Post by xxTakeshi on Aug 27, 2013 18:06:27 GMT
Last Updated: Friday, November 9th, 2012
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Project Updated and Maintained by: xxTakeshi
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This guide is a compilation of all the user submitted combos, hints, tips, and tricks. All data has been researched or resourced by the credited user(s). None of this data is final, and is susceptible to change; be it due to error, update, or request. This is not an all inclusive/exclusive guide; feel free to give your inputs, suggestions, or feedback.
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Getting Started:
References:
***TEKKEN Notation***
Table of Contents
1.)……………………………. Combo Strings
2.)……………………………. String Theory
3.)……………………………. Understanding JFSR
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1.) Combo Strings
By: EpicStoffer and the TZ Community
*Note: The first DMG listed in the jugges is for Tag play, while the second is for Solo play.
**Special Note: After a 2 in a juggle, you have the option to b+4 for a wall carry, instead of doing a B!.
1a.) Open Field
d/f+2 Combos
d/f+2, 2,3,3~F,1, dash 2,4,2, ff+3 B! = 47/45 damage
d/f+2, 3,3~F,1, dash 2,4,2, ff+3 B! = 51/49 damage
d/f+2, 2,3,3-f, 3,f, f+4,3 W! = 50/48 damage
d/f+2, 3,3~f,3~f, f+4,3 W! = 54/52 damage
d/f+2, 2,3,1, dash, 1,2,4,2, ff+3 B! = 44/42 damage
d/f+2, 2,3,1, dash, 2,4,2, ff+3 B! = 41/39 damage
d/f+2, f+2, f+3,1 dash 2,4,2 ff+3 B! = 52/50 damage
d/f+2, 2,4,2, ff+3 B! = 36/34 damage
d/f+2, 2,4,2, b+2 B! = 32/30 damage
d/f+2, u+4, 2, ff+3 B! = 39/37 damage
d/f+2, f+2, RFF f+3, LFS 3~f, LFS d/f+3 B! = 45/43 damage
d/f+2, d/b+4~f,2, ff+3 B! = 38/36 damage
d/f+2, 2,4,1, 2,4,2, ff+3 B! = 45/43 damage
d/f+2, f+4,2, ff+3 B! = 43/41 damage
d/f+2, f+4,2, b+2 B! = 39/37 damage
d/f+2, SSL, 2,3,1 4,4,4,4 W! = 45/43 damage
d/f+2, 2,3,1 3-4, u/f+3+4 W! = 46/44 damage
d/f+2, f+2, f+3, df+3 B! = 45/43 damage
d/f+2 4,4,f+4~ff+3 B! = ? damage
*d/f+2, dash, 1,2,3,1 dash 1,2,4,2,b+4 W! (Bigs only) = ? damage
*d/f+2, d/f+3,4, 3+4, 3-f, f+4,3 W! (Bigs only) = ? damage
**d/f+2, d/f+3,4~F,2, ff+3 B! = ? damage
*Only works on bigger characters, Kuma/Panda, Jack6, etc.
**Works all opponents, easier on bigger characters.
B+3_LFL u/f+4 Combos
b+3, b+4, b+2 B! f+3,uf+3,4,3 = 69/67 damage
b+3, b+4, f+3, df+3 B! dash (in rff) 3,4,b+4 = 73/71 damage
b+3, 3~4, 2,4,2, ff+3 B! f+3+4, 3-4-b+4 = 73/71 damage
b+3, f+4, 3+4. 3-f,1 dash, 2,4,2, b+4_ff+W!_B! = 57/55 damage
b+3, b+4, RFF f+3, LFS 3~f, LFS d/f+3 B! = 55/53 damage
b+3, f+4, 3+4, 3-f,3-f, f+4,3 W! = 60/58 damage
b+3, f+2, RFF 3,4, 2, ff+3 B! f+3+4~3~4, b+4 = 78/76 damage
*b+3, b+4, f+3, 1, dash, 2,4,2 ff+3 B! = 61/59 damage
b+3, b+4, f+3, 3+4, 2, ff+f3 B! = 54/52 damage
b+3, b+4, 3,4, 2, ff+3 B! = 59/57 damage
b+3, u/f,n,~1, dash, 2,3,1, dash, 2,4,2, f,f+3, B! = 50/48 damage
b+3, f+4, 3+4, 3-f, 3,4,b+4 W! = 65/63 damage
b4, b2 B! f3 3,4, b4 W! = 70/68 damage
**b+3, d/f+3,4, 3+4, 3-f, f+4,3 W! = ? damage
*Not possible at max range.
