Tekken Tag Tournament 2: Unlimited

Well if he's got tricky moves, but is really weak, that's one thing. Let's just hope that this time when fanboys cry that he doesn't do enough damage they don't Viola him and make him completely game-breakingly insane.

Also, is it just me, or do some of the customization costume parts in this game suffer from the same "bulkiness" problem that is plaguing SCV's CAS? Pants and shirts that are supposed to be tight look like the fabric is about an inch and a half thick.
 
So who are considered the best beginner characters? Game seems fun but I'm awful at it so far lol. I've been messing around as Ancient Ogre/Jinpachi and am getting the hang of some of it but wonder if there are better/easier characters to start with. Unknown kicked my ass pretty hard on easy....
Only one I know is Lili. Apparently, I can't seem to play as her very well. Must be because she was new, and T6 was my first time playing her.

The only reason I got used to Asuka is because she plays almost exactly like Jun.
 
As a Tekken beginner, I find this ridiculously difficult. The training mode helps but I still feel rubbish even after I've used it. I'm not expecting to be good but there seems to be this barrier before you can even begin to play properly. I swear I can barely move around the stage fluidly because I'm supposed to learn to backlash cancel or something to move backwards properly.

I like Hwoarang, my favourite character from the nostalgic days of Tekken 3, but one look at his sample combos put me right off. I'm not gonna quit with him and I don't know how high he is in difficulty but some of those combos nearly made me vomit, especially coming from SC.

I refuse to go online until I can at least move around properly and at least try to whiff punish some stuff. Going from SC to Tekken is hard, the difficulty in moving is really hurting me. If anyone could help me with this game overall or even just movement, I would be greatly appreciative.
 
I've totally unlearned Tekken through playing SC5. I used to be decent at the game now I can't even do the basics and I'm practicing on T6 until my TTT2 comes tomorow.

I have a few questions.

Have they taken out all the T6 item moves?

What button is it to tag?

and can you put the tag button on as L3/R3? I would literally die of happiness if you could but I'm doubting it.
 
http://www.youtube.com/user/SFxTruth

This guy has been uploading footage of the 6 DLC characters.

A few things I noticed...
  • Slim Bob is huge, maybe as tall as Marduk
  • Violet speaks English
  • Unknown has her boss moves but they've recieved a damage nerf. She still looks ridiculously good though.
  • Doctor.B has 3 of his stances from Tekken 3 (bad stomach, panick doctor and meditation) he also has a few of his old Tekken 3 moves
  • All characters have extra outfits and customisations except Unknown.
 
Damn...thinking about buying this again. Really like watching it and starting to think I could be really good at it...just don't think I have the time to put into learning it from the ground up...

Day 1 Tekken is actually pretty fun to watch right now.
 
Play through ghost mode using the character you want items for. (You can set the rounds to 1 to make things go by faster, difficulty to whatever you want, I find things are more effective on Ultra Hard.)

Any time you see an opponent choice that shines yellow you'll get an item if you win.


As it pertains to ranking up (trophy hunting or rank hunting online), only play the same color as your rank, and you'll rank up faster. There's brown, blue, green, etc., the name doesn't matter, look at the color of the font. If you play ranks too low or ranks too high it will take forever to rank up. If you play ranks around your level you'll rank up in just a handful of wins.


Me either. But it's all personal preference, anyway. Tomayto tomahto.

What you were saying about barriers is true for TTT2. Difficulty seems magnified. Not that that's bad, but I wouldn't say TTT2 is "accessible", even though I've seen people say the opposite...

What's the response been like? I live under a rock. I've seen reviews but what about actual people?

I find the phrase "This game is great!" usually dies away after the 10th loss.
As a Tekken beginner, I find this ridiculously difficult. The training mode helps but I still feel rubbish even after I've used it. I'm not expecting to be good but there seems to be this barrier before you can even begin to play properly. I swear I can barely move around the stage fluidly because I'm supposed to learn to backlash cancel or something to move backwards properly.

