TTT2U Questions and Complaints

Are there any ways to defend against Alisa Bosconovitch? Yes I am looking for any Anti-Alisa strats as she’s clearly the character that pisses me off the most to play against. I hate knowing the fact that I have lost upon seeing her portrait at the Vs screen

:eek: Are there any moves or tactics in particular that you’re losing to?

I probably haven’t faced any decent Alisas yet, but against the ones I have played, I find that blocking is really strong against her. She doesn’t seem to be able to mix it up like a lot of other characters can. You might need to go easy on your oki game when you knock her down and there are certain moves that you MUST step, but other than that blocking has done most of my work for me.

Mostly her burst and rocket moves catch my off guard. The moves where she flies forward, and that one move where she shoots a rocket. The first one is very hard for me to predict because I always end up eating a launcher or a damn bound move.

I don’t know her moveset very well, but holy shit, she is one frustrating bitch to play against

I also used to have a difficult time against Feng, but with him atleast I know what to expect

Just duck her rocket, if I’m not mistaken tho there is one rocket that can’t be ducked so sidestep that one

What about her burst moves. You know the moves where she flies forward and I can never predict what she does

:eek: I know you can step most of those. Hang on, lemme get into training mode real quick.

Streaming this at: http://www.twitch.tv/thesunsetyoshi

I will post the archive for you to study as well. Not going to go into frame data (I’ll let you lift that weight), but I will note if something is safe or unsafe if I can.

My notes for now:

1+2: This is a tag bufferable mid that can also bind. You can sidestep this to your right.
f+1+2: This is a mid palm rush. It looks like you kinda have to sidestep this early, but if you do, you can step to either direction. The range isn’t as good as her other boost moves, so if you stay too close or too far, using this is not optimal for her.
f+3+4,1,2,1: This is a long range three hit mid string. Because the startup is so long after the boost, you can easily step to either direction or counter hit for a float if you’re close enough.
f+3+4,2: This is along range high elbow. You can easily duck this and sidestep to either direction.
d+3+4: This is a short range homing knockdown sweep. Kinda slow, easy to crush, a little hard to backdash if you’re right in her grill.
b+4,3: Mid range knee to overhead. If you want to step it, you have to step it early. I would just block this since it seems to start up pretty quickly.
f,F+2,3: Long range two hit mod palm string. Again, you have to step early since it starts up kinda quickly, but if they whiff the first palm, you can step the second easily. I would be content to block this. Jab punishable at least.
f,F+1+2: Mid range two hit mid palm string. Like the two above, easy to step if you do it early. Blocking this is probably best since it is also jab punishable.
b,f+2: Quick high short range thrust. Can’t step this on reaction. Safe.
f,f,f+2: Mid range high thrust. Safe. Steppable on reaction if you’re at a good enough distance away.
While down > 1+2,3+4: So this move is a mid knockdown thrust on wakeup. The boost off the ground is a 1+2 that you can react to. Sidestep or block, but I believe it’s safe. Not sure.

So just some general notes. First off, not sure how many of these moves Alisa players actually use. I’ve seen a good deal of them, especially when people don’t punish or move correctly. Next, it seems that Alisa has essentially a sweetspot where her quick mod boosts aren’t steppable on reaction. You pretty much have to block and jab punish these. If you’re very close or very far, you can counterhit or step her on reaction pretty easily, or so I’ve found.

Training mode is pretty solid, man. Gotta hit it up if a character is giving you trouble.

To any Bruce players can I get a list of his punishers (standing, crouching). I looked through the tekken wiki but the Bruce section is empty, and I skimmed through the Tekken Zaibatsu Bruce forum and nada from what I could see. I’d figure this kind of info is basic stuff, but the info is available for some characters and for others it’s not.

does tekken tag 2 tournament have link combos

Technically links do exist, but they’re not an integral part of the game.

The combo system relies mostly on aerial juggles and grounded strings.

The only linksi know of that are legit cool and useful are of course kazuyas counterhit df2 into EWGF (this link makes me rage)
ninas b4 into b1+4
and taunt linked into multiple stuff by bryan

I’m new to Tekken and have been wondering what exactly are bounds? I have a slight idea what it is and why is there so much hate towards it?

they are moves that smack your opponent down to the ground when in a juggle allowing a follow up making the combo longer, in all characters move lists bounds are labeled with a green box with some sort of check mark (no idea what it actually is) in the middle of it, and a lot of people hate it because it makes combos do more damage, and go on longer

I don’t see the problem with bounds if they increase a combo’s length and that they do more damage, especially in a tag game like TTT2 when switching out characters isn’t that high risk compared to SFxT. I guess I just like seeing and doing long stylish combos. Thanks for the explanation.

