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    70+ Point Damage Combo FAQ by The Realyst

    Updated: 11/03/02 | Search Guide | Bookmark Guide

    70+ Point Damage Combo FAQ's
    For Tekken Tag Tournament for the Playstation 2, and Arcade
    Written by William "The Realyst" Matthews
    November 3, 2002
    Table of Contents
    1 .  Verison History
    2 .  Story
    3 .  Introduction
    4 .  Legend
    5 .  FAQ's
    6a.  Inescapable Combos
    6b.  Escapable Combos
    7 .  Send Combos
    8 .  Thanks
    9 .  Legal Info
    1. Version History
    1.0 A very useful FAQ's is born...
    1.1 Changed the combos section into two parts. Escapable and Inescapable combos.
    1.2 Just added more combos. Keep them coming.
    2. Story
    This is easy. There is no story to Tekken Tag Tournament. The game doesn't build on the Tekken
    storyline at all. This is just a "Dream Match" game. Nothing more.
    3. Introduction
    I'll make this brief because I want to answer most questions in the FAQ's Section. This a FAQ's
    on doing 70 point damage combos. The FAQ's section will tell you what's so special about 70
    point combos and why they are important. This FAQ's is not for beginners because 70 point combos
    are not easy. At least not all of them. But whatever. Check out the FAQ's section.
    4. Legend
    1: left punch
    2: right punch
    3: left kick
    4: right kick
    5: tag button any any button but tag
    f: tap forward F hold forward
    d: tap down
    D: hold down
    b: tap back
    B: hold back
    u: tap up
    U: hold up
    d/f: tap down forward
    D/F: hold down forward
    d/b: tap down back
    D/B: hold down back
    u/f: tap up forward
    U/F: hold up forward
    u/b: tap up back
    U/B: hold up back
    qcf: quarter circle forward
    qcb: quarter circle back
    hcf: half circle forward
    hcb: half circle back
    CD: crouch dash (f,N,d,d/f)
    FC: full crouch animation
    WS: while standing up
    SS: side step either way
    SSL: side step to the left
    SSR: side step to the right
    CH : counter hit
    IWS: Instant While Standing
    ,: followed by
    ~: immediately after
    +: at the same time
    <: delayed input
    cc: crouch cancel
    wgf: wind godfist f,N,d,d/f+2
    ewgf: electric wind godfist f,N,d~d/f+2
    tgf: thunder godfist f,N,d,d/f+1
    ( ): missing hit is required for the next hit
    (_): or
    flip: opponent should flip over for combo to work
    PLD: play dead position face up & feet away
    KND: knockdown position face up & feet towards
    SLD: slide position face down & feet away
    FCD: face down position face down & feet towards
    HSP: handstand position Eddy Gordo
    RLX: relaxed position Eddy Gordo
    AOP: art of phoenix Ling Xiaoyu
    RDS: rain dance stance Ling Xiaoyu
    LFF: left foot forward Hwoarang
    RFF: right foot forward Hwoarang
    LFS: left flamingo stance Hwoarang
    RFS: right flamingo stance Hwoarang
    CRA: art of crane Lei Wulong
    SNA: art of snake Lei Wulong
    TGR: art of tiger Lei Wulong
    DGN: art of dragon Lei Wulong
    PAN: art of panther Lei Wulong
    DRU: drunken master Lei Wulong
    BIG: big character combo only works on big characters
    NSC: This combo will not work on small characters
    DOE: Double Over Escape
    QRE: Quick Roll Escape
    I know this is not all of them, but these are the only ones nesscary for this FAQ's.
    5. Frequetly Asked Questions
    Who are you?
    I'm William Matthews. Also known as The Realyst on the Tekken Zaibatsu and Gamefaqs forums.
    How long have you been playing Tekken?
    Since Tekken 2, hardcore since Tekken 3. I guess that would be since 1995 then.
    I play Playstation 2. Why do you use 1, 2, 3, 4, 5 instead of Square, Triangle, X and O?
    If you read the top of this FAQ's, you will see that this is not just a FAQ's for the PS2.
    It's also for the arcade and 1, 2, 3, 4, 5 are universal. If your reading this FAQ's you
    should know that.
    What is your defintion of a combo?
    My definition of a combo is stringing of attacks that when the first hit connects, the
    following hits are guaranteed unless your opponent consciously escapes it. Other people
    don't consider a combo a combo unless all hits are guaranteed. But if your combo is not
    escaped, isn't the damage still done? Isn't it still a combo? It's your opponents job
    to stop your combo. If they don't, it's still a combo.
    What's so special about 70+ point combos? Why not 50 or 60 or 100 point combos?
    70 is the minimum damage necessary for you to do 50% damage or half the opponents energy in
    damage. Generally, two of these combos will K.O. your opponent.