I like Hwoarang, my favourite character from the nostalgic days of Tekken 3, but one look at his sample combos put me right off. I'm not gonna quit with him and I don't know how high he is in difficulty but some of those combos nearly made me vomit, especially coming from SC.

I refuse to go online until I can at least move around properly and at least try to whiff punish some stuff. Going from SC to Tekken is hard, the difficulty in moving is really hurting me. If anyone could help me with this game overall or even just movement, I would be greatly appreciative.

Pretty much the reasons why I didn't even bother considering buying this game. I'm impressed with what Namco and Harada have done for the console version of Tekken Tag 2, especially with the amount of characters, DLC, and otherwise. But it isn't enough to justify the purchase of this game, especially since its Tekken. A series long known for its incredibly difficult learning curve.

Honestly, though, I can't say whether this game's barrier to entry is more or less difficult than SF4's. Certainly, in terms of combo execution, understanding the game systems (FADC is much more difficult to do than, say, universal low parry) and more probably give SF4 a bigger curve; then again, Tekken doesn't make it easy to understand which of your moves are unsafe on block. Unless you're using lows.

I assume training mode didn't cover certain aspects of movement. Such as the differences between the two main backdashes. Tap Back-Back, or Tap Back, hold Back. Nor did it cover Korean Backdash cancel. Tap Back, Back, Neutral, Down/back, or in SC5 notation terms; 4451. Of course, Korean backdash is an abuse of mechanics inherent to Tekken's gameplay and no intentionally coded into the game. Its been there as far back as Tekken 5, I think.

I'm also assuming that the game's training mode didn't cover character specific stuff like Snaking for characters with crouch dashes. And I'm also assuming the game doesn't label which moves characters have that are low/high crushes, homing, or guard crush. In fact, if it didn't label those moves, it probably didn't label which ones launch either.


To put it in simple terms, Tekken's movement system relies heavily on dashes, and sidesteps and special moves that move your character forward or home in on opponents. Playing footsies is pretty important in Tekken, so try to get a good feel for what you can do at maximum range with your moves. Backdashing is crucial to Tekken and defensive play is considered more important than offense. I think Tekken, and Namco's Tales of Graces' are perhaps the only fighting games where the system actively punishes you for playing too aggressively.

Outside of that, Tekken has very few core systems - nearly everything is character specific. Understanding what launches, what bounds, homes, and crushes is specific to each character. There's no universal 3B launcher like in SC5 (granted, I know not every character has a 3B launcher in SC5, but the majority do). And there are even launchers that don't work unless on counter hit (Jin's d/f 2, for example). So the best way to understand the game is to pick a character and play them as much as possible to understand them. Though, it may be unlikely you'll ever know everything about your character until you can get ahold of frame data. There are very few telltale signs in the game that indicate whether a move is safe on block, or punishable. The few that do exist tend to be thus; nearly every low move is launcher punishable and all of them can be universal low-parried by pressing d/f.

Since there's a large roster, you might be wondering which characters are more suited for beginners, intermediates, and seasoned veterans. Traditionally Namco had, in the past, labeled Jin's Tekken 3 fighting style as friendly to newcomers, while characters like Ling Xiaoyu were labeled as more complexed and difficult to play. I do not, however, think this is true. Based on my experience, beginner-friendly characters tend to be characters without complex inputs, high-execution barriers (launchers on counter hit or while standing, require more execution), difficult combos, or multiple stances, Mishima-styled crouch dashes (forward, neutal, down, down/foward or 6523), and characters with predisposition to throws and multi-part throws.

So, in my experience, characters that are more friendly to beginners are: Paul, Law, Lili, Hwoarang, Baek, Steve, and Feng Wei. Intermediate characters in my view are: Asuka, Marduk, Julia, Lee, King and True Ogre. Expert characters are: Jin, Devil Jin, Kazuya, Bruce, Anna, Nina, Lars, Bryan, Christie, Eddy, Panda/Kuma, Ling Xiaoyu, and Yoshimitsu. If you want characters even more complex there's: Heihachi, and Ganryu. That's not the entire roster, but only the characters that I've had experience playing and trying to learn at any one point in the series. Doubtless that they may have changed a bit or more by Tekken Tag 2.