**Only works on bigger characters.
u+3+4 Combos
u+3+4, d/b+4~F,2, ff+3 B! = 44/42 damage
u+3+4, d/b+4~F,2, b+2 B! = 40/38 damage
u+3+4, d+3,4~F,2, ff+3 B! = 44/42 damage
SR/JFSR Combos
JFSR Rff 3~4 dash 3,3~f,3,4,b+4 W! = 83/81 damage
JFSR Rff 3~4 dash 3,3~f,3,f+4,3 W! = 83/81 damage
JFSR Rff 3~4 dash 2,3~f,3,4,b+4 W! = 85/83 damage
JFSR Rff 3~4 dash 2,3,3~f+4,f+3 W! = 80/78 damage
JSFR, Rff 3~4, dash, 2,3,1 dash, 2,4,2 = 78/76 damage
JFSR, RFF 3~4, 2,3, LFS 3~f, LFS d/f+3 B! = 72/70 damage
JSFR, Rff 3~4, dash 1,2,4,2 ff+3 B! = 74/72 damage
JSFR, Rff 3~4, ff+4 W! ws+3 B! Rff 3-4-f+2, JFSR = ? damage
SR, u/f+3,4, 1,2,4,2, ff+3 B! = 59/57 damage
JFSR, Rff 3~4, 2,4,2, ff+3 B! = 70/68 damage
JFSR SSL, 3~4, 4,4,4,4 W! = 63/61 damage
*JFSR Rff 3~4, dash. 2.3.1, 3-4, u/f+ 3+4 W! = ? damage.
*Only works on bigger characters; also usable as a long wall Carry.
RFF f+4~4 Combos
RFF f+4~4, f+3,1, dash 2,4,2, ff+3 B! = 54/52 damage
RFF f+4~4, f+3,2, b+2 B! = 49/47 damage
RFF f+4~4, f+3~3+4~2, ff+3 B! = 49/47 damage
RFF f+4~4, f+3~3,4,b+4 W! = 59/56 damage
RFF f+4~4, 3, 2,3,1 dash 2,4,2 b+4_ff+3 = 54/52 damage
RFF f+4~4, 3,4,f, 2, ff+3 B!_JFSR W! = 51/49 damage
Unique Strings
U+3
F, D+3,4, 2, ff+3 B! = 53/51 damage
F, D+3,4,f+3,4 W! = 58/56 damage
Rff 4,(4) Ch
Dash, b+4, 3, 4, 2, ff+3 B! = 74/72 damage
RFS d+3_LFS d+4
ws3 B!d+3+4, 3 DMG: 56/54 damage
CH RFS 4_ss+4_b+2_f+1+2
Rff 3, 1,2,4,2, ff+3 B! = 58/56 damage
Rff 3, 2,3,1 dash, 2,4,2 ff+3 B! = 61/59 damage
Rff 3, 2,3-f, f+4,3 W! = 64/62 damage
Rff 3,4, 2, ff+3 = 58/56 damage
RFF 3, 2,3~3. df+3 B! = 64/62 damage
db+4~f_b+2, ff+3 B! = 51/49 damage
CH b+2 only
CH b+2, SSR~f+2, RFF f+3, LFS 3~f, LFS d/f+3 B! = 61/59 damage
D+4,4 launcher
*Note: 2,4,2 3~4 only works consistently on King or bigger. Miguel has yet to be tested, but should work on him, Armor King, and rest of the bigs except for Kuma/Panda. It's still possible to land it on normal chars, but it's very inconsistent in TTT2U.
d+4,4, 2,4,2, 3-4-f+2, ff+3 B! = 72/70 damage
d+4,4, 2,4,2, 3-4-b+4 W! = 75/73 damage
d+4,4, u+3,1, dash, 2,4,2 ff+3 B! = 73/71 damage
d/f+3,(3)_3,3,(3) Guaranteed DMG
f+3~3
Everything on hit: d/f+3,3 DMG 66_3,3,3 DMG 85.
JFSR
Everything on hit: d/f3,3 DMG 62_3,3,3 DMG 81.
u/f+3,4 Combos
u/f+3,4, 2,3,1, dash 2,4,2, ff+3 B! = 51/49 damage
u/f+3,4, 2,4,2, ff+3 B! = 44/42 damage
u/f+3,4, 1,2,4,2, ff+3 B! = 48/46 damage
u/f+3,4 2,3-f,f+4,3 W = 54/52 damage
u/f+3,4 2,3-f, df+3 B! = 45/43 damage
u/f+3,4 2,3-f,3,4,b+4 W! = 59/57 damage
u/f+3,4 3,3-f,f+4,3 W = 57/55 damage
u/f+3,4 3,3-f, df+3 B! W = 48/46 damage
u/f+3,4 3,3-f,3,4, b+4 W!= 62/60 damage
Low Parry Combos
f+4,2, 3, u/f+3,4, d/f+3+4 = 44/42 damage
f+4,2, slight dash, 3,4,b+4 = 39/37 damage
d/f+1, 2,3,1 dash, 2,4,2,b+4 = 33/31 damage
d/f+1, 2,3~f, f+4,3 = 32/30 damage
d/f+1, 2,3~f, 3,4,b+4 = 32/30 damage
d/f+1, 3,3~f, f+4,3 = 35/33 damage
d/f+1, 3,3~f, 3,4,b+4 = 35/33 damage
*f+4_u/f+4, 2, dash, 3~4~f+2,3,4,b+4 = ? damage
B+4, 3, u/3+4, d/f+3+4 = 42/40 damage
F,1 2,3~f,3,3,4,b+4 = 36/34 damage
f+4, 2, f+3~uf+3,4,3. = 45/43 damage
*Possibly only work on King or bigger.
