70+ Point Damage Combo FAQ's For Tekken Tag Tournament for the Playstation 2, and Arcade Written by William "The Realyst" Matthews August 8th, 2003 ================= Table of Contents ================= 1 . Verison History 2 . Story 3 . Introduction 4 . Legend 5 . FAQ's 6a. Inescapable Combos 6b. Escapable Combos 7 . Send Combos 8 . Thanks 9 . Legal Info ================== 1. Version History ================== 1.0 A very useful FAQ's is born... 1.1 Changed the combos section into two parts. Escapable and Inescapable combos. 1.2 Just added more combos. Keep them coming. 1.3 More combos. Sorry this took so long. I thought I was done with Tag. Who am I kidding... ======== 2. Story ======== This is easy. There is no story to Tekken Tag Tournament. The game doesn't build on the Tekken storyline at all. This is just a "Dream Match" game. Nothing more. =============== 3. Introduction =============== I'll make this brief because I want to answer most questions in the FAQ's Section. This a FAQ's on doing 70 point damage combos. The FAQ's section will tell you what's so special about 70 point combos and why they are important. This FAQ's is not for beginners because 70 point combos are not easy. At least not all of them. But whatever. Check out the FAQ's section. ========= 4. Legend ========= 1: left punch 2: right punch 3: left kick 4: right kick 5: tag button any any button but tag f: tap forward F hold forward d: tap down D: hold down b: tap back B: hold back u: tap up U: hold up d/f: tap down forward D/F: hold down forward d/b: tap down back D/B: hold down back u/f: tap up forward U/F: hold up forward u/b: tap up back U/B: hold up back qcf: quarter circle forward qcb: quarter circle back hcf: half circle forward hcb: half circle back CD: crouch dash (f,N,d,d/f) FC: full crouch animation WS: while standing up SS: side step either way SSL: side step to the left SSR: side step to the right CH : counter hit IWS: Instant While Standing ,: followed by ~: immediately after +: at the same time <: delayed input cc: crouch cancel wgf: wind godfist f,N,d,d/f+2 ewgf: electric wind godfist f,N,d~d/f+2 tgf: thunder godfist f,N,d,d/f+1 ( ): missing hit is required for the next hit (_): or flip: opponent should flip over for combo to work PLD: play dead position face up & feet away KND: knockdown position face up & feet towards SLD: slide position face down & feet away FCD: face down position face down & feet towards HSP: handstand position Eddy Gordo RLX: relaxed position Eddy Gordo AOP: art of phoenix Ling Xiaoyu RDS: rain dance stance Ling Xiaoyu LFF: left foot forward Hwoarang RFF: right foot forward Hwoarang LFS: left flamingo stance Hwoarang RFS: right flamingo stance Hwoarang CRA: art of crane Lei Wulong SNA: art of snake Lei Wulong TGR: art of tiger Lei Wulong DGN: art of dragon Lei Wulong PAN: art of panther Lei Wulong DRU: drunken master Lei Wulong BIG: big character combo only works on big characters NSC: This combo will not work on small characters NBC: This combo will not work on big characters DOE: Double Over Escape QRE: Quick Roll Escape I know this is not all of them, but these are the only ones nesscary for this FAQ's. ============================ 5. Frequetly Asked Questions ============================ Who are you? I'm William Matthews. Also known as The Realyst on the Tekken Zaibatsu and Gamefaqs forums. How long have you been playing Tekken? Since Tekken 2, hardcore since Tekken 3. I guess that would be since 1995 then. I play Playstation 2. Why do you use 1, 2, 3, 4, 5 instead of Square, Triangle, X and O? If you read the top of this FAQ's, you will see that this is not just a FAQ's for the PS2. It's also for the arcade and 1, 2, 3, 4, 5 are universal. If your reading this FAQ's you should know that. What is your defintion of a combo? My definition of a combo is stringing of attacks that when the first hit connects, the following hits are guaranteed unless your opponent consciously escapes it. Other people don't consider a combo a combo unless all hits are guaranteed. But if your combo is not escaped, isn't the damage still done? Isn't it still a combo? It's your opponents job to stop your combo. If they don't, it's still a combo. What's so special about 70+ point combos? Why not 50 or 60 or 100 point combos? 