So as we know in Tag 2, there is much more strategy required due to tag out, tag assault, activating rage and tag crashes. Also as recently announced, there will be a new Tekken Tag called Unlimited which allows Solo mode, with that another set of strategy/play style is require.
This section will talk about ways Lei can do to deal against tag out, when to use or not to use tag assault, tag crash and etc.
Note: This is intended to be a guide, as in this game you can do whatever you like and don't have to follow what is mentioned.
Anti-Tag out
As you know there are few ways the opponent can tag out, there is the raw tag out, tag grab and tag crash. These are the few tags out we can deal against, but as for the offensive tag out, such as tag launch or tag assault, these are done during mid combo or when they score a hit, but by then usually we can't do much about it.
Raw Tag-out - Point Blank Range
For raw tag out, depending on range and opponent theres is a few ways Lei can catch them.
As for point blank range, Lei can go for the df+2 or uf+4 launcher as the tagging in opponent can not block as they return. But do beware of people throwing attacks as they come in, since the tagging in opponent can attack earlier than they can block. So expect them to throw 1, FC 1, WR moves or parries/reversals, but usually at a point blank range if you use the df+2 or uf+4 as soon as you see the character turn around and run, you can catch the tagging in opponent before they can throw out anything. And as for trying to catch the tagging out opponent, it's extremely hard, you basically have to predict and interrupt their tagging out animation.
Raw Tag-out - Close Range (1 character spacing/Spacing length at start of match)
At this range, dealing against tagging out becomes slightly more riskier and trickier. As at that range, Lei's option for tag catching is limited to dash uf+4, dash df+2, ff+3, f+3,1, razor rush, db+4, uf+3+4 and a few more.
The reason why I say at this range is much riskier, is because the amount of spacing, the time needed to close the gap allows enough time for opponent to throw out WR+1+2, WR+4, 1, FC 1, df+2 or reversal/parry. Neutralising your advantage or turn the tide into your disadvantage.
But from experience, as soon as you see opponent is tagging out ff+3 or uf+3+4 usually does but still chance of getting interrupted if you're too slow. But to be on the "safe side", db+4 or razor rush is your best choice in these situation.
Raw Tag-Out - Far Range (2 character spacing)
From this range, tagging out has become a relative safe for almost everyone. Few good options at this point would be a dash in grab, ff+2 (as opponent can not block yet once they tag in and will most likely throw a move) but beware for reversals and WR+3 just an option for slow reactions, it'll score some frame advantage.
As for any range beyond this, would be almost impossible to catch the tag in or tag out opponent.
Safe Raw Tag in for Lei
In this game, safe raw tagging is extremely difficult, as it relies on the combination of timing, deceiving, which move to use to keep yourself safe after tagging in and are the opponent ready to catch your tag in.
Safe Raw Tag in moves:
For safe tagging in, theres the generic moveset like FC 1, standing jabs and the tag in WR movesets. These options are usually used by characters that wants to have an offensive approach in tagging in or they do not have reversal/parry/stance with auto guard/stance cancelling.
Also theres is the Tag Out grabs, which is basically a breakable grab with the tag out option, some does red life (generic 2+5 or special character combo tag) and some don't (for Lei 1+3~5 to be confirmed).
Last but not least the last generic tag out option is the Tag Crash, requirement needed to use this is when the active character is on the ground and your partner must have rage. Using this sacrifices the red life of Tagging Out character and Rage of Tagging in character.
As for Lei he has moves from his own movesets that can make tagging in safe and in some cases turning it into advantage.
Such move that includes:
More to be added. Last updated in August 18
This section will talk about ways Lei can do to deal against tag out, when to use or not to use tag assault, tag crash and etc.
Note: This is intended to be a guide, as in this game you can do whatever you like and don't have to follow what is mentioned.
Anti-Tag out
As you know there are few ways the opponent can tag out, there is the raw tag out, tag grab and tag crash. These are the few tags out we can deal against, but as for the offensive tag out, such as tag launch or tag assault, these are done during mid combo or when they score a hit, but by then usually we can't do much about it.
