TTT2 Super Cop and Co. Combo/Guide Thread

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CaCarmen
Tekken Lord Black
Joined: May 2010
Posts: 945
From: China
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#41 “Quote” Edit Post
Where are Furumizu's TT2 vids? No Tetsuo, no Ranca, hard to get hyped for TT2 Lei

Honestly, to me, Lei seems about the same, just with better moves and faster (everyone moves faster though). He hasn't radically changed like Hwo, for example.

I wonder why Furumizu says he's not good (besides nerfed ff3)
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Wiley_c0y0te
Kyu
Joined: Dec 2011
Posts: 1
From: United States
#42 “Quote” Edit Post
Personally i think lei is going to be a very viable character in this game... hopefully my team will be lei/wang it just depends if wang is going to be a great partner for lei.. if thats not the case i'm prolly going to go with lei/leo
Drunken Cop
Raijin
Joined: Feb 2002
Posts: 610
From: Hong Kong
#43 “Quote” Edit Post
Originally posted by CaCarmen
Where are Furumizu's TT2 vids? No Tetsuo, no Ranca, hard to get hyped for TT2 Lei

Honestly, to me, Lei seems about the same, just with better moves and faster (everyone moves faster though). He hasn't radically changed like Hwo, for example.

I wonder why Furumizu says he's not good (besides nerfed ff3)

For one thing, Lei's BT, u/f+1 doesn't wall splat anymore, but that isn't one reason to bring him down like that. I think it is more that Lei doesn't have too many good tag assaults or broken stuff.

And I noticed that after d/b+1 on hit, the follow ups can be interrupted with a quick 12 frame mid. Need to confirm.

Also, on Inatekken, it says Lei can combo off the low from CH f,n+1,2,1,2,3 or f,n+2,1,2,3 with B+4~B,BT d+1, b+4,4, B!. Will be trying that today too.
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Combo Derper
Joined: Mar 2008
Posts: 1553
From: Australia
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#44 “Quote” Edit Post
Originally posted by Drunken Cop
For one thing, Lei's BT, u/f+1 doesn't wall splat anymore, but that isn't one reason to bring him down like that. I think it is more that Lei doesn't have too many good tag assaults or broken stuff.

And I noticed that after d/b+1 on hit, the follow ups can be interrupted with a quick 12 frame mid. Need to confirm.

Also, on Inatekken, it says Lei can combo off the low from CH f,n+1,2,1,2,3 or f,n+2,1,2,3 with B+4~B,BT d+1, b+4,4, B!. Will be trying that today too.


Yeah db+1 can be interrupt by 12 frame mid like df+1

Lei can always combo of CH f,n+1,2,1,2,3 or f,n+2,1,2,3 but before had to be FC df+2,1,4. Gonna try b+4~b BT d+2 cc ff+3~b BT 4,4 instead

Originally posted by CaCarmen
Where are Furumizu's TT2 vids? No Tetsuo, no Ranca, hard to get hyped for TT2 Lei

Honestly, to me, Lei seems about the same, just with better moves and faster (everyone moves faster though). He hasn't radically changed like Hwo, for example.

I wonder why Furumizu says he's not good (besides nerfed ff3)


ff+3 isn't that bad since its like -14 on block now. But the main thing Lei is bad in this game is homing move is too slow and side stepping will beat a lot of Lei's stuff
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Sorkz
Kyu
Joined: Jul 2005
Posts: 2
From: Thailand
#45 “Quote” Edit Post
I tried to do TA using Lei's Unblockable
Example
After B! TA, Lei doing 3~b, f+4
BUT after input command why my partner run backstage, only lei stay there.
I think the concept is similar but why cannot

Can anybody tell me more about TA rules????
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duruh
Virtuoso
Joined: Jul 2008
Posts: 202
#46 “Quote” Edit Post
Havent posted here in so long. Anyway we just had ttt2 so i'll just give my insights

-name of the game: range sensitivity. You may have awesome fillers, all flashy and what not, but come post b! All you can do is one move from one character, wasting your TA.

