Tekken Tag 2 – Tag System Fully Explained


Finally revealed to us the full lowdown of the Tag functions that Harada at Namco have install for this new game even though it is in testing stage, it looks kind of cool as you can now combo your opponents even more after a bounce (bound) from the previous version of Tekken.

Some may find this ridiculous while others accepting with open arms, I however found this bounce system a bit awful, that is until I realised the extended combos makes up for it as it is no doubt a fun and very deep fighting system after you get to grips with it.

A full combo in Tekken 5 (without bounds) would do less damage in Tekken 6 if you had performed the same combo without using the bound attribute. it means that to accomplish full potential of characters combo’s would require you to include the use of bounds system in your combo.

Now,  with the introduction to Tekken Tag 2 compared to Tekken 6 the damage has been again tweaked like it was with Tekken  5 to 6. This time you have your normal launcher > into Juggle combo > into Bound combo > into Tag combo, so the further you want to get into the combo the harder it is to unleash as well as the most rewarding.

Below you will find the video which fully explains the functions Tekken Tag 2 currently has.

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4 Comments

  1. Dennis Dennis says:

    Just the fact that Harada had to mention there’s no infinite combos just tells you that they are aware of this new-found broken fighting system. Ever since the exploitation of the bounds, rage, and juggles, on top of the walls, has this game been ruined and tarnished since the ushering of Tekken 6. There’s a move that actually allows one to almost levitate a character in the air only to continue the bounds assault. I don’t know if that’s going to be officially in the game but it’s just pure insanity to see. It can be seen on youtube here in literally the first two seconds of gameplay:
    http://www.youtube.com/watch?v=Q4_2tLqanEQ&feature=related

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  2. osca22 osca22 says:

    dennis you make a good comment, the problem is that hardcore fighters use this systems to their advantage soo much, but rage helps new comers get a chance to cause devestation back to the pro player. even though bounds has been introduced the combo laasts longer, but does the same damage as the most extended combo of tekken 5′s this article on here sais about it. but i agree i actually liked tekken 5′s system its going to be really weird with the taggging in ttt2..

    i dont think the game is broken, because the game system is fair no characters over power each other and the game is stable.

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    • Dennis Dennis says:

      I understand the rage system’s purpose more so than the purpose of the bounds. Tekken’s fighting was never lacking and insuffient to the point where it would need to use launchers and bounds. Just like you said it takes the same amount of damage as in Tekken 5 with T5′s regular combos so if that’s the case then what’s the purpose of them? That kinda also doesn’t make any sense because it’s not like characters T6 moves are any less than their T5 moves in that Tekken needed this system. What was so lacking in T6 combos that they needed the bounds and rage just so their combos could still equate to the ones executed in T5? I can understand the purpose of Rage and I like that idea but bounds are crazy and more than anything it revolutionizes how we all have to play different fighting games as well you know? It’s not so much a complaint as it is a concern, this isn’t just about Tekken because if you notice other fighting games except DOA and Streetfighter are trying to adapt this style of gameplay which when one keeps you in the air for most of the match for on silly mistake I don’t see the competitiveness exuding from a game like that. I just love fighting games and I’d hate to see them do this. MVC3 I kinda understand but even than it can be crazy! But thanks for atleast seeing my point, other people would have defended against it without seeing my points. I’m just another fan with a concern that’s all.

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