
Combos
Combos are combinations of moves strung together to create a more complicated and
devastatingly destructive move. Combos depend upon the timing of your button presses
and what your opponent does to respond. In some cases, button presses must happen
at a specifi c point during an attack in order for the combo to succeed. Combos are what
make your character’s individual style unique and they are essentially unblockable unless
your opponent blocks the fi rst attack in the sequence. Learn and practice your character’s
best combos for given situations so you can be lethal with them when it really counts.
Blocking
You can attempt to block your opponent’s attacks by pressing the D-pad away from the
attack. While standing up you’ll execute a standing block, and while crouching you’ll
perform a crouching block. When defending against a combo, blocking the fi rst attack is
the only way to guarantee that you can block the remaining portion of the combo without
sustaining further damage. Be careful not to spend too much time blocking or you’ll get
yourself into limb damage trouble very quickly. Keep in mind that right after a successful
block is a good time to fi re off an attack of your own.
Counters
A counter is a strike launched after your opponent has begun an attack and landed
before their attack can be completed. In order to counter successfully, choose an attack
that will land more quickly than your opponent’s. For example, an opponent attacking
with a trailing kick could be countered with a lead punch because your attack will be
quicker and strike fi rst. You can also counter throws if you quickly tap the Left trigger
when you see your opponent about to use one. This will defl ect the attempted throw. Any
move used as a counter scores more points than a move used on its own.
Healing Limb Damage
With a full Chi Meter, you have a choice: unleash a devastating Chi Attack on your
opponent, or use your chi to heal damaged limbs. Limb damage dramatically reduces the
amount of damage your attacks cause. This may not be such a big problem if you’ve nearly
fi nished off your opponent, but if you’ve got a way to go in the fi ght, it might be better to
use your chi to heal your limb damage instead of using it for a Chi Attack. To heal limb
damage, pull the Left trigger, and you’re ready to put the hurt on your opponent again.
Juggling Opponents
It’s possible for skilled fi ghters to knock an opponent into the air and keep them
from landing by using a succession of successful attacks, usually as part of a combo.
Experiment with attack timing to fi nd the best rhythm to make it happen.
24 - Tao Feng
Tao Feng - 25