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Tekken Tag 2


2/06/13 - WS vs iWS

posted Feb 23, 2013, 12:13 PM by Tyler Bustinza

Basically anytime Dragunov is left in FC/WS, the notation is WS. If he's not, it's noted as iWS.

The d,d/f,n iWS version is necessary for a good amount of Dragunov's combos because doing a d/b_d_d/f,n,4 will leave Dragunov too far away to continue the combo some time later down the line. Doing the CD iWS will naturally leave Dragunov closer making most of the combos much easier to land. Now there are exceptions where d/b_d_d/f,n,4 will easily work and that's on single strike, string CH launchers such as CH (1,2),1 and (d/b+2,1),2 but for everything else d,d/f,n,4 has to be used for consistency.

2/12/13 - Kazuya vs Heihachi (pt. 2)

posted Feb 12, 2013, 10:06 PM by Tyler Bustinza

I'm not sure how versed you are in Tekken, but the wall game in TTT2 is very close to DR and vanilla 6.0. Scoring a wall splat before using your B! leads to massive damage, I'm talking 60%+ with practically every team combination in the game. Outside of WB! though the damage is more fair, combos tend to do about 40% and 45% when using TA!. Luckily wall combos aren't too hard to perform, so even without being used to the T5 system, it should be easy to pick up.

Kaz + Hei and Kaz + Lars are two ridiculously good teams and it really doesn't matter which of the two you play. Kazuya and Heihachi aren't too different, so for not trying to overload yourself on information, double Mishima is a pretty good place to start.


2/12/13 - Kazuya vs Heihachi (pt. 1)

posted Feb 12, 2013, 10:05 PM by Tyler Bustinza

The reason why Kazuya is the best is that everything Mishimas have, he has better.

Kazuya has the fastest launcher in the game (i13), fastest and safest WS launcher in the game (i13 and only -13 on block, for instance Bruce's i13 WS+2,1 is "only" -11 but is high and non-jailing, therefore duck and launch punishable), most consistent and fastest W! attack in the game i11 (only beat by Jin 2,4, and Lili 2,4 which all have stringent W! requirements and Jinpachi 1,2 which is -17 on block).

Once he's in Devil Form ties Angel with the fastest standing tag launcher in the game (excluding Mishima i14 and his own i13 EWGF) while also being the safest at -13 (compared to Lars' f+1+2 at -14), gets the incredibly strong CD+1~U/F attack throw ender which gives the Devil/DJ/Angel insane oki and combo damage, gets the really evasive tag bufferable, class 1 launcher, SS+2 for those #YOLO moments, gets eye laser for high wall splat and a long range UB!, and gets the ability to timer scam with 3+4,3+4.

There's only a few things that Heihachi has going for him:

  • f,f+2 - No explanation needed. -16, great pushback, mid, evasive, tag bufferable launcher.

  • f+3 - Knee, mid, safe, NH W!/KND, CH launcher

  • f+3+4 - Heihachi's new and improved stance. Built in punch parry, good damage.

  • b+1+4_2+3 - Heihachi's reversal, eats a lot of options, good for "safe" tagging

  • d/f+1,2 - Standing twin piston for W!/KND, only -13 on block

Heihachi's d/b+2 isn't really everything it's cracked up to be. Devil Jin's d/b+2 is slightly faster, is only -12 on block (versus Heihachi's -18 on block), at the small cost of 25% less damage. The frames on hit are identical, making it a good pressure tool for both characters. I should also note that Kazuya also has d/b+3 which deals lower damage but is much faster and is massive frames on CH, as well as d/b+4 which has similar damage, and frames as Heihachi d/b+2 while being faster, better frames on CH, as well as an catch in certain oki situations.


