Certain moves have special properties called wall splat, wall stun and wall bound.
If an opponent is hit into the wall during an airborne combo, additional "wall" damage will incur. Wall Combos (壁コンボ Heki Konbo) occur when an opponent is hit into the wall of a stage. Prior to Tekken 3, when an opponent was knocked onto the ground, waking up would be sluggish. Ground Combos (地上コンボ Chijō Konbo) are performed while the opponent is on the ground. Control switches to the partner and alternates as long as the opponent stays in a combo-state. The opponent will bounce off the ground similar to a bound. Stages from past Tekken games appear in TTT2, seemingly. This will initiate the tag assault and your partner will appear. Tekken Tag Tournament 2 has all these things, and best of all, it arrays them in a way that will please longtime fans and newbies alike. To perform a tag assault, press tag after a bound move. These were introduced in Tekken Tag Tournament 2. Tag Assaults (タッグアサルト taggu asaruto) are a combination of tag combos and bound combos. This can also be used at the end of an airborne combo instead to safely tag out a partner. This can be used to safely tag out a partner or perform more versatile combos. If done properly, the tagged partner will arrive in time to continue the combo after the launch. Tag combos (タッグコンボ Taggu Konbo) utilize the tag system introduced in Tekken Tag Tournament. A tag combo is performed by launching an opponent and then quickly tagging out. These moves are referred to as "bound moves" and will bounce the opponent off the ground during an airborne combo for additional hits to connect. Introduced in Tekken 6, the bound system allows airborne combos to be lengthened by the use of certain moves. With Tekken Tag Tournament 2’s September console launch fast approaching, it seemed possible that game producer Katsuhiro Harada would have already emptied the contents of his closet marked. At that point, the opponent will fall to the ground and end the combo-state.īound Combos (バウンドコンボ Baundo Konbo) are an extension of the airborne combo. With each hit, the opponent is hit further away until it becomes impossible to reach the opponent. The damage of each hit is gradually decreased with consecutive hits. The combo ends once the opponent touches the ground. An Airborne combo (空中コンボ Kūchū Konbo) is performed after a launch and while the opponent is airborne.