========================================================================== ================ Tekken Tag Tournament 2 ================ ================ Customization Unlocks and Combot Guide ================ ========================================================================== What you will find in this guide: - A list of unlockable items for use in character customization - Information about customization, items, lucky boxes, and Combot - Help with Fight Lab stages - A Combot move reference for customization What you will not find in this guide: - A full list of all customization items - Descriptions or properties for items or item moves - Help making your characters look good - A full walk-through for any mode - Combot frame data * Note: This guide written for monospace format view. /\1234567890/\ \/1234567890\/ Version 0.8 -- 2013-10 -- Initial compilation and writing. ========================================================================== == TABLE OF CONTENTS Character-Specific Unlockable Item List Generic Unlockable Item List Unlocking and Boxes Gold Boxes Lucky Boxes Customization Decals Fight Lab and Combot Development Assigning Moves to Combot Character Customization for Combot Even More Combot Fight Lab Boss Stage Tips Combot Detailed Move List Credits Legal ========================================================================== == CHARACTER-SPECIFIC UNLOCKABLE ITEM LIST Below is a list of customization items you can only see once you unlock them, and the characters they go with. See customization section for more information. ====== ALEX ================================================== Alex ====== --Head-- --Upper Body-- --Lower Body-- Luchador Mask Luchador Top Luchador Bottom Mecha Triceratops Head Mecha Top Mecha Bottom Wild Jacket Wild Pants --Glasses-- --(Other)-- --(Other)-- n/a Wild Fin (u+1+4) n/a ====== ALISA Bosconovitch =================================== Alisa ====== --Head-- --Upper Body-- --Lower Body-- Battle Helmet (u+1+2) Battle Top Battle Bottom School Uniform Bottom --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a ====== ANCIENT OGRE ================================== Ancient Ogre ====== --Head-- --Upper Body-- --Lower Body-- Aztec Mask* Aztec Top Aztec Bottom --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * Throw d/f D/F+1+3; break with 1+2 ====== ANGEL ================================================ Angel ====== --Head-- --Upper Body-- --Lower Body-- Angel Helm Angel Armor Angel Leg Armor --Glasses-- --(Other)-- --(Other)-- n/a n/a Angel Sword (u+2+3) ====== ANNA WILLIAMS ========================================= Anna ====== --Head-- --Upper & Lower Body-- Witch’s Hat Gothic Lolita Outfit Wide-Brim Hat --Glasses-- --(Other)-- --(Other)-- Witch Mask* n/a n/a * Special K.O. throw d/f d/f+1; break with 1+2 ====== ARMOR KING ====================================== Armor King ====== --Head-- --Upper Body-- --Lower Body-- Beast Head Beast Top Beast Bottom --Glasses-- --(Other)-- --(Other)-- n/a Championship Belt* n/a * Special K.O. in midair f hcf+1 1+2. 1+2 while enemy is in KND ====== ASUKA KAZAMA ========================================= Asuka ====== --Upper & Lower Body-- --Upper Body-- --Lower Body-- Yukata Dress School Uniform Top School Uniform Bottom --Glasses-- --(Other)-- --(Other)-- n/a Mega Hammer (u+1+4) n/a ====== BAEK DOO SAN ========================================== Baek ====== --Head-- --Upper Body-- --Lower Body-- Messy Hair (u+1+2) Leather Vest n/a --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a ====== BOB RICHARDS =========================================== Bob ====== --Head-- --Upper Body-- --Lower Body-- n/a Hunter Top Hunter Bottom --Glasses-- --(Other)-- --(Other)-- n/a Air Valve (u+1+4) n/a Leftover Pizza ====== BRUCE IRVIN ========================================== Bruce ====== --Head-- --Upper Body-- --Lower Body-- Chick (d+1+2) Bling Top n/a Halfhawk --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a ====== BRYAN FURY =========================================== Bryan ====== --Head-- --Upper Body-- --Lower Body-- Spy Scope Armored Top Armored Bottom Skinhead --Glasses-- --(Other)-- --(Other)-- n/a Missile Pods (u+1+4) n/a ====== CHRISTIE MONTEIRO ================================= Christie ====== --Head-- --Upper Body-- --Lower Body-- n/a Samba Top Samba Bottom Bikini Top (1+3+4) --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a ====== COMBOT ============================================== Combot ====== --Head-- --Upper Body-- --Lower Body-- Combot-G Head Combot-G Body Combot-G Leg Combot-G Female Head A-Class Machine Elite Combot Genius Operator --Glasses-- --(Other)-- --(Other)-- n/a Combot-G Gun (u+1+4, 1) n/a Bike Wheel (5 U) [Combot items unlocked in Fight Lab -- see below] ====== CRAIG MARDUK ========================================= Craig ====== --Head-- --Upper Body-- --Lower Body-- Gridiron Helmet Football Top Football Bottom Heel Mask --Glasses-- --(Other)-- --(Other)-- n/a Championship Belt* n/a * Special K.O. during MNT 1+3 break with 2 ====== DEVIL JIN ======================================== Devil Jin ====== --Head-- --Upper Body-- --Lower Body-- Devil Helm Devil Chest Plate Devil Leg Armor --Face-- --(Other)-- --(Other)-- Ram Horns (1+2+3) Bats n/a ====== DR BOSCONOVITCH ============================ Dr Bosconovitch ====== --Head-- --Upper Body-- --Lower Body-- Alisa Head* Cybernetic Top Cybernetic Bottom --Glasses-- --(Other)-- --(Other)-- Cybernetic Visor n/a n/a * Throw uf+1+2, esc 1+2 ====== SERGEI DRAGUNOV =================================== Dragunov ====== --Head-- --Upper Body-- --Lower Body-- Jester Hat Jester Top n/a Trench Coat --Glasses-- --(Other)-- --(Other)-- n/a Grenade Launcher (u+1+4) n/a ====== EDDY GORDO ============================================ Eddy ====== --Head-- --Upper Body-- --Lower Body-- Afro (2+3) Soulful Top Soulful Bottom --Glasses-- --(Other)-- --(Other)-- Funky Glasses n/a n/a ====== FENG WEI ============================================== Feng ====== --Head-- --Upper Body-- --Lower Body-- Monkey King Head (5 U) Monk Top n/a --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a ====== FOREST LAW ====================================== Forest Law ====== --Head-- --Upper Body-- --Lower Body-- n/a Racing Stripe Shirt Racing Stripe Pants Chinese Medal* --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * Special K.O. throw d/f+1+2 break with 1+2) ====== GANRYU ============================================== Ganryu ====== --Head-- --Upper Body-- --Lower Body-- Warrior Monk Bandana Warrior Monk Top Warrior Monk Bottom --Glasses-- --(Other)-- --(Other)-- n/a Devil Ganryu (u+1+4) n/a ====== HEIHACHI MISHIMA ================================== Heihachi ====== --Head-- --Upper Body-- --Lower Body-- Legendary Hair* Tekken Lord Top Tekken Lord Bottom --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * Throw f F+1+2 break with 1+2 -- throw twice and he's bald ====== HWOARANG ========================================== Hwoarang ====== --Head-- --Upper Body-- --Lower Body-- Default Head 2 Karate Top Karate Pants Leather Pants&Blade Boots* --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * Special K.O. throw 2+4 break with 2 ====== JACK-6 ============================================== Jack-6 ====== --Head-- --Upper Body-- --Lower Body-- Armored Face Armored Top Armored Bottom --Glasses-- --(Other)-- --(Other)-- n/a Rocket Backpack (u+1+4) n/a ====== JAYCEE/JULIA CHANG ================================== Jaycee ====== --Head-- --Upper Body-- --Lower Body-- Cowgirl Hat Cowgirl Top Cowgirl Bottom Default Head 2 --Glasses-- --(Other)-- --(Other)-- n/a Championship Belt* n/a * Special K.O. throw d/f+1+2 break with 1+2 ====== JIN KAZAMA ============================================= Jin ====== --Head-- --Upper Body-- --Lower Body-- n/a Armored Top Armored Bottom --Glasses-- --(Other)-- --(Other)-- Evil Eyes* n/a n/a * Special K.O. throw d/f+2+3 break with 2 ====== JINPACHI MISHIMA ================================== Jinpachi ====== --Head-- --Upper Body-- --Lower Body-- n/a n/a n/a --Glasses-- --(Other)-- --(Other)-- n/a Prayer Beads n/a Rope Sash (u+1+4) ====== JUN KAZAMA ============================================= Jun ====== --Head-- --Upper Body-- --Lower Body-- n/a Ecological Top Ecological Bottom --Glasses-- --(Other)-- --(Other)-- n/a Umbrella (5 U) n/a ====== KAZUYA MISHIMA ====================================== Kazuya ====== --Head-- --Upper Body-- --Lower Body-- Hammerhead* Tuxedo Top Tuxedo Bottom --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * Special K.O. throw f F+1+2 break with 1+2 ====== KING ================================================== King ====== --Head-- --Upper Body-- --Lower Body-- Beast Head Beast Top Beast Bottom --Glasses-- --(Other)-- --(Other)-- n/a Championship Belt* n/a * Special K.O. in midair f f f+2+4. 1+2 while enemy is in KND ====== KUMA ================================================== Kuma ====== --Head-- --Upper Body-- --Lower Body-- Samurai Helmet Samurai Top Samurai Bottom Crown King’s Cloak* King’s Pants --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * During HBS f+1+2+5 ====== KUNIMITSU ======================================== Kunimitsu ====== --Head-- --Upper Body-- --Lower Body-- n/a Ninja Top Ninja Bottom --Glasses-- --(Other)-- --(Other)- Cloth Mask n/a Explosive Kunai (u+2+3) Fox Mask ====== LARS ALEXANDERSSON ==================================== Lars ====== --Head-- --Upper Body-- --Lower Body-- n/a Race Jacket and Gloves Race Pants --Glasses-- --(Other)-- --(Other)-- Cybernetic Sunglasses n/a Sci-fi Blade (u+2+3) ====== LEE CHAOLAN ============================================ Lee ====== --Head-- --Upper Body-- --Lower Body-- n/a Dom Top Dom Bottom --Glasses-- --(Other)-- --(Other)-- Phantom Mask n/a Rose (u+2+3) ====== LEI WULONG ============================================= Lei ====== --Head-- --Upper Body-- --Lower Body-- Ramen Shirt with Suspenders n/a --Glasses-- --(Other)-- --(Other)-- n/a Gourd Jug* n/a * During DRU 1+3_2+4 break with 1+2 ====== LEO KLIESEN ============================================ Leo ====== --Head-- --Upper Body-- --Lower Body-- n/a Kung Fu Top Kung Fu Bottom Formal Jacket --Glasses-- --(Other)-- --(Other)-- n/a Bomb (u+1+4) n/a ====== LILI DE ROCHEFORT ===================================== Lili ====== --Head-- --Upper Body-- --Lower Body-- Devilish Hairband Devilish Top Devilish Bottom --Glasses-- --(Other)-- --(Other)-- n/a Devilish Wings n/a Teddy Bear* * Throw u+1+4 break with 1+2 ====== MARSHALL LAW ================================== Marshall Law ====== --Head-- --Upper Body-- --Lower Body-- Dragon Hair Racing Stripe Shirt Racing Stripe Pants --Glasses-- --(Other)-- --(Other)-- n/a Wok (u+1+4) n/a ====== MICHELLE CHANG ==================================== Michelle ====== --Head-- --Upper Body-- --Lower Body-- Diva Mask Diva Top Diva Bottom --Glasses-- --(Other)-- --(Other)-- n/a n/a Tomahawk (u+2+3) ====== MIGUEL CABALLERO ROJO =============================== Miguel ====== --Head-- --Upper Body-- --Lower Body-- Pirate Hat Pirate Top Pirate Bottom Tattoo (2+3) --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a ====== MIHARU HIRANO ======================================= Miharu ====== --Head-- --Upper Body-- --Lower Body-- School Hairstyle School Uniform School Uniform Bottom --Glasses-- --(Other)-- --(Other)-- n/a School Bag* n/a * Approach the opponent u+1+4, or Throw Escape with 1+2 ====== MOKUJIN ============================================ Mokujin ====== --Head-- --Upper Body-- --Lower Body-- Hydrangea n/a n/a Rose Tree (1+2+3+4) --Glasses-- --(Other)-- --(Other)-- n/a n/a Mushrooms ====== NINA WILLIAMS ========================================= Nina ====== --Head-- --Upper Body-- --Lower Body-- n/a Death by Degrees Top Death by Degrees Bottom --Glasses-- --(Other)-- --(Other)-- Butterfly Mask Glocks (u+1+4, 1+4, 1+4) n/a ====== TRUE OGRE ============================================= Ogre ====== --Head-- --Upper Body-- --Lower Body-- Moose Horns n/a n/a BBQ --Face-- --(Other)-- --(Other)-- Lion Head Horshoe Crab Stone Blade (u+2+3) Cute Ogre Large Spider ====== PANDA ================================================ Panda ====== --Head-- --Upper Body-- --Lower Body-- Punk Hat* Punk Top Punk Bottom Teddy Bear Head Teddy Bear Top Teddy Bear Bottom --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * During HBS f+1+2+5 ====== PAUL PHOENIX ========================================== Paul ====== --Head-- --Upper Body-- --Lower Body-- Alien Tough Guy Jacket n/a T-Shirt* --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * Throw b+1+4+5 break with 1 ====== PROTOTYPE JACK ====================================== P.Jack ====== --Head-- --Upper Body-- --Lower Body-- Construction Helmet Construction Top Construction Bottom --Glasses-- --(Other)-- --(Other)-- No Sunglasses Claw Crane (u+1+4) n/a ====== RAVEN ================================================ Raven ====== --Head-- --Upper Body-- --Lower Body-- Ninja Mask Trenchcoat n/a --Glasses-- --(Other)-- --(Other)-- No Sunglasses n/a Ninja Scroll (u+2+3) ====== ROGER JR. ============================================ Roger ====== --Head-- --Upper Body-- --Lower Body-- Girly Hair Girly Top Girly Bottom Hula Floral Hula Top Hula Bottom Cartoon Head* --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * Special K.O. throw f hcf+1 break with 1 ====== SEBASTIAN ======================================== Sebastian ====== --Head-- --Upper Body-- --Lower Body-- Sorcerer's Hat Sorcerer's Top Sorcerer's Bottom --Glasses-- --(Other)-- --(Other)-- No Glasses Fancy Cane* n/a * Approach the opponent u+1+4, or Throw Escape with 2 ====== SLIM BOB ========================================== Slim Bob ====== --Head-- --Upper Body-- --Lower Body-- Main Dish (f+2+3) Suit Top Suit Bottom --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a ====== STEVE FOX ============================================ Steve ====== --Head-- --Upper Body-- --Lower Body-- Muay Thai Band (b+2+3) Training Top Training Bottom --Face-- --(Other)-- --(Other)-- Skull Bandana n/a n/a ====== TIGER JACKSON ======================================== Tiger ====== n/a -- no items or customization ====== UNKNOWN ============================================ Unknown ====== n/a -- no items or customization ====== VIOLET ============================================== Violet ====== --Head-- --Upper Body-- --Lower Body-- Bandana Icon Jacket Icon Pants --Glasses-- --(Other)-- --(Other)-- No Sunglasses Handheld Computer (u+1+4) n/a ====== WANG JINREI =========================================== Wang ====== --Head-- --Upper Body-- --Lower Body-- Jiang Shi Hat* Jiang Shi Top n/a Bald Head Clinging Cat Wizard’s Hat (1+2+3) --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a * During KND 1+2 ====== LING XIAOYU ========================================= Xiaoyu ====== --Head-- --Upper Body-- --Lower Body-- Chignon & Little Panda School Uniform Top School Uniform Bottom --Glasses-- --(Other)-- --(Other)-- n/a Banana Palm Fan (u+1+4) n/a ====== YOSHIMITSU ====================================== Yoshimitsu ====== --Head-- --Upper Body-- --Lower Body-- Eboshi Head Demon Warrior Top n/a --Face-- --(Other)-- --(Other)-- n/a n/a n/a --Miscellaneous (Star)-- Kongo Yaksha Blade Black Blade (2+3+4) ====== ZAFINA ============================================== Zafina ====== --Head-- --Upper Body-- --Lower Body-- Bastet Head Bastet Top Bastet Bottom Devilish Mask (b+1+4) --Glasses-- --(Other)-- --(Other)-- n/a n/a n/a ========================================================================== == GENERIC UNLOCKABLE ITEM LIST These items show on all applicable customization lists once unlocked, unless otherwise noted below. See customization section for more information. -- Head Bubble Blower Chocolate Cake (Throw 1+3_f+1+3 break with 1) Incense Pig Monster Head Ornate Cake (Throw 1+3_f+1+3 break with 1) -- Upper Body (Other) Banner – 8-Bit Animals Banner – 8-Bit Boys Banner – 8-Bit Girls Banner – Death Banner – Devil Banner – Dig Dug Banner – Fujin and Raijin Banner – Halloween Banner – Kuma Banner – Landscape Banner – Little Devil Banner – Panda Banner – Pastel Skulls Banner – Rising Dragon Banner – Roger Cards Banner – Tekken Cards Banner – Tribal Dragon Banner – Whirlpool Flag – Break Time Flag – Crest Flag – Dig Dug Flag – Explosive Flag – Great Catch Flag – Internal Discord Flag – Pirates Flag – Pro-Wrestler! Flag – Raging Bear Flag – Sushi Black Nunchuks (u+1+4) Blinky Racket (u+1+4) Blue Paint Staff (u+1+4) Blue Space Staff (u+1+4) Bomb Balloon (u+1+4) Brush (u+1+4) Clock (u+1+4) Clyde Racket (u+1+4) Crowbar (u+1+4) Deck Brush (u+1+4) Giant Pizza (u+1+4) Gladius Sword (u+1+4) Gold Nunchuks (u+1+4) Golden Mallet (u+1+4) Green Paint Staff (u+1+4) Green Space Staff (u+1+4) Grenade (u+1+4) Handgun (u+1+4, 1+4, 1+4, 1+4, 1+4) Hockey Stick (u+1+4) Inky Racket (u+1+4) Jack o’ Lantern (u+1+4) Juice Bottle (u+1+4) Kangaroo Crossing (u+1+4) Mace (u+1+4) Medicine Bottle (u+1+4) Model Gun (u+1+4, 1+4, 1+4, 1+4, 1+4) Naginata (u+1+4) Namco Racket (u+1+4) Ninja Stars (u+1+4) Paint Gun (u+1+4) Pineapple (u+1+4) Pinky Racket (u+1+4) Plasma Gun (u+1+4) Revolver (u+1+4) Red Paint Staff (u+1+4) Red Paper Fan (u+1+4) Red Space Staff (u+1+4) Serrated Blade (u+1+4) Shotgun (u+1+4) Shovel (u+1+4) Sledgehammer (u+1+4) Snowflake (u+1+4) Spiked Club (u+1+4) Sushi Barrel (u+1+4) Sword Saw (u+1+4) Toy Hammer (u+1+4) Traffic Sign (u+1+4) Trident (u+1+4) Tuna (u+1+4) White Paper Fan (u+1+4) -- Lower Body (Other) 3-Scoop Ice Cream (u+2+3) Bamboo Shoot (u+2+3) Bamboo Shrine (u+2+3) Baseball Glove (u+2+3, u+2+3 B) Black Combat Knife (Backward) (u+2+3) Black Combat Knife (Forward) (u+2+3) Blue Space Rod (u+2+3) Bouquet (u+2+3) Caveman Meat (u+2+3) Chocolate/Vanilla Ice Cream (u+2+3) Christmas Tree (u+2+3) Excalibur (u+2+3) G-Clef Cane (u+2+3, u+2+3 D) Glass Sword (u+2+3) Green Space Rod (u+2+3) Lily (u+2+3) Magic Wand (u+2+3) Mushroom (u+2+3) Paint Blade (Blue) (u+2+3) Paint Blade (Green) (u+2+3) Paint Blade (Red) (u+2+3) Paper Streamers (u+2+3) Plasma Rifle (u+2+3) Red Space Rod (u+2+3) Sardine (u+2+3) Shiny Swim Tube -- only Alex/Panda/Kuma (Lower Body) and Roger (Upper Body) Silver Combat Knife (Backward) (u+2+3) Silver Combat Knife (Forward) (u+2+3) Skull Staff (u+2+3) Soy Sauce (Backward) (u+2+3) Soy Sauce (Forward) (u+2+3) Stuffed Cat (u+2+3) Stun Rod (u+2+3) Sunflower (u+2+3) Switchblade (u+2+3) Tonfa (u+2+3) Trombone (u+2+3) Tulip (u+2+3) Vanilla Ice Cream (u+2+3) Wizard’s Staff (u+2+3) -- Effect Comic Effect (English) Comic Effect (Japanese) Comic Effect (Korean) Effect (Rank C) -- unlocked by Arcade mode win Effect (Rank B) -- unlocked by Survival mode (around 10 wins) Effect (Rank A) -- unlocked Time Attack mode win Effect (Rank S) -- unlocked Team Battle mode win (one fight) -- Rage Note: normal and SP Fire unlock per-character by offline character rank Rage (Black) -- 12th Dan Rage (Blue) -- 5th Dan Rage (Orange) -- 7th Dan Rage (White) -- 1st Dan SP Rage (Black) -- lucky box unlocks this for all characters SP Rage (Blue) -- lucky box unlocks this for all characters SP Rage (Red) -- lucky box unlocks this for all characters SP Rage (White) -- lucky box unlocks this for all characters SP Rage (Fire) -- True Tekken God SP Rage (Orange) -- lucky box unlocks this for all characters -- Aura Note: most unlock per-character by offline character rank Aura (Black) -- gold box unlocks this for all characters Aura (Orange) -- 20th Dan Aura (Purple) -- 24th Dan Aura (Red) -- 20th Dan Aura (Yellow) -- 16th Dan Aura (White) -- 12th Dan Aura (Green) -- 16th Dan Aura (Aqua) -- 12th Dan Aura (Blue) -- 20th Dan Ki (Black) -- gold box unlocks this for all characters Ki (Blue) -- 30th Dan Ki (Yellow) -- 30th Dan Ki (White) -- 30th Dan Ki (Aqua) -- 30th Dan Ki (Green) -- 30th Dan Ki (Red) -- 29th Dan Ki (Orange) -- 30th Dan Ki (Purple) -- 30th Dan Prana (Aqua) -- 3rd Dan Prana (Black) -- gold box unlocks this for all characters Prana (Blue) -- 7th Dan Prana (Green) -- 4th Dan Prana (Purple) -- 8th Dan Prana (Red) -- 6th Dan Prana (White) -- 1st Dan Prana (Yellow) -- 5th Dan -- Panels Panel 2 - JUNNY Artwork Panel 3 - Tomio Fujisawa Artwork Panel 4 - Shunya Yamashita Artwork Panel 5-7 - Blood Vengeance CG - Xia,Ali,Pan,Jin,DJn,Kaz,Hei,Lee,Nin,Ann,Gan (characters with CG stills from the movie) Jaycee has two versions each of panels 2-4: masked and unmasked. -- LED (background for the pre-fight animation) Note: some LEDs unlock by highest online character rank 01-08 available at start 09 Flashing X Light Red 10 Flashing X Light Blue 11 Mechanical Wall Orange 12 Mechanical Wall White 13 Flying Hearts Pink 14 Flying Hearts Purple 15 -- requires unknown online rank 16 -- requires unknown online rank 17 -- requires unknown online rank 18 -- requires unknown online rank 19 Lightning Storm White 20 Lightning Storm Red 21 G Corporation Insignia Red 22 G Corporation Insignia Green 23 Magical Castle Morning 24 Magical Castle Dawn 25 Changing Circles Green 26 Changing Circles Yellow 27 X Pattern Red 28 X Pattern Purple 29 -- requires unknown online rank 30 -- requires unknown online rank 31 Angel Heart Red 32 Angel