Tekken Tag Tournament 2

Tekken Tag Tournament 2 is a 3D fighter with fast movement and explosive damage. Only one character has to die for the team to lose the round. As a result of Rage's damage boost, Tag Assault extending combos, and wallsplats adding damage, a single combo can deplete 70-80% of a health bar. One launcher can lead to a team losing the entire round. Tag 2 has the largest character roster in the Tekken series. And there are tag throws. I love tag throws.

Helpful Resources

TTT2 frame data.

Notation

Attack Notation

1 Left Punch
2 Right Punch
3 Left Kick
4 Right Kick
5 Tag

Directional Notation

up-back up up-forward
back neutral forward
down-back down down-forward
u/b u u/f
b N f
d/b d d/f

High attacks are attacks that can be ducked under. Mid attacks are overhead attacks that must be stand blocked.

Tekken Tag Tournament 2 uses Impact frame data notation. If an attack is i7, it hits on the 7th frame.

Tekken Tag Tournament 2's movement is better than Tekken 7's. Spacing is even more important in this game and whiffing even fast attacks in neutral carries a risk. Dashing and sidestep have less startup and cover more distance. You can backdash and sidestep from more disadvantageous situations.

Red health is recoverable health and recovers while the reserve character is off screen. It can be spent as a resource for tag mechanics. Tag combos remove recoverable health but Tag Assault does not remove recoverable health.

Universal throws are performed with 1+3 and 2+4. There is a whiff animation if unsuccessful. 1 techs left-handed throws, 2 techs right-handed throws, and 1+2 techs double-handed throws. Throws in Tekken are reactable and a good player should be able to tech most throws.

2+5 is the tag throw. It is a right-handed throw and is teched with 2. Certain characters get special tag throws if they're teamed with specific partners.

The character stands up in place after a wakeup toe kick.

Okizeme is strong because wakeup is risky for the defender. Back roll is slow and can be punished for a full combo.

Balcony break starts or extends combos and automatically tags.

Bound and Tag Assault leave characters at the wall often. You can wall jump by inputting b, b, u/b.

Rage gives your character a powerful damage boost. The reserve character receives Rage when the active character has taken a certain amount of damage. Once the reserve character is tagged in, they are in Rage for a limited amount of time before it runs out. Rage can only be built once per round this way but there are other ways of obtaining Rage that don't involve taking damage.

The amount of damage needed to enter Rage is dependent on the relationship between the characters on the team. If the characters love each other in the lore they enter Rage sooner than if they're enemies. You can read more about it here.

Press 5 to Open Tag. The outgoing character is vulnerable but they still tag if they get hit. If a wall is behind the character the incoming character drops from the sky instead of running. It is the same speed as a regular Open Tag but if the character gets hit they get floated into a juggle.

Press 5 on the floor to Ukemi Tag. The incoming character comes in 5 frames later than a regular tag.

The incoming character can block 15 frames after tagging. They can attack much sooner. If you attack with your fastest attack, which is a 10 frame jab, it will come out 5 frames before you would be able to block. Get around this limitation by using defensive or evasive attacks like high crushes, low crushes, and parries.

Reversals like parries can be countered with a chicken. As your attack is getting parried, press f and the punch and kick button of the side that is getting parried to counter. If your right kick is getting parried, you would chicken with f+2+4.

Chickens have existed since Tekken 3 but you rarely see them. They're not difficult to do and they don't have any drawbacks but unless you're playing a player that loves to parry, it's not something you have to worry about too much.

During a raw tag, the incoming character has access to all their running attacks including the universal running attacks. Slide is performed with kick while running. Cross chop is a mid performed with 1+2 while running. Shoulder tackle is an unblockable attack that is automatically performed by running three or more steps.

A regular tackle happens when the character runs for two steps. The tackle is unblockable and after takedown you get an opportunity to punch your opponent four times. The defender has two opportunities to counter the tackle. They can press 2 to counter the initial takedown for frame advantage. Or they can get taken down and press 1+2 as they hit the floor to end up on top.

While getting punched, the defender can press the corresponding punch button to counter. The fourth punch does the most damage and you want to escape before then.

Tag Crash is performed when the reserve character has Rage by pressing 2+5 while on the floor. The incoming character tags in with an invincible mid attack. The outgoing character is not invincible but it is difficult to hit them. Tag Crash is important for dealing with oppressive wall pressure and okizeme.

The best way to beat Tag Crash is by making it whiff. If you predict a Tag Crash, sidewalk to avoid it. It's better than backdashing because you're not giving up positioning and you may end up behind your opponent.

Because Tag Crash can only happen after a knockdown, players will use standing combos instead of juggles or knockdowns to deny their opponent the opportunity to tag out.

Press 5 before a launcher hits to tag while continuing the combo. This is called a tag bufferable launcher and is only possible on hit. The combo removes recoverable health.

Bound is a combo extender that bounces the opponent off the ground. Bounding a character that is already Bounded spikes them off the floor.

Tag Assault by pressing 5 during Bound. The reserve character enters for a few seconds, performs the actions of your choosing, then leaves. You get one movement action and one attack action. Strings count as one action no matter how long they are. Attacks in and out of stances count as one action if they're continuous. You can also hold 5 and your partner will automatically perform a combo. Tag Assault does not remove recoverable health like tag combos. It uses Rage and your own recoverable health while giving your opponent's team Rage.

If you press no buttons while the reserve character enters Tag Assault, the partner stays in. This can be used as another tag. More importantly it does not give the other team Rage.

Direct Assault is performed with 1+2+5 and is a mid attack that Bounds for a Tag Assault. It can be used in neutral and in combos. If you're from Tekken 7 and don't know what attacks Bound, this can be used like a universal Bound.

Combos are fancy. You can do launcher, tag, combo, Bound, Tag Assault, more combo, ender. You can take off 70-80% of a health bar with a single combo.