Tekken Tag Tournament 2/Roger Move List

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Tekken Tag Tournament 2 Character Select


Contents

[ Roger ]
[ Move List ]
[ Frame Data ]
[ Combos ]
[ Strategy ]
[ Forum ]


Move List Notes

Some Info Here

Grappling Arts

COMMAND THROW NAME TYPE DAMAGE ESCAPE PROPERTIES
1+3_F+1+3_BT 1+3 [~B] Head Stomp Front 35 1 F!
2+4_F+2+4_BT 2+4 Tasmanian Doormat Front 35 2
Approach left side 1+3_2+4 Animal Face Crusher Left 40 1 F!
Approach right side 1+3_2+4 Animal Rolling Arm Lock Right 40 2
Approach back 1+3_2+4 Reverse Neck Throw Back 50 No Break
d/f+3+4 Animal Rampage Front 20,3,3,3,3,18 No Break #1
d/b,f+2+4 Tombstone Pile Driver Front 58 2 F!
d/b,d/b+1+2 DDT Front 45 1+2
qcf+1 Pile Driver Front 40 1 F!
f,hcf+1 Giant Swing Front 65 1 #2

#1 Only throws in close range, duck to avoid the throw
#2 Can be Tech Rolled to eliminate the 20 ground hit damage

Basic Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
1_f+1 Jab h 9
2 Straight h 16
3 Hook Kick h 32 W!
4 Roundhouse h 27 JGc
d+1_FC 1 Crouch Jab s 6 RC
d+2_FC 2 Crouch Straight s 10 RC
d+3_FC 3 Crouch Spin Kick L 16 RC
d+4_FC 4 Crouch Shin Kick l 13 RC
uf~n+1 Jumping Jab m 16
uf~n+2 Jumping Straight m 20 KND
uf~n+3 Jumping Spin Kick m 33 W!
uf~n+4 Delayed Hopkick m 33 JG
UF~n+1 Jumping Downward Punch m 20_24 #1
UF~n+2 Jumping Ground Punch M 24
UF~n+3 Jumping Spin Kick m_L 33_20 JG #1
UF~n+4 Jumping Front Kick m_M 33_20
1+2+3+4 Supercharge #2

#1 Attack will have different damage depending on what time you press the attack while in mid-air. When character's still rising, attack will do less damage, but when falling, attack will do stronger damage.
#2 Supercharge will enable you to do chip damage and makes your first hit a counterhit, but you cannot block and get counterhit in return.