-3+4 stance transition is an awesome addition. And it DOES punch parry(just to take away confusion)

- wr 3+4 is quite helpful. Especially in BT cancel (they try to advance) then boom wr 3+4 launch.

-ff+3 new properties has pros and cons. Pro: it can pick up back rollers. Con: some times ff+3 kicks opponent too far for the folowing 4 to connect. (range sensitivity)

Combos that i have so far:
Ff 3~b, bt UF+2, ff+3~b, bt 4,4 b! (opponent bounds nearer. Good adjustment for ff+3,4 post b! Somewhere in your TA)

D/f 2, f+3,1,2, ff+3~b, bt 44 b!

Hopkick f+3,1, 1+2 1, bt 44 b!

post b! (sidestep) f+312. Remember to sidestep.. It hits better.

Will try more stuff out. If you have ideas that you want me to try out lemme know
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Executioneer
1st Dan
Joined: Feb 2012
Posts: 15
#47 “Quote” Edit Post
Originally posted by duruh
~~

is d/f+2,f+312,ff+3 legit or quickrollable?

Originally posted by Sorkz
I tried to do TA using Lei's Unblockable
Example
After B! TA, Lei doing 3~b, f+4
BUT after input command why my partner run backstage, only lei stay there.
I think the concept is similar but why cannot

Can anybody tell me more about TA rules????

you're doing the inputs too slow.. the inputs must not have a small delay

Last edited by Executioneer on Mar 8th, 2012 at 18:03

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Jet
Iron Fist God
Joined: Dec 2000
Posts: 1852
From: New Zealand
PSN: dj_max08
#48 “Quote” Edit Post
Anyone care to share - need some rather simple to do Tag Assault combos with a Lei/Lee team. Cheers
TokisPL
2nd Dan
Joined: Dec 2009
Posts: 21
From: Poland
PSN: Tokis_PL
#49 “Quote” Edit Post
Guys, any combos to boast about already? I'm still too fresh to give any examples - still learning the game. But one thing I'd like too know - how much dmg can Lei get now from db4~f? I managed to do such combo with Lei/Zaf:

- Lei d/b+4~f DRU 3,2 B! TA!(Zaf)f,f, d+3+4 MNT d+3,1, d+1,4, Lei f,f,f+3 [68]

Any ideas on some moves that can flip opp forward after DRU 3,2 bound? Let's list some fat combos, no matter what's the character you're using in addition to Lei!
NinjaBeam
6th Dan
Joined: Jan 2011
Posts: 61
From: United Kingdom
PSN: NinjaBeam
#50 “Quote” Edit Post
Yoshi's good for flipping characters back. lei db 4~ DRU 32 TA (Yoshi 4~3) lei 1+1,1,3 = 66

Also, Lei df2, f31, 1+11, 44 B! (Yoshi 4~3) lei db1+2 does 80+
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hardfighter
Dragon Lord
Joined: Dec 2003
Posts: 869
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#51 “Quote” Edit Post
ff+4 is also homing move
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Ketlord
DYNA$TY
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Joined: Sep 2008
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#52 “Quote” Edit Post
bt d+4, ssl snk, ssr pnt 2 tag Julia d,d/f+1~4,1, d,d/f+1~4,1+2 TA! Lei f+3,1,2, Julia iSW (88)
Can also get 2 f+3,1,2s off of Julia's d/b+2.
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PaasHaas
1st Dan
Joined: Mar 2009
Posts: 13
From: South Africa
#53 “Quote” Edit Post
Hey guys. Been here for ages but dont post much...

Been screwing around with my Lei/Jack team over the weekend and this what I have worked for me sofar.

All combos below performed on small character(Ling)
Stuff that I am using as staple combos sofar. Some are tight but can be staple with practice imo.