1b.) B! Enders
Universal
*d/f+3+4
*Okay damage. Flashy, but impossible to W!
7th-Hit B! Max
*d/b+4,4
**u/f+3,4,3
***dash 4,4
*Okay wall carry, and damage. Inconsistent off of 7th-Hit; if W!, do f+1, d/f+1, d/f+3,f+4, d/b+4~f at W! do...~f,b+3
** F!, Max DMG, u/f+3,4 = Small Wall Carry, if u/f+3,4 W! do 4,4,3 if u/f+3,4,3 F! do u/f+3+4_d/f+3+4
*** Okay wall carry, but low damage. If W!, do 4,4,3.
6th-Hit B! Max
*dash d/f+1, u/f+3+4
**f+3+4, 3~4~b+4
*Good wall carry. Plus 1 damage over 4,4. If W!, do f+1, d/f+1, d/f+3,f+4.
**High damage, but inconsistent off of RFF ff+3. If W!, do d+3,4>b+3.
5th-Hit B! Max
*u/f+3+4,4
d/f+3,f+4 if W! do f+3+4, f+3~1, d/f+3+4)
**d+4,4
*Good wall carry, 1 damage over d/f+1, u/f+3+4. If far W!, do f+1, d/f+1.
** Only use if wall is close. If W!, do d/b+4~f,b+3.
4th-Hit B! Max
*RFF (f+3+4) 3,4,b+4
**u/f+3+4, d/f+3+4
*Very high damage, and okay wall carry. If W!, do f+1, d/f+1, d/f+3,f+4.
** Max damage, and impossible to W!.
1c.) Options at the wall
Wall Combos
*Note:TTT2U Tested.
b+3, W! b+4, 2,4,3, B! 3-4,b+3 = 72/70 damage
*Rff f+4-4, W! b+4, 2,4,3 B! 3-4, b+3 = 80/78 damage
d/f+2, W! 3+4, 2,4,3 B! 3-4, b+3 = 59/57 damage
Jfsr, W! f+3+4, 2,3,4 B! 3-4, b+3 = 70/68 damage
Jfsr, W! 3+4, 3~4~f+2, b+2 B!3~4,b+3 = 76/74 damage
*The last b+3 only connects gt'ed on slightly off axis, or if b+4 was the W! move in TTT2U.
**Special Note: Qcf+3 on hit at wall guaranteed gives d+3,4b+3 = 56 damage
Wall Bound combos
d+3,4,b+3
d/b+4,4
d/b+4, RFS b+3
d/f+1, d/f+3,f+4
RFF 3~4~f_b, b+3
RFF 3~4~f_b~2, JFSR
*RFF 3~4~f_b~2, u/b, d/f+3,f+4
RFF 3~4~f_b~2, d+4
RFF 3~4~f_b~2, d/f+4
RFF 3~4, b+3
RFF 3~4~f+2,4,b+3
*RFF 3~4, d/f+3,f+4
*RFF 3~4, 4:3, d/f+3,f+4
*RFF f+3, 3~f, LFS 3,f+4
*RFF f+3, LFS 3,f+4
RFF f+3,3,3
RFF f+3,1, f+3~3
RFF f+3,1,b+3
RFF f+3,1, d/f+3+4
RFF f+3,1, u/f+3+4,4
RFF f+3,1,JFSR
**RFF f+3,1, d/f+3,3
*Only works on bigger characters.
**Not tested on Ling, Lee, and Wang.
Wall Splat Combos (no bound)
*1,1, d/f+3-f+4
1,2,4 RFS b+3
RFS 2,4,4
RFF 2,3
*d+3,4 RFS b+3
d/f+2, JFSR
*Works on mids and up.
2.) String Theory
By: WeAreTekken, RKM, and tweaked by KMM
Hey, i know strings can be risky; however, you can string all day to opponents who doesn't know to SS or duck at the right time.
First off, for some people who don't know what "Stringing" is, its when Hwoarang keeps attacking with numerous attacks so the opponent cannot counter attack, which can be used as GREAT pressure!
HOWEVER, strings can also be risky against better opponents, or an opponent who DOES knows when, and where to side step or duck; so u might eat some launchers.
Remember that in TTT2 RFS D4,3 has changed!
Some basics
4,3~f => LFS
3,3~f => LFS
*D3,4 => RFS
F+4 => RFS
*d+3,4 is NC in TTT2, very abusable!
