
New challengers might have trouble getting ready for their next battle All of these lighthearted touches are quintessentially Tekken, and I’m glad to see the developers having so much fun with their work.Īnd who doesn’t love getting to fight in Santa’s Village?
TEKKEN TAG TOURNAMENT 2 COMBO SERIES
You’ll even see a few silly and not-so-subtle tributes to a certain 2D fighting series that I’ll refrain from naming. The aforementioned Fight Lab mode includes challenges that involve avoiding scud-missile-like flying clones of sumo wrestler Ganryu and defeating a giant, loincloth-wearing version of kung-fu fighter Feng Wei. After all, you can pair a boxing-glove wearing velociraptor with a living, breathing block of wood. The King of Iron Fist Tournament has always had its quirky undertones, and the latest edition is no exception. As a bonus, you’ll be able to program the Combot for customized training sessions.įlying sumo wrestlers are surprisingly charming And you’ll probably have scratched your head a few times at the completely random narrative interludes. Each chapter highlights a specific gameplay mechanic, culminating with a boss battle.īy the end of the experience, you’ll have worked on offensive and defensive basics while learning essential tag-team techniques. As you progress through the Lab’s brief campaign, you’ll help Violet program his prototype Combot. The all-new mode is a glorified tutorial, complete with a wacky storyline featuring Violet, the millionaire philanderer alter ego of playable pugilist Lee Chaolan. Series newcomers and veterans alike can benefit from the Fight Lab. Destructible, multitiered environments return, as well, making combat especially dynamic and dangerous.įight Lab is a useful, albeit bizarre new addition The core mechanics introduced in the last Tekken release are back with a tag-team focused twist.

Fights are as frantic and fun as you would expect.
TEKKEN TAG TOURNAMENT 2 COMBO FULL
Tekken’s responsive and fast-paced controls are in full effect here. Gameplay is as tight as Nina Williams’ outfit The franchise’s warring Mishima and Kazama clans are at your disposal, along with pretty much every other mainstay from Tekkens No. You have a ridiculously dense (and in some cases, just plain ridiculous) roster of ruffians to rumble with, either solo or in tag teams. In TT2’s fantasy world, you can put on the dream fights you’ve always wanted to see. DB+3 portion is unsafe on block.But after stuffing myself with repeated trips to this buffet of brawls, I’m left wondering if Namco’s more friendly approach is the best direction for the series. Can combo into a DF+4 afterwards.Ī low attack combo that can be used to catch some people off guard. Quick high attack that can be used for catching whiffed attack. Has a little slow startup though, so be cafeful. Only do the 2nd 3 if the first 3 connects.Ī long ranged mid-high poke that is safe on block. Auto parries high/mid attack during the startup.Ī long ranged high-low combo. Useful for high attack punishing and whiffed attack punishing.Unsafe on block. As well as useful for trying to catch some people in knockdowns every now and then into another combo. Good for catching whiffed attacks into a combo. Useful if you saw that your opponent is throwing out a high attack. Punishable with WS 2 Launchers on block.Ī long ranged sweep move. Useful for punishing ducked high attacks into a combo.

Launcher.It's a bit better than DF+2 for stuffing some attacks but is no Marshall Law Somersault kick in priority. A little bit punishable on block with string combos that begin with a 1 and end at where it can't be blocked.Has a fairly small attack range to whiff. Useful for stuffing attacks for a counterhit combo and is quite fast.Ī bit slower startup then QCF+1 but does set up some deadly counter hit combos to stuff out attacks. Both the DF+1, and 2 portion are safe on block.Ī low attack poke to keep your opponent in check if they can keep up with mid/low pressure. Your standard close range mid poke combo. If the first hit whiffs though you'll likely get punished, so they are not quite abuseable but are good at fighting your opponent at a distance. It has a bit slow startup but a decent hit confirm, the high portions can be ducked under, but they come out fast enough sometimes if even one connects you have to blocked the other. Unlike Nina's Flash Kicks.They are safe on block. These are the most common commands to use with Anna Williams.
