################################################################################## ################################################################################## ***************** *Jin's Enemies FAQ* ***************** Author: Young Yoo (Korea-a, ah-ah-ah!!) Email: yooy@bc.edu Dated: Dec. 3rd, 2001 Version: 1.3 (I added all of the missing characters except for Lei and updated old ones, especially one that I blew off. If you don't want to spend too much time looking for new changes; I've used CAPITAL LETTERS for new words and sentences and *'s for new paragraphs!!!) This faq has no real copyright and anyone can copy it, plagiarize it, take credit for it, and even make money with it. You can put it on your website without my name atached. You can even roll it up and smack one of my fellow Jin players with it!! Honest!! o_O !! * This FAQ is very opponent-oriented in terms of strategy. I deal with each character by first describing their fighting style(s) and then what Jin ought to do in response. What I mean by an opponent's fighting style is virtually; their favorite moves, traps, strengths and weaknesses. While I may not have every character's every fighting style accounted for, I will in the future. Trust me. ^_^ When I make changes to this FAQ, they will be big time changes, so please check it out if you see a Jin Kazama FAQ update in the Update section of www.tekkenzaibatsu.com! Although I am Korean, this FAQ is in English. Although Korea rules, this FAQ is in English. Although Korean is a better phoenetic language, this FAQ is in English. Although Koreans rule the Tekken gaming world, this FAQ is in English. (the truth of the matter is, I'm an English minor and can't speak or write Korean too well; YES, I AM A TWINKIE -_- !!) **************** *Table of Contents* **************** 1. A General Introduction 2. HEAVEN'S HERO HWOARANG 3. Paul, Law, Bryan 4. YO DADDY AND GRANDPAPPY 5. Yoshimitsu and Nina 6. WRASSLING WRESTLER WIMPS 7. * LETHALLY LICENSED LEE 8. BIG BAD BRIT 9. KAZAMA-YAMA BOY HIMSELF 10. * LITTLE LULU LING 11. * CRAZY CRAP CHRISTIE 12. * SUPERCOP 13. * TEDDY BEAR 14. * Julia 10. A Final Say ********************** *1. A General Introduction* ********************** Most characters are always standing and have a good balance of short, long distance, high and low hitting moves. The thing is, is that you're Jin, and you're in their face. The other guy will be blocking, not attacking. You'll be so close that they cant use powerful moves or long range moves. They won't go with low kicks because you'll interrupt them with Jab Strings. The other guy will try to counter jab your fast jabs. He will try to duck jab you. But it won't work. So against someone like Law with a fast jab, you'll just parry and set yourself up for some Jab Strings. Trust me, the first thing you learn as a new Tekken 4 player is to jab and duck jab. But these strategies are useless against Jin with his parries and guard breaking Jab String combos. He "bulldogs" with these moves. However, everyone knows that one strategy does not apply to all the forms of fighting an opponent can throw at you. Especially so, when you can fight characters who can change their fighting style (Hwoarang, Steve, Jin). But most characters currently have only one style of play (Paul, Kazuya, Heihachi), so learning how to bulldog with Jin is your best option. * That doesn't mean that there aren't exceptions. Lei, Ling and Christie are such exceptions. Top tier and nearly impossible to bulldog, I had to spend a mean amount of dollars to find effective strategies against these folks. They're still not definitive but they will definitely help you avoid getting pounded and embarassed next time you play them. ************ *2. Hwoarang* ************ Hwoarang is considered a great distance fighter. And this is what you must be prepared for, especially against a good Hwoarang player. A good Hwoarang's main weapon of choice is his Flamingo Stance. He'll hit you so many different and powerful moves with such high priority that dashing in or even sidestepping can be incredibly dangerous. The second weapon is a complete arsenal all its own. The Flamingo Stance Combo Strings. Confusing, delayable, nearly uninterruptable when not delayed, and lasting for 7-10 hits at a time, these strings are incredibly dangerous. As soon as you are caught blocking a Flamingo Stance Combo String (FSCS), there are three main things to look out for. The first thing is, a cancelled kick that turns into a simple 1 jab. It is sudden and seems to end the FSCS. However, this is every Hwoarang's favorite sneaky trick. They can immediately follow up this jab with a powerful higher priority kick that is still technically part of the FSCS!! If you try to duck, chances are you will get your head smacked. If you try to counterjab, you will definitely get fakked. If you sidestep, you will almost certainly get hit. In other words, you must block after you see that jab! Its a setup for him to get a counter-hit, which can give him an enormous frame advantage!! The second thing, unfortunately, is that the very same sneaky jab can immediately be followed up by a throw attempt. o_O ?! Yes, I know. Good Hwoarangs will switch between the two options and leave you paralyzed. Your only choice is to escape the throw attempt by mashing 1+2. Doesn't sound like much, but trying to counter during the FSCS or ducking will almost certainly get punished. Don't take the chance and just block until he's finished the FSCS with a kick that knocks you far away if guarded. If you have trouble escaping throws, you must practice, being able to escape throws