Esa es el skin de Tekken Hybrid, que se corresponde a una forma final/totalmente despertada (y quizas skin alternativo de version consolas. No se).
Y os cito un cojon de infromation in english. Siento para el que no lo entiendo, pero es que es mucho (creo que viene de Tekken Zaibatsu, por traduccion de Arcadia):
Okay guys, couple of things I took of the Arcadia magazine. Some of this is basic, but I figured it's important to get the basic information straight, as some of it is slightly different from what I was hearing about the tests.
I'll start with the system information.
Tag system
Different kinds of tags:
Open
- Character runs out (no run moves possible, no attack)
- New character runs in (run moves possible)
- Running moves are done with fff+? during the tag-in, including character-specific running moves
- There does not appear to be a tag cancel, but they recommend doing things like evasive moves and moves with jump properties when tagging in in risky situations (which seems to indicate you can input moves sooner than in TTT1)
Wall
- Character jumps out
- New character jumps in (does not attack)
- Jump status on character coming in (low crush/can be floated)
From neutral
- Open/Wall basic tag
From forward dash
- Character leans head back to change momentum before changing directions and getting out (possible high crush)
From grounded
- Character gets up and does Open/Wall tag
Quick Ukemi
- Hitting 5 as ukemi allows a quick tag out that's safer than the regular grounded tag out
Tag throw
- 2+5 initiates a generic tag throw (break not listed), which tags in your partner using a canned throw animation.
Tag crash
- Hitting 1+2+5 while grounded allows the outside character to come in with a flying attack (no word on safety)
- Partner MUST be in tag rage
- Consumes the entering character's tag rage AND consumes their red bar.
HP Gauge
HP decreases at two rates: recoverable and unrecoverable
- Recoverable damage is displayed in red
- Unrecoverable is black (gone)
Tag Rage
When a character takes a fixed amount of damage, their partner's gauge will blink red. The next time they enter the arena, their attack damage will increase. The period of this rage is the same for all characters and is about 10 seconds or until they tag out, whichever is shorter. The character will flash briefly when their rage ends. The fixed amount of damage required for the partner to go into rage varies by the characters used, and depends on their compatibility. You should be able to get a good idea of their compatibility by their intro and outro.
(Note: the image is a little ambiguous here as to the amounts required are the total life taken, or the red bar portion. I'm guessing on the percentages based on the total life, otherwise rage is going to occur every couple jabs.)
...For "easily angered" characters: about 55% damage required
...For "not easily angered" characters: 70%+ damage required
Tag Combos
- Tag combos are performed by pressing 5 the same time as a launcher
- It is important to note that both the position of the entering character and their relative frames are basically the same whether tagging or not (that is, they are the same as the initiating launcher). However, due to camera position, sometimes distance can vary.
Combo type 1: Launcher to tag
- Do a launcher+5 and then do your combo.
- Example combo:
Kazuya->Asuka: EWGF+5 uf+4, 2, 1, 1+2
Combo type 2: Mid Combo launcher to tag
- Do a float/launcher, whatever, and then do a launcher+5 in your combo
- This ALSO does red bar damage.
- Example combo:
Lili->Kazuya: df+3+4, d+1, WS+2+5, df+1, 2 B!
Tag Assault
- After performing a bound move+5, your partner will enter and can perform a single string (including an air throw), after which control reverts to the character starting the combo. This is called a Tag Assault (TA).
- All characters have a generic tag assault attack (1+2+5 or while crouching 1+2+5) which will, on hit, begin a tag assault regardless of whether the opponent is standing or in the air. All characters have exactly the same move, but it is generally a bit hard to use.
Auto Assist
- If a player continues to hold 5 after a tag assault begins, the other character will enter and perform a pre-determined character-specific string. It generally uses an easy-to-continue option, so is a good option until you get used to the system.
Good properties for strings on the entering character
- High damage, few hits
- High juggling, spiking moves
- Moves with special properties such as flipping opponents
Good properties for moves after the TA
- Long reaching moves, moves that hit twice in rapid succession
- Air throws
- Spike moves
Notes about the TA system
- It is possible to tech after spike moves, but the timing is later than normal.
- In the case of a tech where the two attacker's moves occur simultaneously, they will be blocked automatically, regardless of hit level.
- When doing a TA, the opponent's partner will immediately go into tag rage, and your partner will lose their red bar.
Stages and Gimmicks
- The game has 19 stages total.
- 18 of the stages are selectable, and the last one is only available in roulette
- Most of the stages are from previous games
- The stages have little icons in the selection that tell you about the kinds of features they have
Stage Feature Icons (sorry, no pics)
1. Walls (red)
2. No Walls (blue)
3. Breakable floors (yellow)
4. Breakable Walls (green)
5. Breakable Balcony (orange)