Vorschau
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|ekken Tag Tournamen|
Combo Compendium
Version 1.10 (6/19/00)
Arcade and Playstation2 Version
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compiled by Catlord (catlord@tekken.net)
Latest compendium available at- http://catlord.com
Note: This FAQ must be printed in monospace format, otherwise it will come
out ugly as hell and not lined up.. 1234567890
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COMBO - A stringing of moves that when the first hit connects, the
----- following hits are _COMPLETELY INESCAPABLE_.
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It is important to remember this definition.. Combos CANNOT be
tech rolled (quick recovered) out of. If you have a Playstation2, you can
make sure your combos are 'true' or 'guaranteed' by setting the Training
Dummy in Practice Mode to "QUICK ROLL /\" or "QUICK ROLL \/". There are also
a number of stun attacks that can be escaped with a quick tag out or a
controller movement (ex. Tapping forward to escape the hitstun of Jin's
counterhit b,f+2,1,d+2.) Unfortunately, TTT on the PS2 has no Practice Mode
setting for the computer to escape such stuns. Remember, if your opponent
can get out of your combo in any way possible, it's not a combo.
Another bug in the Playstation2 Practice Mode is the damage
percentages returned when the Counter Attacks setting is turned on. Do NOT
turn on the Counter Attacks setting because it will count every hit in the
juggle as a Counter Hit. In order to obtain TRUE damage readouts for combos
that start off with a Counter Hit, use the Kiai Tame Powerup (1+2+3+4) to
start off the juggle. Hitting all 4 buttons at once can be a pain in the
ass, especially on Playstation pads, so go to the Controller Setup on the
Options menu and bind 1+2 (LP+RP) to the L1 button, and 3+4 (LK+RK) to the
L2 button. Makes it a LOT easier if you just have to push down two wing
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