This section will give you a better concept of the Tekken Tag Tournament gameplay system. Various gameplay elements will be addressed here, make a selection below.

 
Tagging Basics
Getting Up
Running Attacks
Chickening Basics
Chicken Command Chart
Netsu Power
Ki Power
Tag Throwing
Side Stepping
Tackles & Escapes
Attack Reversal Basics
Attack Reversal Chart
Parries & Auto Parries
Tekken Tag Damage
 

If any frame data is provided it is important to note that sometimes you can block before you can actually input a command, this is often the case with minor stuns and guard breaks. Thus a -12 for example doesn't necessarily mean you can't block for 12 frames. Most moves with a disadvantage of 8 or less can be considered safe moves as it takes at least 8 for your opponent to execute a standard jab and in some cases your opponent will not even be within jab range and you have to add on whatever amount of frames it take for him to dash within hitting range

 


 
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