Special Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
1, 2 [~b+1+2] Left Right Combo [to ROC] hh 9,13 NC
1, 2, 1 Left Right Body Blow hhm 9,13,24 MS
1, 2, 2 Left Right Arrow hhh 9,13,32 W!
1, 2, 3 One Two Kangaroo Combo hhh 9,13,32 W!
2, 1 Jab Uppercut hm 16,16
3~4 Spinning Tail Whip mm 10,21 JG, TJ
1+2, 3 Double Spin Castanet Kick hhm 13,18,32 CF
1+2, 4 Double Spin Animal Sweep hhL 13,18,22 FCD
3+4 Castanet Kick m 32 CF
f+3 Outback Stomp m 27 MS
f+4, 3, 2 Ayer's Rock mmm 10,20,27 JG, B!
f+1+2, 2 Animal Gigaton Punch mm 21,29 W!
f+3+4 Animal Drop Kick m 40 Enters AKS
d/f+1, 2 Elbow Slap Combo mm 20,16
d/f+2 Bandicoot Bomb m 20 MS, CSc
d/f+3 Tail Flail m 20 HA
d/f+3, 3 Double Tail Flail mh 20,27 NC, W!, HA
d/f+4 Right Cross Kick m 18
d/f+1+2 Animal Headbutt m 20 B!
d/f+3+4 Animal Rampage S 20 #1
d+1, N+2 Jab Uppercut sm 6,17 TC
d+2 Diving Low Punch L 22 KS, TC
d+1+2, 1+2, 2 Animal Roundhouse hhhhm 17,17,10,10,48 W!
d+3+4 Tail Mopping L 17 TC
d/b+3 Tail Tripper L 16 JG
d/b+1+2 Kangaroo Attack m 43 W!
d/b+3+4 Generation Uppercut m 33 JG
b+2, 3, 3+4 Space Comet hLm 20,18,12
b+2, 4 Space Walk hh 20,27 W!
b+3 Reverse Bicycle Kick M 22
b+4 Spinning Snap Kick l 27 MS, JGc
b+1+4 Wind Up Punch m! 81
u/b+3 Animal Yo-Yo mmm 13,27,16 Enters AKS
u/f+2 Elbow Drop M 47 KS
u/f+3, 3 Helicopter Kick mh 27,27 NC, W!
u/f+4 Rising Toe Kick m 17 JG
u/f+1+2 Capital Punishment m 33 KND
u/f+3+4 Kangaroo Stomp M 33 KS
ff+2 Sliding Hook m 33 W!
ff+4 Konvict Kick m 33 W!
ff+1+2 Head First Lunge h_L 22 #2
ff+3+4 Exploder h_S 33 #3
bb+4 Rolling Toe Drop M 40 KS
f,N,d,d/f+1 Animal Uppercut m 54 W!
f,N,d,d/f+1+2 Animal Smash M 31 W!
fff+3_WR 3 Baiame's Spear m 40 W!
fff+3+4_WR 3+4 Running Exploder m 54 W!
WR after three steps 4, 2 Spinning Uppercut Lm 29,13 KND
WR after three steps 4, 4, 4 Stagger Kicks LLL 29,9,9 MS
WS 2, 2 Boomerang Punch mm 16,31 KS, B!
WS 3, 3 Spring Stomp Kick mh 17,16
WS 3, 3° Charge Stomp Kick mM 17,33 SLD, B!
WS 4 Toe Smash m 27
FC d/f+2 Crouching Uppercut m 31 JG
SS 4 Animal Sweep L 22 TC, FCD
BT 3+4 Shrimp Kick m 33 TJ
BT d+3 Dingo Kick L 21 MS

#1 Transitions to throw on a standing opponent at close range
#2 Hits high at the start of the move or low at the end
#3 Hits high at the start and special mid near the end, Roger only ends up in a grounded position if the move does not connect early

Rocket Stance Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
b+1+2 Rocket Stance - -
ROC f Road Runner m 40 W!
ROC d/f Running Start - - TC
ROC 1 Wind-up Hook m 35 JG
ROC 2 Wind-up Straight h 40 W!
ROC 3 Wind-up Low Kick L 21
ROC 4 Wind-up Middle Kick m 20
ROC 1+2 Road Roller MMM 14,7,10
ROC 3+4 Wind-up Hip Press m 29 W!

Bobbin Dance Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
b+3+4 Bobbin Dance - -
BOB 1 Windmill Punch h 33_39 #1 W!
BOB 2 Galaxy Uppercut m 35_42 #2 W!

#1 Higher damage and GB occur after the charge spark
#2 Higher damage and JG occur after the charge spark

Animal Kick Arts

COMMAND MOVE NAME HIT RANGE DAMAGE PROPERTIES
d/b+4 Animal Kick Stance m 13 TC
AKS 1 Side Roll - - Enters AKS, TC
AKS 3, 4 [~1] [~B] Kick Rush [to Side Roll] [to Back Roll] mm 12,10 TC
AKS 3, 4, 3, 4 [~B] Animal Kick Rush [to Back Roll] mmmm 12,10,9,8 TC

String Hit Arts

COMMAND HITS DAMAGE HIT RANGE
b+1, 2, 1, 4, 3, 3, 3, 4, 3, 2 10 9,13,13,10,13,16,8,6,5,15 hhmhmhLmmm
b+1, 2, 1, 4, 3, 3, 3+4, 2, 1+2 10 9,13,13,10,13,16,6,13,10,33 hhmhmhmmLm
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