TTT2 Team Discussion Thread

Kazuya/Anna or Kazuya/Jaycee?

which team has the better potential.

Anna isn’t very viable in this game.

^
@Sessha, that statement is probably the one of the biggest lie’s you’ll ever hear. Allow me to clear up a few things up and actually help you out. Both Kazuya/Jaycee and Kazuya/Anna teams have very good potential - you only would have to take a different approach to them.

Kazuya/Anna put together on a team would be mix up heaven! Anna can easily cover for Kazuya’s lack of safe pokes.
Both of the said characters have an extremely impressive CH game as well. Kazuya himself is a powerful character indeed if you are at the top of your game, and if you are able to EGWF on a consistent basis - using such a much as a whiff/block punisher. For Devil Kazuya (his transformation) you have his Twin Pistons (df+12) which is a tag bufferable, decent tracking, another good tool for catch opponents off guard because it also registers as a mid. Anna herself is really good at taking huge red life because of her juggle combos and how she can cancels a lot of her moves. God help you, if there is a wall, because that’s where Anna really shines at as well.
To speak a little more on Anna, her okizeme is RIDICULOUSLY good and yet another element that she completely shines, alongside her 50/50’s.
You see, both Kazuya and Anna have really nasty 50/50’s - another thing you should note is that if Anna is actually paired with Kazuya, she can get raged a lot quicker than usual. Anna is also a bit more pressure heavy in this game, too - to add pressure onto your opponent, you should resort to things such as qcf+1, ff+2, d/b+1, or df+1+2. Anna’s df+333 is a natural combo and the first hit of this string hits MID and is relatively safe.
Anna’s 50/50’s are going to come from her stance system (CJM), as well as moves such as FC d/f+2, FC f+2, FC f+1, WS2. In general, Anna’s Tag Assault fillers should be things like qcf+21, df+32~df+21, df+32~1, or db+44, depending on how many hits Kazuya got before he did the bound into the Tag Assault. Kazuya’s Tag Assault should mostly consist of Hell Sweeps (specifically f(n)df+41), but towards the wall Kazuya can be far more creative and dish out a STUPID amount of damage, especially with Anna as his tag partner.
If you’re doing a Tag Assault with Kazuya as a leaders you can get good damage off of ending combo with f(n)df+3. At the wall, Kazuya combo enders should be things like df+321. It is also important know how to wave dash with Kazuya as well, because that’s where a lot of his mix ups come from. Kazuya has a lot of crazy good mid hitting moves (CH df+2, WS2, WS4…).
For Anna’s combo enders:
ff+343, u/f+133+4, f+2+3, f+1+2 ff+1+2, qcf+1, qcf+21, or u/f+3+4.
For Anna’s wall combo enders:
d/f+12>f+2+3, or d/f+32>f+2+3, or ff+34>b+3:1+2, or ws+3~b, CJM f+2+3, or df+3,2 db+1,1
Don’t hesitate to make use of Anna’s oki set ups either!
Also, here is a sample of how a Anna/Kazuya team should work - get a basic idea. The second video presents a Anna/Zafina team.

Spoiler

http://www.youtube.com/watch?v=FCr-Tdr60_g
http://www.youtube.com/watch?v=ZMhQNVj_mO4

As for Kazuya/Jaycee… well, I tend to play Kazuya/Michelle a lot so fundamentally speaking, this is very solid - Kazuya and Jaycee are also both mix up heavy and they hit very hard in many their juggle combos. It gets to the point where going 80+ damage becomes a very easy task for ending matches very quickly, much like it would be with the likes of Anna. Jaycee has a lot of good mix ups as well, a lot of which stem from her WS moves, throws, f+3, and her Shot Gun series (d,df+1~4(or 3). Jaycee has isw (fff+2+4 = a running throw move) in which you can end a lot of your combos with to avert damage scaling. Tag fillers for Jaycee should be f+22f+1 or b21+2 . At the wall Jaycee can resort to df423, df42bf1, 1+24bf1+2, uf+3+4, or df+3+4 to end her combos. For punishment, you have Jaycee’s magic 4 (WS4) which hit mid and can lead into some great combo/oki set ups. For good tag bufferable launchers you have Jaycee’s qcf2, df21, and db2. For natural combo’s, Jaycee’s df+43 and ff13 are pretty good choices. You can use Jaycee’s ff1 or qcf1 to punish/whiff punish, catch back-rollers, and as a pressure tool because it is safe on block. Jaycee’s CH 2~4,1 (Bow and Arrow) is also a good tool for pressure and it is hit confirmable. f+3 gives Jaycee access to a lot of good moves too, like f+3 into 1+2 for a throw mix up or 3 for mid hitting kick. Jaycee can help Kazuya for the sake of his own mix game - Jaycee has quite a few better pokes than Kazuya does - Kazuya can provide Jaycee with a lot more leverage on mix ups and wall combos. Both of the characters have a intense oki set ups as well, they are extremely powerful when it comes to getting CH, and they compliment each other quite nicely.
Some sample combos from both Anna and Jaycee…
I had trouble finding Kazuya/Jaycee vids, but I did find one… the secondary video, consists of a Jaycee/Anna team. You should get some good ideas off of these two videos.

Spoiler

http://www.youtube.com/watch?v=y9oi8e4LsMg
http://www.youtube.com/watch?v=w1AgrRkOfp4

Holy crap dude, thanks.

Why not?

Regarding TA!s, I’ve posted before that sometimes it’s not about the damage. It can be about the wall carry. It can be about a nasty wakeup situation you put someone in afterward (unlike other games, there are [very few] situations in this game where the opponent has to choose between either taking damage or taking more damage). To be completely honest, if I know I will put someone in a lopsided enough situation, I will TA! just to get them to burn their tag crash, which essentially turns my tag crash into a high damage red life combo.

