Post by snakearms on Sept 1, 2013 4:32:52 GMT
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:
Table of Contents
1.)……………………………. Tips, a Viable Contribution
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1.) Tips, a Viable Contribution
By: SQU1D
1a.) First Attack
Some players will immediately backdash to create space at the very beginning of a round. Many players, though, will try to attack. If you are fighting one who likes to be aggressive from the start of the round, here are the moves that I find work best to combat them.
G-Clef Cannon: F+1,1,1. The first hit is high, but G-Clef will beat out many of your opponents attacks.
Hip Smash: D+(1+2). This very quick High Crush is a good option. You'll be surprised at how many times this move gets them right off the bat. It knocks them down into a backward roll.
Hopkick: U/F+3. Just a simple hopkick that will catch them sometimes.
Double Wild Slap: D/B+1,2. This move is pretty quick and will catch them sometimes. On CH, which is the goal here, it puts them into B!.
Wild Lumberjack: F+2,1. Quick, double High that knocks down.
Honey Trap: D/F+3,2. The Honey Trap is one that, surprisingly, will get them sometimes at the start. It's double Mid. Follow up with B+1 for good damage.
Keep in mind that none of this will work every time so feel your opponent out and use your judgment.
1b.) Options from “Grounded”
Bear Butterfly: (1+2). This is a quick Low that catches many players off guard. It knocks them down and puts them in the face down/feet away position, giving you time to get up safely and negating the opposing player's advantage.
Forward roll: Executing a simple forward roll out of face down/feet away leads to many options. During the roll you can perform 6 bear-specific moves. These are:
Bear Shove: 1. This move hits High, knocks down, has decent push-back on block and grants W! when possible. Of course, it can be ducked so use your judgment.
Bear Backhand: 2. This is a Mid-hitting launcher that I've found to be pretty useful. Just launch, juggle and bound as you see fit.
Bear Slide: 3. This is a Low slide that knocks down. It leaves the bears in the face up/feet toward position, where you can opt for more ground shenanigans or simply stand up/roll away.
Bear Rolling Attack: 4. A hard-hitting Mid that knocks down and does decent damage. It also leaves you in face up/feet toward position.
Giant Roll: (1+2). The bears' signature rolling attack. It's a Mid (though less experienced players always think it's Low and try to block it as such), it launches and it leads to big damage! This move leaves you in face up/feet toward also but while the opponent is in the air press up to stand, then D/F+3,2 for B!.
Hunting Bear Stance: (3+4). Enters the bears' alternate stance. HBS can also be accessed, via the same notation, when simply laying prone in either face down position.
Face up/feet toward position. The most common floored state. The bears possess the Get-up Punch: D+(1+2). It hits Mid, knocks down and Kuma/Panda will simply stand up if nothing else is pressed immediately after it connects. Pressing F as the move connects leads to a forward roll and all the options out of roll listed previously become available. Pressing B results in a backward roll from which you can simply stand or enter HBS.
Face up/feet away position
From here we have the Bear Backstroke (1+2)]. Similar to Bear Butterfly except it hits Mid and does more damage. It's fast, knocks down and will catch a lot of people off guard.
1c.) Combos
D/F+2,1~5,F+1,D/B+1,2~5,U/F+4,3,D/F+(1+2): 98 DMG
F,F+2,U/F+(1+2),D/F+3,2~5,HBS,B+(1+2),(1+2),D/F+(1+2): 98 DMG
D/F+2,1~5,F+1,D/B+1,2~5,B+(3+4),F,F,D/F+2,1: 72 DMG
F,F+2,U/F+(1+2),D/F+3,2~5,B+(1+2),F,D/F,D,D/B,B,U/B,U,U/F,D/F+(1+2): 96 DMG
F+(1+2)~5,D/F+3,2~5,HBS,B+(1+2),(1+2),D/F+(1+2): 81 DMG
F+2,1,W!,F+1,D/B+1,2~5,D/B+(1+2),(1+2),2~U/F+3,4,(1+2); 96 DMG
WS(1+2),(1+2)~5,HBS,B+(1+2),(1+2),D/F+(1+2): 69 DMG
D/F+2,1~5,D/B+1,2~5,U/F+4,3,U/F+(1+2),D/F+2,1: 89 DMG
1d.) Rock 'N' Roll Circus "RNRC"
Input: F,D/F,D,D/B,B,F+(1+2)
DMG: 50
*Note: RNRC is the bears' best throw. It can be buffered behind just about anything and it does good damage. Here are some examples of what moves to use to hide the RNRC input.