How hard would it be for someone like me who has never played any Tekken outside of five minutes who wants to play TTT2. I’ve been a Capcom player my hold life and closest I’ve come to Tekken is SFxT.

It will be as hard as learning any other new fighting game. Its not hard 2 play once u get used 2 the system getting gd however is another story

Ok thanks.

I recently bought tag 2, I’ve been trying to learn the moves but I having a hard time understanding how to do the button inputs. I’m not sure if I suppose to chain, link or whatever. I using eventhubs move list btw.

Can you give me an example? You buff them together, and a lot of strings, you need to have specific timing to buff together. Some are much more specific than others.

e.g. on the diversity…
Lars, F+4, 1, 2, 1

  • Hold F and hit 4, then just mash 1,2,1 and it comes out…
  • Same as above, but instead of mashing, hit the 4, pause ever so slightly, and then evenly tap 1, 2, 1 and it comes out.

That’s right in the middle of timing intracacies…

King’s chain throws… You get the first one, and you can LITERALLY mash all 4 buttons at the same time, just hit all four at the same time over and over again, and you get a random string.

"Just frames"
Leo has her d/f+1+2, 1+2, qcf+2
The qcf+2 is VERY specific, but you can just hit d/f+1+2~1+2 and that part’s easy. The qcf+2 must be done on an exact frame.

Likewise, Lee has his 3,3:4 mist trap. The 4 MUST BE TAPPED EXACTLY AT THE SAME TIME the second 3 hits.

Other than that, just make sure the attacks are spaced evenly. Depending on the attack before it determines how much time you have to buffer the move into the command string - unlike VF5, where you can basically just input the string, wait for it to finish and start on the next string.

ONE MORE TIP, and probably the best tip I can give you…
Go into training mode, go to the command list and hit “x” to see the demo of the attack (IDK what button you press on Xbox if you have that). There will be a diagram in the top right that shows the button inputs, and it will also show you the timing of each input.

Last thing: Go to Zaibatsu and look up your characters’ “Top 10 moves” as those are the moves that you’ll be using 90% of the entire match.

A note on bounds: The reason I don’t like bounds is this…
I love long combos and such… That’s fine.
Having a combo that starts as a juggle, goes into a bound that extends it perhaps into a wall for a W! combo or a breakable wall, floor, or balcony, can cause what would be a 50-60% combo be extended into the “better off dead” range, simply based on you being on a wack ass stage or because you were a pixel too close to the wall or something. If you were only allowed B! and then you didn’t splat or eligible to go through a floor/wall/balcony, I think I’d mind them a whole lot less. The thing is with the floor and balcony especially is that it auto tags your partner, so its’ too much of a “comeback” advantage if that happens. If you tag crash to safely take your 5% partner out of the match, you lose your rage, which could have been your only chance to come back in some situations. I just think it’s too much reward for a hit.

For instance Devil Jin’s Laser Cannon, Laser Scaper, and Laser Crush. One of the reason I got tag 2 other than to try a different fighting game genre but I also want to master electrics for Kaz in SFxT.

Laser crush?
Gate? B,f+2, 1, 4? The 2 punches to the spin kick?
As I’m not a Mishima player, I’ll do my best to explain these…

So hit b, then f+2
Right before the 2 hits, hit 1.
Right AFTER the 2 hits, hit 2/4/d+2 again.
The third command must be hit AFTER the 1st command hits, but BEFORE the third hits.
Does that make sense?

Same with a 10 string…
Input hit 1 and 2.
Hit 1 hits
input 3
Hit 2 hits
input 4
Hit 3 hits
input 5.

But as I said before: Just frames are like 1-frame links. EWGF is an example of a just frame, but your probably know that. Sometimes, in these moves, you’ll have just frames.

This is also NOT a rule… The Lars f+4,1,2,1 I gave you up above, the 1,2 hit VERY quickly, so it would be impossible to put the 1 in between there. That 1 can be inputted AFTER the 1,2 connects.
Other moves that follow this are moves that can be delayed to fake an opponent out. An example I can give you is Lee’s 1, 2, 2, 3. The 3 can be delayed, as it’s a high and easily ducked.