is a must for T4 players and you'll find that it gets easier after awhile. The third thing, even more unfortunately, is a slow, low backwards sweep that can knock a player down if he sidesteps. Once knocked down, Hwoarang can start a great okizeme game from that exact kick. Now you have to worry about ducking low!?! Yes. Most Hwoarangs won't end the FSCS with a hard kick because of the high reset time. Therefore, they'll switch using the sneaky jab and this move. However, once you start blocking this move, a Rising Uppercut (WS+2) is nearly guaranteed as a counter and a launch. When you look at all you must worry about because of the FSCS, your only choice is to never allow him to start it. Bulldog him from the get-go and he will be forced to turn into a closeup game Hwoarang. This Hwoarang is easy. He has nearly no moves, only (1,1)'s, (1,2)'s, ducking pokes and Bolt Cuts (b+2). Even his Rising Uppercut (WS+2) is very slow. Once you get this Hwoarang, parry his jabs and force him to duck your repeating Jab Strings (1,2...). Once he starts ducking, start using Alt Jab Strings (2,1...) and Can-Can Kicks (d+3+4) to abuse him. If Hwoarang does get breathing room by nailing you with, let's say a a Bolt Cut (b+2), then your far away game is limited to timing Laser Series (b,f+2,1...) correctly as counterhits and Can-Can Kicks (d+3+4). Dashing in will get you caught up into a FSCS. Jin does not have long range pokes and relies on counterhitting at exactly the right time with the two previous moves. There is another Hwoarang player who is VERY tough. This guy is just complete unpredictability. He'll use Bolt Cut (b+2) a lot, because of the built in sidestep. He'll use Tsunami Kick (WS+4,4) instead of Rising Uppercut for a great double kick which hits mid on both. And he'll use Nose Bleeder (b+4) which is nearly exactly the same as Can-Can Kicks in that it hits mid, its speed is similiar, its great priority once started, and the fact it also launches. He'll also use the annoying Crippler Fear Kick (d/b+4,4) which is nearly impossible to block the first low kick unless you really anticipate it. He'll also use the Flying Eagle (3~4) since it hits mid and is powerful. He'll also use conventional Machine Gun Kicks to hit people who duck the first kick and will start a FSCS once in awhile. He WILL abuse throws. You must poke. Although the above moves have high priority, he can be hit of out of them if you simply 1 jab his face. Do so in an annoyingly matter and he will start blocking. You then bulldog him and prevent him to have any breathing room otherwise he'll throw out any one of high priority moves mentioned above. DO NOT DUCK. You will get tagged and get set up for a throw or FSCS. Try to sidestep him since many Hwoarangs don't use high reset time high side ranging kicks like Rejection (u/f+4) which will take 25% damage. O_O !! * If you get knocked down on the ground and Hwoarang's near you. DO NOT MOVE. If you try to roll or kick him, he will launch you with the Nosebleeder (b+4) or juggle you with the Crippler Fear Kick (d/b+4,4). Every decent Hwoarang knows to do one of these two moves to grounded people and they'll never fail at it. Your ONLY choice is to take the hit. If they use one of those two moves and you lie still, you'll take very little damage and will get pushed far back enough so you can get up safely. DON'T FORGET THIS. Bulldog, or prepare to spend a lot of time staggering to get up in quite possibly the most shortest match you've ever had. Trust me, I like this type of Hwoarang myself and I can beat relatively good opponents, if I'm lucky from the get-go, in less than 10 seconds. I WROTE 3 SECONDS LAST TIME??? WHAT WAS I, ON CRACK OR SOMETHING?? @_@ You cannot do that with any other character. No one, no matter what you throw in, can do what Hwoarang can do. ***************** *3. Paul, Law, Bryan* ***************** Law, Paul and Bryan are nothing special. They too, rely on bulldogging to a certain extent. However, their Jab Strings are nowhere near as bufferable as Jin's. Jin can repeat this Jab String (1,2,3) three times in a row without fear of retaliation, unless the guy figures to sidestep the 3 kick. These three have nothing like that. They also rely on Parrys (b+2+4). But if they Parry you, they will come in with a (1,2) that you can block and Parry as well!! Individually, learn Law's annoying 3 hit combo (backhand, low kick, then high kick) because it'll chip away at your life unless you duck and block the second move. When you Parry the 1st punch of his Jab Strings, most of his follow up moves will whiff you completely, allowing you destroy him with frame advantage Jab Strings or Kazama Rage combos (1,3,2,1,4). Bulldog him with Alt Jab Strings (2,1...) and he won't have a chance. With Paul, watch out for his Shoulder Rush (f+1+4), it's strong, puts distance between the two of you and auto-sidesteps. And learn his 8 or 9 string combo. It's used often by Paul players, but if you block the fourth hit which hits low, and the last hit which hits low, then you're all set for a EWHF or a Rising Uppercut. I've also found that some good Pauls can interrupt some of your bulldoggin with his (1,2)'s. If you see this, then Parry his (1,2)'s. If you find yourself at a distance, watch for Paul's Death Fist (qcf+2). It is very popular, but very recognizable. Especially so, when they're far away and they're trying to close the distance. When you expect this move, throw the Can-Can Kicks (d+3+4) out. Once started, it'll take higher priority and launch his monkey ass into the air. When I fight Paul, I connect this move at least 2 times in a