2/05/13 - Executing and practicing Jinpachi TA! glitch

posted Feb 5, 2013, 10:59 AM by Tyler Bustinza

Yes, instead of trying to get the UB! out before the TA! window ends, approach the problem as trying to execute the UB! immediately after the window for inputting 1,2 ends. The best way to do this is practice the timing outside of a real combo, e.g. just keep practicing 1~3[hold]~f+2 such that 1,2 doesn't come out and there is no notable delay between 1 and the UB!. From there you can practice with generic TA! (1+2+5), then from there you can practice with a small combo (e.g. launch, quick hits, TA!), and finally to a real combo.

It's going to be hard, there's no way around it (as it's basically JF) but with practice it's much more consistent.

1/29/13 - Class 1 launcher tech w/ Dragunov

posted Feb 4, 2013, 7:20 PM by Tyler Bustinza

Okay, I hit the lab and was testing Jinpachi WS+2~5 into Dragunov, since b+4,3 does better damage than my b+2,1 combo, but at the same time is way less consistent landing as it requires pretty good timing. For some context my BnB is:
Jinpachi WS+2~5, Drag (b+1+2), b+2,1, 1, f+3~CDc, 4,3, TA!, Jinpachi SSR+2,1, Drag f,f+3

After messing around timing and options I discovered that a whiffed d/f+1+2 is about the perfect timing for both b+4,3 and f+4,4,3 (which also works, similar to d/f+2, f+4,4,3...). It's important to note that you'll need to do a proper CC otherwise WS+4 will come out.
Jinpachi WS+2~5, Drag (d/f+1+2), b+4,3, 1, f+3~CDc, 4,3, TA!, Jinpachi SSR+2,1, Drag f,f+3
Jinpachi WS+2~5, Drag (d/f+1+2), f+4,4,3, 1, f+3~CDc, 1, f,f+2, B!, f+3~CD 1+2

1/29/13 - Improving your neutral game

posted Feb 4, 2013, 7:18 PM by Tyler Bustinza

Punishing is really about knowing what options to expect from your opponent and weighing the odds of a certain attack occurring. For instance, I can honestly say that I've seen a random shoulder come out, more times than I'd like to admit, and watch the defender not punish it properly. Doesn't matter how good the opponent is, 49 out of 50 times they won't punish a random shoulder if used at a completely random and non-crucial moment. But inversely once the opponent has used the "random shoulder" card the defender, with even very basic knowledge (e.g. shoulder is launch punishable), will be able to punish it in the future with great accuracy.

The other thing to do is once you catch an option you're looking for, be sure to punish the fuck out of it. Now Bryan/Drag don't have i14 WS launchers, but for -12 and -13 you should always be looking for max damage. Actually this is not a bad crutch to have as most low attacks are not exactly -11, so just always be using WS+1,3 or WS+1+2 with Dragunov and instead know what options are -11, not the other way around.

The easiest way to stop fearing lows is to realize that a hop kick/launcher will kill you and lows won't. I remember reading a while ago, in T6, that a few Korean players would never duck. Now obviously it was probably hyperbole, I'd assume they'd properly block slow lows and such, but it's an interesting idea to think about. Imagine what your game would be like if you never ducked. Imagine what you could do if you anticipated a low and was able to orbital the low option.

Instead you should try to pick up on bad habits. For instance inexperienced Alisa players will often do d/b+3 (hit) and then immediately WS+4 because other inexperienced players will often try to retaliate, but this leaves them open to SSR and other reversal options. At the same time be careful with certain "reads" where the opponent may actually be training you to respond a certain way in a clutch moment. For instance I was training you with Jinpachi FC d/f+1 and once you were at the wall (in one of our last games), I finally used FC d/f+2 on you (a safe KND/W! mid) to counter your low parry/low guard. So keep an eye out.

Overall it's better to use an option that will eat a 50/50 and if you don't have one, always be sure to guard whichever direction will give your opponent the best reward. For instance we can look at Heihachi CD+4 extensions. (CD+4),d/f+4 is safe on block, but if you don't block low, it's a free launcher if the Hei player goes low. (CD+4),n,4,4 is a 50/50 to (CD+4),d/f+4 but will not launch, instead does a lot of standing damage, although at the same time is launch punishable on block. Going even earlier, CD+4 is u/f,n,4 punishable (which does a shit ton of damage), so it's a risk even getting to that 50/50. That's why most Hei players will instead opt to use (CD+4),n,4 as if the CD+4 is CH will still full launch and at same time is completely safe on block.

