Tekken Tag Tournament 2/System/Throws Part-3
This series of lessons are aimed to introduce the offensive systems Tekken has, which include hit ranges, throws, crush system, frames and the combo system, in a way that the readers can take advantage of this system in a fight.
- Strikes and Hit Ranges
- Frames #1: Explanation
- Frames #2: CH-Hunting
- Frames #3: Block Punishing
- Crush System
- Hitboxes and Range
- Parries and Reversals
- Throws #1: Front, Side, Back
- Throws #2: Crouch, Ground, Air
- Throws #3: Shifts, Chains, Tackles
- Combos #1: Launchers and Bounds
- Combos #2: Stage Gimmicks
- The Art of Buffering
- To introduce throw shifts, multithrows and tackles
- To fully explore the systems and options out of a tackle.
Usually, the throws in Tekken are pretty straightforward. Just do them, and beat them up on the ground. If it's broken, tough luck. If you got thrown and you didn't break it, you gotta stand back up again. Simple as that. Good thing is, not all throws are like that, as some throws give unusual properties which can be used as an advantage. In this page, we're gonna talk about these throws.
Usually, throws are performed as a stand-alone move, but for some characters, there are certain throws that are only accessible after a strike. Throw shifts, are throws that are only accessible after a strike or a string. There are some throws that are actually an end part of a string and works like a regular throw or a crouch throw, but some throws can only be done when meeting a certain condition. Some attacks do throw shifts even when the leading strike is blocked (King's df+3+4), some do throwshifts on hit (Jaycee uf+3+4), some on counterhit (King ff+4) and some require a precise input to get the throwshift (King f+3:1+2, Armor King b+4:1+2). These throws are kinda like strikes in themselves but they still give you the advantages of a throw such as nice damage and "ground game" opportunities, so they are basically making the strikes stronger than usual. You could look up on your character's movelist and see them all, as throwshifts are a nice thing to have.
We did learn previously that in strikes, there are so-called "strings" that are basically a series of strikes. Well, there's also an equivalent to that for throws. Multi-throws (also called chain throws) are essentially a series of throws. When you have successfully performed a multi-throw starter (the first throw, usually a command throw), you can input the follow-up's command and your character will attempt to do the next throw immediately, and what the opponent can do is only guess which throw you will do and break it. Just by that alone, multi-throws have SCARY damage potential, and because it's generally hard to break (even for a experienced player), you can take precious time off the clock and even prevent your opponent to tag. And even if they are successful in breaking the multi-throw string, it doesn't give you any risk compared to doing a punishable (unsafe) strike, which makes multi-throws a low-risk yet rewarding investment.
There's a catch though. The multi-throws usually have complicated inputs that typically scares people from learning them. This can scare both newbies and veterans because you need to put in the time to learn the inputs and the strings themselves. Oftentimes, newbie mistakes are to put too much time learning the string while forgetting to learn fundamental skills (like basic movement). While learning the multi-throws is a nice thing, they're just a tool in your toolbelt, and sometimes, other tools are more appropriate for some situations. Another problem is, some veterans completely ignore them (as well as the other tools a character have). Not that it's bad, but again, there are times when multi-throws really shine (like when on low health, trying to run-out time, killing opponent's rhythm/cool etc.). This is why people need to balance the time learning basic fundamentals and learning the quirks of your character. Both are equally important.
Yes, not everybody has a chain throw string, but everyone in the game can access a takedown tackle. Fan of MMA? This should be familiar to you.
Tackles are throws that "trip" your opponent to the ground while you mount over them, letting you do some follow-ups depending on what character you have. This is identical to those takedowns you see in MMA fights. Usually, you can do this tackle after running a few steps, but some characters have specific inputs that lets you access this from a standing position. This tackle has interesting mechanics which are modeled similar to what you see in a MMA fight. First, a tackle covers a lot of range, and it catches you no matter if you're standing or crouching (so you just gotta break it). When being tackled, you can escape by pressing 2, but it's possible for you to overturn and reverse mount your opponent instead by pressing 1+2 just before you land on your back (timing is a bit strict though).
After that, things get interesting on the mount. Depending on what character you have, you can go Tito Ortiz and pound them in the face, or you can go for ground submission maneuvers. First, mounted punches are the common option out of tackle, and on this game, you can punch the opponent repeatedly up to four times by pressing either 1 or 2. To defend against this, you need to press 2 if your opponent is going for a left punch, or 1 if it's a right punch. You can only break the 1st and the 4th attack on the mount so you can't just really mash the escape. The key is visualizing yourself when somebody's mounting over you ready to do a punch. You can only use your right arm (2) to guard a left punch, and your left arm to guard a right punch.
Aside from punches, you have different "submission" throws you can do on mount. Some characters have an arm bar after mount (Tackle 1+2), and the only escape is 1+2, 2, 2, 2, 2. Some characters have leg locks (Tackle 3+4), and you can only escape with 1+2, 1, 1, 1, 1. It's also interesting that some characters have different options out of a tackle, like Yoshimitsu (Inescapeable Sword Stab) and Dragunov (no mounted punches but more damaging and varied throws after tackle). Remember though, you can do this before a mounted punch or after the third punch, but when you do this, you can't go back to mounted punches again.
Some things of note about the tackle is that it's possible to tackle someone when they're backturned. Instead of landing in front of you, they land kissing on the ground. You won't be able to do throws, but you can punch them as you like. Also, some characters have reversals out of a mount so you need to take note of people, so don't be too aggressive on mount!