Introduction :
"Richard Dick's Heart" - the name may sound corny, but it is what I
call "the Zen of Tekken 2". Starting from basic attack level, I will
guide you though the attack mechanism of the Tekken 2. So that you can
grasp the Tekken 2 abstraction concept, which is no doubt very useful
in higher level of gameplay.
Section 1) Basic attack levels
In Tekken 2, there are 3 of attacks levels: High, medium and low
The high level attack is best used as the counter attack for other
high attack or airborne move (e.g jump kicks), or use as an
retalization move. But high attacks that are done aimlessly will
always leds to devastating effect. For example, Law's high kick, Law's
high punchs, Lei's turning punches and Baek's 10 hit strings (first
few hits), Hehachi's (1,1,2) etc. can be reversed or duck punch (d+1)
very easily. Instead of (d+1), characters with powerful while-standing
(WS) combos e.g. Wang and Kazuya can also major counter any high
attacks. The sequence is like:
Law initialize high kick attacks (4,3,4) ....
Kazuya duck (d) completely under it ....
at the same time initializing one of the powerful stun punch combo.
(WS+2, ,d/f+1~2,f,1,1~2~2) ....
the round is almost over after this .....
Furthermore, a lot of 10-hit strings start with 3 or 4 high attacks.
So you can use your (WS) combo to counter them instead of (d+1) them
......
The medium level attack .... The Low level attack ....
Reference: Counter FAQ by Jefferson T. Scott
Section 2) Different kinds of attacks.
There are 5 kinds of attacks in Tekken 2:
Section 3) Theory on throws
The normal use of throw will be as a retaliation move, after the
opponent whiff his attack. But sometimes throws can be used as a
counter to normal attack. As well as a counter to "airborne
unblockables" ....
Section 4) Tekken 2 advance techniques
Here are some Tekken 2 advance techniques that I would like to share
with you:
Forward dash buffer (f, f+??) - When the character is doing a (f,f+??)
attack, he/she can press the attack button(s) 1/4 second later to
increase the attack distance. The character will dash forward first,
then he/she will attack. For example, Michelle's quick elbow (f,f+1),
Wang/Nina's (f,f+1+2), Bruce's (f,f+4) etc.
This technique is good for fooling your opponent about the attack
distance. It is also good for buffering the (f,f+??) move into a
juggle that is normally impossible to do. For example, Michelle's
modified supreme combo (f+1, f,f+1,f,f+1,2+3,1).
Same theory can be applied to characters with a (b,b) move.
Down forward buffer - A lot of moves involved a (D#,d/f+??) which is
very annoying to do. You can just press (D/F#), until you see the
character move a little bit forward, then you press the attack
buttons.
Crouch dash (d,D/F,f)- This is one of the subtle moves in Tekken 2.
Only a handful of characters (e.g. Paul, Kazuya, Wang, Nina) with QCT
motions or god fist attacks has this move. This move is best used as
to buffer a counter attack to some far away high level attacks. (e.g.
Wang's WS combos). It also comes in handy when use to initialize a
mulitpart. (e.g. Nina's palm grab). Furthermore, it double the attack
distance of any QCT moves. (e.g. Paul's death fist)
Button buffer - I guess most of your are familiar with the one button
throw system. i.e. hold (4) in advance and then press (2) to throw an
opponent. You can also apply this system for doing multipart or
reversal. i.e. hold b+2, when the opponent attack, just press1 to
reverse the opponent. Furthermore, you can apply this move to any
moves that involved more than one button. e.g. Michelle's twin arrow
combo.(f+1,1,1+2). You hold the second left punch (1), and then just
press right punch (2) to juggle