LFS => 3~f,3~f (endless)
RFS => D4,3 => leaves in RFF. (Only -10, jab-punishable)
RFS => D4,4 => leaves in RFF. (Knocks opponent down on hit, and gives massive +frames on block. Second hit is high and duckuable; therefore, whiff and launch punishable)
LFS => D3,4 => RFF
RFF => f+3 => LFS
LFF, D3,4 => RFS 2,4~f => RFS
simple string example:
LFF D3,4 => RFS => 2,4~f => RFS => 3+4 => LFS => 3~f, 3,~f => LFS
from LFS u can either go D4,3 => RFS => D4,3 or D4,4
from FS u can sweep your opponent into a juggle
RFS => D3
LFS => D4
this will cause you to be in a crouching position. From there, you can either WS 4,4
OR WS 3, which causes a B! for a (TAG) juggle opportunity
Another good way to string is using his hopkick, as follows.
u+4 => 2 => RFF
or if they crouch
u+4 => 4 => RFF
From there you can go
RFF => D3,4 => RFS
From his RFS you can go multiple directions as follow;
1. RFS => d+3 => WS 3 *Bound
2. RFS => d/b+4 => WS 4,4 or WS 3 (Both 1 and 2 are great ways to bait opponents into crouching so you can move on to the next couple of branches)
3. RFS => b+3 (Tag-bufferable launcher, so you can do whatever following if it connects)
4. RFS => d/f+4 (also launches crouching opponents), follow up with dash d/b+4~f, 2, f,F+3 *Bound (then you can do whatever at this point)
5. RFS => 4 (good for spacing if you find your opponent particularly adept at defending).
However, one downside is that RFF => 3,4 is launch-punishable, so one way I adapt is just doing RFF => 3 => LFF, so I can 'reset' back to my normal stance. From there, I usually follow up with d/f+2. It's safe and also strategically, it's valuable against impatient opponents who are trying to interrupt your strings.
Another useful string is
u+4 => RFS => 2 => RFF => 3,4 => RFS => 2 => RFF => 2+4 (Throw)
It's a slightly more risky one, and as pointed out before, the RFF => 3,4 is launch-punishable.
These are fairly simple strings, but since a lot of Hwoarang's moves link to his Flamingo Stance and Right Stance, you can insert a lot of his moves into the above strings and make it more complex.
3.) Understanding JFSR
By: WeAreTekken
JFSR; Just Frame Sky Rocket, is similar to Sky rocket, but with blue sparkles and VERY different! The main reason pro Hwoarang's use JFSR is because it’s safe on block, one of the best whiff punishers in the game, and a deadly combo launcher.
The notation for JFSR is F,N, DF+4. The tricky part is DF+4 AT THE SAME FRAME!! Mishima players have a main problem with the F,N,DF because they are used to Wavedashing, but we'll get there!
Now we know what JFSR is, lets get started with mastering it.
First thing you want to do, is go to practice mode, and turn on your command history.
Go into RFF(3+4) and keep doing D+F+4 , you probably won't get it as the same frame so you'll get:
DF
---4
That's okay! Because in RFF u can smuggle an extra frame for the execution!
Now once you’ve gotten used to that movement, tap F and then do that movement again right after it. Doesn't need to be turbo speed since its RFF, so u can slowly execute it!
This should be no problem, because it’s RFF, so JFSR is fairly easy.
You can do 1,2,4,2 JFSR to mix things up.
Or at W! B! RFF 3~4~f2,JFSR
BUT YOUR NOT THERE!
Now learn it in your normal stance, LFF.
This is VERY tricky, and quite hard to do in online battles as the pressure keeps stacking. The execution needs to be a frame more precisely.
In your command list, it needs to look like this:
F DF
--4
4 needs to be on the EXACT same frame as DF. Every player is used to input d,f,u,d faster, then the limb buttons, so this requires a lot of practice. Especially for Mishima players..
Also a note, u CAN'T Wavedash into JFSR, like you can Wavedash into a EWGF.
Once you’ve mastered it on practice with a dummy, put the CPU on ultra hard; still in practice mode.
Try to execute this as much as possible, after some time, you'll be decent with it, and you can TRY to execute it online, as its very different and hard!
Some JFSR mixups I use:
RFF B3 on CH causes your opponent to stun, JUST enough time for a JFSR, unfortunately, it’s in LFF so it’s even HARDER!
After you hit 1,1 you have a good frame advantage, so you can pull of your JFSR before your opponent tries to attack with his/her fastest attack! (Doesn't work on Kunimitsu's ff4)
If your spacing, and your opponent Whiff's, JFSR for breakfast!
RFF ff4,3 <---- If your opponent blocks this, it leaves them in negative frame advantage, so u can JFSR them, but this, however takes PRECISE work, and like Taunt JU... so i recommend after that move, do 2,B4.
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CREDITS
-Epicstoffer
-WeAreTekken
-RKM (WTF Member)
-TZ community
-KMM
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Thanks everyone for your help with this “guide”. I hope those of you reading this information find it helpful, and are able to improve your skills, or expand your knowledge. Keep an eye out for other editions of “Dissected”, to be compiled for all TEKKEN TAG TOURNEMENT 2 characters, with your help of course!
Have comments or concerns? Post them below.