Heart Blue 33 Changing Squares Purple 34 Changing Squares Aqua 35 Japanese Festival Red 36 Japanese Festival Yellow 37 Facing Dragons Red -- 12th Dan (Warrior/Yellow) online rank 38 Facing Dragons Purple -- 12th Dan (Warrior/Yellow) online rank 39 Multicolor Diamonds Down 40 Multicolor Triangles Up 41 Inferno Red 42 Inferno Purple 43 Space Blue -- 1st Dan online rank 44 Space Pink -- 1st Dan online rank 45 Ninja Star Purple 46 Ninja Star Green 47 Kangaroos and Pandas Green 48 Kangaroos and Pandas Pink 49 Explosion Red 50 Explosion Pink 51 Street Graffiti Green 52 Street Graffiti Yellow 53 Hot Rod Flames Blue 54 Hot Rod Flames Red 55 Crossbones Blue 56 Crossbones Yellow 57 Waves Blue 58 Waves Pink 59 Biohazard Yellow 60 Biohazard Blue 61 Traditional Floral Yellow 62 Traditional Floral Pink 63 Controller Buttons Color -- 4th Dan (Disciple/Blue) online rank 64 Controller Buttons B/W -- 4th Dan (Disciple/Blue) online rank 65 Snowflakes Pink 66 Snowflakes Blue 67 Jack-o-Lantern Orange 68 Jack-o-Lantern Purple 69 Sakura Blossoms Pink 70 Sakura Blossoms Blue 71 Clear Sky Sunset 72 Clear Sky Morning 73 -- requires unknown online rank 74 -- requires unknown online rank 75 Beach Sunset 76 Beach Morning 77 Card Suits Blue 78 Card Suits Yellow 79 Slot Machine Bell 80 Slot Machine Yen 81 Double Helix Red 82 Double Helix Green 83 Regal Pattern Red 84 Regal Pattern Blue 85 Explosion and Sparks Yellow 86 Explosion and Sparks Green 87 Knight Helm Yellow 88 Knight Helm Blue 89 Samurai Helm Red 90 Samurai Helm Blue 91 -- 8th Dan (Brawler/Green) online rank 92 -- 8th Dan (Brawler/Green) online rank 93 Royal Crest Yellow 94 Royal Crest Green 95 Koi Fish Green 96 Koi Fish Blue 97 Spider Web Black 98 Spider Web Blue 99+ (if any) -- requires unknown online rank ========================================================================== == UNLOCKING AND BOXES Unlocked items come from boxes. Gold boxes will unlock customization items, ending movies, character art panels, or give you money. Silver and blue boxes always you money, and red boxes will either produce money or special results (see below). You win gold boxes in Ghost Battle mode. The others come when the game gives you a Lucky Box event. ---------------------------------------- -- Gold Boxes Summary: Unlock customization items by beating gold-panel, #-named teams in Ghost mode. Use the character whose items you want as point on your team to improve your odds. The game won't tell you what you actually won. Winning gold-panel matches in Ghost Battle mode will award you a gold box. A gold box match happens when the team from the next-opponent select has an obvious gold background panel instead of the regular name panel. The opponent team will also have #'s around their name. Being offered gold box matches is fairly random. It and the items you get do not depend on your rank or how well you are doing in the ghost mode matches. Gold box matches will be higher ranked opponents than normal for your rank, but are not tied to the opponents being highly ranked (even bottom Kyus can get them). If you win a gold-panel match, you will get your gold box, similar to how the Lucky Box rewards happen (but it won't say "Lucky Box!"). It will tell you how many customization items and ending movies you unlocked, but it will not tell you what you got or for which character(s). The rewards dialog may tell you that you unlocked a panel, but you can also get panels as your "items". You will more often get items for the point character in the team you defeated than other characters, but that's not guaranteed, and there are a lot of "everyone" items to unlock too, so those fill out a lot of gold box rewards. If you have the same character as point on your team as the opponent, that may increase the odds of getting items for that character. The character heading your team significantly increases the odds of fighting teams with that character, so if you want a specific character's item, your best bet is to put them at point. When you get money from a gold box, you always get 765,000g. This usually happens when you have all the items you were going to get. It does not mean you definitely have all customization items unlocked, though once you do, you will always get money from gold-panel matches. ---------------------------------------- -- Lucky Boxes Summary: Lucky boxes mainly give you money, but are the only way to unlock most of the SP Rage colors. They appear at a slow, fixed rate unless you receive a lucky box streak. Leaving a mode will probably end a streak; leaving the game definitely will. Lucky boxes come periodically after matches (approximately every 40th fight, but the first one will come sooner). The lucky box screen appears and the announcer yells "Lucky Box!", then one or more boxes will fall into view, then you'll see what rewards you get. Lucky boxes award money and are the only way to unlock the Special Rage colors (except SP Rage Fire, which you only get for a character that reaches True Tekken God in the offline ranking). The most money you can get at once is 765,000g. During a match, there will be a pulsing red line near the bottom of the screen when lucky boxes are coming. This is similar to the "Promotion Chance" message, but without text. Lucky Boxes come in white, blue, and red. Usually they will contain money, but there are a few things you may see either in a box, or during the Lucky Box display: In Boxes: Money Bag (white) -- money reward of 50,000 to 150,000 Triple Money Bags (blue or red) -- 200k-500k if blue; 600k-800k if red Gold Star (red) -- more lucky boxes coming (lucky box streak) 8-bit Heihachi Face (red) -- box is about to be upgraded to a gold box with another 8-bit style image of a man on fire. This unlocks one of the SP Rage effects for all characters. Extra Effects: Alien Flying Saucer Meteor Shower (over "Lucky Box" text) The extra effects do not seem to have unlocks or rewards. They may indicate how many more lucky boxes you have to look forward to in the current streak (if so, it probably descends from meteor shower, to alien, to spaceship). You can see them more than once in a streak. One star doesn't usually mean many lucky boxes, but getting more than one star during a streak can lead to very long strings of lucky boxes. Be warned that while the streak likely is not affected by what you do in Ghost Battle, leaving the game mode will probably end a streak (hard to verify since the streaks are so rare). Leaving the game will definitely end one. Losing a match in Arcade and having to return to character select may keep you from receiving a lucky box that was coming and probably ends a streak also. ========================================================================== == CUSTOMIZATION Summary: Many quirks, flaws, and omissions in the customization. Some items gained by unlocking, others bought in store. Bought items are for customizations of the current character only, not for all characters. You can't look at hair sub-options in the store until you purchase AND EQUIP a custom hair head. The character customization mode in Tekken Tag Tournament 2 is fairly limited, so you should set your standards fairly low. Your character has three main customization points: head, upper body, and lower body. You may pick how each of these looks, and with some (not all) items you may change some colors (frequently not all colors are changeable). You also have some full body outfits. These will use both your upper and lower body slots. Once you have saved something in a customization slot you cannot delete the slot -- it will always have something in it. You may also set glasses, two sets of carried items you may add to the character (many of which will give you an additional move using the item), a few character-specific face or miscellaneous item options, some special effects that can apply during the match, the illustration panel that is shown when loading, and the background screen shown during the pre-fight intro (the "LED") when that character heads a team. Heads and hair require some special notes. First off, if you select a custom head item as opposed to a hair style, you cannot change the hair that comes with your item. Secondly, you may notice that hair has several customization categories. You cannot access these, even to look at what's in the store, unless you have equipped a base custom hair head. So, when you are looking at customizing a new character's hair, you must first buy a base head for the hair style, go back and equip it, and then come back to the store to shop for the bangs, sides, and accessories (if your chosen head has slots for them). Customization items you buy are available ONLY to the character you are customizing, and will need to be bought again if you customize a different character (but will not need to be bought again just to make a new outfit on the same character). The store lists most items available to each character, but additional items may be unlocked via Gold Boxes. Once unlocked, they become available to all applicable characters, and do not need purchasing. The items you can buy are separate from the items you unlock, so you don't have to worry about buying something you could have unlocked instead, and you don't have to wonder if anything in the store inventory changes. Characters all have some kind of additional locked outfit, and some have more than one. A few of the extra outfits will use items from the store. These are usually clearly named (eg, Alex's Mecha T-Rex Head in the store goes with the unlocked Mecha Top and Mecha Bottom items). Customizing the Effect will change the hit effect for your character in play. Rage will change how the character shows rage status. You can't see how Effects or Rages look from the customization screen -- you have to take them into a match. Auras will make the character continuously emit some light effect (the pattern depends on whether you select a Ki, Prana, or Aura). You do get to preview auras in the customization screen. You may also have the "decal" system to alter the look of character items shown with a yellow flag and red "S". This strange system has its own section below. It's worth noting that the game will force you to take a picture of your custom character every time you leave one of the Equip menus if it thinks you made any changes (which can just be looking at the color customization). Every single time, and you cannot simply reuse an existing pose or previous picture. So, don't spend time on the photo until you finish making changes. You also can't change