SINGLE round. Think about it, 2 Can-Can's + 2 juggles = nearly 70%. Also, because of Paul's Parry Counter, repeating Alt Jab Strings can get dangerous. If he Parry Counters your 2nd jab, get up and immediately throw out a Rear Thrust (2,4). This is a simple one-two combo; it throws out a 2 jab and then follows with a spinning back roundhouse to the face. If he tries to Parry Counter the 2nd hit, he will get hit because the kick is ever so slightly delayed. Beautiful. I connect this at least once a match. It'll teach him to try and Parry Counter and he will start to refrain from using it. One more thing off your mind. Decent Bryan players will tend to Parry your Jabs and start some combos. If you get parried you will probably get nailed by his Mach Fist (f,f+2). If this keeps happening, step back and Laser Series (b,f+2,1...) his gut, which WON'T be parried. Bryan's Wolf Bit sweep (d/f+4) is annoying, so learn to block low and then immediately follow with Laser Series. If he doesn't Parry you, then can own him with your bulldoggin techs. * All in all, Bryans power lies in his juggles and "extreme" hits like the Mach Breaker (f,f+2), Slash Kick (f,f+3) and Mach Kick (f,f+4). The thing is, is that he has to be bulldoggin in order to use these effectively otherwise he'll just end up whiffing them or getting them blocked. Decent Bryans will change up bulldoggin with these to confuse you. The catch is, you're Jin and no one can bulldog Jin because he; first of all, usually bulldogs first, and second, can parry. If you find yourself on the receiving end of repeated combos, try ducking during the middle of his combos. They tend to be limited to high punches, high kicks and low kicks. There aren't a lot of mid hits during the more common combos. So if you duck, you will either dodge his high hitting moves or block his low kick whereupon you can give him a Rising Uppercut (WS+2) and launch his ass. ******************** *4. Kazuya and Heihachi* ******************** Kazuya's own Jab Strings, are surprisingly slower than Jin's. The one thing, you have to worry about are two moves: his Thunder Godfist (EWHF+1) which has the same priority as your own EWHF. And THOSE GOD DAMN HELL SWEEPS!! ~@#%#^!%&~$ ARGHHH! But block those consistently and you'll own Kazuya. Kazuya, is in my opinion quite poor. Parry his Jab Strings and repeat your Alt Jab Strings and this particular Jab String (1,2,3). My favorite one because of the guard breaking axe kick. Also, Many Kazuyas have a tough time blocking low, so break out a Kazama Rage (1,3,2,1,4) once in awhile. If the last kick connects, you're golden. (Please read Kazama-Yama Boy Jin FAQ if you don't know why you're golden and sparkly and all purty and stuff...) @_@ ?? * Kazuya is also very susceptible to sidesteps. If he isn't Demon Sweeping you like crazy, many of his punches like; Thunder Godfist (EWHF+1), Glorious Demon Fist (f+1+2); and many of his punch combos; Shining Fists (1,1,<2), Twin Pistons (WS+1,2), will completely whiff if you sidestep them. Kazuya completely sucks against a frequent sidestepper. Try not to duck too often as he does have nice mid hitting hooks and those Thunder Godfists. Watch out for the Twin Pistons. I never fail to forget to block the 2nd uppercut because I'm too aggressive and its ever so slightly delayed. Don't make the same mistake because you'll get launched and that's where Kazuya's strength lies, in really high damaging juggles. In closing, don't duck and sidestep a lot. * Heihachi is a different kind of player. He has more varied moves and during the middle of some seemingly simple combo, can buffer in some mean hits. I'm sure you've watched the computer do the same. But they almost all hit high or mid, so just stand and block until you've blocked a high-priority move and start bulldogging him. He is also dangerous when he has a little bit of room to breath. His Shattering Palm (b+1+2) will hit duckers and sidesteppers, so try to avoid doing either when he is about two dash distances away from you. There is one dangerous annoyance about him and it's, yep, Hell Sweeps (f,N,d,d/f+4). If you get nailed by the first and second, get ready to watch 40% go away. He's got mean juggles off of this one. But don't despair just yet. Fortunately, even if you get hit by the first sweep, you can block the second one and avoid the juggle. So you have nothing to fear from constantly standing. He does have change ups for those Hell Sweeps, but unless he has room to use it, you won't encounter all the different chaneups BECAUSE YOU WILL BE BULLDOGGIN HIS ASS with your Jab Strings and Laser Series. Learn to be quick to block the second Hell Sweep and Heihachi is really quite easy. And one last piece of advice, DON'T DUCK. He does have some mean uppercuts and powerful mid hitting punches. ***************** *5. Yoshimitsu, Nina* ***************** Yoshimitsu and Nina are strong distance fighters. Get in close and don't bother parrying them, they don't commit to using quick high pokes like Steve. Just do your best to close the gap and keep pressuring them. All in all, get in their face and bully them. Their short game is lacking as far as I've experienced. When Yoshi sits down, use Can-Can Kicks. If he's rolling on the ground towards you, duck high or you'll get launched. Once you duck high. you have a guaranteed Rising Uppercut (WS+2). * Unfortunately, Nina players tend to be above average. And there's one really hard Nina to fight. Its turtle Nina. This Nina will just block all day long. She'll block your Jab Strings and then time a Parry Counter to start up a friggin nasty String. ARGH!!! This will take