. There are some other markers, but they’re not terribly general and you can always look them up.

JP notation is different (if you ever end up looking at JP tutorial videos or frame data). JP uses their 2D fighter numpad system for directions (so down is 2 while up-back is 7 and 5 is neutral, etc.) and use abbreviations for actual button inputs (RP for right punch and LK for left kick, WP or WK for both punches or kicks, respectively). That’s more or less the super basic stuff.

Yeah, MK9 notation uses things like 1,2,3,4 for their lp, rp, lk, rk stuff. I’m more used to the numeric notation myself, where what would count as d,df,f+mp or qcf+mp would be listed as 236B, for example.

Yeah thanks for the tips… I’ll try that method. I usually plink [3,4] because I come from a Street Fighter background lol so I figured that’s how it’s surpose to be done. I guess Im having a hard time getting my fingers fast enough to the button because its [4,2] 1. It feels weird to me because the way the buttons are angled.

Anyone ever had issues in doing f,f commands consistently in a combo? One of Angels better bound moves is ff+3,4 but more often than not, I get her f+3 and well, the entire combo is ruined then. I can get by with just doing d/f+1+2 for a bound attack, but ff+3,4 is more damage overall and supposedly puts them in a better position.

I have never really had this problem. I play Asuka and end some of my combos with ff+2,1+2 and I rarely mess it up. U r probably trying to do the move to fast which isnt necessary

:eek: Right, it sounds like your inputs are coming in either too fast or too early.

Any general tips for someone starting up with this as their first Tekken game and running Leo/Miharu and Jaycee/King teams?

For Miharu, since she’s a Xiaoyu clone, I strongly recommend learning all your mobility options for dancing around the opponent. This Tekken 3 video should help, but her Cartwheel Left and Roll Right are not available to her anymore. I was doing stuff like this against someone and although he was still learning the game, it let me explore options for her in a practical situation.
[media=youtube]Wm_Rf4ZMZVs[/media]
I wouldn’t do more than 2-4 movements when airbending around the opponent.

Would you mind explaining the term “airbending”? Is that just referring to the ducking and dodging around the opponent bit?

Airbending was based on Baguazhang, one of Xiaoyu’s styles. So I like to call dancing around the opponent airbending. So, yes.

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Old T6BR at the arcade, but this is probably the best desc I had to write up for a Tekken matchvid lol

So I was randomly fiddling around with an Armor King/Nina team and, on top of thinking “holy shit Nina gets some good damage” (though not nearly as ridiculous as Jinpachi’s “one touch and bye to 2/3 of your health” fireball and stuff) I noticed Armor King felt a little faster than King. Note that I don’t really plan on using the team full-time unless my Leo/Miharu team doesn’t work out, but anybody mind letting me know of some of the major differences between King and Armor King?

:eek: I don’t have too much personal experience playing them, but I play against two guys who use them both a lot.

Armor King seems to be more of a complete character than King overall; Armor King is more of a striker type. He has better oki than King does and arguably has better movement. While his pokes aren’t maybe as good as King’s, he does have good lows which King is really missing I think. King needs to really abuse throws to make opponents duck so he can start using his string mid poking game. King’s damage is also pretty good, I think it’s a bit better than Armor King’s in general.

They are both decent characters and I think part of the reason they work so well together is that they’re similar enough to be easy to use and different enough for it to matter to your opponent when they’re trying to escape or defend. They have a great set of throws and their CH game is pretty stellar, so it really depends on what you’re looking for either character to offer your team.

Well, while I don’t know the importance of it in a game like this, I typically try to look for either 2 kinds of characters or 2 ends of the spectrum with it for a team. I think I’m probably looking to kinda use them as a sort of slower striker, but would want to be able to have some sort of throws or whatnot to put in as pressure or counter things or whatnot as I’m aware that both of them have throws that work either only as counters or best as counters. However, at the same time, I’d probably only stick to one of them since I wouldn’t want a team that’s only slower, which is why if I wanted a 2nd sort of wrestling character, I would go with Jaycee like I do, and why I have a tendency to like some relatively fast characters or a character with at least normal/decent speed. That being said, some characters just don’t “feel right”, but with what…50-something characters, I doubt people will find it impossible to find any that suit them.

:eek: Man, can’t electric for the life of me today.

P.S. - Wow, you can’t see electrics on Fallen Garden. Interesting. o_0