Tekken Tag Tournament 2 for Xbox 360 - Asuka/Jun Guide Version 1.0 by Joshua Vaughn, a.k.a. Mikadok on YouTube and I Kei I on Xbox Live and Shoryuken.com Facebook - Kei Mikado Twitter - @KeiMikado Tekken Team: Dragon Dojo (Leader; message me on Xbox Live for details) = = = = = = Contents = = = = = = - Copyright info (CT1) - Why'd you make this guide? (CT2) - Differences in character between Asuka and Jun (CT3) - Why Asuka/Jun? (CT4) - Command Moves and Chains to keep in mind: Asuka/Jun (CT5) - Command Moves and Chains to keep in mind: Asuka only (CT6) - Command Moves and Chains to keep in mind: Jun only (CT7) - Combos (CT8) - Summary (CT9) - Special Thanks (CT10) = = = = = = = = = = = = Copyright info (CT1) = = = = = = = = = = = = Copyright 2012 Joshua Vaughn All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. = = = = = = = = = = = = = = = = = = Why'd you make this guide? (CT2) = = = = = = = = = = = = = = = = = = Ever since Tekken 6, Asuka has been my main. I knew for a fact that once Tekken Tag Tournament 2 dropped, she and Jun both would be the ones I'd focus on the most. By and large, I am in no way the authority on either Asuka or Jun, but I'd like to think that I know enough to help others. If anyone has any corrections or things that they would like to add, they're more than welcome to do so. NOTE: This guide assumes that you are familiar with the notations and the like in regards to the Tekken series. If you aren't, Tekken Zaibatsu is where you want to look to find the notations and what they mean. = = = = = = = = = = = = = = = = = = = = = = = = = = = = Differences in character between Asuka and Jun (CT3) = = = = = = = = = = = = = = = = = = = = = = = = = = = = Here's the lowdown. A lot of people were pretty worried that Asuka and Jun would wind up being clones of one another in this game. As it turns out, while they do share some similarities -- some of the better ones, from where I stand -- they are two very different characters. Asuka seems to be more focused on a defensive style, from doing things that can simply throw you off balance, to having one of the longest counter stances in the game. Jun, on the other hand, seems more geared toward an offensive style, coming at you with a number of ways to mix you up and to keep you guessing which way she might come from. Playing as either of them alone is a bit of a challenge, since you have to know spacing, and what you should and shouldn't be trying to do, especially with Mishimas and the like roaming about, but there are advantages to playing as the both of them, which I'll try to outline here. = = = = = = = = = = = = Why Asuka/Jun? (CT4) = = = = = = = = = = = = Aside from the reasons stated with the two of them above, Asuka and Jun both can work some of the nastiest ground and wall games out there. If they get a close knockdown, they can keep on pressure pretty well in mid-stage, with a few good ways to make you think twice about how you want to wake up. If they get you near a wall, though, and the Asuka or Jun is on point, you're in trouble, as nothing save a well-timed tag crush will get you out of such a spot, since many ways they have to attack you will force you against the wall quite easily, where you'll eat more damage. The other reason is because that while both of the girls suffer from not having a high damage output, they can easily make up for it with their juggles, where one of them alone can carry you the entire length of some of the larger stages to get in a wall splat -before- they get a bound, meaning they can then maximize their damage, then immediately set to work on anticipating their opponent's wake up decision and attempting to make them pay for it with more damage. * * * = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Command Moves and Chains to keep in mind: Asuka/Jun (CT5) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Demon Slayer - f+2 Respect this move if you're playing against an Asuka or a Jun. Why? This thing's a launcher, and it's pretty quick, firstly. Secondly, the low forward movement of the attack will get you under many high moves, getting you a solid counterhit in the process, which can obviously lead to a lot. If you're using one of the girls, though, you should also keep this one in mind because you can feint the move by