-xxTakeshi
----------------------------------------------------------
Project Updated and Maintained by: xxTakeshi
----------------------------------------------------------
This guide is a compilation of all the user submitted combos, hints, tips, and tricks. All data has been researched or resourced by the credited user(s). None of this data is final, and is susceptible to change; be it due to error, update, or request. This is not an all inclusive/exclusive guide; feel free to give your inputs, suggestions, or feedback.
----------------------------------------------------------
Getting Started:
References:
***TEKKEN Notation***
Table of Contents
1.)……………………………. Combo Strings
2.)……………………………. String Theory
3.)……………………………. Understanding JFSR
----------------------------------------------------------
1.) Combo Strings
By: EpicStoffer and the TZ Community
*Note: The first DMG listed in the jugges is for Tag play, while the second is for Solo play.
**Special Note: After a 2 in a juggle, you have the option to b+4 for a wall carry, instead of doing a B!.
1a.) Open Field
d/f+2 Combos
d/f+2, 2,3,3~F,1, dash 2,4,2, ff+3 B! = 47/45 damage
d/f+2, 3,3~F,1, dash 2,4,2, ff+3 B! = 51/49 damage
d/f+2, 2,3,3-f, 3,f, f+4,3 W! = 50/48 damage
d/f+2, 3,3~f,3~f, f+4,3 W! = 54/52 damage
d/f+2, 2,3,1, dash, 1,2,4,2, ff+3 B! = 44/42 damage
d/f+2, 2,3,1, dash, 2,4,2, ff+3 B! = 41/39 damage
d/f+2, f+2, f+3,1 dash 2,4,2 ff+3 B! = 52/50 damage
d/f+2, 2,4,2, ff+3 B! = 36/34 damage
d/f+2, 2,4,2, b+2 B! = 32/30 damage
d/f+2, u+4, 2, ff+3 B! = 39/37 damage
d/f+2, f+2, RFF f+3, LFS 3~f, LFS d/f+3 B! = 45/43 damage
d/f+2, d/b+4~f,2, ff+3 B! = 38/36 damage
d/f+2, 2,4,1, 2,4,2, ff+3 B! = 45/43 damage
d/f+2, f+4,2, ff+3 B! = 43/41 damage
d/f+2, f+4,2, b+2 B! = 39/37 damage
d/f+2, SSL, 2,3,1 4,4,4,4 W! = 45/43 damage
d/f+2, 2,3,1 3-4, u/f+3+4 W! = 46/44 damage
d/f+2, f+2, f+3, df+3 B! = 45/43 damage
d/f+2 4,4,f+4~ff+3 B! = ? damage
*d/f+2, dash, 1,2,3,1 dash 1,2,4,2,b+4 W! (Bigs only) = ? damage
*d/f+2, d/f+3,4, 3+4, 3-f, f+4,3 W! (Bigs only) = ? damage
**d/f+2, d/f+3,4~F,2, ff+3 B! = ? damage
*Only works on bigger characters, Kuma/Panda, Jack6, etc.
**Works all opponents, easier on bigger characters.
B+3_LFL u/f+4 Combos
b+3, b+4, b+2 B! f+3,uf+3,4,3 = 69/67 damage
b+3, b+4, f+3, df+3 B! dash (in rff) 3,4,b+4 = 73/71 damage
b+3, 3~4, 2,4,2, ff+3 B! f+3+4, 3-4-b+4 = 73/71 damage
b+3, f+4, 3+4. 3-f,1 dash, 2,4,2, b+4_ff+W!_B! = 57/55 damage
b+3, b+4, RFF f+3, LFS 3~f, LFS d/f+3 B! = 55/53 damage
b+3, f+4, 3+4, 3-f,3-f, f+4,3 W! = 60/58 damage
b+3, f+2, RFF 3,4, 2, ff+3 B! f+3+4~3~4, b+4 = 78/76 damage
*b+3, b+4, f+3, 1, dash, 2,4,2 ff+3 B! = 61/59 damage
b+3, b+4, f+3, 3+4, 2, ff+f3 B! = 54/52 damage
b+3, b+4, 3,4, 2, ff+3 B! = 59/57 damage
b+3, u/f,n,~1, dash, 2,3,1, dash, 2,4,2, f,f+3, B! = 50/48 damage
b+3, f+4, 3+4, 3-f, 3,4,b+4 W! = 65/63 damage
b4, b2 B! f3 3,4, b4 W! = 70/68 damage
**b+3, d/f+3,4, 3+4, 3-f, f+4,3 W! = ? damage
*Not possible at max range.