the character poses, so don't hope to make them look like the default selection. Finally, you may notice that the default 1P outfits have alternate color schemes available: you can see them by putting the same character on both teams and assigning both the default 1P outfit (the one leftmost on the custom list). The character selected second will get the alternate colors. There is no way to access this color set directly. If you want to play with it by choice, you'll have to duplicate it by hand in the customization system. ---------------------------------------- -- Decals Decals allow you to, under limited terms, construct images and apply them to character items as though stenciling. The system is somehow complex, powerful, and yet extremely limited. Note: you need a system update for your game to have the decal system. It did not come with the base game. (This is probably why many customization items already have decals on them.) Here are some obvious things you cannot do, to save you time/frustration: add images -- you can construct decals from provided images only. copy -- You can only manually recreate from raw materials. distort -- You can only rotate and scale horizontally or vertically. curved projection -- your decal is always applied by planar projection, which is always annoying since people are entirely curved surfaces. reorder layers -- you have to actually delete and recreate layers. save colors -- no color palette quick-bar or saved colors in decal editing. reuse with different colors -- you can reuse decals, even across different characters, but the colors are part of the saved decal and changing them will change everywhere the decal has been used. Good if you are doing identical color schemes, otherwise pretty annoying. find uses -- There is no way to tell where/if you used a saved decal, except that you can see which decals are applied to the current character from the Equip Decal screen. If you remove a decal-using item from your character, you probably want to delete the decals promptly (or in advance), before you forget which ones they are. The decal list is very difficult to see anything on, either, and always uses black backgrounds (so too bad if you like dark colors) so they are hard to impossible to recognize without going into the editor. tattoos -- can only change clothing, never character skin.. limited items -- no modifying stockings, socks, gloves, footwear, or hats. So, what can you do? You can build your decals as composites of the provided images, with each sub image rotated, positioned, and scaled, and with each image having some transparency, if you can get use out of that. You can save your decals, apply them to the character, and then return to the editing, with the character always reflecting the current saved version of the decal. Decals applied to items also stay applied to the item (within that customization slot) even if you take the item off the character. Here are some not-entirely-obvious decal tricks: flip -- move the size slider into negative numbers and you can mirror the decal on its horizontal or vertical axis. You can't change the mirror axes by rotating, though. mask -- you can sometimes use one of the shape decals set to a color matching your clothing background to fake cutting off parts of an image. This is hampered by many of the decals (even the plain shape ones) having aliased edges, so there are still some subtle lines, and because their color system is stupid, you can have a hard time making the decal color match the clothing color. ring stripes -- at some angles, you can move the decal box so that it goes completely through the character model. This will paint the decal not just on the projection side, but on the other side and often all the way around in between. To do this, rotate the box to a side and move it through with the X position, or rotate it to the top and move it through with the Y position. multi-decals -- same as above, you can paint the decal on multiple sides or across the outside to get some special effects. For example, you can put a pattern/stripe on the side of the leg that appears on the inside and outside of both legs, all with one decal. This can also create some odd painting effects. ========================================================================== == FIGHT LAB AND COMBOT DEVELOPMENT Summary: Configure Combot moves and unlock Combot items only in Fight Lab mode. The AI won't use Combot against you. Play through Fight Lab once before you worry about rankings on the boss fights or building your Combot. For TTT2, Combot is now a design-your-own-fighter character. Once you play through Fight Lab Stage 1, you have access to Combot Tuning, where you select the moves you can use playing Combot from a list of abilities drawn from the entire cast. The Combot character uses your chosen moves in all game modes (the AI will never use Combot, unless you force it in practice mode). Playing through the Fight Lab mini-story provides a basic tutorial to several game systems. After you complete Fight Lab stage 5, you unlock Combot Memory and the "Chapter 2" exercises (not the Boss Stages) all become longer, significantly tougher training sessions. These are pretty easy to miss, since the game makes no effort to get you to go back to them, and doesn't seem to reward or even mark completion of the more advanced exercises. ---------------------------------------- -- Assigning Moves to Combot Combot has two classes of moves: Development and Limited (Rare) moves. You can pick one move or combination for each listed starter input (motion and button press). Not every input has a move (forward+LP, for example, has no moves at all). For "Development" moves, you unlock moves via progress through the Fight Lab stages and then make them available for use by purchasing them with "development points" won in Fight Lab stages. Because progress through Fight Lab will add significantly more development moves to your list, you probably want to get through Fight Lab and see all your options before you do any real move customization (buying everything requires a significant amount of replay time getting development points). For "Limited" ("Rare") moves, you unlock them by getting high score ranks in the Fight Lab boss stages, and then they are immediately available for use. Limited moves come in groups and you must choose exactly one move from each limited group for your Combot. Note that Stages 3 and 5 have two full groups of limited moves each, instead of just a single group, making high ranks there especially valuable. Limited moves, unlike development moves, will not all use the same input for a given group. When you enable a limited move, the game will warn you if you already have a development move on that input, and give you the option to replace it with the limited move; however, when enabling development moves, it will only tell you that a limited move has that input (and it will refer to it as a "rare" move, just to be confusing). It will not let you disable the limited move or even tell you which move or stage conflicts, so you have to find the move in the limited list and change it there first. You can enable and disable development moves, but with limited moves you can only change which move from a block you have enabled. You cannot disable limited moves. On the up side, once you have completed a stage, you can see the full set of limited moves you will eventually have to choose from, so you can plan your character and tell which stages to prioritize for high rankings. ---------------------------------------- -- Character Customization for Combot Combot has items and an additional "outfit", like other characters, but its selection is otherwise very limited (no hair options, no clothing -- you don't even get decals). Combot's items unlock exclusively from Fight Lab stages, not from Ghost Battles. Some items unlock by clearing a specific stage. Others unlock by getting rank B or better on a stage's boss fight (rankings for a stage depend only on the boss fight). -- Head A-Class Machine -- clear stage 2 chapter 2 Genius Operator -- clear stage 3 chapter 2 Combot-G Head -- B rank on stage 3 boss Combot-G Female Head -- B rank on stage 4 boss Elite Combot -- clear stage 5 -- Upper Body Combot-G Body -- B rank on stage 2 boss -- Lower Body Combot-G Leg -- B rank on stage 1 boss -- Upper Body (Other) Bike Wheel (5 U) -- stage 4 chapter 2 Combot-G Gun (u+1+4, 1) -- B rank on stage 5 boss -- Panels Panels 2,3,4 unlocked by stage 1 boss battle ---------------------------------------- -- Even More Combot Initially, you have a single Combot configuration, but with Combot Memory, you have four slots for Combot move-sets, and whichever one you pick will be the current set you are editing or playing Fight Lab with. When you select Combot in other modes, you'll also choose which data slot to use. You can't rename the data slots (just "Data 1" through "Data 4"), and data slots and character customization slots are unrelated, so you cannot assign a move-set to a specific outfit. You'll get the Fight Lab "Super Combot DX Plus Complete" award for buying every development move. You don't need to get S ranks. ---------------------------------------- -- Fight Lab Boss Stage Tips Your best ranking for each boss stage determines what limited moves you have available for your customization. Rankings go C, B, A, S. An A ranking on most stages will come fairly readily, but an S ranking may take some specific (and often tedious) effort. S rankings require a score over 220,000, which means you need: most or all of your health left (100,000 for perfect, 80,000 if you stay above 90%), a good time (max 100,000), and a high Extra Bonus (max 50,000). What gets you a good bonus depends on the boss stage. So, either you don't get hit and can make S with a 20,000 bonus, or you do get hit and you need the 40,000 - 50,000 bonus. The getting hit route usually proves easier. --- Stage 1 -- Movement and Limb Control The opponent's life-bars are small, so you really just need to get to them and deliver a few hard hits. Equip Ogre's f+LK+RK,LP,RP,LP+RP flying move and a quick hop-lunge move like Bruce's f,f,LK. For the guy that sends a chicken at you, jump the chicken and the first bomb at the same time, or just fly over both. For the pizza throwing guy, you have to sidestep. You'll be able to get an A rank
just by walking around the lines of bombs completely, but you'll do
better if you advance quickly enough to sidestep the first throw and
then hop over the bombs.


