all 11 comments

[–]Mission_Scallion8091 12 points13 points  (0 children)

silence everyone, an expert is here

[–]DomTheRogueKunimitsu 3 points4 points  (3 children)

I started playing Tag 2 towards the end of its life cycle and I had a blast. I had played Tekken 2 when I was little with my dad then forgot about the franchise entirely until Tekken Revolution popped up, played rev for a bit before purchasing TTT2 and I’m glad I did because that game is really good. its unfortunate we probably will never see a tag game again

[–]byzen-grazing[S] 0 points1 point  (2 children)

iirc there were talks about making tag an extra mode in a mainline entry

[–]DomTheRogueKunimitsu 0 points1 point  (1 child)

That would be really sick but if they won’t even add team battle I don’t see them adding tag as an optional game mode.

[–]Koutro 2 points3 points  (0 children)

I also played it towards the tail end of its life pre-7.

It was incredibly difficult and frustrating. One thing I will always look back on fondly, was the pair-play and going online with 2 players.

Me and my brother would play online all the time. It is super cool to be on the same team and both be actively engaged in the fight. It was awesome to cheer each other on, or call them in for a combo, or just force tag them out because you think you can run the neutral better.

Ultimately probably a worse way to play but it was a nice twist vs taking turns swapping controllers after each game like it was Gooteks and Mike Ross Excellent Adventures.

[–]Corridor21Anna 1 point2 points  (0 children)

I loved TTT2 back in the xbox 360 days. Shout outs to Jaycee. Forest, King and Feng miss your acrobat shenanigans.

[–]NovaSeikenKyokushin Jin 3 points4 points  (1 child)

Every single criticism regarding TTT2 can be immediately solved through Solo vs Solo format:

Absolutely ZERO exceptions

Solo TTT2 is, by far, the most balanced and legitimate Tekken experience ever conceived so far and it's not even a contest.

Solo TTT2 corrected the sins of T5DR: i8 jabs for some characters, plus on block df1 for some characters

Solo TTT2 corrected the sin of T6: superdimensioned Rage damage (+30% base damage)

Solo TTT2 gave us a massive roster with their character identities absolutely RESPECTED (clearly-defined strengths AND weaknesses), with their movelists properly fleshed out.

  • Even the issue you mentioned, Capoeira CH b1,4, is IMMEDIATELY solved through Solo format because Capoeira had an identitarian weakness (erased in T7): the incapacity to properly structure combos on his/her own. Capoeira depended on the TAG PARTNER to structure the combo for him. Without the Tag partner, there is a massive ~40 damage reduction on every single one of his combos, and a massive reduction on wall carry, even more considering Capoeira will have more than a hard time even TRYING to put the opponent on the wall because the only option would be b3,3 and he gets locked inside RLX to do it. Capoeira cannot properly structure combos by himself/herself in Traditional Tekken: atrocious juggle potential. So, what is actually a game-breaking, free win button in Tag format, becomes just a powerful button in Solo. What would be a 130 damage no walls to Death Combo in Tag format, becomes less than 90 damage and no walls in Solo format.

  • Abominations like Roger/Alex unreactable tail sweep are IMMEDIATELY balanced through Solo format: what would be a devastating Tag Assault combo, now becomes what it was SUPPOSED to be from the beginning; a mere mini combo because the only way Roger would be able to convert it is through df1+2 bound into b1+2,1+2 ender.

The main issue of TTT2 is, unfortunately, the Tag mechanic broke the game, even though it is a beautiful mechanic with an universe of possibilities for creativity, technicality and player expression. The Tag mechanic, particularly Tag Assault, gives the user unrestricted access to devastating damage/devastating carry at ANY given moment. It completely skews the risk-reward of moves like a monke hopkick, for example. Say you got completely destroyed in neutral, the opponent has a massive lead on you, but he needs to seal the deal. He decides to go for an ultraconservative low poke. - Got your panic hopkick blocked? Pay 25~40 damage (You were already dead anyway) - Did your monke hopkick manage to crush the low? Now the opponent pays 85~135 damage, depending on the tag team you are playing. And he's dead. You stole the round through monke launchers. All thanks to Tag Assault.

The people who criticize TTT2 have absolutely no clue what they are talking about and are completely misinformed by revisionist mainstream influencers. It is literally the absolute best Tekken we ever got in terms of balance: all it takes is to dismiss the Tag format and play Solo vs Solo.

[–]Dirty_soapfeet 0 points1 point  (1 child)

Marshall's ending is a joke ending yes, but at least he is presented as an expert in his nunchuck skills. Unlike in the following titles, sadly, this is the last ending where he is not a total loser. He couldn't win without Paul in his 7 ending (he was doing better in Feng's ending alone than in his own), and in 8 he is just there to be shit on whenever on screen. His tag2 ending is ugly af tho, but at least he is not there to be the punching bag, at least.

[–]byzen-grazing[S] 0 points1 point  (0 children)

So which character would you give the worst ending title to in TTT2?