**Only works on bigger characters.
u+3+4 Combos
u+3+4, d/b+4~F,2, ff+3 B! = 44/42 damage
u+3+4, d/b+4~F,2, b+2 B! = 40/38 damage
u+3+4, d+3,4~F,2, ff+3 B! = 44/42 damage
SR/JFSR Combos
JFSR Rff 3~4 dash 3,3~f,3,4,b+4 W! = 83/81 damage
JFSR Rff 3~4 dash 3,3~f,3,f+4,3 W! = 83/81 damage
JFSR Rff 3~4 dash 2,3~f,3,4,b+4 W! = 85/83 damage
JFSR Rff 3~4 dash 2,3,3~f+4,f+3 W! = 80/78 damage
JSFR, Rff 3~4, dash, 2,3,1 dash, 2,4,2 = 78/76 damage
JFSR, RFF 3~4, 2,3, LFS 3~f, LFS d/f+3 B! = 72/70 damage
JSFR, Rff 3~4, dash 1,2,4,2 ff+3 B! = 74/72 damage
JSFR, Rff 3~4, ff+4 W! ws+3 B! Rff 3-4-f+2, JFSR = ? damage
SR, u/f+3,4, 1,2,4,2, ff+3 B! = 59/57 damage
JFSR, Rff 3~4, 2,4,2, ff+3 B! = 70/68 damage
JFSR SSL, 3~4, 4,4,4,4 W! = 63/61 damage
*JFSR Rff 3~4, dash. 2.3.1, 3-4, u/f+ 3+4 W! = ? damage.
*Only works on bigger characters; also usable as a long wall Carry.
RFF f+4~4 Combos
RFF f+4~4, f+3,1, dash 2,4,2, ff+3 B! = 54/52 damage
RFF f+4~4, f+3,2, b+2 B! = 49/47 damage
RFF f+4~4, f+3~3+4~2, ff+3 B! = 49/47 damage
RFF f+4~4, f+3~3,4,b+4 W! = 59/56 damage
RFF f+4~4, 3, 2,3,1 dash 2,4,2 b+4_ff+3 = 54/52 damage
RFF f+4~4, 3,4,f, 2, ff+3 B!_JFSR W! = 51/49 damage
Unique Strings
U+3
F, D+3,4, 2, ff+3 B! = 53/51 damage
F, D+3,4,f+3,4 W! = 58/56 damage
Rff 4,(4) Ch
Dash, b+4, 3, 4, 2, ff+3 B! = 74/72 damage
RFS d+3_LFS d+4
ws3 B!d+3+4, 3 DMG: 56/54 damage
CH RFS 4_ss+4_b+2_f+1+2
Rff 3, 1,2,4,2, ff+3 B! = 58/56 damage
Rff 3, 2,3,1 dash, 2,4,2 ff+3 B! = 61/59 damage
Rff 3, 2,3-f, f+4,3 W! = 64/62 damage
Rff 3,4, 2, ff+3 = 58/56 damage
RFF 3, 2,3~3. df+3 B! = 64/62 damage
db+4~f_b+2, ff+3 B! = 51/49 damage
CH b+2 only
CH b+2, SSR~f+2, RFF f+3, LFS 3~f, LFS d/f+3 B! = 61/59 damage
D+4,4 launcher
*Note: 2,4,2 3~4 only works consistently on King or bigger. Miguel has yet to be tested, but should work on him, Armor King, and rest of the bigs except for Kuma/Panda. It's still possible to land it on normal chars, but it's very inconsistent in TTT2U.
d+4,4, 2,4,2, 3-4-f+2, ff+3 B! = 72/70 damage
d+4,4, 2,4,2, 3-4-b+4 W! = 75/73 damage
d+4,4, u+3,1, dash, 2,4,2 ff+3 B! = 73/71 damage
d/f+3,(3)_3,3,(3) Guaranteed DMG
f+3~3
Everything on hit: d/f+3,3 DMG 66_3,3,3 DMG 85.
JFSR
Everything on hit: d/f3,3 DMG 62_3,3,3 DMG 81.
u/f+3,4 Combos
u/f+3,4, 2,3,1, dash 2,4,2, ff+3 B! = 51/49 damage
u/f+3,4, 2,4,2, ff+3 B! = 44/42 damage
u/f+3,4, 1,2,4,2, ff+3 B! = 48/46 damage
u/f+3,4 2,3-f,f+4,3 W = 54/52 damage
u/f+3,4 2,3-f, df+3 B! = 45/43 damage
u/f+3,4 2,3-f,3,4,b+4 W! = 59/57 damage
u/f+3,4 3,3-f,f+4,3 W = 57/55 damage
u/f+3,4 3,3-f, df+3 B! W = 48/46 damage
u/f+3,4 3,3-f,3,4, b+4 W!= 62/60 damage
Low Parry Combos
f+4,2, 3, u/f+3,4, d/f+3+4 = 44/42 damage
f+4,2, slight dash, 3,4,b+4 = 39/37 damage
d/f+1, 2,3,1 dash, 2,4,2,b+4 = 33/31 damage
d/f+1, 2,3~f, f+4,3 = 32/30 damage
d/f+1, 2,3~f, 3,4,b+4 = 32/30 damage
d/f+1, 3,3~f, f+4,3 = 35/33 damage
d/f+1, 3,3~f, 3,4,b+4 = 35/33 damage
*f+4_u/f+4, 2, dash, 3~4~f+2,3,4,b+4 = ? damage
B+4, 3, u/3+4, d/f+3+4 = 42/40 damage
F,1 2,3~f,3,3,4,b+4 = 36/34 damage
f+4, 2, f+3~uf+3,4,3. = 45/43 damage
*Possibly only work on King or bigger.