Open stage
Solo

df+2, f+3,1, 1+2,1, BT 4,4, B!, ff+3,4 81dmg (needs deep and fast dash for ff+3,4)

ff+3~b, UF+4, 1+2,1 BT 4,4, B!, ff+3,4 81dmg

TGR 4, uf+1, 2, 1+2,1, BT 4,4, B!, ff+3,4 79dmg

BT db+4, ssl, SNK ssr, PAN 2, 1, ff+3~b, BT 4,4, B!, ff+3,4 68dmg

CH BT d+1, df, ws+2, 2, 1+2,1, BT 4,4, B!, ff+3,4 76dmg
CH BT d+1, BT 4~b, BT d+1, BT 4,4, B!, ff+3,4 66dmg

TAG

BT db+4~u_d(ssl), SNK ssr, PAN 2~5, [f+1,2, ff+1, B!, B+3,2,2] 71dmg

db+4~f, DRU 3,2~5, [1+2,1+2], 3 60dmg (sets up running shoulder/tackle mixup or wallsplat)
db+4~f, DRU 3,2~5, [f+3,1+2], ff+3,4 59dmg

[ff+1+2~5], f+3,1, ff+3~b, BT 4,4, B!, ff+3,4 82dmg


Wall

Solo

df+2, W!, 3~b, PHX 2, B!. f+3,1, ub+4 70dmg (Same as T6)

TAG

df+2, W!, 3~b, PHX 2~5, B!, [u+1+2], f~n+4,1,2,2,2 81dmg (pan mixup)
df+2, W!, 3~b, PHX 2~5, B!, [u+1+2], UF+4, 2,1,3+4 80dmg
df+2, W!, 3~b, PHX 2~5, B!, [u+1+2], UF+4, 2, d+1, ws+3 83dmg
df+2, W!, 3~b, PHX 2~5, B!, [1+2,1+2], df+1+2, ws+3 85dmg (sometimes 90dmg if last hit hits lowest slump)
CH f~n+4,1,2,3, W!, ff+2~5, B!, [u+1+2], f~n+4,1,2,2,2 122dmg (pan mixup)

Wall B!, [u+1+2], f~n+4,1,2,2,2 seems like best and most consisten staple sofar


Also for almost any Jack combo that wallbounds Lei's crane dance(uf+3, CRN 4,3,2,3) followed by Jacks shoulder(df+3+4) works consistently and does great damage

Last edited by PaasHaas on Sep 17th, 2012 at 07:16

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shauno
MentalFrameAdvantage
Joined: Jan 2000
Posts: 2311
From: USA California
#54 “Quote” Edit Post
The combo system in this game is too much fun . ^^^ For any Tag Assault combo that has a B! at the wall Lei can do his hop kick Crane Dance. Unless the angle is to sharp. That's a good collection of solid combos there. Lei's juggles are easy to adapt for his team mates, and I find sometimes he does enough damage on his own without the Tag Assault penalties. A couple things I'll add...

After Lei launches, juggles, and then calls in a partner for Tag Assaults at the wall, I experimented with a ton of Lei finishers to see what I liked. You can get decent followups and end up with almost any stance you want for okizeme unless the TA! partner spiked them to the ground.

~2,1,3+4 for really nice damage
~2,1~f for DRU
~d+4,4 for reliable, easy damage (don't go into DRU, too slow)
~d/f+3 for solid damage and wall break power
~3,3 for the best damage, ends in BT
~3~b for PHX
~d/f+2~f for SNK (low damage though)
~1+2 to end in BT (low damage also)
~d/f+1+2 for FC (poor recovery)
~d/f+1+2~f for TGR (poor recovery)
~u/f+3 for CRN
~f+1+2~u_f for PAN or CRN
~u/b+4~f_b for CRN or PHX
~4~4,3 for KNDs
~4~3 for FCDs (nice damage, strict timing)
~SS+2,2~f for DRU (strict timing, SS towards the side that puts Lei straight towards the wall)