pressing down immediately after the f+2. If you're facing someone that likes to guard, or you condition someone to be on the lookout so they can guard this, this is a good way to get in close fast for a throw attempt or some sort of mixup attempt. Just be careful; if you become predictable with this, or if it's just blocked, you can be punished. Inner Strength/Shunkei - 1+2 For Asuka, Inner Strength is a decently fast move that causes a crumpling hit to occur regardless of whether or not you nail someone on counter hit. There are a number of ways to follow it up with her that can lead your opponents to a wall, or set up for your partner to do a number of things. For Jun, Shunkei is a sickeningly quick mid attack. While it only gives decent pushback on normal hit, on -counterhit-, this move, like Asuka's Inner Strength, causes your opponent to crumple, setting them up all the same. The speed of this move makes it a great opener that can beat out a good deal of moves, so don't be afraid to toss it out there every so often at the start of a round. Moon Scent - WS3 A mid-hitting reverse cartwheel kick. For the both of them, this move launches, be it counter hit or not, giving either Asuka or Jun a number of ways to combo an opponent to the wall. Condition your opponent to guard against lows, then catch them with this when they attempt to cover themselves. Sudare Nagashi - WS1+2 Now this is a really nice move. Has a little startup, so you can be hit out of the beginning, but it's quick enough. This, like the Demon Slayer can be cancelled during the spin by holding down. If blocked, Asuka and Jun are left relatively safe. If it hits for either of them, you get a free f+2, which can lead to pretty much whatever you wish juggle-wise. Dragon Wheel Kick - b+3 This serves the same purpose as their Moon Scent kick, but gives the player fewer ways to capitalize in terms of juggling. The tradeoff is that, because this move can be followed up by either the Leg Cutter sweeps by pressing d/b+4 or the Demon Slayer by pressing 2, this can lead to a few mixup opportunities. The Demon Slayer can still be feinted like the standalone attack, leading to other things, and the Leg Cutter can either be repeated or can go into another attack at a different range to keep the enemy on their toes. Wheel Kick - 2+3 The Wheel Kick is identical in function for both the girls. Though it has a bit of a slow startup, the start of the animation can parry punch attacks to give you a guaranteed hit, allowing either of them to follow up on it with a combo for nice distance and decent damage. It, like combos for other moves and the like, will be detailed later. Back Spin Kick/Getsukankyaku - f+4 Think of this move as the Wheel Kick, but with faster startup and without the parry property. Given that the same follow-ups are possible, this is also a good move to keep in mind. Double Lift Kicks - d+3+4 A decent move, the Double Lift Kicks start with a low that doesn't do much damage, but is sneaky enough to hit, so long as you don't become predictable with it, and since a few strings end with this, it can be part of the guessing game. The main thing that makes this move important to note, however, is that if the first hit connects as a counter hit, the second kick, which is a launch, is guaranteed. Jab Low Kick - 1, 3 Exactly what it says, Asuka throws a jab followed by a low kick. While this isn't something that can necessarily set up for anything too spectacular, the quick low can be enough to throw people off every so often, allowing you to go for something else should they make a wrong move. Jun's is the same as Asuka's save for the fact that her low kick comes out slower than Asuka's does. This can be applied in much the same manner as hers as well. Whiplash Sacred Blade - f+1, d+4 A mid level punch followed by the Sacred Blade (3~4 for Asuka) sweep. If the first hit connects on counterhit, the second is guaranteed, and you can proceed to work through your wakeup options. Blizzard Combo - 1+4,2,1 This one's a really nice chain, due to the fact that it has so many different ways to follow it up. - 3 at the end leads to the low kick from her Jab Low Kick chain. - 4 at the end leads to her Leg Cutter, which also hits low. - 2 at the end leads to a mid-hitting punch. >2 can be