1b.) B! Enders
Universal
*d/f+3+4
*Okay damage. Flashy, but impossible to W!
7th-Hit B! Max
*d/b+4,4
**u/f+3,4,3
***dash 4,4
*Okay wall carry, and damage. Inconsistent off of 7th-Hit; if W!, do f+1, d/f+1, d/f+3,f+4, d/b+4~f at W! do...~f,b+3
** F!, Max DMG, u/f+3,4 = Small Wall Carry, if u/f+3,4 W! do 4,4,3 if u/f+3,4,3 F! do u/f+3+4_d/f+3+4
*** Okay wall carry, but low damage. If W!, do 4,4,3.
6th-Hit B! Max
*dash d/f+1, u/f+3+4
**f+3+4, 3~4~b+4
*Good wall carry. Plus 1 damage over 4,4. If W!, do f+1, d/f+1, d/f+3,f+4.
**High damage, but inconsistent off of RFF ff+3. If W!, do d+3,4>b+3.
5th-Hit B! Max
*u/f+3+4,4
d/f+3,f+4 if W! do f+3+4, f+3~1, d/f+3+4)
**d+4,4
*Good wall carry, 1 damage over d/f+1, u/f+3+4. If far W!, do f+1, d/f+1.
** Only use if wall is close. If W!, do d/b+4~f,b+3.
4th-Hit B! Max
*RFF (f+3+4) 3,4,b+4
**u/f+3+4, d/f+3+4
*Very high damage, and okay wall carry. If W!, do f+1, d/f+1, d/f+3,f+4.
** Max damage, and impossible to W!.
1c.) Options at the wall
Wall Combos
*Note:TTT2U Tested.
b+3, W! b+4, 2,4,3, B! 3-4,b+3 = 72/70 damage
*Rff f+4-4, W! b+4, 2,4,3 B! 3-4, b+3 = 80/78 damage
d/f+2, W! 3+4, 2,4,3 B! 3-4, b+3 = 59/57 damage
Jfsr, W! f+3+4, 2,3,4 B! 3-4, b+3 = 70/68 damage
Jfsr, W! 3+4, 3~4~f+2, b+2 B!3~4,b+3 = 76/74 damage
*The last b+3 only connects gt'ed on slightly off axis, or if b+4 was the W! move in TTT2U.
**Special Note: Qcf+3 on hit at wall guaranteed gives d+3,4b+3 = 56 damage
Wall Bound combos
d+3,4,b+3
d/b+4,4
d/b+4, RFS b+3
d/f+1, d/f+3,f+4
RFF 3~4~f_b, b+3
RFF 3~4~f_b~2, JFSR
*RFF 3~4~f_b~2, u/b, d/f+3,f+4
RFF 3~4~f_b~2, d+4
RFF 3~4~f_b~2, d/f+4
RFF 3~4, b+3
RFF 3~4~f+2,4,b+3
*RFF 3~4, d/f+3,f+4
*RFF 3~4, 4:3, d/f+3,f+4
*RFF f+3, 3~f, LFS 3,f+4
*RFF f+3, LFS 3,f+4
RFF f+3,3,3
RFF f+3,1, f+3~3
RFF f+3,1,b+3
RFF f+3,1, d/f+3+4
RFF f+3,1, u/f+3+4,4
RFF f+3,1,JFSR
**RFF f+3,1, d/f+3,3
*Only works on bigger characters.
**Not tested on Ling, Lee, and Wang.
Wall Splat Combos (no bound)
*1,1, d/f+3-f+4
1,2,4 RFS b+3
RFS 2,4,4
RFF 2,3
*d+3,4 RFS b+3
d/f+2, JFSR
*Works on mids and up.
2.) String Theory
By: WeAreTekken, RKM, and tweaked by KMM
Hey, i know strings can be risky; however, you can string all day to opponents who doesn't know to SS or duck at the right time.
First off, for some people who don't know what "Stringing" is, its when Hwoarang keeps attacking with numerous attacks so the opponent cannot counter attack, which can be used as GREAT pressure!
HOWEVER, strings can also be risky against better opponents, or an opponent who DOES knows when, and where to side step or duck; so u might eat some launchers.
Remember that in TTT2 RFS D4,3 has changed!
Some basics
4,3~f => LFS
3,3~f => LFS
*D3,4 => RFS
F+4 => RFS
*d+3,4 is NC in TTT2, very abusable!