f+1: The bears' High, quick left provides plus frames and all the time you need to buffer RNRC.
2,1: Quick High, Mid to RNRC.
U/F+(1+2): This one is good when your opponent's back is against the wall because, in open field, the U/F+(1+2) creates too much space on hit. If the U/F+(1+2) lands and they do not break the RNRC, you get a quick 2 hit combo for 87 DMG on regular hit, 94 on CH. A lot of times, though, I'll do the U/F+(1+2) with the thought in mind that they are going to block it. In that case, RNRC is a good follow up in open field or at the wall. U/F+(1+2) is Mid.
B+2,1: Normally, you would do B+2,1,(1+2). The last hit of that string is Mid so what you can do is condition them to anticipate the Mid but replace it with RNRC by buffering RNRC during the first two hits.
Forward Roll: Buffering RNRC during a forward roll and executing the throw as soon as you stand is a risky option but it is an option. It's something that should not be relied upon but may catch someone because of it's randomness. It's just something to keep in mind.
D/B+3: Unseeable Low to RNRC.
*Note: These are some examples of options that I employ when I play. See what RNRC set ups you can come up with.
**Special Note: Lastly, the opponent will be thrown into the wall by RNRC if you execute the move with your back at the wall. This causes 66 DMG instead of the normal 50.
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CREDITS
-SQU1D
----------------------------------------------------------
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
Last edited by xxTakeshi on Wed Dec 19, 2012 4:27 pm, edited 5 times in total.
Top
----------------------------------------------------------
Getting Started:
Table of Contents
1.)……………………………. Tips, a Viable Contribution
----------------------------------------------------------
1.) Tips, a Viable Contribution
By: SQU1D
1a.) First Attack
Some players will immediately backdash to create space at the very beginning of a round. Many players, though, will try to attack. If you are fighting one who likes to be aggressive from the start of the round, here are the moves that I find work best to combat them.
G-Clef Cannon: F+1,1,1. The first hit is high, but G-Clef will beat out many of your opponents attacks.
Hip Smash: D+(1+2). This very quick High Crush is a good option. You'll be surprised at how many times this move gets them right off the bat. It knocks them down into a backward roll.
Hopkick: U/F+3. Just a simple hopkick that will catch them sometimes.
Double Wild Slap: D/B+1,2. This move is pretty quick and will catch them sometimes. On CH, which is the goal here, it puts them into B!.
Wild Lumberjack: F+2,1. Quick, double High that knocks down.
Honey Trap: D/F+3,2. The Honey Trap is one that, surprisingly, will get them sometimes at the start. It's double Mid. Follow up with B+1 for good damage.
Keep in mind that none of this will work every time so feel your opponent out and use your judgment.
1b.) Options from “Grounded”
Bear Butterfly: (1+2). This is a quick Low that catches many players off guard. It knocks them down and puts them in the face down/feet away position, giving you time to get up safely and negating the opposing player's advantage.
Forward roll: Executing a simple forward roll out of face down/feet away leads to many options. During the roll you can perform 6 bear-specific moves. These are:
Bear Shove: 1. This move hits High, knocks down, has decent push-back on block and grants W! when possible. Of course, it can be ducked so use your judgment.
Bear Backhand: 2. This is a Mid-hitting launcher that I've found to be pretty useful. Just launch, juggle and bound as you see fit.
Bear Slide: 3. This is a Low slide that knocks down. It leaves the bears in the face up/feet toward position, where you can opt for more ground shenanigans or simply stand up/roll away.