followed by 3 for her Spinning Heel Drop. Same as the normal. >2 can also be followed by 4 for a mid-hitting kick. For Jun, 3 and 4 give the same effect as Asuka's. 2, however, has her do a high attack instead of a mid that can't be followed by her Spinning Heel Drop; you can instead press 4 to end with a mid kick. You can use these to keep your opponent guessing, but don't get too predictable. Attack Counter - b+1+3 or b+2+4 This is one of the ares where there is a clear difference between Asuka and Jun. While the functionality is the same, allowing you to catch high and mid level attacks, that's about where the similarities end. For Asuka, she can actually -hold- her counter stance for a bit longer than most others might think by holding the input down. This is a double edged sword, of course, since you leave yourself open to low attacks and possibly throws if your opponent doesn't attack, but it can help if your opponent isn't patient. She also flips the opponent behind her in a tumbling motion that can result in your opponent getting splatted against the wall, setting them up for combo followups. For Jun, though she can't toss the opponent behind her and get herself an opportunity for a combo like Asuka can, she can tag out to her partner. Grace - FC d/f+2 A low chop that hits...well, low. By itself, it won't do anything other than net you a small amount of damage. Hit this as a counter, however, and either Asuka or Jun can land a few more hits afterward, creating distance while getting decent damage. Falling Rain - FC d/f,d,df+1+2 A throw that sends your opponent into a launched state, this is a very good move for either Asuka or Jun to have since it can easily lead to a good bit of damage. The interesting thing about this move is that the input can be done during a feint of either character's f+2 or WS1+2, so if you get your opponent used to guarding against these moves and your inputs are good, you can sneak this in and get some really nice damage, better positioning, or both. * * * = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Command Moves and Chains to keep in mind: Asuka only (CT6) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Sacred Blade - 3~4 Asuka does a hard sweep. This has a bit of startup, but is quick enough to catch someone off guard. Though it can only be followed up one way for guaranteed damage if you're close enough (WS4, f+2), the other side of the coin may be more beneficial in this case, since it potentially can provide an excellent chance to capitalize on an opponent who's too overzealous to get to his or her feet. After hitting Sacred Blade, you can hit WS4, and unless they get up with a quick ukemi to the side or directly away from you, you can connect with d/b+4,3 if they try to stand any other way. While it isn't heavy on damage, this will push the opponent toward the wall more, which is where you want them. Even more dangerous is that if you follow this sweep with WS1+2 with either Asuka or Jun with the proper timing, then the only way your opponent can respond without taking damage is by letting themselves fall completely and rolling left or right, or by Tag Crushing. Any other attempt to move while grounded results in damage, and trying to gt up with a wakeup attack results in damage as a -counterhit-, which leads to even -more- damage. Exorciser - f+1+2 A swift, high elbow. Pretty good as a punishment tool, and a decent combo ender in some instances, as this will provide quite a bit of distance in your juggles. Rising Palm - d/f+2 Another launcher for Asuka. While not as potent as the Demon Slayer, it can set up for juggles all the same, and it isn't as punishable as the Demon Slayer on block, making it a decent enough move to put out every so often. Raging Storm - d/f+1+2 This little beauty of a move is -very- slow to start, and, like the Wheel Kick, it has good reason. Asuka can parry low attack attempts with her initial movement, which changes this move from one that gives a lot of knockback to being one that causes a crumple, allowing you to follow this up for nice damage and a decent bit of distance on the field. Heaven's Hammer - d+2 This is Asuka's single hit bounder. It's a mid-hitting move, meaning it can catch people who are crouching. If it hits on counter hit, it causes the