nearly 45& of your energy away because of the diffuculty in breaking the String. I have an easier time with King's Strings! My only advice, if you don't know how to break Nina's String is to press 2 on the counter, 1+2 on the following hold, 1 on the following hold and 1+2 on the last hold. You have to press the corresponding button right when she begins the next throw. It works sometimes and the timing is damn hard. Mashing never works. Otherwise, ask some tekkenzaibatsu gurus in the forums. They know better than me. She'll also try to nab in a two kick combo. I don't know the name or input but I'll try to explain it to you. The first kick is a low right sweeping kick and then Nina twists her body around and hits you with a high spinning backwards left kick. The second kick launches and if the first kick gets in as a counter-hit, the second hit is guaranteed. This is in my opinion, the only error in T4. The combo in total is quite slow and the second kick shouldn't have guarantee on counter. My jaw gapes when it happens and I think its absolute BS. But we have to deal with it. Nina likes to use this when your dashing in or sidestepping so that she can get the scrubby-ass guarantee launcher. Her juggle in strong so you can't risk dashing in. That's why you don't advance with dashing, you advance with Laser Series. * Laser Series is your best weapon against Nina, up close or far, she will Parry Counter your Jab Strings and counter-hit you with the scrub 2-kick launcher. So, you just JF her ass all day long. This is the only time I encourage constant JF'ing. This type of good Nina player does not sidestep often, she just turtles. So JF'ing is now your best friend. Use it mercilessly and hopefully, she'll just go away instead of learning how to sidestep it. If she sidesteps, switch up with the regular d+2 ender that'll snag sidesteppers. ****************** *6. King and Marduk* ****************** King is USUALLY a friggin joke. Throw your Jab Strings at his face and he can't do crap. Your Kazama Rage's last kick hits low which he can't catch. Bully them into the corner and watch him try in vain to duck low to avoid your jabs, trying to set you up for an uppercut, but laugh as you catch the back of his head with the Axe kick (1,2,3). Start the match with an EWHF so that King's jump kick (a favorite match starter for some King players) won't launch you and will severely embarass that sorry excuse for a King player. But there are two responses to bulldogging that a King player can choose however. One is to keep his distance and the other is to String Art/"Jab and Grab." * The distance King is very easy. Although he has suprisingly good distance moves, you have better, since much of his distance moves have high reset times. If you have some distance between the two of you, try to make him whiff his Disgrace Kick (b+4), you know, the turn around right heel kick that makes King have his back turned, whereupon, he'll usually followup with that groin kick. (It's a favorite of King's players and very common for okizeme). If he whiffs that, Laser Series his back for big damage and use the regular 2 ender for better damage since you can't launch him with his back turned. Then step up to him and start bulldoggin him. * There is one good King fighting style. It involves his String Arts and the aptly phrased "Jab and Grab" techniques described by Vale_Tudo_Freak in his Craig Marduk FAQ. His String Arts first of all, are not incredibly hard to learn after watching them a couple of times. The danger is the last hit, which is a throw attempt that is guaranteed if the last two hits of the String Art connect. If you got hit during the middle of one of King's String Arts, be prepared to mash the 2 button to escape the throw. It's easy to escape that throw, so don't worry too much about King's String Art in general. * However, if King starts the "Jab and Grab" techniques, be prepared to get frustrated. The "Jab and Grab" technique is to merely interrupt a Jab String or String Art with a well timed throw attempt. Logically, King has by far, the best ability to do this. It is EXTREMELY HARD to interrupt this and out of nearly 30 times the guy's attempted the "Jab and Grab" against me, even if I knew it was coming, I'd get thrown. I might have been pressing the wrong buttons, but seriously, I have no problem escaping other throws. The only strategy I've come up with against a Jab and Grab is to start jabbing them after the fourth hit of his combo string which gives the best frame advantage for a throw attempt. This will poke them out of the throw attempt and leave you with the ability to start Jab Stringing their ass. Marduk is slightly better because he has two good distance options. His Jab String combos can end with a kick that can create a nice buffer zone for Marduk to operate within. Using that space, one of every Marduk players' favorite moves is the Bazooka Heel (b+4). It is a fast long range gut hitting reverse heel. Anyone who plays Marduk once, will know this move. Its dangerously powerful. You must simply try to fake him out into whiffing the move so that you can connect a Torso Thrust (f,f+2) or Laser Series. His other distance option is the Vale Tudo Stance (3+4). He basically looks like a front lineman who's about to deck you to the next state. You can avoid this with a simple ducking jab. But you will get nabbed once in awhile and get mounted. Once mounted you have no choice but to counter his punches. Press 1+3 to counter right punches and 2+4 for left punches. The timing is rough in the beginning but is a must for any T4 player to learn. If you don't