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| MICHELLE CHANG - PS3 / X360 / WII U Only |
Tekken Tag Tournament 2

| MICHELLE CHANG - PS3 / X360 / WII U Only |

Explore Michelle Chang's extensive moveset in Tekken Tag Tournament 2, including grappling techniques, special moves, and tag attacks.

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Explore Michelle Chang's extensive moveset in Tekken Tag Tournament 2, including grappling techniques, special moves, and tag attacks.

Walkthrough
  1. 1
    Grappling Techniques:
  2. 2
    Front: (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.
  3. 3
    Left: (1+3) or (2+4) for RUNNING BULLDOG {1}.
  4. 4
    Right: (1+3) or (2+4) for SPINNING FRANKENSTEINER {2}.
  5. 5
    Back: 1+3 for German Suplex; 2+4 for SPINNING AIR NECKBREAKER.
  6. 6
    Air: RN 2+4 for CRUCIFIX BOMB.
  7. 7
    Ganryu: d,d/b+1+3,5 for CATAPULT PANCAKE.
  8. 8
    Jaycee: (2+4) or (f+2+4),5 for FRANKENSTEINER DISLOCATOR.
  9. 9
    Special Techniques:
  10. 10
    1,1 for Catapult Combo (*Bounds*); followed by 1 for G-Clef Cannon, 2 for LUNGING PALM ATTACK, or 4 for DIVINE INTERVENTION.
  11. 11
    1,2 for 1-2 PUNCHES; followed by 1,1 for FIREBOLT, 3 for CLOCKWISE (SPIN), or 4 for COUNTER-CLOCKWISE (SPIN).
  12. 12
    b+1 for WOOD CHOPPER (*Bounds*).
  13. 13
    f,f+1 for Dashing Elbow; followed by 4 for ROUNDHOUSE.
  14. 14
    d/f+1 for ARROW PALM.
  15. 15
    d,d/f+1 for Lightning Bolt; followed by >2 for STUN ELBOW, 3 for CLOCKWISE (SPIN), or 4 for COUNTER-CLOCKWISE (SPIN).
  16. 16
    d/b+1 for NUGGET KNOCKER (*Stuns on CH*).
  17. 17
    WS+1 [~5] for FLASH UPPERCUT [Tag] (*Juggles*).
  18. 18
    WS+1~2 for PALM EXPLOSION (*Stuns*).
  19. 19
    SS+1 for Burning Palm.
  20. 20
    RN 1 for FLAMING ARROW.
  21. 21
    1+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.
  22. 22
    f+1+2 for DOUBLE PALM LIFT (*Juggles on CH*).
  23. 23
    f,f+1+2 for PALM PUSH.
  24. 24
    b+1+2 for TWIN ARROW (*Stuns*).
  25. 25
    d+1+2 for ANGRY BULL.
  26. 26
    d/b+1+2 for CROSS WINDS; followed by 1 [~5] for VIOLENT WIND [Tag] (*Stuns on CH*).
  27. 27
    1+4 for BEAR TRAP.
  28. 28
    2~b for Punch, Spin Behind (*Spin if Punch Connects*); followed by 1+2 for Back Push.
  29. 29
    f+2,1,2 for TIGER MOUNTAIN.
  30. 30
    f,f+2 for Dashing Lungepunch.
  31. 31
    b+2,3 for PAO QUAN (*Stuns on CH*); followed by 1+2 for SWALLOW.
  32. 32
    FC,d/f+2 for Dashing Elbow (*Stuns on CH*).
  33. 33
    d+2,3,1 [~5] for Chang Cannon [Tag] (*Juggles*).
  34. 34
    d/f+2 for Death Push; followed by 1 [~5] for Sky Uppercut [Tag] (*Juggles*), 3 for HAWK STEP, or 4 for Highkick.
  35. 35
    d/b+2 for RIVER BLOW; followed by 1 for TRICKLING STREAM, or 2 [~5] for RAGING RAPIDS [Tag] (*Juggles*).
  36. 36
    QCF+2 [~5] for SPIRIT CANNON [Tag] (*Juggles*).
  37. 37
    WS+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.
  38. 38
    SS+2 for Snake Palm.
  39. 39
    SS+2~1 for Palm Crush.
  40. 40
    b+3 for LIQUID SWEEP; followed by 4 for BOWLEG SWEEP (*Juggles*).
  41. 41
    f+3 for HAWK STEP; followed by ~1 for ARROW SKIP, 2 for MID SMASH, or 4 for TALON LOWKICK.
  42. 42
    f,f+3 for SNAPPER KICK.
  43. 43
    d+3 for WANG SHINKICK.
  44. 44
    d/f+3 for LIFTING KNEE.
  45. 45
    d/b+3 for SWEEP KICK.
  46. 46
    WS+3 for BACK THRUST.
  47. 47
    SS+3 for THRUST BACKKICK.
  48. 48
    RN 3 for SLASH KICK.
  49. 49
    3+4 for COUNTER-CLOCKWISE (SPIN).
  50. 50
    u+3+4 for CLOCKWISE (SPIN).
  51. 51
    d/f+3+4 [~5] for Sliding Doublekicks [Tag] (*Juggles*).
  52. 52
    4 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.
  53. 53
    u/f+3+4 for Earthquake Stomp.
  54. 54
    SS+3+4 [~5] for DOUBLE SCISSORS [Tag] (*Juggles*).
  55. 55
    4~2,1 for DESERT SNAKE.
  56. 56
    b+4 for HEAVEN SHATTER KICK.
  57. 57
    d+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.
  58. 58
    FC,d/f+4,3 for Bow and Arrow Kicks.
  59. 59
    u/f+4,3 for TWIN HOPKICKS (*Juggles*); followed by 1 for NUGGET KNOCKER.
  60. 60
    d/f+4,2 for STAMPEDE CHARGE; followed by >b,f+1 for MOUNTAIN CRUSHER or >3 for ORCHID KICK.
  61. 61
    WS+4 for Skyscraper Kick.
  62. 62
    f+1+4 for Heaven Cannon (*Unblockable - Juggles*); can be canceled with B for Cannon Cancel.
  63. 63
    Tenstring 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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