--- Stage 2 -- Attack Methods

This stage is very simple.  You will fight three Jack-type robots.
The first will have high, medium, low, and homing targets, which you
must hit correctly.  The second will add restrictions to kicks or
punches, and the third will just require five hits at each level.
Only the third robot will attack you on its own, and all its attacks
are slow and blockable.  So, basically hit the targets as they appear
and block the last guy, and you'll have an S rank in no time.

The opponents will always punish you if you hit them on a non-target
space or if you wait too long to attack.  Once you break a target on
the third robot, that space will get you punished, so count your
strikes.

The final robot has a standing high attack, a crouching mid attack, a
crouching low attack, and a crawling mid followed immediately by a
low.  Each attack poses and has a long wait before the attack comes
out.  If you're having trouble, ignore attacking the targets and just
practice blocking.

When selecting moves, pick easy, simple moves that are distinct.  Your
only real enemy here is slowing your reaction time choosing which move
to attack with.  You will need a low kick (not a low punch), a mid
kick and punch (one or both of these should be homing), and a high kick
and punch.  Here is an example set:
  Kazuya  LP,RP,RP   -- all high punches
  Lee     RK,RK,RK   -- all high kicks
  Bryan   LP+RP,RP   -- homing mid punches (Limited, Stage 1)
  Alicia  b+LK       -- homing mid kick
  Alicia  d+LK,LK,LK -- all low kicks


--- Stage 3 -- Defensive Training and Throw Breaks

The bonus comes from the Mukujin throwing mini-game after each
opponent: hit all six target zones for the highest bonus.

Use Heihachi's LP+RP palm move!  You need more damage than the
suggested moves to keep time down.  Map a button to LP+RP and slam
Mokujin with this every chance he gives you.  This one change makes
the stage go by so much faster that it is almost enjoyable, but more
importantly it keeps your time low, which improves your score and
significantly reduces the scope for messing up or getting thrown.

You need to block everything that hits you.  Watch especially for the
hopping High-Low kick combination, because that is the only time you
have to switch to a low block.  Neutral-guard is your friend for
everything else: your character will automatically block anything
except the low kick, as long as you aren't doing anything.  Punish
with the palm right after a standing block.  You have to be quick for
it to count, although unlike a throw break, trying at the wrong time
won't void the opportunity, so you can mash the LP+RP button once the
block has registered.

When the low kick comes, keep holding down-back and use a regular
punch.  You can probably punish with something more damaging, but the
LP+RP palm hits will be more than enough over the course of the stage.
You may be able to S without punishing the low hit, but it does make
the stage go by faster.

Throw escape if you can, but you don't need to.  You'll have enough
health to get the S rank score even if they land some throws.

The third Mokujin adds in a two-punch combo that slams down and pushes
your character back.  Do not try to punish this move.  You won't be
fast enough because of the stun and Mokujin will hit you while you
recover from your move, costing you health and time.

Finally, the Extra Bonus for this stage comes from the hammer toss
mini-game you go through to dispose of defeated Mokujins.  You must
hit both meters in the marked zone to get the highest bonus.  You
don't have to hit exactly in the middle or get the maximum distance,
but you do need to be in the marked zone.

For the first phase, have your analog stick set to "Movement", hold
the stick gently with the left hand and wave the whole controller
around under it with the right hand.  This motion is much easier for
your winding up phase.  Get the bar past the target zone, then stop
winding and let it fall down to the target zone.  Note that the bar
moves in fairly large chunks and will probably only be in the target
zone for two steps.  In particular, if the bar is at the right (upper)
edge of the target zone, that counts as in, but if it is on the left
(lower) edge, that counts as out, so once the bar has hit the middle
of the zone, the very next drop will be out of the zone entirely.

For the second phase, there's nothing but just getting the timing
right. Try getting a feel for the top and bottom points and hitting
the zone as the middle between those moments.  Treat every throw like
the extra-narrow third needle, and aim right for the middle.  Console
yourself that if you miss the third needle, you'll still come out with
a lot of development points.

Be aware that the clock runs all the way until you hit the button to
throw Mokujin, including while Violet is instructing you, so taking
extra time can cost you points!


--- Stage 4 -- Aerial Combos and Stage Gimmicks

The bonus comes from the variety of moves in your combos (probably only
on the first opponent).  You don't need many.

This stage is for bouncing and air hits, so bring a couple launchers
and bound moves.  Pop the opponent up, take a hit or two, bound, take
a hit or two, bound, hit or two, bound, hit or three, and it will be
over before you know it.

The only real (but still often tedious) challenge here is reaching the
first guy.  He will always start the round by rolling away and
throwing something at you.  You can't start off hitting him, so just
sidestep the thrown attack and then close the distance as quickly as
you can, dodging his various weapons as you go.  Retry if he gets more
than a hit on you, and you'll make S ranks quickly.

A distance-closing launcher like Kuma's f,f+RP or Asuka's f+RP
(Limited, Stage 4) will get good use here.


--- Stage 5 -- Tag Play

Moves to equip:
  Asuka's f+RP Demon Slayer (Stage 4 C rank) or Kuma's f,f+RP Demon Uppercut
  Heihachi's LP+RP Demon Breath
  Heihachi's uf+LK,RK Hell Axle
  Kazuya's LP,RP,RP Demon Slayer
  Heihachi's df+LP,RP Muso Tettsui (Stage 3 S rank)

The details of the extra bonus here elude this guide writer, despite
lots of S rank runs.  Here are some general tips to make the stage
easier, and you'll just have to fool around until you land the right
score.  On the up side, you'll get a boatload of development points
and money for trying, so this may well finish out your Fight Lab time.

First off, I suggest Asuka's f+RP (Limited, Stage 4) or Kuma's f,f+RP
launcher for the first guy (he has to be tag comboed until he's
half-way down).  It hits most of the time and gives you enough time to
follow-up without being a ridiculously high launcher.  The LP,RP from
the LP,RP,RP punch combo or the LP+RP palm strike are easy follow-ups (you
can do the LP,RP several times and still palm).  This will get you
through the first half of the red guy's bar.

After that, it's all tag assaults.  The "direct tag assault" (LP+RP+T)
comes in handy here.  LP+RP+T will start a tag assault any time you hit
with it, saving time and complexity, so just throw it out until you
land one, then enjoy the convenient tag assault follow-ups.  For
example, the LP,RP and palm still work, or you can throw on Heihachi's
uf+LK,RK to make things go faster, or one to several LP,RPs followed by a
uf+LK,RK (once they are in float-mode, you can land uf+LK,RK a few times,
even).

The easiest tag assault combo is to equip the stage 3 S rank move
(df+LP,RP), and once the LP+RP+T hits, hold df and just keep hitting LP
until they fall too far away to hit (and you can pretty easily throw
on a "finisher" like uf+LK,RK before that final knock-away hit).

With the f,f+RP and direct tag assaults, you should plow this stage
like they are training dummies, netting about 60,000 dev points and
200,000G per run.  Just remember to throw in some variation as you
hope for your S-qualifying extra bonus.


----------------------------------------
-- Combot Detailed Move List

This section lists all Combot's available moves along with some hit
properties and damage information, to aid your customization choices.
First is a short list of the limited moves all together in their stage
groups.  Then, the full list of development and limited moves, with
heights, damage, and other move-specific information.

Each move in the full list appears in the following format:
  (1)NAM  (2)Move  (3)Move Name (4)[Limited]
   (5)Total (6)Hit Summary  (7)Hit Breakdown  (8)Notes

1 Three letter character name abbreviation
2 Move inputs
3 Move name
4 If this is a limited move, the stage and rank it belongs to followed
  by a shortened list of that group's four move inputs, so you can more 
  quickly find other moves impacted by changes
5 Total basic damage as recorded by landing the string in practice mode
  as normal, unguarded hits (135%)
6 Type (high, medium, low, throw, air) and property summary for hits.
  Special properties: T for tag, B for bound, H for homing, S for stun,
  and J for juggle (Sc and Jc are "only on counter hit").
7 The hit types and damages for each hit, as recorded in practice mode.
  When hits get something other than 135%, the percentage is recorded in
  parentheses, sometimes with the 135% damage number also.  Generally,
  you can get the higher damage by missing the previous hit, though a few
  strings are more complicated.
8 Additional notes such as cancels, special properties, and links (some
  moves change if you equip specific other moves at the same time).

The following typical Tekken abbreviations apply:
1 = left punch           2 = right punch
3 = left kick            4 = right kick
A+B = A and B            A_B = A or B
A,B = A then B           A:B = during hit
A~B = immediately after  A>B = delayable
wr = while rising        cd = crouch dash (f,n,d,df)
qcf = d,df,f             hcb = f,df,d,db,b
BT = back turned         FC = full crouch
Rn = running


--- Stage 1 Limited Group
1-S KAZ df+2 Aboloshing Fist
1-A BRY 1+2,2 Snake Pit
1-B LIL f+3 Circle Knee
1-C HEI b+4 Shingetsuen

--- Stage 2 Limited Group
2-S BRY f,F+2 Mach Breaker
2-A STV df+1+2 Sonic Fang
2-B JAY d+1+2 Angry Bull
2-C JIN b+2,1 Shun Masatsu

--- Stage 3 Limited Group A
3a-S HEI df+1,2 B! Muso Tettsui
3a-A BRY f+4,1 Boa Crusher
3a-B LEO db+2,2 Chong Tian Zhang to Fu Bo
3a-C JAY b+1 Tiger Swat

--- Stage 3 Limited Group B
3b-S BRY qcf+1+2 Requiem
3b-A LEE f,F+3 Pulse Blast
3b-B JCK f,F+4 Rocket Kick
3b-C BOB b+3 Whopping Kick

--- Stage 4 Limited Group
4-S JIN cd+1 Thrusting Uppercut
4-A LIL d+3+4 Matterhorn Ascension
4-B NIN db+3+4 Geyser Cannon
4-C ASU f+2 Demon Slayer

--- Stage 5 Limited Group A
5a-S HEI cd+2 Wind God Fist
5a-A HWO cd+4 Sky Rocket
5a-B PAU d+4,2:1+2 Demolition Man
5a-C KAZ cd+4,1 Spinning Demon to Left Hook

--- Stage 5 Limited Group B
5b-S PAU qcf+2 Phoenix Smasher
5b-A FEN qcf+1 Landslide
5b-B ALI b+3+4,3+4 Dynamic Range
5b-C DJN f+3+4 Hisou


--- db+1
OGR db+1 Goliath's Tooth
 22 m[B]
XIA db+1 Storming Flower
 45 m                  -- Combot does not taunt after hit
JAY db+1 Dancing Hatchet
 21 m[Sc]
KUM db+1,2 Double Wild Slap
 34 h,m[B] :: H 14, M 20[B]