know how to escape, then nearly 40% of your energy is gone and he has room to operate again. But if you block a punch perfectly once, or semi-perfectly twice, then Marduk will be forced to Dismount. If someone gets me in the VT Mount, it honestly doesn't mean crap to me anymore because I escape it so easily. Practice and you will too. Just watch out for the Bazooka Heel right after he dismounts! * One more thing, if you consistently escape his VT Mount with either 1+3 or 2+4, your opponent may begin to use the Counter Punches. These Counter Punches are dangerous because when you try to use 1+3 or 2+4, you will get re-countered and he'll armbar you. So what do you do??? Start using 1 and 2. These will normally block punches, but if he starts using the Counter Punches, these will actually start countering again and force him to dismount. If he doesn't use these, then just counter him with 1+3 and 2+4. * Another thing to be wary about is the Repeating Tackler. This guy will Tackle you, then once he gets off, try to Tackle you again. And to be honest, this strategy works. If you don't get up quickly, roll back, or roll to the side, you will get Tackled again. My best advice if you keep getting VT Tackled is to just lie down when he's finished with a Mount. He'll start the Tackle but will grab air, whereupon you can smack his face with a wakeup kick of your choice. I prefer 4 since most players when whiffing the tackle will automatically try to block low. Otherwise, if he tries to Tackle you while both of you are standing, quickly do a Can-Can Kicks. Although it won't launch, both kicks will connect and leave him fairly closeby, whereupon you can start up some okizeme. * Marduk's Jab Strings are suprisingly fast. Although they are supposed to be slower, Marduk players really practice well with his Jabs, so they're timing is usually right on. Therefore, you might find your bulldogging getting interrupted by successful pokes and counter jabs. In this case, step back and start using Laser Series, Corpse Thrust (d+1) or Spin Heel Kick (b+4). (Take a look at my other Jin FAQ on how to use these moves really well). Parries, while great against others, don't have much use against Marduk as they don't commit to Jab Strings in a predictable enough of a manner. ******** *7. Steve* ******** Steve is tough for most players. But for Jin, he's actually a snap. Well, after fighting a really good Steve for four consectutive hours at an arcade, now he's a snap. ^_^ I've fought three distinct types of Steve players. The first is the bulldogger who likes to poke with 1, 1, 1,.. then a nice sway combo that'll hit mid then high. He'll just move towards you and start swayin so your counter 1,2's are neutralized. He'll throw out a throw once in a while to put you on the ground, but not often since Steve's okizeme options are limited. Basically, PARRY. It'll give you an advantage over a poker Steve. Just follow up a Parry with a Jab String or duck jab into whatever; just don't abuse the Rising Uppercut because everyone knows about that and if Steve blocks it, he can hit you with a 1,2 before you can reset. Now once you've done this, chances are Steve won't be a monkey's ass and get hit by your ducking jabs and parry counter jabs. He'll start being the second type of Steve player. By far, the easiest. This Steve player keeps his distance and tries to use the Low Sweep Punch to trip you, dash in for more poking, or most popularly, use confusing looking sway techs to get closer and hit mid. Hitting mid is dangerous since it doesn't push you back far, is probably a setup for a one-two smacker combo, and makes you stagger. Steve is fast and can quickly close the gap and start the poke game again. Basically against this guy, first learn how to block that Low Sweep Punch. You do that and you have an guaranteed Rising Uppercut that'll launch the stupid Brit everytime he throws that out. Keep in mind that the Low Sweep Punch is also used to end some of his combos. Just recognize it and punish him for throwing out that sad excuse for a sweep, otherwise, you get hit by it at least twice. There is another popular low hitting punch used as a poke. It's too fast to anticipate, and if you turtle-duck then you get smacked big-time by his swaying mid-hitting techs. So just forget those and take em like a man. Most of the time he's far away and trying to sway which makes him dodge high moves. So use high priority low or mid moves when he's about to close the distance gap. Always wait for him to come to you. Jin's lifting Can-Can Kicks (d+3+4) are a perfect example. I hit a Steve player at least twice with this every round, I'm serious. The sway is great against someone you think will jab or high kick, but it sucks against Laser Series and Alt Jab Strings. The third Steve player is rough. He basically acts like a real boxer. He'll ditch the scrubby low hits and just focus on moving in and out and sidestepping. A good Steve player, in fact the best, will sidestep and throw out a 1,2. These are hard to fight because your 1,2 is your first thought, but he'll literally beat you to the punch. The only thing you can do, is play exactly like him. So sidestep, move in and out and PARRY!! This kind of Steve player likes to be close, but won't spend all day in-close. He'll throw out a hard punch that'll put distance between you if you block it and start sidestepping again to confuse you. When in close, I've found that they like to use that Machine Gun Gut Punch into High Uppercut move. I don't know the name, but you'll know it when you see it. Anyway, it causes you to block for a while and guard