Tekken Tag Tournament · Arcade / PlayStation 2 archive

Tekken Tag Tournament Combos & Character Guides

39 fighters. Pick your character and get straight to the inputs.

Input key

1 = LP / □   2 = RP / △  3 = LK / ×   4 = RK / ○

Left punch · Right punch · Left kick · Right kick

f / b / d / u = forward / back / down / up. Diagonals combine letters. A comma means next input; + means together; ~ before a direction means hold; Into separates combo steps. ~ between buttons means press them in quick succession. FC means full crouch; WS means attack while rising from crouch; CH means counter hit; n means return to neutral. Tap, crouch, release and timing instructions appear beside the move.

Use the input display settings in the navigation to switch between icons and notation.

Tekken Tag Tournament essentials

Tagging: 5 tags out; 2+5 attempts a tag throw. Buffer 5 after a tag-capable launcher connects. A blocked or missed launcher does not trigger the juggle tag.

Tag classes: Class 1 gives the most follow-up freedom; class 2 supports high attacks; class 3 needs low-reaching attacks; class 4 prevents a tech roll; class 5 generally has no guaranteed follow-up. Class is a starting point, not a promise that any partner’s combo will connect.

Incoming movement: Cancel the incoming run with u/b,b. For a fast sidestep cancel use d,d/f,f,u/f toward the background or u,u/f,f,d/f toward the foreground. Tap f afterward if you need a standing attack instead of a sidestep attack.

Devil and Kazuya: This team normally morphs on screen instead of running in. Its usual grounded, stun, juggle and throw tags are unavailable.

Crouch cancel and instant rising: To cancel crouching recovery, time u or f,f at the end of recovery. For a quick while-rising attack, use d~d/b,n plus the attack button, or d~d/f,n plus the button.

39 fighters

Tekken Tag Tournament move and combo archive. Frame results are listed per hit, KD means knockdown and means not applicable. Damage figures are guide-reported and depend on the stated conditions. Recovery setups are escapable. Selected archive coverage, routes have not been independently tested in-game. Startup counts begin after command entry. Stagger advantage does not equal guaranteed time unable to block.