--- d+1
JNP d+1 Ishizuewari
 20 m[B]
MAR d+1 Dunk Elbow
 27 m
STV d+1 Knee Blaster
 18 l
BOB d+1 Coupe Chop
 24 m
LIL d+1,2,4 Heavy Languish
 45 l,h,m :: L 13, H 10, M 32  -- d+1,2~B to end BT

--- df+1
HEI df+1,2 Muso Tettsui [Limited 3a-S df1/f4/db2/b1]
 41 m,m[B] :: mid 13, mid 28[B]
JAY df+1 Low Blow
 21 m
AKN df+1 Minced Liver
 16 m
PAU df+1,1,2 Lion's Roar
 58 m,h,m :: M 17, H 12, M 29
ROG df+1>2 Elbow Slap Combo
 36 m,m :: M 20, M 16
DJN df+1>2 Twin Lancer
 34 m,m[B] :: M 14, M 20[B]

--- b+1
JAY b+1 Tiger Swat [Limited 3a-C df1/f4/db2/b1]
 24 m[B]
BRY b+1 Chopping Elbow
 28 m[B,Jc]
FEN b+1 Iron Palm
 22 h
JCK b+1,1 Diamond Reamer
 45 m,m :: M 18, M 27  -- hold second 1 to delay and extend
HEI b+1,2 Funkei Uraken
 43 h[H],h[H] :: H 16, H 27  -- b+1,2~1+2~(u_d)~1+2 if HEI 1+2 equipped also
KNG b+1>2 Quick Hook Uppercut
 44 h[Sc],h :: H 17[Sc], H 27

--- n+1
*   1 (default)
  9 h
JNP 1,2 Flash Punch Combo
 36 h,m :: H 9, M 27
ALI 1,2,2 Coil Punch Combo
 43 h,h,l :: H 9, H 13, L 22  -- may hold 2nd 2 to delay and knockdown
KAZ 1,2,2 Demon Slayer
 35 h,h,h :: H 9, H 10, H 16  -- cannot do HEI 1,2,2~1+2 sequences
BOB 1,2,1+2 Fast Break
 49 h,h,m :: H 9, H 13, M 27
MIG 1,2,1+2 Martillo
 62 h,h,m[B] :: H 9, H 13, M 40[B]

--- ub+1
KNG ub+1 Water Parting Chop
 40 h
STV ub+1 Cougar Punch
 13 m
RAV ub+1,2_f_b Gate Keeper
 31 m,m[B] :: M 14, M 17[B]  -- after ub+1 hits: f switches position, b fakes
JNP ub+1,2 Kinsakou
 26 m[B],m[T] :: M 13[B], M 13[T]

--- uf+1
JCK uf+1 Sky Sweeper
 16 h                  -- hold 1 to delay and extend
GAN uf+1 Jamming Palm
 20 m                  -- ub_u_uf+1 if no override
DRA uf+1 Eye Blast
 24 h[Sc]
ZAF uf+1 Lapis Dagger
 27 h
MIG uf+1 Obus
 36 m[B]
LAW uf+1,3 Blackout Muggin'
 26 h,l :: H 13, L 13

--- wr+1
HEI wr+1 Quick Iron Fist
 27 m
JCK wr+1 Killing Uppercut
 27 m[J,T]
JIN wr+1,2 Twin Lancer
 34 m,m[B] :: M 13, M 21[B]
STV wr+1,2 Wildman
 35 m,m[B] :: M 13, M 22[B]
BOB wr+1,2 Cross Butcher
 40 m,h :: M 16, H 24

--- f,F+1
JCK f,F+1 Jackhammer
 37 m[B]
JAY f,F+1>4 Elbow Skyscraper Kick
 32 m,h :: M 10, H 22

--- f,f,f+1
JAY RN+1 Flaming Arrow
 37 h

--- f,n,d,df,1
JIN cd>1 Thrusting Uppercut [Limited 4-S cd1/d34/db34/f2]
 27 m[J,T]             -- just-frame version also, 29 dmg
ROG cd>1 Animal Uppercut
 54 m
BOB cd>1 Langue Washer
 27 h

--- d,df,f+1
FEI qcf>1 Landslide [Limited 5b-A qcf2/qcf1/b34/f34]
 33 l
LIL qcf>1,2~B Rose Pique
 48 m,m :: M 21, M 27  -- B cancels to BT
PAU qcf>1 Thruster
 28 h[J,T]
ANN qcf>1 Assassin's Dagger
 31 h[Jc]
DRA qcf>1 Cocked Hammer
 27 h[S,T]

--- f,df,d,db,b+1
COM hcb+1 Excellent Rush
 43 m* :: m 27, 2, 2, 2, 10

--- db+2
LEO db+2,2 Chong Tian Zhang to Fu Bo [Limited 3a-B df1/f4/db2/b1]
 36 h,m[B] :: H 14, M 22[B]
MAR db+2 Flash Hook
 27 m
BOB db+2 Bite Uppercut
 22 m
PAU db+2 Ouha
 21 m
RAV db+2,1 Assassin's Sting Combo
 29 m,h :: M 17, H 12  -- db+2 alone ends BT
CHR db+2,3 Twister Mirage
 46 l,m[J,T] :: L 17, M 29[J,T]

--- d+2
ASU d+2 Heaven's Hammer
 24 m[B]
LAR d+2 Tactical Sword
 21 m[B]
JNP d+2,1 Moujanobe
 42 m,m[Jc] :: M 18, M 24[Jc]
NIN d+2,3 Cutthroat
 47 l,h :: L 20, H 27
BOB d+2,3 Combination Ble
 44 m,m :: M 16, M 28
ALI d+2,4 Deadlock
 54 m,m :: M 22, M 32

--- df+2
KAZ df+2 Aboloshing Fist [Limited 1-S df2/12/f3/b4]
 27 m[H,Sc]
DRA df+2 Scimitar
 18 m[J]
PAU df+2 [no name]
 17 m[J]
MAR df+2,1 Double Impact
 49 m,m :: M 21, M 28
MIG df+2,2 Hachazo
 42 m,m[B] :: M 13. M 29[B]

--- b+2
JIN b+2,1 Shun Masatsu [Limited 2-C ff2/df12/d12/b2]
 29 m,m :: M 16, M 13
PAU b+2 Wreching Ball
 32 m[H,Sc]
STV b+2 Body Bomb
 20 m[S]
LEO b+2,1 Wu Hu Chu Dong
 28 m,h :: M 14, H 14
LAR b+2,3 Gilbert Cannon
 44 m,h :: M 16, H 28

--- n+2
*   2 (default)
 13 h
KNG 2,1 Jab Uppercut
 29 h,m :: H 13, M 16
DRA 2,1>3 One Two Scud Kick
 55 h,h,h :: H 13, H 10, H 32
ASU 2,1,1+2~B_D Basho Oroshi
 56 h,h,m[B] :: H 12, H 13, M 31[B]  -- B cancels, D recovers crouching
HEI 2,2 Demon Backhand Spin
 37 h,h :: H 13, H 24  -- 2,2~1+2~(u_d)~1+2 if HEI 1+2 equipped also
JIN 2,4 Switch Blade
 39 h,h :: H 12, H 27

--- f+2
ASU f+2 Demon Slayer [Limited 4-C cd1/d34/db34/f2]
 27 m[J,T]             -- d_db cancels to crouching
JCK f+2 Pinpoint Assault
 27 h
GAN f+2 Ducking Palm
 18 m
LAR f+2,4 Death Mask
 42 h,h :: H 13, H 29
DRA f+2>4 Stun Gun
 53 h,m[Sc] :: H 21, M 32[Sc]

--- ub+2
DJN ub+2 Decapitating Sword
 33 h[H]

--- u+2
FEN u+2 Leaping Hammer Fist
 40 m[B]

--- uf+2
JIN uf+2 Evading Middle Strike
 24 m
JAY uf+2 Super Knuckle
 33 m[B]
NIN uf+2>1 Blinding Whip
 26 m,m[B] :: M 17, M 9(60%/21)[B]
LEO uf+2,1 Yue Bu Si Quan
 28 m,m :: M 20, M 8(60%/18)
KAZ uf+2>2,b Spinning Backfists
 48 h,l[Jc] :: H 24, L 24[Jc] -- ub_u_uf+2 if no override; b cancels to crouch
GAN uf+2,1+2 Chanko Spin Okawari
 51 m[H],m :: M 22[H], M 29

--- wr+2
LAW wr+2 Dragon Uppercut
 24 m[J,T]
HEI wr+2 Dark Thrust
 27 m[Jc]
PAU wr+2 Thunder Palm
 27 m[J,T]
LAR wr+2,1 Multiplied Force
 35 m,m[B] :: M 13, M 22[B]
KNG wr+2,2 Round Trip Chop
 47 m[H],m[H] :: M 14, M 33

--- f,F+2
BRY f,F+2 Mach Breaker [Limited 2-S ff2/df12/d12/b2]
 43 h
KUM f,F+2 Demon Uppercut
 31 m[J,T]
LEI f,F+2 Mauling Dragon
 32 m[Jc,B]
JIN f,F+2 Demon's Paw
 32 m
JCK f,F+2 Rocket Uppercut
 28 m[J,T]             -- hold 2 to delay and extend
BRU f,F+2 Cross Straight
 24 h                  -- reverses punches

--- f,f,f+2
STV RN+2 Eraser
 40 m[B]
DRA RN+2 Russian Assault
 32 m[B]
ALI RN+2 Linear Punch
 37 h

--- f,n,d,df+2
HEI cd>2 Wind God Fist [Limited 5a-S cd2/cd4/d4/cd4]
 31 h[J,T]             -- just-frame version also (EWGF)
JIN cd>2 Right Roundhouse Punch
 27 h                  -- just-frame version also, 33 dmg
BOB cd>2 Spiral Rocky
 37 m[J,T],* :: M 32, 5 on landing
BRU cd>2 Ducking Elbow
 27 m[J,T]

--- d,df,f+2
PAU qcf>2 Phoenix Smasher [Limited 5b-S qcf2/qcf1/b34/f34]
 43 m                  -- 64(200%) for clean hit
FEN qcf>2 Mountain Crusher
 29 m[J,T]
LIL qcf>2 Angel Heart
 32 m[Sc]
DRA qcf>2 Stinger Elbow
 31 m[J,T]
ANN qcf>2>1 Artemis Arrow
 49 m[Sc],m :: M 22[Sc], M 27

