Tekken Tag Tournament 2 · Essentials
Raven
Launch. Bound. Tag.

Main Combos
Launcher
Follow-up
Standing Punishers
- i10vs −10 or worse
,
High- i14vs −14 or worse
+
Mid- i16vs −16 or worse
+
Mid
While Rising Punishers
- i11vs −11 or worse
+
Mid- i14vs −14 or worse
+
Mid
A few useful picks. i10 = 10-frame startup; punish −10 or worse if the move reaches. Highs can miss a crouching recovery. Later contact frames and pushback can change what connects.
Bound Moves
Use on an airborne opponent. Tap TAG as the bound connects for a Tag Assault.
+
,

Tag Launchers
Tap TAG during the move when it launches. Your partner takes over; counter-hit and crouch requirements still apply.
+
~TAG
~
~TAG
Tag controls & bound — the essentials
TAG
A raw tag brings in your partner. Give yourself space; the entry can be punished.
+TAG
The universal attack starts a Tag Assault on hit.
+TAG
Use while grounded with your partner in Rage. This spends their Rage and your active fighter’s recoverable health.
Bound (B!) slams an airborne opponent down so you can extend the juggle. Use one bound per normal juggle.
Tag combo: tap TAG during a taggable launcher. Your partner takes over and stays in. Tag Assault: tap TAG as the bound move connects; your partner assists, then control returns. The assist costs their recoverable health and gives the opponent’s partner Rage.
Input key
1 = left punch · 2 = right punch · 3 = left kick · 4 = right kick · TAG = tag button (5).
+ = together · ~ between inputs = immediately after · ~ before a direction = hold · : = strict timing. WS = while rising · FC = full crouch · CH = counter hit.
= Bound (B!), Tag 2’s juggle extender ·
= next combo step. Commas stay within a move or string.