Beyond that, there isn't much else I can teach you guys. In Tekken 6, I couldn't get past a single digit win percentage without help from others. Considering what some said here than the online code in Tekken 6 sucked or didn't, maybe it was online and maybe it was me. I've participated in Tekken tournaments as far back as Tekken 3, and made semi-finals by scrubbing with King's low kick string. Can't give you guys any juggle combos, unless you're looking for ones dealing under/around 50 damage.

I'd like to help, but I'm far and away a terrible Tekken player, that's why I was asking for help earlier last week. Given the lack of response, I've forgone purchasing TTT2, and I didn't really have much interest in it. I don't want to stop you guys from purchasing it, as I think its a fine game worth owning if you're a fighting game or Tekken fan. Especially with the huge roster, DLC and customization options. Enjoy the game.
 
I refuse to go online until I can at least move around properly and at least try to whiff punish some stuff. Going from SC to Tekken is hard, the difficulty in moving is really hurting me. If anyone could help me with this game overall or even just movement, I would be greatly appreciative.
Pad or stick?





Hwoarang is on some Maxi ish (to me anyway). You got flamingo, you got foot position (can't recall what the notation is, but left foot forward or right foot forward have different moves), combos involve multiple stance cancels IIRC, you got JFSR, it's... It's a headache. I don't think he's suitable for beginners at all. But like anything, you just gotta start throwing energy at it, putting in work. Good luck.

Have they taken out all the T6 item moves?

What button is it to tag?

and can you put the tag button on as L3/R3? I would literally die of happiness if you could but I'm doubting it.
Dunno if they've taken out moves, but there are certainly item moves in the game. I had a guy shoot me a couple of days ago... Why does the pistol track...

The tag button is "5". You can set it as any button.

Yes, the tag button can be on L3 or R3. I think the default is L1/R1 and R3, can't remember.

I assume training mode didn't cover certain aspects of movement. Such as the differences between the two main backdashes. Tap Back-Back, or Tap Back, hold Back. Nor did it cover Korean Backdash cancel. Tap Back, Back, Neutral, Down/back, or in SC5 notation terms; 4451. Of course, Korean backdash is an abuse of mechanics inherent to Tekken's gameplay and no intentionally coded into the game. Its been there as far back as Tekken 5, I think.

I'm also assuming that the game's training mode didn't cover character specific stuff like Snaking for characters with crouch dashes. And I'm also assuming the game doesn't label which moves characters have that are low/high crushes, homing, or guard crush. In fact, if it didn't label those moves, it probably didn't label which ones launch either.
Yeah, that wasn't covered. That's a pity...

Homing moves are labeled in the movelist. Tag-bufferable launches are labeled. A few other things.

Fight Lab was great until it ended. (Honestly, I was expecting more, like the tutorial modes in SCIII or Virtua Fighter 4.)

Training mode is OK (I still like SCV's better) but there's still not full disclosure of all the information you need.

They are heading in the right direction but it needs more work. If you asked me, at least this portion of the game feels rushed like SCV.




Also, I'm sure many of you have made the connection already. but, when I was first getting hit by a 20-hitter from Viola, my first thought was "tekken? lol wut"

She should have had an EWGF but they gave it to the actual Devil Jin...
 
Yes, the tag button can be on L3 or R3. I think the default is L1/R1 and R3, can't remember.

Omg yes I want to lick you.


I dunno, yeah every game has a learning curve but the way you're explaining it like you want to be pro at it before you've even started. You say there should be a back dash guide? When you're a beginner learning back dashing stuff should be the last thing on your mind.