--- db+3
KAZ db+3 Sliding Low kick
 18 l
RAV db+3 Killer Bee
 25 l
LEE db+3 Bump Kick
 20 l
LEO db+3 Lie Huo Fan Jiao
 31 h
MAR db+3,1,1 Revolving Hammer
 67 l,h,m :: L 13, H 22, M 32

--- d+3
JAY d+3 Jamming Low Kick
 13 l
LEE d+3 Silver Low
 18 l
HEI d+3 Jichinsai
 33 m
ALI d+3,3,3 Triple Click
 41 l,l,l :: L 17, L 6, L 18
BOB d+3,4 Panini Sweep
 45 l,h :: L 18, H 27

--- df+3
JAY df+3 Left Knee
 21 m
ASU df+3 Minazuki
 29 m
JNP df+3,1 Arakantsui
 44 m,m[B] :: M 17, M 27[B]
MIG df+3,2 Tunda
 32 m,m :: M 14, M 18
LEE df+3,2,3 Mercury Drive
 62 m,h,m[J,T] :: M 20, H 14, M 28[J,T]
HWO df+3>3 Side Kick Combo Middle
 38 m,m :: M 18, M 20

--- b+3
BOB b+3 Whopping Kick [Limited 3b-C qcf12/ff3/ff4/b3]
 24 m[Sc]
AKN b+3 Toll Kick
 31 h
ALI b+3 Spinning Top
 35 m[H]
ZAF b+3 Ereshkigal Stomp
 33 m
MIG b+3 Oleaje
 33 m

--- n+3
*   3 (default)
 33 h
XIA 3 Cloud Kick
 27 h
DRA 3,1,2 Disconnector
 55 m,h,m :: M 13, H 10, M 32
JIN 3,1,4 Kishin Rekko
 58 h,h,l :: H 25, H 9, L 24
PAU 3,2 Piston Fire
 40 m,h :: M 18, H 22
CHR 3,4 Gancho Chibata
 60 h[H,Sc],m[H] :: H 27[H,Sc], M 33[H]

--- f+3
LIL f+3 Circle Knee [Limited 1-B df2/12/f3/b4]
 35 m[H]
BRY f+3 Knee Strike
 24 m[Sc]
KNG f+3:1+2 Front Kick to DDT
 44 m[Sc],throw :: M 24[Sc], 20  -- 1+2 adds throw only on non-counter-hit
LEI f+3,1,2 Howling Dog Rush
 59 m,h,m[J,T] :: M 27, H 16, M 16[J,T] 
MAR f+3,2 Mammoth Charge
 49 m[Jc],m[B] :: M 22[Jc], M 27[B]

--- ub+3
LEE ub+3 Wheel of Fate
 28 m
OGR ub+3~F Dragon Wheel Kick
 27 m                  -- ~F,1,2,1+2 only on hit and with OGR f+3+4 equipped
BOB ub+3 Reverse Duck Flip
 33 m,m :: M 24, M 9(60%)

--- u+3
LEE u+3 Fake
  0                    -- not an attack

--- uf+3
MAR uf+3 Knee Sling
 33 m
KAZ uf+3 Searing Edge
 33 m[B]
WAN uf+3,1 Che Bu Shuang Ji
 48 m[H],m[Sc] :: M 21[H], M 27[Sc] 
STV uf+3,2 Jump-In Foot Stomp Right Hook
 45 l,h :: L 27, H 18
HEI uf+3,4 Hell Axle
 39 m,m :: M 27, M 12(60%)

--- wr+3
HWO wr+3 Iron Heel
 27 m[B]
KAZ wr+3 Engetsusen
 32 m[H]
LEO wr+3,1,2 Liang Yi Er Tui Ya Zhou
 55 m,m,h :: M 17, M 14, H 24
BRY wr+3,4 Double High Knee Kick
 53 m[Sc],m :: M 24[Sc], M 29  -- qcf+3,4 also works if no override
BOB wr+3,3+4 Brioche Star
 59 h,m :: H 22, M 37

--- f,F+3
LEE f,F+3 Pulse Blast [Limited 3b-A qcf12/ff3/ff4/b3]
 37 m
BOB f,F+3 Jumping Beans
 24 m
FEN f,F+3 Tremor Stomp
 40 m
NIN f,F+3 Bad Habit
 33 m[Sc]
RAV f,F+3 Sudden Strike
 27 m[J]
HEI f,F+3 Left Splits Kick
 33 m[B]

--- f,f,f+3
MAR RN+3 Bicycle Kick
 40 m
KAZ RN+3 Leaping Side Kick
 40 m
LEE RN+3,4 Waxing Crescent
 36 m,m[B] :: M 21, M 15(60%/33)[B]

--- f,n,d,df+3
BAE cd>3 Rocket Shooter
 28 m[J,T]
KAZ cd>3 Hell Lancer
 47 h
HEI cd>3 Jumping Mid Kick
 47 m
DJN cd>3 Demon's Hoof
 27 m[J]
BOB cd>3,2 Gambero Knee
 31 m,h[B] :: M 18, H 13(60%/29)[B]

--- d,df,f+3
PAU qcf>3 Gengetsu
 20 l
RAV qcf>3 Poison Needle
 27 h[J,T]
DRA qcf>3 Slay Ride
 20 l                  -- throws on counter-hit
ANN qcf>3,2 Paralyzing Needle
 41 m,h[Sc] :: M 18, H 33[Sc]

--- db+4
BRU db+4 Sway High Kick
 27 h[Sc]
KAZ db+4 Stature Smash
 24 l
JCK db+4 Big Boot
 18 l
RAV db+4 Shinobi Cyclone
 28 l
FEN db+4 Sweep Kick
 33 l[H]

--- d+4
PAU d+4,2:1+2 Demolition Man [Limited 5a-B cd2/cd4/d4/cd4]
 64 l,m,m :: L 13 M 24 M 27 -or- L 20(200%), M 10(60%), M 10(50%)
JIN d+4 Right Sweep
 20 l
BRY d+4 Low Kick
 14 l
DRA d+4,4 Stiletto
 47 l,h :: L 16, H 31
HWO d+4,4 Firecracker
 38 l,h[J,T] :: L 9, H 29[J,T]

--- df+4
BRY df+4 Wolf's Tail
 31 m[H]
LAR df+4 [no name]
 21 m
YOS df+4 [no name]
 20 m
MAR df+4,2 Compressor
 43 m,m[B] :: M 16, M 27[B]
LIL df+4>4 Dominating Heel
 46 m,l :: M 18, L 28

--- b+4
HEI b+4 Shingetsuen [Limited 1-C df2/12/f3/b4]
 27 m[H]
FEN b+4 Fish Hook
 20 m
NIN b+4 Spear Kick
 20 h
AKN b+4:1+2 Toe Kick to Stunner
35 m :: M 20, 15
ALI b+4,3 Double Threading
 42 m,m[B] :: M 22, M 20
XIA b+4>4 Ji Dan Tui
 40 m,h :: M 18, H 22

--- 4
*   4 (default)
 21 h
ALI 4 Accelerator
 32 h
JIN 4 High Right Roundhouse
 24 h[H,Sc]
DRA 4,3 Karnov Kick
 47 h,m[B] :: H 20, M 27[B]
LEE 4,4,4 Machinegun Kicks
 39 h,h,h :: H 21, H 8, H 10

--- f+4
BRY f+4,1 Boa Crusher [Limited 3a-A df1/f4/db2/b1]
 32 m,m[B] :: M 20, M 12(60%/28)[B]
KNG f+4 Rolling Sobat
 31 m[H]
JUN f+4 Getsukankyaku
 28 h[H]
LIL f+4 Belier Attaque
 31 m
ALI f+4,1,4 Logic Bomb
 50 m[H],h,m :: HOM m 18 - m 32 OR - h 18 m 24(100%)

--- ub+4
LEI ub+4 Scythe Kick
 27 m
HWO ub+4 Fade-Away Kick
 24 m
BAE ub+4 Family Jewels
 24 m

--- u+4
JNP u+4 Kendatsuba
 32 m
BAE u+4,3 Destruction
 45 h[S],h :: H 18[S], H 27

--- uf+4
DJN uf+4 Wraith Kick
 28 m
CHR uf+4 Roundhouse
 33 m
YOS uf+4 Avoiding the Puddle
 28 m[H,B]             -- ub_u_uf+4 if no override
DRA uf+4 Slicing Sobat
 28 m                  -- ub_u_uf+4 if no override
OGR uf+4 Condor's Bite
 47 m,throw :: M 27, 20  -- throws if hits, adds wings

--- wr+4
JAY wr+4 Skyscraper Kick
 28 m
KNG wr+4 [no name]
 27 m
XIA wr+4 Skyscraper Kick
 27 m
DJN wr+4,4 Tsunami Kick
 38 m,m :: M 17, M 21

--- f,F+4
JCK f,F+4 Rocket Kick [Limited 3b-B qcf12/ff3/ff4/b3]
 47 m
RAV f,F+4 Iron Maul
 28 m
DRA f,F+4 Rolling Thunder
 28 m[Jc]
BRY f,F+4 Mach Kick
 43 h[H,B]
BAE f,F+4,3 Stork Spin
 54 m,h :: M 22[H], H 32[H?]