stagger. That staggering time will allow Steve to sway, move back or 1,2 you again. Just imitate his movements and use your ducking jabs, sidesteps and Parries. Just don't try to run away from him. Don't bulldog him yourself. Don't use high reset time moves. He'll punish you. Also, forget about counter jabbing him, just duck poke him and don't follow up. Just hit him once. Not much damage but it'll frustrate this type of Steve player after the third time you hit him with one measly duck punch. He'll get more bold and careless and commit himself to high reset time moves. Your chance to punish. I actually admire the boxer Steve. He is the hardest to fight and shows you how accurate a fighting simulation Tekken 4 is. This Steve player's movements are just beautiful and will have you thinking about real boxing bouts. ******* *8. Lee* ******* First thing's, first. If you bulldog Lee, he'll be completely destroyed, trust me. His pokes are limited to ducking jabs, which if he uses constantly to get out of your repeating Jab Strings, throw in a Can-Can Kicks in the middle of your bulldoggin to launch his ass. But if the Lee player you're fighting is decent, he'll have found a way to get some space, whereupon he has now become dangerous. And this guy's something. I fought a great Lee player and the only way I can describe him is Lethal Lee. Let me explain. This guy used three main weapons as the basis for his offence. The first was something that irritated the hell out of me at first. That's the Laser EdgeRush (D+4<4<4<4~3). It's basically three low kicks followed by a hella-strong mid hitting roundhouse. The thing is, if the last hit of the three kicks connect, the last mid-kick will be guaranteed and can leave him in Hitman Stance. Damn annoying. The first thing you must learn is to block the second or third low kick once you recognize this combo. Even if the first one or two hit, you can still block the following kicks. (Whew! ^_^) If you don't, they'll abuse this again and again. Otherwise, you can completely neutralize this attack if you consistently block the second or third low kick since one or two low kicks equals crappy damage. Follow the blocks with a Jab String to pressure him and close the distance or with a Laser Series. His second weapon of choice are his Jab Strings. He throws this out every once in awhile when he sees that your consistently blocking his kicks and punishing their long reset times. His Jab Strings look quite similiar to Law's. Many of the hits hit mid and just like Law's, if you get smacked by one of the later hits of the Jab String, the rest of the hits are guaranteed. Your defense against this is your Parries. Even if you Parry the first or second, you must still block the rest of the string, but the fact that you Parried gives you more frame advantage and you can immediately follow with a Jab String to bulldog him again. And if you're REALLY good, you can Parry every single one of his punches since they almost all hit high or mid. His third weapon is the Hitman Stance. Now, there are a bunch of moves he can shoot out while in this stance, including a really strong sweep, a really fast backhand launcher and an unblockable kick throw that is wins big in style points. o_O Seriously, that kick throw is damn cool! But anyway, the sweep is really you're only big worry. Its delayed like everyone elses special sweeps like Law's, Bryan's and Nina's, so train yourself to block low once you see it. I don't encourage ducking constantly while he is in Hitman Stance because of the backhand launcher that hits mid. If he launches you, Lee has some mean juggles. And that's where his strength lies. If you see him going into Hitman Stance, the best thing you can do is wait for him to attack since many Lees don't use that unblockable Kick throw, a shame really. If you're violent and wanna kill him, the best and safest move I've found is a very fast Laser Series. You probably won't hit him, but if he tries to attack from Hitman Stance, which he most certainly will, you can nab a counter-hit Laser Series. If you nab a counter-hit Laser Series, just do the regular d+2 uppercut launcher and juggle his ass. ****** *9. Jin* ****** Jin can be your easiest or toughest matchup. If the fool relies on JF'ing, just sidestep immediately after the 2nd hit of the Laser Series. He'll go past you and you will have the oppurtunity to do whatever you please. But if he's not monkey-ass Jin, then he's bulldoggin Jin. He'll come at you from the get-go. Your bulldogging can be completely negated by one Parry and then he'll start bulldogging you. He will know about your Can-Can Kicks and will try to make you whiff them. He will also whip out the quick Demon Sweep (d+4) a couple of times in a row to make you duck and then he'll use Alt Jabs, Laser Series or Can-Can Kicks on you. So how do you fight him??? First, do the things I just mentioned in the previous paragraph. Next, use this alternate Laser Series (b,f+2,1,d+2). The uppercut ender will catch someone who will try to jab you and many who try to sidestep because it is immediate and not interruptable. You can fool him into thinking you're monkey-ass Jin trying to JF and get a serious advantage. There is one other Jin player, who is very tough. It is boxer Jin. He relies on sidesteps, Parries, Jab Strings, Alt Jab Strings and Demon Sweeps. All of these moves are fast and when put together, make it hard for you to pin the sucker down. Steve, Ling and Christie are the only ones who have a good chance of snagging him. In this situation,... yup, you guessed it; imitate him. Do not use Can-Can Kicks or Laser Series. Chances