I learned everything on Tekken on my own, I can't read the notions and I got my combos from the lab. You shouldn't need frame data until your at a very high level, if I get punished for doing a move then I've learnt that its punishable just like that.
 
I probably don't agree with Windstar (I dunno...he wrote a lot of shit...so maybe I agree with some of it. Not reading all that though!) but I think part of the problem with Tekken is that it's simply inaccessible for some players. Things in 3D fighters aren't as readily apparent as they are in 2D fighters already and, if players are constantly getting beaten by techniques they don't know or understand by better players (through online in this case), it may seem like they need to read a dissertation in order to begin just to understand the game let alone enjoy it.
 
Omg yes I want to lick you.

I dunno, yeah every game has a learning curve but the way you're explaining it like you want to be pro at it before you've even started. You say there should be a back dash guide? When you're a beginner learning back dashing stuff should be the last thing on your mind.

I learned everything on Tekken on my own, I can't read the notions and I got my combos from the lab. You shouldn't need frame data until your at a very high level, if I get punished for doing a move then I've learnt that its punishable just like that.

Nah, I don't.

You don't really need frame data to play any game well, nor do you really a tutorial, a move list or anything really if you can simply play the game and get a grasp of the mechanics and play it well.

Rather, if you're going to build a game that is as complex as Tekken, or has such a barrier to entry as it and you're going to include a tutorial, you better make sure you include everything important and necessary for every player that wants to learn. Because not every player is going to able to get a hold of how the game works just by playing it. This includes something as simple as movement, attacking, what a high, mid, low and special mid are. Even character specific stuff like what moves can and cannot be properly deflect by certain characters' reversals or parries, which moves stun or normal hit, or counter hit, launch, etc.

Certain stuff will always remain a element of self-discovery (match-ups, custom combos, personal fighting style), but if a player wants to know the quirks and elements of how the game is structured and played, as well as the elements of their character, that should be included within the game's tutorial or the instruction manual. It should always be an option.

There are players out there that find self-discovery in simply playing the game and the character they like and don't want to deal with unnecessary tutorials and whatnot. They learn best by doing, or getting into the game by fighting live players or the AI. And that's fine too. How many intermediate and high-level players do you know that actually understand the complexities of StarCraft 1's damage system? Do they know that Protoss Dragoon's deal the same damage type as Terran Siege Tanks? Do they care? I don't. There are plenty of players that do just fine without that information and can play well without that knowledge. That's an element of good game design. Tekken certainly shares these elements too. But its no excuse for not including information on how the rules of the game work.
 
Same applies to Soul Calibur though, it never once mentions how to Ukemi, how to GI, how to JG, what you can GI what you can JG, how to break throws, what clean hit is, what a quake is, etc.
 
It does in the manual. All dat.

Lol. Just thought about the fact that SC3 and Broken Destiny taught all dat ish and more and people still dunno wtf is going on in SC.
 
Same applies to Soul Calibur though, it never once mentions how to Ukemi, how to GI, how to JG, what you can GI what you can JG, how to break throws, what clean hit is, what a quake is, etc.

Like LP said, it did in SC3. And yeah, in SC5 there's not much of a tutorial, but we all know the game was rushed.
 
Wow all of you guys are saying it's hard or inaccessible? I guess playing VF 5 FS has helped because the game seems fairly moderate to me.. Only thing is you have to memorize a ton of moves but the amount is cake compared to VF 5.. Vanessa anyone?
 
I propose we make a separate thread for combos and stuffs for teh TTT2 characters and use notations that WE understand. (e.g. 236 C+D)

By having a simpler attack button system (such as PS3/Xbox pad default: square/X [A], triangle/Y: , cross/A [C] circle/B [D], where the letter in the brackets is the command) we can use the numbers to state directional inputs, like in Soul Calibur.

Actually the Japanese use a notion system that's pretty much the same as Soul Caliburs

The same number notions for movement and LP,RP,LK,RK, (TA)

So a beast way already exists.
 
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