Endurance Groups

Characters in Tekken Tag Tournament suffer a knockout when their hit points reach zero.  The default amount of hit points is 140.  However, a character’s total hit points will vary based on their endurance group.  See the chart below for information on endurance groups:

Factor Health (Default) Characters
100% 140 Forest Law, Wang Jinrei, Jun Kazama, Paul Phoenix, Ling Xiaoyu, Michelle Chang, Nina Williams, Alex/Roger, Heihachi Mishima, Unknown, Kunimitsu
108% 151 Yoshimitsu, Bryan Fury, Baek Doo San, Hwoarang, Julia Chang, Lee Chaolan, Jin Kazama, Lei Wulong, Anna Williams, Kazuya Mishima, Bruce Irvin, Mokujin/Tetsujin, Eddy Gordo
109% 153 King
111% 155 Armor King, Ganryu
115% 161 Ogre
120% 168 Devil/Angel, Kuma/Panda, Gun Jack, Jack-2, Prototype Jack, True Ogre

Base Damage (B)

Every strike or throw has a set amount of of base damage.  These damage numbers can be found in each character’s move list.   This number is the base number for the maneuver and there are a number of multipliers that will increase or decrease the base damage number.  After all multipliers are applied, the modified base damage is deducted from the opponent’s hit points total upon a successful strike.

Clean Hit (B x 1.5)

Certain strikes have a clean hit property.  When successfully landing a strike very close to the opponent it registers a clean hit.  The vast majority of strikes do not offer the clean hit multiplier.  Clean hit strikes may also have strategic advantages when they are successfully landed.  For example, Kazuya’s Demon Gut Punch will stun the opponent only when landed from the clean hit range.  Not only does the strike’s damage get modified from 25 to 37, you have an opportunity to inflict more damage while the opponent is stunned.  Strikes that have additional clean hit properties are noted in each character’s move list.

Juggle Hit (B x 0.8 or B x 0.5)

Strikes landed while opponent is airborne have a negative multiplier per strike.  The first airborne attack will have the B x 0.8 modifier.  Every strike after the first during the juggle will be half of it’s base damage.  Earlier versions in the series did not have a negative damage multiplier.  This made juggles overwhelmingly powerful in previous versions; this modifier offered a better balance between strikes and juggles.

Counter Hit (B + ((Opponent’s B x 0.3) x (Frame/Total Frames)))

Counter hits are strikes landed before an opponent completes their own strike.  Like base damage, all strikes have a frame rate.  The frame rate of an attack is defined by how many frames of vulnerability until the impact completes.  The more frames, the longer the strike takes to land from when the strike is inputted.  If you are skilled enough to land a strike while the opponent’s strike is in progress, your attack will register as a counter hit.  The math of the modifier gives you bonus damage for interrupting your opponent.  Even more damage is awarded when you are able to interrupt the opponent later in their attack.  Like clean hits, some counter hits also offer strategic advantage to landing them as well.

Ki Power Hit (B x 1.5)

When a player inputs 1+2+3+4, they charge up for a limited time.  This is referred to as the Ki Power.  Among other traits, the Ki Power offers a damage modifier, for both players.  The damage modifier applies to the first hit.  Throw damage is not modified while in Ki Power.

Netsu Power Hit (B x 1.3)

The Netsu Power also carries a damage modifier.  A character gains Netsu Power temporarily when their partner takes a certain number of hits.  The damage modifier applies to all strikes and throws while the Netsu Power is active.  If a throw animation completes before the Netsu Power runs out, the damage multiplier will not apply to the throw.

Attack Reversal ((Opponent’s B x 0.5) + 25)

A basic attack reversal is available to some characters.  An opponent’s strike can be reversed by an input when the strike lands.  This basic reversal’s damage depends on the attack power of the opponent’s move.  Half of the opponent’s strike damage and an additional 25 hit points are inflicted to the opponent for a well-timed attack reversal.

Damage Calculation

There are a few rules to understand for the most accurate damage calculation.  There are also various stacking considerations.  Most of the multipliers do stack with each other.  However, Ki Power hits and counter hits do not stack.  The modifier will automatically be considered a Ki Power hit.  The opposite is true for Netsu Power.  Netsu Power hits and counter hits also do not stack, but the modifier will automatically be considered a counter hit.


Paul strikes Roger with a Death Fist (B=33) while under Ki Power:
B=33 x 1.5

Paul strikes Roger with a clean hit Death Fist (B=33) while under Ki Power:
B=((33 x 1.5) x 1.5)
B=49 x 1.5


Paul strikes Roger with a Death Fist (B=33) on a counter hit.  Roger is interrupted in frame 4 of 69 of his Animal Gigaton Punch (B=100):
B=33 + ((100 x 0.3) x (12/69))
B=33 + (30 x  (12/69))
B=33 + (360/69)

Paul strikes Roger with a Death Fist (B=33) on a counter hit.  Roger is interrupted in frame 68 of 69 of his Animal Gigaton Punch (B=100):
B=33 + ((100 x 0.3) x (68/69))
B=33 + (30 x (68/69))
B=33 + (2040/69)

Paul strikes Roger with a clean hit Death Fist (B=33) on a counter hit.  Roger is interrupted in frame 68 of 69 of his Animal Gigaton Punch (B=100):
B=(33 x 1.5) + ((100 x 0.3) x (68/69))
B=49 + (30 x (68/69))
B=49 + (2040/69)