are you will whiff against this player. THESE PLAYERS ARE RARE, BECAUSE ITS JUST PLAIN NOT FUN TO PLAY IN THIS MANNER, BUT YOU WILL FIND SOME JIN PLAYERS SWITCHING IN AND OUT OF THIS FIGHTING STYLE. SO, WHEN HE SWITCHES, YOU SWITCH. ******** *10. Ling* ******** Oh boy. Here we go. Your best weapon against any Ling player is Hwoarang. Hwoarang murderilizes Ling. I'm serious. His b+3, WS+4,4 and d/b+4,4 completely destroy Ling. But that doesn't help Jin players, so let me give you some strats with Jin in case you don't like murderlizing Ling players with Hwoarang (which is REALLY fun, honest! ^_^). Most good Ling players center their game around three things. Punch combos, Raindance Arts and the AOP Stance. Her punch combos are all high and mid hits; although some are delayable, they are laughably easy to block and punish with Laser series. Ling players only use these to switch up a game of Raindance and AOP. Her Raindance can be quite deadly. It is basically when Ling's back is turned to you. And anyone whose played T4, knows that Ling is dangerous when her back is turned. Many Ling players like to either quickly follow a Turnaround with the incredibly fast Dark and Stormy (2,1,4). 2 punches hit high and the kick mid, so just standing and blocking, then following with a Can-Can Kicks (if you're close enough) or a Laser Series (if you're not) is a great way to stop her from using this. But good Ling players switch up this and a step behind shin kick that hits low for decent damage and leaves her backturned. I'm not sure about the name or input, but its quite fast and hard to block on reaction. However, if you decide to turtle to block this, then they'll launch you with the Juggle Mistrust (4), which is the same launching kick as the last kick of the Dark and Stormy. You're only choice is to eat the kick. When you eat the kick however, do not rush in to attack. She'll probably follow up the shin kick with a quick elbow thrust. Once again, I'm not sure about the name or input, but this can be repeated several times and can really hurt on counter. Another weapon out of Raindance (yes, there's more... o_O) is her California Roll (f+3+4). She basically just rolls up to you. Doesn't sound dangerous, but it takes many players by surprise to see a little ball of red or pink rolling towards there knees. That split second delay in reaction is all Ling needs to launch you with her Reverse Kangaroo Kick (~3+4) when you try to duck poke her. You NEVER want to be launched by Ling. Therefore, when her back is turned and she's in Raindance, you must always block high. You MUST wait for her to attack first because her high priority hits eat up a lot on counter-hits and can potentially juggle you. You just wait for her to use a high priority attack and then Laser Series her. Unfortunately,... (I said there was more dammit O_O), when she sees that you're turtling high, she'll throw a lot of jabs and then try a throw attempt that flows very easily and can easily be defined as another Jab and Grab player. o_O ?! So you must train yourself to escape her throw. Her throws looks fast, but you still have the same window of oppurtunity to escape them with 2. Almost all her throws are escaped with 2. Whew! Ok, now on to her best and hardest weapon (O_O !!!). Yes. AOP Stance Abusers are VERY hard to fight with Jin. The thing is, is that when she goes into AOP Stance, since she's going extremely low, she'll automatically avoid high, mid and even special mid hits! Hits like the Can-Can Kicks, that will usually wreck duckers will WHIFF!!! O_O !! I KNOW!!! I was like, WTF!?!? In fact, nearly every character has the same problem with Ling save for Hwoarang whose b+3 tends to hit her for some reason, I guess since it's really fast. I know that most Jin players love Can-Can Kicking duckers and turtles, but it won't work against Ling. You're only attack really is Demon Sweep (d+4). But AOP is so fast, that she'll probably have whipped out an attack that will counter your Demon Sweep before it can come out. I won't go into a list, but she's got one mean sweep that's really fast and always knocks you down that sets up for one nasty ass okizeme game, and a whole host of fast mid hitting move that can knock you down on counter, which again, sets you up for a nasty okizeme game. Your only choice is to train yourself to know when to block low against her sweep. Otherwise, always block high and try to jab poke her occasionally after she's been in AOP for awhile and she's just sitting there. DO NOT try to duck poke her when she first goes into it, my duck pokes have whiffed and I have been punished. If you find your experience to be different, please e-mail me. I'd greatly appreciate good news. Why "greatly"? Simply because you cannot bulldog with Jin, you can't launch her with Can-Can Kicks if she's an AOP Stancer, you can't throw her cuz she's either poking or ducking and you can't even really Demon Sweep her which seems to be your only logical choice against her because she's so fast. Jin is really poor against Ling and only through learning your opponent's strategy while fighting him do you have a chance. But really, there's nothing you can take into a fight with Ling that works great. I'm sorry for all this bad news, but this is why Ling dominates tournaments and arcades. Everyone except Hwoarang suffers from the same problem. In closing, Jin's Laser Series work relatively well when you know you have an open window. His Jab String (1,2,-3) is relatively good since the third kick can catch her when she tries to do AOP or just plain duck. *********** *11. Christie* *********** Oh