opponent to fall on the spot, allowing for some followup chances. The other good thing about this is that if you can catch an opponent trying to roll away or toward you, it will cause a bound, opening them up for a bit more damage. Rangetsu - u/f+2 A palm to the face, followed immediately by a slam to the ground. While not a move for combos, this leaves you directly next to the opponent if it catches, giving you advantage over them if you can anticipate their wake up game. Iwato - u/f+3 A jumping mid kick. Doesn't knock down as a standard hit, but floors people that get caught on counter hit, allowing you to follow up with a combo. Night Sky - u/f+4 Another jumping mid kick. This one's slightly slower than Asuka's uf+3, but if it hits, counterhit or not, it launches, allowing you to juggle. Falling Tower - d/f+1,2 A two-step attack that ends in Asuka's u/f+2 throw if it connects. The first hit is a quick mid attack that by itself has good recovery, meaning that it can be used to start a bit of pressure. If the first hit connects on counterhit, however, the second hit is guaranteed, putting you in the position noted above where you have control of your opponent's wake up game if you can anticipate them correctly. Basho Oroshi - 2,1,1+2 A three step chain that ends in a bounder. Use this one to followup off a successful launcher. It gives decent juggle distance, too. Tsuwabuki - b+4,2 Another two part move. The first hit is the Heart Stopper, a mid-range knee that crumples the opponent on counterhit. The second attack is an overhead elbow that bounds if you either catch the first hit on counter hit or connect with this in the air. Not too bad an option for people afraid to stand up. Hiboko no Kagami - f,F+2,1 A mid followed by a high. On grounded opponents, it gives a good amount of knockback. As a juggle addenum, it's a good option for distance, and in some cases, one of the only ways to hit someone that's falling far off. Higata no Kagami - f,F+2,1+2 This chain functions much like Asuka's f,F+2,1, save for the fact that the second hit does more damage, and will flatten an airborne opponent. Shikeitai - WS1,4 A quick mid punch followed by a mid kick. You can use this to end your combos for a good deal of distance. Kariashi Shiranui - d/b+4,3 A Leg Cutter sweep followed by a high kick. Like the Whiplash Sacred Blade, if the first hit connects on counterhit, the second hit is guaranteed to connect, and it launches high, so plenty of opportunity to juggle for either distance or damage. * * * = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Command Moves and Chains to keep in mind: Jun only (CT7) = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = Aside from what was already noted that the both of them have, Jun has some nice tools of her own that differentiate her greatly from Asuka. Izumo - f+1+2 A spinning high strike that has a number of followups, this is one of Jun's most important moves, not only because of how many different ways Jun can come at you, but also because Izumo can occur during a few of her moves and chains, giving her a bit more leeway in terms of mixups. >1,2 results in a two step chain after Izumo. The last hit can bound. Good for combos. >2 after Izumo results in a mid hitting launcher, during which Jun moves - really- low to the ground, allowing her to get under highs and a few mids. >3 makes Jun do her Dragon Wheel Kick (b+3). All the same followups can be done afterward, potentially opening the door for -more- mixups. >4,1 gets you a low sweep followed by a high attack that sends the opponent spiraling. If you're near a wall, this is good to do to set up a bit of damage, though you can simply hit 4 and go for the wakeup option. >1+2 gets you an overhead strike that has a bound property. Good for lengthy juggles where the Izumo motion is involved. >3+4 gets you the Double Lift Kicks. >1+4 or 2+3 has Jun throw the opponent. If you've got your opponent shaken into guarding various strings, this is good for some free damage. Genjitsu - b+1+2 A stance that automatically parries low attacks, Genjitsu, like Izumo, has a number of things you can do afterward. >1 gives you an attack that hits low. >2 gives you an attack that hits mid. >3 makes Jun do a mid attack that bounds an airborne opponent. Good for combos. >4 