Explore Michelle Chang's extensive moveset in Tekken Tag Tournament 2, including grappling techniques, special moves, and tag attacks.
Walkthrough
- 1Grappling Techniques:
- 2Front: (1+3) or (f+1+3) for DEATH VALLEY BOMB {1}; (2+4) or (f+2+4) for CANNONBALL DROP {2}; FC,d/b,d,d/b+1+2 for CROSS ARM SUPLEX {1+2}; d/f+1+2 for Armlock Suplex {2}; d/f+1+3 for WAIST SUPLEX {1}; d,d/b+1+3 [~5] for VELOCITY SHOT [Tag] {1}; QCB,f+2 for MAD AXES {1+2}; d+1+3 for KNEE PENDULUM {1} (Throws Crouching Opponent); d+2+4 for SIDE BULLDOG {2} (Throws Crouching Opponent); RN 2+4 for NECK BREAKER DROP.
- 3Left: (1+3) or (2+4) for RUNNING BULLDOG {1}.
- 4Right: (1+3) or (2+4) for SPINNING FRANKENSTEINER {2}.
- 5Back: 1+3 for German Suplex; 2+4 for SPINNING AIR NECKBREAKER.
- 6Air: RN 2+4 for CRUCIFIX BOMB.
- 7Ganryu: d,d/b+1+3,5 for CATAPULT PANCAKE.
- 8Jaycee: (2+4) or (f+2+4),5 for FRANKENSTEINER DISLOCATOR.
- 9Special Techniques:
- 101,1 for Catapult Combo (*Bounds*); followed by 1 for G-Clef Cannon, 2 for LUNGING PALM ATTACK, or 4 for DIVINE INTERVENTION.
- 111,2 for 1-2 PUNCHES; followed by 1,1 for FIREBOLT, 3 for CLOCKWISE (SPIN), or 4 for COUNTER-CLOCKWISE (SPIN).
- 12b+1 for WOOD CHOPPER (*Bounds*).
- 13f,f+1 for Dashing Elbow; followed by 4 for ROUNDHOUSE.
- 14d/f+1 for ARROW PALM.
- 15d,d/f+1 for Lightning Bolt; followed by >2 for STUN ELBOW, 3 for CLOCKWISE (SPIN), or 4 for COUNTER-CLOCKWISE (SPIN).
- 16d/b+1 for NUGGET KNOCKER (*Stuns on CH*).
- 17WS+1 [~5] for FLASH UPPERCUT [Tag] (*Juggles*).
- 18WS+1~2 for PALM EXPLOSION (*Stuns*).
- 19SS+1 for Burning Palm.
- 20RN 1 for FLAMING ARROW.
- 211+2 for DOUBLE PALM STRIKE (*Bounds*); followed by >4 for ROUNDHOUSE (*Stuns on CH*), which can lead to b,f+1+2 for SHOVE PALMS.
- 22f+1+2 for DOUBLE PALM LIFT (*Juggles on CH*).
- 23f,f+1+2 for PALM PUSH.
- 24b+1+2 for TWIN ARROW (*Stuns*).
- 25d+1+2 for ANGRY BULL.
- 26d/b+1+2 for CROSS WINDS; followed by 1 [~5] for VIOLENT WIND [Tag] (*Stuns on CH*).
- 271+4 for BEAR TRAP.
- 282~b for Punch, Spin Behind (*Spin if Punch Connects*); followed by 1+2 for Back Push.
- 29f+2,1,2 for TIGER MOUNTAIN.
- 30f,f+2 for Dashing Lungepunch.
- 31b+2,3 for PAO QUAN (*Stuns on CH*); followed by 1+2 for SWALLOW.
- 32FC,d/f+2 for Dashing Elbow (*Stuns on CH*).
- 33d+2,3,1 [~5] for Chang Cannon [Tag] (*Juggles*).
- 34d/f+2 for Death Push; followed by 1 [~5] for Sky Uppercut [Tag] (*Juggles*), 3 for HAWK STEP, or 4 for Highkick.
- 35d/b+2 for RIVER BLOW; followed by 1 for TRICKLING STREAM, or 2 [~5] for RAGING RAPIDS [Tag] (*Juggles*).
- 36QCF+2 [~5] for SPIRIT CANNON [Tag] (*Juggles*).
- 37WS+2 for Slice Uppercut; followed by 1 for BACKFIST (*Stuns*), or 2 for HAMMER ELBOW (*Bounds - Hold 2 to delay Elbow*), which can lead to >1+2 for REVERSE HIP CHECK.
- 38SS+2 for Snake Palm.
- 39SS+2~1 for Palm Crush.
- 40b+3 for LIQUID SWEEP; followed by 4 for BOWLEG SWEEP (*Juggles*).
- 41f+3 for HAWK STEP; followed by ~1 for ARROW SKIP, 2 for MID SMASH, or 4 for TALON LOWKICK.
- 42f,f+3 for SNAPPER KICK.
- 43d+3 for WANG SHINKICK.
- 44d/f+3 for LIFTING KNEE.
- 45d/b+3 for SWEEP KICK.
- 46WS+3 for BACK THRUST.
- 47SS+3 for THRUST BACKKICK.
- 48RN 3 for SLASH KICK.
- 493+4 for COUNTER-CLOCKWISE (SPIN).
- 50u+3+4 for CLOCKWISE (SPIN).
- 51d/f+3+4 [~5] for Sliding Doublekicks [Tag] (*Juggles*).
- 524 for Highkick (*Juggles on CH*); followed by 4 for Spinsweep, N+4 for Highkick, d+4 for Lowkick, 1 [~5] for Uppercut [Tag] (*Juggles*), or 1~2 for PALM EXPLOSION.
- 53u/f+3+4 for Earthquake Stomp.
- 54SS+3+4 [~5] for DOUBLE SCISSORS [Tag] (*Juggles*).
- 554~2,1 for DESERT SNAKE.
- 56b+4 for HEAVEN SHATTER KICK.
- 57d+4 for Spinsweep; followed by N+4 for Highkick, d+4 for Lowkick, 1 [~5] for Uppercut [Tag] (*Juggles*), or 1~2 for PALM EXPLOSION.
- 58FC,d/f+4,3 for Bow and Arrow Kicks.
- 59u/f+4,3 for TWIN HOPKICKS (*Juggles*); followed by 1 for NUGGET KNOCKER.
- 60d/f+4,2 for STAMPEDE CHARGE; followed by >b,f+1 for MOUNTAIN CRUSHER or >3 for ORCHID KICK.
- 61WS+4 for Skyscraper Kick.
- 62f+1+4 for Heaven Cannon (*Unblockable - Juggles*); can be canceled with B for Cannon Cancel.
- 63Tenstring combos: 211.2.33.3.4.4.1, 211.2.33.2.3.2.1, 211.2.33.2.1.4.3.
Tips
- Pay attention to the notation [~5] which indicates tag-specific moves.
- Moves marked with *Juggles* or *Bounds* can lead to extended combos.
- Moves marked with *Stuns on CH* can lead to combo opportunities if they hit as a Counter Hit (CH).
- The Heaven Cannon (f+1+4) is an unblockable move.
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