There may be more, but that's what I tested. Out of all of them I am liking 3,3 for the damage plus a possible BT 2 wall stun on oki, 2,1~3+4 to try something facing forwards for oki (i.e. hop kick W! 3, 3~b, etc.), and 2,1~f into DRU. This last one gives average damage to start, but you have access to three throws, including the evil DRU 1+2, iWS3 setup, which does 58 damage if it connects. Mixing in the safe DRU as a mid wall stun and Lei is in good shape after a Tag Assault combo finishing near the wall.

~~~

Also, one thing I like about the new Lei's juggle options is that he is not only pretty good with wall carries, but he has the awesome ability to end his wall carries with a Tag buffer attack to eat away at the opponent's red life if they fly into a wall. This ability really opens up his damage at the wall in Tag Assaults because he does good damage when the team mate does the B! for him.

To show what I mean, the most I got is 135 damage on 18 hits with a Lei/Xiaoyu juggle on the Dubai stage with the breakable floor:

- Lei u/f,N+4, f+3,1, f+3,1,2~5 W!, Xiaoyu f,f+1+2,1+2~5 B!, Lei u/f+3, 3,4,2,3, Xiaoyu d+1 F!, f+3,(1),1+2 W!.

It is 132 damage with a Xiao substitute d/b+1 finish at the end if no wall is near. Also, without the floor break the damage is still around 120 (Xiao finishes with 1+2 or d/b+1 instead of d+1). I really love his ability to tag off of his wall carry finisher for setups like this.
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green)Lei
do it like old water
Joined: Jan 2009
Posts: 1260
From: Germany
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#55 “Quote” Edit Post
Shauno its awesome that you tag up with ling as well. what are your staple juggles?

so for usual launchers as lets say Ling df2~1 or ewgf into tag
Lei f3,1 ff3~b BT 4,4 B! works I used this as staple last weekend

which tag assaults did you do with Ling at the wall concerning your post above?

on the wall I did something like w! Lei ff2~5 Ling f3,1,1+2 Lei f3,1 for setups
or Lei db2 ws 3 for damage
also w! Lei ff2 B!~5 Ling 1,d+2,1+2 gives Lei enough time to key charge (1+2+3+4) for b4,1 into wall or uf3 into wall

regarding shenanigans I found Ling juggle B!~5 Lei uf 3+4,3+4 ( whiffing on purpose) covers the opponent and Ling can do ss3 or AoP ufn3 in the background
Signature ---> Lei general guide

---> and combos traps wallgame

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Keeper of the CRANE
DEATH by METAL
Joined: Jul 2000
Posts: 13011
From: Austria
PSN: Zakillah
#56 “Quote” Edit Post
Originally posted by PaasHaas
Also for almost any Jack combo that wallbounds Lei's crane dance(uf+3, CRN 4,3,2,3) followed by Jacks shoulder(df+3+4) works consistently and does great damage

Im playing Jack/Lei as well.
For that combo above...use f,f+4 as ender instead of shoulder, you can time it so it does 60% damage as well. Even more damage.
I have been doing wall TA Jack u+1+2 into Lei u/f,n,4, f+3,1, u/b+4 up to now. Not terribly original, but it works pretty consistant; Ill try yours to see what the damage difference is.

Jack d/f+2, 2, f,f+1+2~5, Lei f,f+3, BT 4,4 b! works. Does more then Jacks staple and takes red life.

Here are two more combos I came up with while messing around with mid combo tagging:
http://www.youtube.com/watch?v=XG38...mp;feature=plcp
http://www.youtube.com/watch?v=I8mB...mp;feature=plcp