Don’t focus on just the numbers. For instance, if you perform a TA! (or any combo for that matter) that doesn’t have a high damage ender, but you get a guaranteed ground hit on someone that does as much or more damage than your ender, you can use that low damage combo in situations where you normally wouldn’t on paper. Try to expand your combo and team construction beyond just the numbers and you will find some pretty ridiculous things that this game allows you to do.

Regarding your stick, I truly wish you best of luck playing Kazuya without two of his strongest tools. He is a solid enough character where you can play without them, but they just make his life so much easier.

Why should I justify my reasons not to pick ONE particular character I’m not interested in out of 40-50 plus available characters? What about Freedom of Choice? In my original post I mentioned these characters:

Dragunov
Asuka
Miguel
Jaycee
Hwoarang
Zafina
Bryan

Anyway, I got back to TTT2 recently. And I’m grateful that Aris made a Dragunov tutorial and I would try looking into Jaycee whenever I won’t be too busy.

Jaycee is madd fun, you will enjoy her.

Of course, Michelle is DA BEST, but Jaycee is okay too.

Hey guys,

Not sure if this is the right thread or not but could somebody let me know if my teams are good/average/bad?

Jun/Lili (Team I had trying to learn the mechanics ie noob team)
Zafina/Leo (Team I’m working on)

I life Zafina because she’s heavy in the stance department and I have Leo for combo’s/TA! since Zafina isn’t really good in the combo department.

hell I really like Anna/Jaycee as a team, I’ll just play Kaz in solo or the other tekkens

Hahaha! “Justify” is a bit of a strong word. Nobody’s locking you up based on your answer. I only asked because I was curious… in the event you had an actual reason for not choosing Leo. (Not into stance change characters, prefer faster/slower characters, Leo does X amount of damage and you’re looking for a character that does Y amount of damage.)

Don’t worry though… your freedom of choice is safe. :wink:

jun/lili = ass/asser
zafina/leo = ass/good

either way you are going two and out, have fun.

LOL “when keeping it real goes wrong”. >_>

I’m beginning to think that this guy is a troll or something.

Hwo/JC combos?

Hwo/JC = Big time damage.
But, please keep in mind that Hwoarang himself isn’t that easy to play on higher levels, but if you get his stances, oki, and set ups down your Hwo will be good to go. Jaycee is just stupidly good in this game, so you can not go wrong with her at all. I can already visualize Hwo and Jaycee doing a absurd amount of damage… it’s like putting up a Asuka/Bruce team together. Did you know that an Asuka/Bruce team possesses one of highest damaging combos off of the wall? That’s a good team to consider as well.
Hwoarang and Jaycee are both well rounded characters (you need to spend a little more time on Hwoarang though to play him correctly). Both of the characters are multipurpose - you can play them defensively, aggressively… resort to tricks and set ups.
You may also set up some unblockables on Jaycee’s end as well (1+4 or f+1+4). Hwoarang also has JS Sky Rocket, but it isn’t completely necessary (as it is more like a plus… much like Heihachi’s JS Dragon Uppercut, it is completely different command altogether… f, df+1 on the exact frames… try to spend some time with Hwoarang’s fighting style, combos, and

Jaycee… I’ll tell you everything you need to know. First off, PLEASE learn how to Shot Gun (df,f+13 or 4) There are mix ups to follow up with after using this command. Jaycee’s d,df12 is hit confirmable. 1+24bf1+2 is one of her most damaging options for ending wall combos - otherwise, you an resort to df+3+4 grab, df423, or df42bf1. Jaycee’s d,df12 is -6 frame so the opponent will not be able to punish this. Jaycee’s b4 and her WS21 are PLUS frames on block but please be careful with these moves… the hit detection of both moves are HIGH. Jaycee ff1 is -2 frames so it is safe - if the opponent blocks this, they are more than likely to do something stupid (i.e. hop kick or i10 frame jab). You’ll know what to do. On HIT Jaycee’s ff1 is +4 frames. WS4 is a good punish for lows and provide Jaycee with really good oki set ups (i.e. using ff1 or d,df1 to catch people back rolling). d,df2 and db1 are both high crushes and are both tag bufferable launchers.
When Jaycee is paired up with another character who resorts to some sort of Chinese martial arts (her mom, Lei, Leo, Feng, Xiaoyu, etc) - which in this case she isn’t because Hwoarang practices Tae Kwon Do - Jaycee gains access to another move that works similar to her moms f3~1. The command for this move is d,df31+2 I believe. If you are playing on much higher levels, you might want to make a little more use of crouching throws, Shot Gun mix ups, and 111/114 usage. Also keep in mind that Jaycee’s CH game is monstrous, which is another reason why she is so noteworthy in many tournament play.

Hwoarang tracks appears to be generous enough. Hwoarang also offers extremely damaging options for tag fillers! I’m going to see if I can find some Jaycee/Hwoarang footage for you to get a much visual idea of what you are in for when you pick Hwo and Jaycee. IMO You’re making a good choice with this team, really.

yeah, the only combo Ive really come up with is JC: uf4,3, 4, shotgun ~ 3~1, shotgun~4~1+2 B! Hwo:uf3,4,3 JC: SW

but honestly I’m looking to main Hwo, because after messing around with a lot of the cast, I find him the most appealing. JC anchor fo dat netsu damage.

Sorry for the absence… I’ve got a lot of stuff to talk about -
The next team I am going to talk about will be: Jaycee/Bruce, followed by Heihachi/Armor King.
I still have a few things to take care but those will be the teams I will talk about later on.
Remember, if you guys have other interesting thoughts or team formations, please feel free to share them on this thread!