gets you a high back spin kick with somewhat slow startup. Kanbashira - f+3 A forward mid ranged kick that has a decently sized hitbox, enough to hit most characters that have fallen, but have yet to completely settle on the ground. The noteworthy thing about this move is that it can be followed by Izumo, giving Jun a viable option to follow certain moves that Asuka can't, increasing her damage potential. Narumi - d+2 This is Jun's equivalent to Asuka's single hit bound. Though it's a bit slower, it does the same amount of damage and serves the same purpose overall. Jippensha - d/f+2,2 Two quick mid strikes, with the second hit having the ability to bound the opponent if they're airborne. This is nice to put out if your opponent likes to crouch, since if the first hit connects, the second will. Suminagashi - d+4,4 A quick low kick followed by a high kick. As Jun is standing during the first attack, it can be a bit tricky to detect. If the first hit lands as a counter, the second -will- connect. Shirabyoushi - b+4,2 A mid hitting knee followed by a rising palm strike. This is worth mentioning for a couple of reasons. If it hits an opponent that's airborne, it picks them up a bit higher, giving you the chance to tack on more damage if you haven't hit them too many times already. Secondly, if, for whatever reason, the first hit either whiffs or is blocvked, but the second hit lands as a counter, the opponent is knocked into the air, opened up for juggles. Housenka - u/f+4,3 A quick rising mid kick that lifts the opponent up, followed by a roundhouse that bounds airborne opponents. Pretty good to use if your opponent likes to crouch to get something going in terms of distance juggling for better positioning. Suiei Ura Saika/Suiei Kagetsu - f,F+2,3/f,F+2,2 The first is a medium range strike followed by a high kick. The second is the same medium range strike followed by another medium strike. Both of these are useful as juggle enders, much like Asuka's f,F+2,1 and f,F+2,1+2 Katabami - f,F+4 A hard forward kick. On normal hit, this makes the opponent fall back. On counter hit, this forces the enemy into a crumple where you can follow up in a few ways for extra damage. If this is blocked, though, you'll be at disadvantage, so be careful. Tokkei - f,F+1+2 Jun hits the opponent with both her palms, causing them to stumble back, then fall over. If you're quick enough, you can follow this up with a juggle. Tomoezakura/Tomoefuji - WS1,4,2/WS1,4,1+2 The first string is a high strike, followed by an overhead mid level kick, followed by a low punch. This is an odd string in terms of looks, and does decent damage. What's more, after the third hit, you're left in a crouching state, meaning you can choose to go to any of Jun's other WS moves. The second string ends in a mid that knocks down. * * * = = = = = = = = Combos (CT8) = = = = = = = = NOTE: A * means that this combo will only work on medium size characters or larger. Want to see these combos and more? Got a combo vid to go along with these here. - http://www.youtube.com/watch?v=1R-45dzME3A = = = = = = = = = No Wall Combos = = = = = = = = = Asuka - - - - Any of the first three can be done after hitting a CH WS1+2 to tack on more damage. Combo 1: f+2 or d/f+2, 2,1, 2,1,1+2, d/b+4,3 or f,F+2,1 or f,F+2,1+2 Combo 2: f+2 or d/f+2, b+2,4,3, d+2, B!, f,F+2,1 Combo 3: f+2 or d/f+2, u/f+3, d/f+1, 2,1,1+2, B!, d/b+4,3 or f,F+2,1 or f,F+2,1+2 Combo 4: f+2 or d/f+2, d/f+1, 2,1, 2,1,1+2, B!, f,F+2,1 Combo 5: close d/b+2, d/b+1, 2+3, 2,1,1+2, B!, WS1,4 Combo 6: 1+2, 2+3, b+2,1+2,4 Combo 7: 1+2, 2+3, 1, 2,1,1+2, B!, f,F+2,1 Combo 8: CH d/b+4,3, 2,1, 2,1,1+2, B!, f,F+2,1+2 Combo 9: CH d/b+4,3, u/f+3, 2,1 2,1,1+2, B!, f,F+2,1 Combo 10: CH u/f+3, d/b+4,3, 2,1,1+2, B!, f,F+2,1+2 Combo 11: Parry a low attack with d/f+1+2, dash, d/b+4,3, d+2, B!, f,F+2,1 * * * = = = = = = = = = No Wall Combos = = = = = = = = = Jun - - - - Like Asuka, You can hit any of the first four after hitting a CH WS1+2. You can also do these after a CH1+2 as well. Combo 1: f+2, u/f+3, 1,2, b+1+2~3, B!, f+1,4 Combo 2: f+2, u/f+3, 1,2,f+1+2,1,2, B!, f,F+2,3 or f,F+2,1+2 Combo 3: f+2, b+4,2, d/f+2,2, B!, f+1,4 Combo 4: f+2, b+4,2, 1,2,f+1+2,1,2, B!, f,F+2,3 or f,F+2,1+2 Combo 5*: 2+3 or f+4, f+3,f+1+2,1,2, B!, f,F+2,3 or f,F+2,1+2 Combo 6: CH1+2,