    I did a 70 point combo to [character of choice here] twice and they didn't get Koed. What gives?
    Like I said before 70 points is the minimum damage necessary. Two 70 point combos will KO
    some characters, but not all. Reason being is that different characters in Tekken Tag
    Tournament, have different maximum stamina. Some have 140 points of stamina in which case, two
    70 point combos will KO them. But some characters have more. So two combos that is exactly 70
    points won't KO them.
    What characters have what amount of maximum stamina points?
    There is a whole big stamina class chart at www.tekkenzaibatsu.com. But to make things easier,
    I'll just tell you exactly how many points each character has.
    Paul, Law, Kunimitsu, Ling Xiaoyu, Michelle, Unknown, Jun, Nina, Wang, Alex/Roger and Heihachi
    all have 140 points of stamina.
    Jin, Lei, Yoshimitsu, Hwoarang, Eddy/Tiger, Julia, Lee, Bryan, Anna, Baek, Bruce, Kazuya,
    Mokujin/Tetsujin all have 151 points of stamina.
    King has 153 points of stamina.
    Armor King and Ganryu have 155 points of stamina.
    Ogre has 161 points of stamina.
    Kuma/Panda, Gun Jack, Jack 2, P. Jack, True Ogre, Devil/Angel all have 168 points of stamina.
    What is CH and why is it important?
    CH stands for Counter Hit. It's the biggest key to getting 70+ combos done. A counter hit is
    when you interupt your opponents attack with an attack of your own. It is important because
    the hit you use to interupt the opponents attack will do more damage and in some cases, it's
    required for the combo. Some moves will not launch your opponent unless it hits as a counter
    hit. I'll provide you with the combos, you'll have to figure out how to get counter hits on
    your own.
    Is a CH required for all 70+ point combos?
    No. Some characters are just good at juggling and can do over 70 damage without a counter hit. But
    most will require a counter hit. At least most of the ones on this FAQ's will.
    Can you escape 70+ combos?
    Yes you can. A lot of them you can quick roll, stun escape etc. out of. I'm not that bad of a guy,
    so I'll even let you know when you can escape from whatever combos if possible.
    Why are there no Tag Combos listed?
    These are some of the most damage combos in the game. You can easily mix combos together to make
    a good Tag Juggle. I can't do it all for you.
    6a. Inescapable Combos
    Ok, I'll do this in Alphabetical Order to save you from searching the character your looking for.
    CH qcf+1, qcf+1, 1,2, d/f+3,1,4 - 73 damage points
    CH QCF+1 QCF+1 1, QCF+1 D+2, WS~F+2 - 90 damage points - BIG
    Armor King
    CH U/F+1+2, d+3+4,4,4 - 71 damage points
    CH CD+3, 3,3,3,4 - 73 damage points
    CH b+1, d/f+1, d/f+1, b+4,3,4 - 75 damage points
    CH 3,2,1, 3, b+4,3,4 - 94 damage points
    CH F+1+2, b+4,3,4 - 70 damage points
    CH 1+2, b+4,3,4 - 74 damage points
    CH 1,2,1,2 f,f, b+4,3 (flip) b+4,3, b+4,3,4 - 117 damage points - BIG
    CH b+1, SS, b+4,3 (flip) b+4,3, b+4,3,4 - 94 damage points - BIG
    WS+1, 3+4, 3,3, f,f+2 - 70 damage points
    WS+2~F+2, b+2,1,4 - 70 damage points
    WS+2~f+2, d+2, 1, f,f+2 - 71 damage points
    WS+2~f+2, 1~(4),3,3, f,f+2 - 73 damage points
    WS+2~f+2, 3,3, f,f+2 - 76 damage points
    WS+2~f+2, 3,3, dash d+2, f,f+2 - 85 damage points - Kuma Only
    CH b+2,1, b+3,2,1, f,f+2 - 82 damage points
    CH b+2,1, (1)~4,3,3, f,f+2 - 83 damage points - NSC
    CH b+2,1, 1+3+4, 3,3, f,f+2 - 72 damage points