The only way deal with pressure is to learn the match-up and learn the character (at least at a very basic level). A huge help is to be sure to punish properly, which I realize is the problem you first stated, will help you gain a ton of breathing room. Steve is somewhat vulnerable to twitch ducking strings and high crushes, Hwo has to properly select options to catch SS'ing his strings, and Zafina gets shut down once you have options to eat all her stances.

1/28/13 - Breaking the "wall"

posted Feb 4, 2013, 7:17 PM by Tyler Bustinza

I think the best way to break the wall is to expand your character selection. Pick a top tier and if you don't want to do that, then pick a low tier. Learn what makes them good and what makes them bad, see how it applies to your mains. Hell, you might like playing a low tier so much that you might just change over. Remember that if you're not maining double Mishimas, the tier lists don't mean too much anyway.

1/22/13 - On Dragunov being a "beginner" character

posted Feb 4, 2013, 7:16 PM by Tyler Bustinza

Except iWR for Dragunov is 100% necessary for his pressure game. Without the threat of ~+4 off of iWR+2, his sub-par poke game gets completely destroyed hopkicks. This isn't about SSS DAMAGE, this is about trying to beat someone with a character without real gimmicks. Also iWS+4 isn't about maximizing damage as much as getting real combos to land, you know, combos that actually lead to wall carry.

Like I said earlier, removing "iWS, iWR, now has CDc combos", Dragunov still has "no generic hop kick, no generic d/f+2, no i10-i14 NH KND/W! (w/o JF execution), poor overall tracking, way too many high ending strings (therefore must learn how to hit/CH confirm)" as well as no generic magic/CH 4, no #YOLO low launcher (i.e. snake edge) or low crush launcher (i.e. Lars u/f+3).

Apart from basics such as movement and fundamentals, NOTHING transfers over to other characters (as far as a beginner is concerned).

1/18/13 - Raven TTT2 tech

posted Feb 4, 2013, 7:14 PM by Tyler Bustinza

I've been experimenting with CH d/f+3, qcf+3~5 which leads to standard juggle options with Bruce (e.g. Raven CH d/f+3, qcf+3~5, Bruce d/f+4~MTS f+1, B!, 3,2~f,1, 3,2~f,2 or Raven CH d/f+3, qcf+3~5, Bruce 3,2~f,1, 3,2~f,1, f+2,4 for carry) and just curious if anyone has tried implementing it.

Also while trying to find decent damage with WB!/TA! u+3,d+3,3 I see that TA!, u+3,d+3~D will not only keep Raven in a ki charge state (which usually doesn't work properly as a manual ki charge will often end the TA! with that character remaining on point) but also allow for a low hitting follow-up to still land. So for instance I can do W!, Bruce d+3+4, TA!, Raven u+3,d+3~D, Bruce d/b+2,1,4.

So this obviously leads to the question, "what options would be good on in bound ki Raven?" Off the top of my head the usual suspects:
CH d/f+3 (high crush/launcher)
CH 3,3,4 (fast i14/easy hit confirm)
CH d/b+4 (high crush/guaranteed follow-up)

Then I started thinking a little more out of the box:
CH 4,1 (really fast i12/small combo on hit, possibly full combo)
CH u+3,3 (Low crush/Mondo damage/KND/W!)

But that's about all that immediately comes to mind, so my question is, "if you had a ki charged Raven, what would you be using?"

1/04/13 - On the abundance of streaming

posted Feb 4, 2013, 7:12 PM by Tyler Bustinza

That's definitely a problem nowadays with streaming and recording matches, specifically casuals. People assume you're playing at 100% every time you're on camera and if you're not, you're a scrub. Videos without context make me a sad panda.

http://www.tekkenzaibatsu.com/forums/showthread.php?postid=4634171#post4634171

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