Raw Tag-out - Point Blank Range
For raw tag out, depending on range and opponent theres is a few ways Lei can catch them.
As for point blank range, Lei can go for the df+2 or uf+4 launcher as the tagging in opponent can not block as they return. But do beware of people throwing attacks as they come in, since the tagging in opponent can attack earlier than they can block. So expect them to throw 1, FC 1, WR moves or parries/reversals, but usually at a point blank range if you use the df+2 or uf+4 as soon as you see the character turn around and run, you can catch the tagging in opponent before they can throw out anything. And as for trying to catch the tagging out opponent, it's extremely hard, you basically have to predict and interrupt their tagging out animation.
Raw Tag-out - Close Range (1 character spacing/Spacing length at start of match)
At this range, dealing against tagging out becomes slightly more riskier and trickier. As at that range, Lei's option for tag catching is limited to dash uf+4, dash df+2, ff+3, f+3,1, razor rush, db+4, uf+3+4 and a few more.
The reason why I say at this range is much riskier, is because the amount of spacing, the time needed to close the gap allows enough time for opponent to throw out WR+1+2, WR+4, 1, FC 1, df+2 or reversal/parry. Neutralising your advantage or turn the tide into your disadvantage.
But from experience, as soon as you see opponent is tagging out ff+3 or uf+3+4 usually does but still chance of getting interrupted if you're too slow. But to be on the "safe side", db+4 or razor rush is your best choice in these situation.
Raw Tag-Out - Far Range (2 character spacing)
From this range, tagging out has become a relative safe for almost everyone. Few good options at this point would be a dash in grab, ff+2 (as opponent can not block yet once they tag in and will most likely throw a move) but beware for reversals and WR+3 just an option for slow reactions, it'll score some frame advantage.
As for any range beyond this, would be almost impossible to catch the tag in or tag out opponent.
Safe Raw Tag in for Lei
In this game, safe raw tagging is extremely difficult, as it relies on the combination of timing, deceiving, which move to use to keep yourself safe after tagging in and are the opponent ready to catch your tag in.
Safe Raw Tag in moves:
For safe tagging in, theres the generic moveset like FC 1, standing jabs and the tag in WR movesets. These options are usually used by characters that wants to have an offensive approach in tagging in or they do not have reversal/parry/stance with auto guard/stance cancelling.
Also theres is the Tag Out grabs, which is basically a breakable grab with the tag out option, some does red life (generic 2+5 or special character combo tag) and some don't (for Lei 1+3~5 to be confirmed).
Last but not least the last generic tag out option is the Tag Crash, requirement needed to use this is when the active character is on the ground and your partner must have rage. Using this sacrifices the red life of Tagging Out character and Rage of Tagging in character.
As for Lei he has moves from his own movesets that can make tagging in safe and in some cases turning it into advantage.
Such move that includes:
- f+3+4 DRU stance, but beware it is limited to punch parries and Lei is practically vulnerable to lows and kicks (Need confirm and testing but f+3+4~F might be able to use the hidden DRU punch parry to counter high punches and open them up for DRU 4 launcher).
- 3+4 punch parry, same weakness as f+3+4 and in addition that the punch parry window is quite small and ambiguous at the moment, but reward could be high if properly used.
- d+3+4_d+1+2_d+1+4_d+2+3, high crushing ground stance, ain't as good as pre T6 ground stance but still an option.
- b+3+4~b_b+3~4~b_b+4~3~b, the infamous Ho Ho, Ha Ha, Silent Step. Cancels the tag in lag and gives you the ability to block again, one of the few fastest and best tag cancels in the game. Personally the one move I use everytime I tag Lei in. (Also be warned that you're not 100% safe, as you are vulnerable in the brief frame gap in the cancel and the brief frame gap before you can use this move)
More to be added. Last updated in August 18
Last edited by [~DTC~] on Aug 18th, 2012 at 05:11