    CH b+2,1, qcf+3, d+2, 1, f,f+2 - 84 damage points - BIG
    b+1, B+1+4 - 82 damage points - BIG
    CH SS+2, U+1+2, wgf - 73 damage points
    CH SS+2, U+1+2, 1, wgf - 76 damage points
    CH b+4, d/f+3+4, 1,2,4~4 - 70 damage points
    CH b,d/b,d,D/F+1, b,d/b,d,D/F+2 - 77 damage points
    Gun Jack
    f+4~1, d/b+1,(1),1,2 - 140 damage points
    CH D/F+1,2,1,2, cc, f+2, f+2, f+1+2 - 80 damage points
    d+1+2, 2, f+2, 1+2 - 71 damage points
    CH FC,D/F+1,2,1, WS+1+2,1+2 - 70 damage points
    f,f+2, ewgf(flip), CD+4,4,4,1 - 79 damage points
    CH 4, d,d/f,f+2 - 81 damage points
    CH 4, f,N,d,d/f+4,1 - 90 damage points
    F+4 (on crouching opponent), ewgf, tgf - 76 damage points
    F+4 (on crouching opponent), ewgf, ewgf, d,d/f,f+2 - 87 damage points
    F+4 (on crouching opponent), d/f+1,2, d/f+1 CD+4,4,4,N,1 - 91 damage points
    F+4 (on crouching opponent), ewgf, iws, 2 - 71 damage points
    F+4 (on crouching opponent), ewgf, CD+4,4,N,1, CD+4,4,N,1, CD,N,3 - 138 damage points - True Ogre Only
    CH CD+4, 3~4, d+4, 4 - 73 damage points
    CH CD+4, 3,3,4, RFS, 3 - 73 damage points
    CD+4, f+3+4, b+3, (flip) 3,(3),4,RFS, 3 - 74 damage points
    d+1+2, 2, f+2, 1+2 - 71 damage points
    CH D/F+1,2,1,2, WS+4 - 70 damage points
    CH FC,D/F+1,2,1 WS+4, f+3+4 - 76 damage points
    CH FC,D/F+1,2,1, WS+1+2,1+2 - 70 damage points
    CH b+4, d/f+2, b,f+2,1,2 - 71 damage points
    CH b+4, b,f+2,1,d+2, (f,f+2_D/F+4,4) - 72 damage points
    EWGF, b,f+2,1,2, d/f+4,4 - 71 damage points
    CH F+1+2, Run Forward, d+1, FC,d/f+4,3, d/f+4,2,b,f+1 - 83 damage points
    CH 1~1,1, d+1, FC,d/f+4,3, d/f+4,2,b,f+1 - 78 damage points
    CH 1~1,1, f,f+1, f,f+1, f,f+1, d,d/f+1~2 - 79 damage points
    CH (WS,2,4,1_3~2,4,1), f,f+1, f,f+1, f,f+1, d,d/f+1~2 - 90 damage points
    u/f+4, d+2, FC,d/f+4~3, d/f+4,2,b,f+1 - 71 damage points
    f+1+4, U/F+4, f,f+1, f,f+1, d,d/f+1,2 - 97 damage points
    f+1+2, b+1+4 - 70 damage points - BIGS
    CH f+1+2, TGF,3 - 70 damage points - BIGS
    CH d/f+2, b+1+4 - 78 damage points
    CH CD+1+2, 2,1, 1+2,1 - 72 damage points
    CH D/F+1,2,1,2, f,f+2 - 71 damage points
    CH FC D/F+1,2,1 U/F,N+4, 1+2 - 76 damage points
    f,f+2, b,f+2+3 - 72 damage points
    CH f,f+1+2, d/f+1, B+1,1,1,1, 3 - 73 damage points
    CH b+1,2,1, F+1,2, b+2,3,4 - 75 damage points
    CH b+1,2,1, u/f+3,4 - 76 damage points
    WS+2, 4, u/f+3, b+2,3,4 - 70 damage points
    d,d/b+4 u/f,n,4 f,f,n,3,4,3 - 71 damage points
    CH B+4 ff 4,u,3 d,d/b+4 - 70 damage points
    d/b+1+2, d/b+4 - 125 damage points
    PLD, ch 3+4, u/f+4, f~N~2, f,N,1~2~(1)~2~d, PAN, 4 - 70 damage points
    Ling Xiaoyu
    CH AOP d+1+2, f,f+3, 2, 2,1, f,f+1+2, 1+2 - 81 damage points
    CH 1~1,1, f,f+1, f,f+1, f,f+1, f,f+1, f,f+1,4 - 79 damage points
    CH (WS,2,4,1_3~2,4,1) f,f+1, f,f+1, f,f+1, f,f+1, f,f+1,4 - 83 damage points
    CH d/b+4,3, B+2,2, d+4,1, f,F+3 - 72 damage points
    CH d/b+4,3, B+2,2, d+4,1, f,F+1+2 - 70 damage points
    CH d/b+3+4, d/f+3,3,3,1,2,f+1+2 - 70 damage points
    P. Jack
    CH SS+1, b,d/b,d,d/f+2 - 82 damage points
    CH FC,D/F+1,2,1, U/F,4, d/f+1+2 - 82 damage points
    b+1+2, f,f 1+2 - 124 damage points
    CH f,F+1,2,1,2, CD+1 - 105 damage points
    CH f,F+1,2,1,2, u/f, 4, 1, CD+1 - 110 damage points - BIG
    True Ogre
    d+1+2, d+1+2 - 72 damage points
    d+1+2, d/f+1+2, d+1, FC, d/f+2 - 74 damage points
    CH d/b+2, 1, d/b+4,2, d/f+1+2 - 72 damage points
    b,b+1, U/F,N+4, d/b+4,2 - 105 damage points
    b,b+1, U/F,N+4, 1, QCF+2 - 107 damage points
    b,b+1, u/f+3+4 - 98 damage points