70 is the minimum damage necessary for you to do 50% damage or half the opponents energy in damage. Generally, two of these combos will K.O. your opponent. I did a 70 point combo to [character of choice here] twice and they didn't get Koed. What gives? Like I said before 70 points is the minimum damage necessary. Two 70 point combos will KO some characters, but not all. Reason being is that different characters in Tekken Tag Tournament, have different maximum stamina. Some have 140 points of stamina in which case, two 70 point combos will KO them. But some characters have more. So two combos that is exactly 70 points won't KO them. What characters have what amount of maximum stamina points? There is a whole big stamina class chart at www.tekkenzaibatsu.com. But to make things easier, I'll just tell you exactly how many points each character has. Paul, Law, Kunimitsu, Ling Xiaoyu, Michelle, Unknown, Jun, Nina, Wang, Alex/Roger and Heihachi all have 140 points of stamina. Jin, Lei, Yoshimitsu, Hwoarang, Eddy/Tiger, Julia, Lee, Bryan, Anna, Baek, Bruce, Kazuya, Mokujin/Tetsujin all have 151 points of stamina. King has 153 points of stamina. Armor King and Ganryu have 155 points of stamina. Ogre has 161 points of stamina. Kuma/Panda, Gun Jack, Jack 2, P. Jack, True Ogre, Devil/Angel all have 168 points of stamina. What is CH and why is it important? CH stands for Counter Hit. It's the biggest key to getting 70+ combos done. A counter hit is when you interupt your opponents attack with an attack of your own. It is important because the hit you use to interupt the opponents attack will do more damage and in some cases, it's required for the combo. Some moves will not launch your opponent unless it hits as a counter hit. I'll provide you with the combos, you'll have to figure out how to get counter hits on your own. Is a CH required for all 70+ point combos? No. Some characters are just good at juggling and can do over 70 damage without a counter hit. But most will require a counter hit. At least most of the ones on this FAQ's will. Can you escape 70+ combos? Yes you can. A lot of them you can quick roll, stun escape etc. out of. I'm not that bad of a guy, so I'll even let you know when you can escape from whatever combos if possible. Why are there no Tag Combos listed? These are some of the most damage combos in the game. You can easily mix combos together to make a good Tag Juggle. I can't do it all for you. ====================== 6a. Inescapable Combos ====================== Ok, I'll do this in Alphabetical Order to save you from searching the character your looking for. Anna CH qcf+1, qcf+1, 1,2, d/f+3,1,4 - 85 damage points CH qcf+1 qcf+1 1, qcf+1 D+2, WS~F+2 - 90 damage points - BIG CH qcf+1, u/f+1, u/f+1,3, F+1+2 - 75 damage points - BIG CH qcf+1, qcf+1, 3,4 - 80 damage points - True Ogre Only Armor King CH U/F+1+2, d+3+4,4,4 - 71 damage points Baek CH CD+3, 3,3,3,4 - 73 damage points Bruce CH b+1, d/f+1, d/f+1, b+4,3,4 - 75 damage points CH 3,2,1, 3, b+4,3,4 - 94 damage points - NBC CH F+1+2, b+4,3,4 - 70 damage points CH 1+2, b+4,3,4 - 74 damage points CH 1,2,1,2 f,f, b+4,3 (flip) b+4,3, b+4,3,4 - 117 damage points - BIG CH b+1, SS, b+4,3 (flip) b+4,3, b+4,3,4 - 94 damage points - BIG b,f+4, U/F+4, b+4,3,4 - 77 damage points CH 3,2,1, 2,3, 2,f+4 90 damage points - NBC CH 3,2,1,4, b+4,3,4 88 damage points - BIG Bryan WS+1, 3+4, 3,3, f,f+2 - 70 damage points WS+2~F+2, b+2,1,4 - 70 damage points WS+2~f+2, d+2, 1, f,f+2 - 71 damage points WS+2~f+2, 1~(4),3,3, f,f+2 - 73 damage points WS+2~f+2, 3,3, f,f+2 - 76 damage points WS+2~f+2, 3,3, dash d+2, f,f+2 - 85 damage points - Kuma Only CH b+2,1, b+3,2,1, f,f+2 - 82 damage points CH b+2,1, (1)~4,3,3, f,f+2 - 83 damage points - NSC CH b+2,1, 1+3+4, 3,3, f,f+2 - 72 damage points CH b+2,1, qcf+3, d+2, 1, f,f+2 - 84 damage points - BIG b+1, B+1+4 - 82 damage points - BIG Devil/Angel CH SS+2, U+1+2, wgf - 73 damage points CH SS+2, U+1+2, 1, wgf - 76 damage points Eddy/Tiger CH b+4, d/f+3+4, 1,2,4~4 - 70 damage points Ganryu CH b,d/b,d,D/F+1, b,d/b,d,D/F+2 - 77 damage points Gun Jack f+4~1, d/b+1,(1),1,2 - 140 damage points CH D/F+1,2,1,2, cc, f+2, f+2, f+1+2 - 80 damage points d+1+2, 2, f+2, 1+2 - 71 damage points CH FC,D/F+1,2,1, WS+1+2,1+2 - 70 damage points CH D/F+1,2,1,2, WS+3 - 76 damage points Heihachi CH ewgf, f,N,d,d/f+4,4,1, d+1 - 72 damage points f,f+2, ewgf(flip), CD+4,4,4,1 - 79 damage points CH 4, d,d/f,f+2 - 81 damage points CH 4, f,N,d,d/f+4,1 - 90 damage points F+4 (on crouching opponent), ewgf, tgf - 76 damage points F+4 (on crouching opponent), ewgf, ewgf, d,d/f,f+2 - 87 damage points F+4 (on crouching opponent), d/f+1,2, d/f+1 CD+4,4,4,N,1 - 91 damage points F+4 (on crouching opponent), ewgf, iws, 2 - 71 damage points F+4 (on crouching opponent), ewgf, CD+4,4,N,1, CD+4,4,N,1, CD,N,3 - 138 damage points - True Ogre Only Hwoarang CH CD+4, 3~4, d+4, 4 - 73 damage points CH CD+4, 3,3,4, RFS, 3 - 73 damage points CD+4, f+3+4, b+3, (flip) 3,(3),4,RFS, 3 - 74 damage points Jack-2 d+1+2, 2, f+2, 1+2 - 71 damage points CH D/F+1,2,1,2, WS+4 - 70 damage points CH D/F+1,2,1,2, WS+3 - 76 damage points CH FC,D/F+1,2,1 WS+4, f+3+4 - 76 damage points CH FC,D/F+1,2,1, WS+1+2,1+2 - 70 damage points Jin CH b+4, d/f+2, b,f+2,1,2 - 71 damage points CH b+4, b,f+2,1,d+2, (f,f+2_D/F+4,4) - 72 damage points EWGF, b,f+2,1,2, d/f+4,4 - 71 damage points Julia CH F+1+2, Run Forward, d+1, FC,d/f+4,3, d/f+4,2,b