Bear Rolling Attack: 4. A hard-hitting Mid that knocks down and does decent damage. It also leaves you in face up/feet toward position.
Giant Roll: (1+2). The bears' signature rolling attack. It's a Mid (though less experienced players always think it's Low and try to block it as such), it launches and it leads to big damage! This move leaves you in face up/feet toward also but while the opponent is in the air press up to stand, then D/F+3,2 for B!.
Hunting Bear Stance: (3+4). Enters the bears' alternate stance. HBS can also be accessed, via the same notation, when simply laying prone in either face down position.
Face up/feet toward position. The most common floored state. The bears possess the Get-up Punch: D+(1+2). It hits Mid, knocks down and Kuma/Panda will simply stand up if nothing else is pressed immediately after it connects. Pressing F as the move connects leads to a forward roll and all the options out of roll listed previously become available. Pressing B results in a backward roll from which you can simply stand or enter HBS.
Face up/feet away position
From here we have the Bear Backstroke (1+2)]. Similar to Bear Butterfly except it hits Mid and does more damage. It's fast, knocks down and will catch a lot of people off guard.
1c.) Combos
D/F+2,1~5,F+1,D/B+1,2~5,U/F+4,3,D/F+(1+2): 98 DMG
F,F+2,U/F+(1+2),D/F+3,2~5,HBS,B+(1+2),(1+2),D/F+(1+2): 98 DMG
D/F+2,1~5,F+1,D/B+1,2~5,B+(3+4),F,F,D/F+2,1: 72 DMG
F,F+2,U/F+(1+2),D/F+3,2~5,B+(1+2),F,D/F,D,D/B,B,U/B,U,U/F,D/F+(1+2): 96 DMG
F+(1+2)~5,D/F+3,2~5,HBS,B+(1+2),(1+2),D/F+(1+2): 81 DMG
F+2,1,W!,F+1,D/B+1,2~5,D/B+(1+2),(1+2),2~U/F+3,4,(1+2); 96 DMG
WS(1+2),(1+2)~5,HBS,B+(1+2),(1+2),D/F+(1+2): 69 DMG
D/F+2,1~5,D/B+1,2~5,U/F+4,3,U/F+(1+2),D/F+2,1: 89 DMG
1d.) Rock 'N' Roll Circus "RNRC"
Input: F,D/F,D,D/B,B,F+(1+2)
DMG: 50
*Note: RNRC is the bears' best throw. It can be buffered behind just about anything and it does good damage. Here are some examples of what moves to use to hide the RNRC input.
f+1: The bears' High, quick left provides plus frames and all the time you need to buffer RNRC.
2,1: Quick High, Mid to RNRC.
U/F+(1+2): This one is good when your opponent's back is against the wall because, in open field, the U/F+(1+2) creates too much space on hit. If the U/F+(1+2) lands and they do not break the RNRC, you get a quick 2 hit combo for 87 DMG on regular hit, 94 on CH. A lot of times, though, I'll do the U/F+(1+2) with the thought in mind that they are going to block it. In that case, RNRC is a good follow up in open field or at the wall. U/F+(1+2) is Mid.
B+2,1: Normally, you would do B+2,1,(1+2). The last hit of that string is Mid so what you can do is condition them to anticipate the Mid but replace it with RNRC by buffering RNRC during the first two hits.
Forward Roll: Buffering RNRC during a forward roll and executing the throw as soon as you stand is a risky option but it is an option. It's something that should not be relied upon but may catch someone because of it's randomness. It's just something to keep in mind.
D/B+3: Unseeable Low to RNRC.
*Note: These are some examples of options that I employ when I play. See what RNRC set ups you can come up with.
**Special Note: Lastly, the opponent will be thrown into the wall by RNRC if you execute the move with your back at the wall. This causes 66 DMG instead of the normal 50.
----------------------------------------------------------
CREDITS
-SQU1D
----------------------------------------------------------
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
Last edited by xxTakeshi on Wed Dec 19, 2012 4:27 pm, edited 5 times in total.
Top