    4~3, d+1+4 - 78 damage points
    6b. Escapable Combos
    Armor King
    CH SS+1~2, u/f+3, 2, ff+2 - 82 damage points - DOE at CH SS+1~2
    CH SS+1~2, u/f+3, f+4,3,4 - 86 damage points - DOE at CH SS+1~2
    Gun Jack
    d/b,f+1+2, b,d/b,d,d/f+1 - 83 damage points - Throw Escape at d/b,f+1+2
    d/f,D/F+2+4, f, d+1+2 - 75 damage points - Throw Escape at d/f,D/F+2+4
    F+4 (on crouching opponent), f,f+1+2, d/b+3 - 72 damage points - Throw Escape at f,f+1+2
    CH f+3, d+1+2 - 71 damage points - DOE after f+3
    d/b,F+1+2, b,d/b,d,d/f+1 - 83 damage points - Throw Escape at d/b,F+1+2
    d/b,F+1+2, f,f+3 - 80 damage points - Throw Escape at d/b,F+1+2
    d/f,D/F+1, f, d+1+2 - 75 damage points - Throw Escape at d/f,D/F+1
    CH b,f+2,1, ewgf/wgf, b,f+2,1,2, d/f+4,4 - 109 points - DOE after the first b,f+2
    CH WS+2 (Clean), almost anything - Variable Points - DOE after CH WS+2 (Clean)
    If you hit WS+2 clean and a counter hit, that's 55 points right there! Just do anything with an extra
    15 points of damage and that it. I simple 4 after it will get the job done.
    Ex. CH WS+2, TGF,3 - 99 damage points - DOE after CH WS+2 (Clean)
    CH CD+1+2, 1+2,1, d+3+4,4 - 74 damage points - QRE at d+3+4 (I could be wrong)
    Ling Xiaoyu
    WS+2(clean), u/f+4, d/f+1, FC D+3,3,N,3 - 89 damage points - DOE after WS+2(clean)
    P. Jack
    CH qcf+1, qcf+1, 1, qcb+3,2,1 - 80 damage points - DOE after CH CD+1
    CH qcf+1, qcf+1, qcf+2 - 76 damage points - DOE after CH CD+1
    CH qcf+1, uf+3, 1,2, u/f+3,4 - 73 damage points DOE after CH CD+1
    True Ogre
    WS+2(clean), u/f+4, d/f+1, FC D+3,3,N,3 - 89 damage points - DOE after WS+2(clean)
    CH SS+1+2, d/b+2, 1, d/b+4,2, d/f+1+2 - 104 damage points - DOE after CH SS+1+2
    7. Send Combos
    Ok, you want to send me a combo to put on this FAQ's, all you have to do is :
    a. Tell me what character the combo is for
    b. Tell me how much damage in points the combo is (And it must be 70 or more)
    c. Tell me if it's escapable and if it is, how and at what point in the combo can it be escaped
    d. Email all of that to me to sendcombo@yahoo.com
    I know that there not that many combos, but I want to make it a lot. I need combos that's
    for big characters. I need  combos for character with the least amount of combos. So combos
    I don't need combos for Bryan, Bruce, Jin, Heihachi and Julia. I'll except them, but combos
    for other character will take prority over them. Send right away! As far as I know this FAQ's
    will only be used on www.tekkenzaibatsu.com and www.gamefaqs.com. So I'll thank all the sites
    visitors as credit. I can't list everyone name that gave me a combo. Some of these combo are mine
    and I didn't even give credit to myself!
    8. Thanks
    I'd like to thank all of Tekken Zaibatsu and the few folks left on the Gamefaqs.com TTT board
    for helping me out with this. It's greatly appreciated. A special thanks goes out to Maxi Milian
    from the TZ boards for not assuming that because I'm new to the boards, that I'm new to Tekken and
    for that Law combo. And let's not forget the company that made this all possible, Namco.
    What can I say. You made probably the deepest 3d fighting game of all time. Thanks and much
    respect. Keep it up. I'm waiting for Tekken Tag Tournament 2!
    9. Legal Info
    You know the deal. Use this FAQ's as you will. Just don't put it on your website without
    my permission. That's all. Copyright 2002 The Realest

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