In addition to being the game's primary educational mode, Fight Lab is Tekken Tag Tournament 2's main narrative mode. However, those of you who stick it out will discover a massive ceiling for improvement, thanks to a massive character move list. To play Tekken is to walk one of the most dangerous fighting game tightropes. And all of that happens in less than a minute. Then your opponent will bust out some double-digit combo that drags your fighter to the other side of the screen, ending with an ambiguous wake-up game that knocks you right off your feet and starts the whole thing over again. It's easy to make mistakes and leave yourself wide open for a counterattack. Tekken Tag Tournament 2 is a difficult game. If all this talk of bounds and tag combos sounds confusing, you are not alone. This is a great trick for getting out of a bad situation, but it denies your sidelined character the chance to recover any lost health. In dire circumstances, you can sacrifice your point character's remaining recoverable health to force the tag character into an offensive dive. However, if one fighter loses all of his or her health, then that team loses the round, regardless of how much health the other fighter retained. Each fighter on a tag team has a health bar. But the ability to summon your partner temporarily after a bound helps the pair feel like one cohesive unit working together to achieve victory.Ī tag team's symbiotic nature extends to their health as well. There are other ways to use your tag partner, such as switching between the two or performing a two-person tag throw. ![]() In either case, control then switches back to the original attacker, who finishes out the combo. ![]() You can enter the attack manually, or one will be selected automatically if you continue to hold the tag button. DB+3 portion is unsafe on block.If you hold the tag button immediately after performing a bound, your partner dashes in from offscreen, ready to strike. Can combo into a DF+4 afterwards.Ī low attack combo that can be used to catch some people off guard. Quick high attack that can be used for catching whiffed attack. Has a little slow startup though, so be cafeful. Only do the 2nd 3 if the first 3 connects.Ī long ranged mid-high poke that is safe on block. Auto parries high/mid attack during the startup.Ī long ranged high-low combo. Useful for high attack punishing and whiffed attack punishing.Unsafe on block. As well as useful for trying to catch some people in knockdowns every now and then into another combo. Good for catching whiffed attacks into a combo. Useful if you saw that your opponent is throwing out a high attack. Punishable with WS 2 Launchers on block.Ī long ranged sweep move. ![]() Useful for punishing ducked high attacks into a combo. Launcher.It's a bit better than DF+2 for stuffing some attacks but is no Marshall Law Somersault kick in priority. A little bit punishable on block with string combos that begin with a 1 and end at where it can't be blocked.Has a fairly small attack range to whiff. Useful for stuffing attacks for a counterhit combo and is quite fast.Ī bit slower startup then QCF+1 but does set up some deadly counter hit combos to stuff out attacks. ![]() Both the DF+1, and 2 portion are safe on block.Ī low attack poke to keep your opponent in check if they can keep up with mid/low pressure. Your standard close range mid poke combo. If the first hit whiffs though you'll likely get punished, so they are not quite abuseable but are good at fighting your opponent at a distance. It has a bit slow startup but a decent hit confirm, the high portions can be ducked under, but they come out fast enough sometimes if even one connects you have to blocked the other. Unlike Nina's Flash Kicks.They are safe on block. These are the most common commands to use with Anna Williams.
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