LFS => 3~f,3~f (endless)
RFS => D4,3 => leaves in RFF. (Only -10, jab-punishable)
RFS => D4,4 => leaves in RFF. (Knocks opponent down on hit, and gives massive +frames on block. Second hit is high and duckuable; therefore, whiff and launch punishable)
LFS => D3,4 => RFF
RFF => f+3 => LFS
LFF, D3,4 => RFS 2,4~f => RFS
simple string example:
LFF D3,4 => RFS => 2,4~f => RFS => 3+4 => LFS => 3~f, 3,~f => LFS
from LFS u can either go D4,3 => RFS => D4,3 or D4,4
from FS u can sweep your opponent into a juggle
RFS => D3
LFS => D4
this will cause you to be in a crouching position. From there, you can either WS 4,4
OR WS 3, which causes a B! for a (TAG) juggle opportunity
Another good way to string is using his hopkick, as follows.
u+4 => 2 => RFF
or if they crouch
u+4 => 4 => RFF
From there you can go
RFF => D3,4 => RFS
From his RFS you can go multiple directions as follow;
1. RFS => d+3 => WS 3 *Bound
2. RFS => d/b+4 => WS 4,4 or WS 3 (Both 1 and 2 are great ways to bait opponents into crouching so you can move on to the next couple of branches)
3. RFS => b+3 (Tag-bufferable launcher, so you can do whatever following if it connects)
4. RFS => d/f+4 (also launches crouching opponents), follow up with dash d/b+4~f, 2, f,F+3 *Bound (then you can do whatever at this point)
5. RFS => 4 (good for spacing if you find your opponent particularly adept at defending).
However, one downside is that RFF => 3,4 is launch-punishable, so one way I adapt is just doing RFF => 3 => LFF, so I can 'reset' back to my normal stance. From there, I usually follow up with d/f+2. It's safe and also strategically, it's valuable against impatient opponents who are trying to interrupt your strings.
Another useful string is
u+4 => RFS => 2 => RFF => 3,4 => RFS => 2 => RFF => 2+4 (Throw)
It's a slightly more risky one, and as pointed out before, the RFF => 3,4 is launch-punishable.
These are fairly simple strings, but since a lot of Hwoarang's moves link to his Flamingo Stance and Right Stance, you can insert a lot of his moves into the above strings and make it more complex.
3.) Understanding JFSR
By: WeAreTekken
JFSR; Just Frame Sky Rocket, is similar to Sky rocket, but with blue sparkles and VERY different! The main reason pro Hwoarang's use JFSR is because it’s safe on block, one of the best whiff punishers in the game, and a deadly combo launcher.
The notation for JFSR is F,N, DF+4. The tricky part is DF+4 AT THE SAME FRAME!! Mishima players have a main problem with the F,N,DF because they are used to Wavedashing, but we'll get there!
Now we know what JFSR is, lets get started with mastering it.
First thing you want to do, is go to practice mode, and turn on your command history.
Go into RFF(3+4) and keep doing D+F+4 , you probably won't get it as the same frame so you'll get:
DF
---4
That's okay! Because in RFF u can smuggle an extra frame for the execution!
Now once you’ve gotten used to that movement, tap F and then do that movement again right after it. Doesn't need to be turbo speed since its RFF, so u can slowly execute it!
This should be no problem, because it’s RFF, so JFSR is fairly easy.
You can do 1,2,4,2 JFSR to mix things up.
Or at W! B! RFF 3~4~f2,JFSR
BUT YOUR NOT THERE!
Now learn it in your normal stance, LFF.
This is VERY tricky, and quite hard to do in online battles as the pressure keeps stacking. The execution needs to be a frame more precisely.
In your command list, it needs to look like this:
F DF
--4
4 needs to be on the EXACT same frame as DF. Every player is used to input d,f,u,d faster, then the limb buttons, so this requires a lot of practice. Especially for Mishima players..
Also a note, u CAN'T Wavedash into JFSR, like you can Wavedash into a EWGF.
Once you’ve mastered it on practice with a dummy, put the CPU on ultra hard; still in practice mode.
Try to execute this as much as possible, after some time, you'll be decent with it, and you can TRY to execute it online, as its very different and hard!
Some JFSR mixups I use:
RFF B3 on CH causes your opponent to stun, JUST enough time for a JFSR, unfortunately, it’s in LFF so it’s even HARDER!
After you hit 1,1 you have a good frame advantage, so you can pull of your JFSR before your opponent tries to attack with his/her fastest attack! (Doesn't work on Kunimitsu's ff4)
If your spacing, and your opponent Whiff's, JFSR for breakfast!
RFF ff4,3 <---- If your opponent blocks this, it leaves them in negative frame advantage, so u can JFSR them, but this, however takes PRECISE work, and like Taunt JU... so i recommend after that move, do 2,B4.
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CREDITS
-Epicstoffer
-WeAreTekken
-RKM (WTF Member)
-TZ community
-KMM
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Thanks everyone for your help with this “guide”. I hope those of you reading this information find it helpful, and are able to improve your skills, or expand your knowledge. Keep an eye out for other editions of “Dissected”, to be compiled for all TEKKEN TAG TOURNEMENT 2 characters, with your help of course!
Have comments or concerns? Post them below.
-xxTakeshi