What I also really like is ending Lei combos with f,f+3~5 into Jack oki. This is really good if they hit a wall, as it sets up Jacks ridiculous wall-game.
Something like this:
http://www.youtube.com/watch?v=kSmM...mp;feature=plcp

Lei can hit TGR 4 into f+3,1. I dont think the staple combo works off it though, as it seems to whiff on lower launchers. Doesnt work off Jacks f,f+1+2~5 neither while for WS1 it hits consistant.
I have been using f+3,1, f,f+3, BT 4,4 for lower launchers instead.

Originally posted by green)Lei
so for usual launchers as lets say Ling df2~1 or ewgf into tag
Lei f3,1 ff3~b BT 4,4 B! works I used this as staple last weekend

For normal class 2 launchers f+3,1, 1+2~1, BT 4,4, f,f+3,4 seems to work pretty consistant. Totally ridiculous....easy mode juggle for half life. Thats what I meant with "staple" btw.

ff+3~b, UF+4, 1+2,1 BT 4,4, B!, ff+3,4 81dmg

f,f+3 into staple does 85. So if you know the f,f+3 hits....


What are you guys using in the open as TA filler? Im liking f,f+4,3+4 and u/f+3,CRN 4 the best right now.

Last edited by Keeper of the CRANE on Sep 17th, 2012 at 09:46

green)Lei
do it like old water
Joined: Jan 2009
Posts: 1260
From: Germany
PSN: GreenLei
#57 “Quote” Edit Post
Originally posted by Keeper of the CRANE

For normal class 2 launchers f+3,1, 1+2~1, BT 4,4, f,f+3,4 seems to work pretty consistant. Totally ridiculous....easy mode juggle for half life. Thats what I meant with "staple" btw.



the second 4 of BT 4,4 whiffed a lot for me, Ill give it more time
Signature ---> Lei general guide

---> and combos traps wallgame

"you cannot outsmart that which doesnt think"
[~DTC~]
Combo Derper
Joined: Mar 2008
Posts: 1553
From: Australia
XBL: Nor 360 =S
#58 “Quote” Edit Post
Originally posted by green)Lei
the second 4 of BT 4,4 whiffed a lot for me, Ill give it more time


Have you been delaying the second hit? I've been getting that combo consistently as well just by mashing BT 4,4...
Signature &// - Dragon - Tiger - Crane -DTC
Keeper of the CRANE
DEATH by METAL
Joined: Jul 2000
Posts: 13011
From: Austria
PSN: Zakillah
#59 “Quote” Edit Post
It propably depends on what type of tag launcher you use. It *should* work off EWGF easily; maybe Lings d/f+2,1 launches not high enough idk.
Just mashing the hits out as fast as possible makes it work for me. Delay (as in...let Lei dash a little before hitting the 3) the f,f+3,4 ender a little bit, or the last hit whiffs.
As for solo combos; it works well after d/f+2 or hopkick. Doesnt hit off TGR4 (BT 4,4...second whiffs)

EDIT...Nevermind, it hits off TGR 4 as well. Just cc fast and mash everything as fast as possible.
Does 81 total. Also works off Bruces b+1+2~5 straight away and Jacks f,f+1+2~5 if a SS a tiny bit (funny enough, either SSL or SSR works) before. Might be an angle thing more then a height thing.

Personal side note...CRN-dance TA! wall combo is the best shit EVEEER!

Last edited by Keeper of the CRANE on Sep 17th, 2012 at 18:00

l337v1n337
[RRD]/[GDZLLA]\[IFC]
Joined: Nov 2004
Posts: 2865
From: USA Texas
PSN: L337v1n337
#60 “Quote” Edit Post
I'm still having a lot of trouble on the wall.. i may have to hit up the feng forums and see what those guys have.

As far as my staples I've messed with--


lei: f,f+3~b, u/f+4, 1+2,1, bt4,4 5, (feng) f+3,4 lei running kick. 90 damage without wall and easy to connect. Please let me know if you guys see some potential there for something better! Combo creating was never my forte =(
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