--- f,n,d,df+4
HWO cd>4 Sky Rocket [Limited 5a-A cd2/cd4/d4/cd4]
 28 m[J,T]             -- just-frame version also
KAZ cd>4,1 Spinning Demon to Left Hook [Limited 5a-C cd2/cd4/d4/cd4]
 38 l,m :: L 20, M 18(60%/40)
AKN cd>4 Knee Vault
 29 m

--- d,df,f+4
RAV qcf>4 Black Hole
 20 m[J,T]             -- ends facing away
DRA qcf>4:(1,3,4,2 or 2,4,3,1) Pinpoint Fracture
 63 m,throw :: M 33, 10, 20  -- break with 1 or 2, by first input

--- db+1+2
CHR db+1+2 Double Arm Stinger
 16 m[B,J]
MAR db+1+2 Annihilator Hammer
 31 m[J,T]
ROG db+1+2 Kangaroo Attack
 43 m
BOB db+1+2 Abats Snipe
 21 m[J,T]
KUN db+1+2 Katon
 20 m[U]               -- fire-breath unblockable
JAY db+1+2,1+2 Power Lift
 31 m

--- d+1+2
JAY d+1+2 Angry Bull [Limited 2-B ff2/df12/d12/b2]
 36 m
MAR d+1+2 Battering Ram
 32 m[J,T]
PAU d+1+2 Shoulder Smash
 40 m
HEI d+1+2 Oni Juji
 27 m[S]

--- df+1+2
STV df+1+2 Sonic Fang [Limited 2-A ff2/df12/d12/b2]
 28 m,m :: M 16, M 12(60%)
MAR df+1+2 Cannonball
 31 m
ROG df+1+2 Animal Headbutt
 20 m[B]
OGR df+1+2 Buffalo Horn
 33 m[J,T]
PAU df+1+2 Twist and Shout
 40 throw

--- b+1+2
LEI b+1+2 Cannonball
 33 m
ZAF b+1+2 Inanna's Fury
 16 l                  -- ducks mids and highs
KAZ b+1+2 Kumo Kiri
 28 m[Sc]
GAN b+1+2 Headbutt
 25 h
BRU b+1+2 Back Hand Blow
 28 h[S,T]

--- 1+2
BRY 1+2,2 Snake Pit [Limited 1-A df2/12/f3/b4]
 48 m[H],m[H] :: M 21[H], M 27[H]
XIA 1+2 Birds Flock
 32 m
HEI 1+2 Demon Breath
 33 m[S]               -- links with HEI 2,2 and HEI b+1,2
BAE 1+2,4 Spinning Axe Combo
 38 m,m[Jc] :: M 16, M 22[Jc]
BOB 1+2,1+2 Black Poele
 51 m[B],m :: M 24[B], M 27 

--- f+1+2
XIA f+1+2 Clouded Peak
 33 m
KUM f+1+2 Double Claw
 27 m[S,T]
PAU f+1+2 Hammer of the Gods
 29 m[B]
JCK f+1+2 Tyulpan Blast
 29 m
DRA f+1+2 Scabbard
 27 h

--- ub+1+2
JCK ub+1+2 Barrel Jacket Hammer
 47 h[H]

--- u+1+2
JCK u+1+2 Patriot Fist
 27 h[J]
BOB u+1+2,1 Hatching Punch
 28 -,m                -- u+1+2 alone not an attack

--- uf+1+2
ROG uf+1+2 Capital Punishment
 33 m[J]
MAR uf+1+2 Mongolian Chop
 28 h[S,T]
KUM uf+1+2 Big Bear Attack
 37 m
ANG uf+1+2 Air Inferno
 13 *                  -- only hits airborne opponent
BOB uf+1+2,1 Pound Cake
 42 m,m[B] :: M 20, M 22[B]

--- wr+1+2
KNG wr+1+2 Snap Uppercut
 24 m[J,T]
LEO wr+1+2 Le Kua Kao
 29 m
GAN wr+1+2>1+2 Rising Double Hammer
 28 m[J],m[B] :: M 18[J], M 10(60%/22)[B]
JCK wr+1+2>1+2,1+2 Double Hammer Thrash
 39 m[J],m[B],l :: M 18[J], M 9(60%)[B], L 12(60%) 

--- f,F+1+2
JUN f,F+1+2 Tokkei
 28 m[S]
LAR f,F+1+2 Elbow Corona
 27 m
JCK f,F+1+2,2 Cross Cut Blast
 41 m[S,T],m :: M 27[S,T], M 14(60%/32)
XIA f,F+1+2,1+2 X Marks the Spot
 44 m,m[B,Jc] :: M 16, M 28[B,Jc]
BOB f,F+1+2 Flying Cask
 30 throw[J,T]

--- f,f,f+1+2
GAN RN+1+2 Ozuchi Strike
 47 m[S]

--- f,n,d,df+1+2
BOB cd>1+2 Granchi Canon
 33 m                  -- hold 1+2 to delay, 47 dmg
KNG cd>1+2 Black Bomb
 32 m[Jc]

--- d,df,f,1+2
BRY qcf>1+2 Requiem [Limited 3b-S qcf12/ff3/ff4/b3]
 32 m
FEN qcf>1+2 Yan Wang's Wrath
 31 m[B]

--- db+3+4
NIN db+3+4 Geyser Cannon [Limited 4-B cd1/d34/db34/f2]
 28 m[J,T]
LAW db+3+4 Frogman
 33 m
BRU db+3+4 Bull Tornado
 24 l[Jc]
LIL db+3+4 Freesia Thrust
 27 l

--- d+3+4
LIL d+3+4 Matterhorn Ascension [Limited 4-A cd1/d34/db34/f2]
 31 m[J,T]
JIN d+3+4 Double Lift Kick
 33 m,m[J,T] :: M 6, M 27[J,T]
OGR d+3+4 Low Tail Spinner
 27 l                  -- adds tail
BRU d+3+4 Anjaneya
 33 m[B]

--- df+3+4
JCK df+3+4 Dumptruck
 40 m
CHR df+3+4 Mirage
 22 m[J,T]
FEN df+3+4 Ruinous Halberd
 31 m[H,J]
BOB df+3+4,4 Runner Flip
 41 m,m,m[B] :: M 10, M 18, M 13(60%)[B]
HWO df+3+4 Overhead Kick
 16 *,throw :: 4 5 7   -- only hits airborne opponent

--- b+3+4
ALI b+3+4,3+4 Dynamic Range [Limited 5b-B qcf2/qcf1/b34/f34]
 42 m[J,T],m[B]   m 27, m 15(60% 35)
LAW b+3+4 Dragon Arrow
 33 m
CHR b+3+4 Queixada
 40 m
KUM b+3+4 High Jinks
 31 m[J,T]

--- 3+4
CHR 3+4 Back Handspring
 27 m
BRY 3+4 Middle Side Kick
 29 m[Sc]
ROG 3+4 Castanet Kick
 32 m
JUN 3+4 Saiuntsui
 34 m,m :: M 6, M 28
AKN 3+4,2 Round Out Elbow
 57 m,m :: M 24, M 33

--- f+3+4
DJN f+3+4 Hisou [Limited 5b-C qcf2/qcf1/b34/f34]
 45 m,m :: M 13, M 32
CHR f+3+4 Reversao
 27 m,m :: M 18, M 9(60%/21)
GAN f+3+4 Sumo Rush
 37 m
OGR f+3+4,1,2,1+2 Hard Reset
 57 -,m,m,m :: n/a, M 13, M 16, M 28  -- adds wings, links with OGR ub+3
LIL f+3+4,3,4 Garland Kick Combo
 34 m,m,m :: M 10, M 13(60%/29)/12(60%)[J], M 12(60%)  -- 3 delays 2nd hit

--- ub+3+4
XIA ub+3+4 Backflip
 31 m[J,T]
ALI ub+3+4,1+2 Docking Bay
 27 -,m[T]             -- M 33 if done without 1+2 and feet hit

--- u+3+4
YOS u+3+4 Guillotine Crow Kick
 29 m,m :: M 13, M 16
BOB u+3+4 Strainer
 27 m[Jc]
BAE u+3+4~b Cyclone Launcher
 28 h                  -- b cancels
OGR u+3+4 Evil Wheel
 33 m[B]               -- adds tail

--- uf+3+4
ROG uf+3+4 Kangaroo Stomp
 33 m                  -- ub_u_uf+3+4 if no override
BRU uf+3+4 Dteh Kao Pa Jong
 45 m,m :: M 13, M 32
HWO uf+3+4,4 Flashing Trident
 40 m,h,m :: M 13, H 10, M 17

--- wr+3+4
LEI wr+3+4 Di Gong Jiao
 18 m[J,T]
RAV wr+3+4 Spinning Middle Kick
 31 m[H]

--- f,F+3+4
ROG f,F+3+4 Exploder
 33 h                  -- M 33 if hits late
YOS f,F+3+4,1+2,3+4 Solar Kick Shark Attack
 52 m[B],m,m[J,T] :: M 20[B], M 20, M 12(60%)[J,T]
LAW f,F+3+4 Knee Lift
  5 throw[J,T]

--- f,f,f+3+4
KNG RN+3+4 Running Exploder
 54 m
BOB RN+3+4 Supersize Missile
 36 m

--- f,n,d,df+3+4
BRU cd>3+4,3+4 Ducking Knee Launcher High
 48 m,m :: M 33, M 15

--- d,df,f+3+4
PAU qcf>3+4 Mountain Raze
 40 m[J]
LIL qcf>3+4 Cloisonne
 34 h,h :: H 16, H 18
LEO qcf>3+4 Swallow Step
 35 m[H],m :: M 8[H], M 27

--- 1+3
LEE 1+3 Forearm Drop
 35 throw
LEI 1+3 Double Foot Stomp
 35 throw[T]
BRY 1+3 Gravity Brain Buster
 35 throw

--- 2+4
LEE 2+4 Axle Throw
 35 throw :: 27, 8     -- switches sides
RAV 2+4 Salamander
 35 throw[T] :: 7 7 21[T]  -- switches sides
HEI 2+4 Jumping Powerbomb
 35 throw              -- switches sides


==========================================================================
== CREDITS

Much of the information here came from other people.  For the unlock
lists, I contributed little more than formatting and a willingness to
respond to requests that someone make a guide out of the collected
information.  Catlord's TTT2 Move List was used heavily in cross-
checking Combot's character moves and their properties.

Thanks to posters in these threads in particular:
   http://www.gamefaqs.com/boards/652997-tekken-tag-tournament-2/64071271
   http://www.tekkenzaibatsu.com/forums/showthread.php?threadid=124991

Specific thanks to GameFAQs users mokmok05, dchen01, morpheo475,
mattyp111, TheSuperGameGod, angel_vs_spike, xQUEENOFLOVEHDx,
StrykeBlayde, tadashii18, and Navarex.

Finally, special thanks to my wife, not just for making all things
better, fighting games included, but for a ton of help in the tedious
compiling of hit levels and damage properties for Combot moves.


==========================================================================
== LEGAL

By GameFAQs user "TyrianMollusk".  Additions and corrections welcome
via GameFAQs.com private messaging.  Submitting information that way
constitutes permission to use it in this guide in any way.

This work is licensed under a Creative Commons Attribution-ShareAlike
3.0 Unported License.  Get more information and license details here:
  http://creativecommons.org/licenses/by-sa/3.0/deed.en_US

All trademarks and copyrights referenced in this document are owned by
their respective trademark and copyright holders.


====================================================================== END