boy. Another one. While not as hard as Ling, she still exploits Jin. You cannot really bulldog her since she tends to be down on the ground or doing some crazy spinning crap which will dodge high attacks. Her "Crazy Crap" is her best weapon. She has a lot of changeups, but not so much that you won't be able to learn them and block them consistently after a couple of matches. And you're best weapon after she's done is a Demon Sweep. It will mostly likely connect and knock her over onto her face. Whereupon you can run up to her as she's rolling backwards and Can-Can Kick her, (since most Christie players really like to duck) or Corpse Thrust (d+1) which smacks the shiznick outta duckers. Now if only she just had her Crazy Crap. Unfortunately, she's got some mean standing moves. The first you must beware of is her Elbow Upper (d/f+2). Its a quick elbow to your mid-section that will smack your face if you're ducking and when connected will knock you flat on your back. If you got nailed, prepare to watch 40% of your energy go away. She's got a mean okizeme juggle from this. So be aware that if you're ducking, you're in dangerous territory. Another of her standing moves is her surprisingly fast knee. Its a great poke with surprising speed and range. Another move to worry about is her Running Kick. I'm not sure about the input, but she sort of dashes forward and then throws out a straight mid hitting right kick that hits for crazy damage. She uses this when you're rolling backwards off of a recovery which will hit guaranteed even though you're finished rolling and sort of standing. It's just one of those things that T4 programmers made that Christie users abuse. If you roll anywhere, it's to your side against Christie. She's got others when she's far away, but are easily faked out into whiffing. She basically likes to keep close and quickly go into crazy crap. You HAVE to learn these, since there's no real way to pressure her while she's on the ground or poking. Once she's finished throw out a Demon Sweep, or if you think she'll try to start another Crazy Crap String, then throw out a Can-Can Kicks. However, keep in mind, that these don't tend to launch. A last word, switch to Hwoarang. OMG, Christie gets raped by Hwoarang. His b+3, WS+4,4 and d/b+4,4 rape her. Sound familiar? Especially the b+3. That kick hits her even though she's lying down or in her relaxed position, and for some reason, Christie is vulnerable to multiple b+3's. You just b+3, then run up and b+3 again and repeat. For some reason, Christie is more vulnerable, perhaps because when she's lying down, the computer forces her to be in relaxed position rather than true lying down. I'm not sure and maybe I just fought crappy Christies, but this works everytime and I just laugh when people pick Christie now. In closing, Demon Sweeps after block Crazy Crap Strings and Can-Can Kick only when you ABSOLUTELY know she will commit to a brand new Crazy Crap String. Block high when she's standing, even if she's ducking, and Laser Series whiffed moves. Abuse Corpse Thrust (d+1) when running up to her while she rolling away ion the ground, if she's stuck rolling against into a wall, Corpse Thrust is guaranteed for serious damage. ******* *12. Lei* ******* I'm sorry, but I gotta leave Lei for the next update. He's got some serious changeups and has a very complex gameplay. I know, because I'm learning Lei myself. Read Glenn's "Lei Wulong Supercop Strategy Guide" FAQ to get an idea of how dangerous he is. I'll get around to Lei eventually. I promise. ********* *13. Kuma* ********* Two short things. Bulldogging works up to a certain extent on Kuma. Unfortunately, he has the Bear Hammer (1,1,1) which can interrupt your Repeated Jab String attempts. In other words, he can pop this guaranteed combo (if the first hit connects), in between Jab String attempts. Especially in between 2,1 Alt Jab Strings. When he goes into Hunting Bear Stance, your safest bet is to block low then Rising Uppercut on blocked moves. He's vulnerable to long range fast mid hits. Hits like Spinning Heel (b+4). Otherwise, don't play Kuma any differently then you would play Law. ******** *14. Julia* ******** Most of this comes from a guy who kindly e-mailed me Julia strats, Mikey O. Thanks dude. "First of all, let me start off by saying that MIC (i don't know if you keep up on the tournaments here in the US, but the tourney that Zaibatsu just held was won by a guy named MIC) comes to my arcade. Ever since Tekken Tag he's loved Julia and those damn annoying elbows. Since he's the only really good Julia player i've gone up against, I'll tell you what I consider to be a tough Julia: POKE, POKE, AND POKE!! 1 jab, then the elbow, then maybe a duck jab, elbow, repeat, switch up into her G-Clef cannon (1~1) then mix up the ender between the 1 mid-hit finisher, or the 4,3 sweep, then launch-up kick (which if the sweep connects, you will DEFINATELY get nailed by the 3, no questions asked). Likes to launch you with u/f+4, then go into the 4 or 5 hit elbow juggles which gets old after the first dozen times he does it. I haven't played him much in Tekken4, but from wasting countless dollars rematching him, you have to do the exact same thing -- poke back. Block (or parry) the elbow, then duck jab before she can. It wears on their nerves real quick after the 3rd or 4th time you nail them, that's when they just get pissed and before you realize it you're already dead o_O But usually just like you were saying with other characters who bulldog, they lose their temper and start slipping up, that's when you get your slim chances in to counter and strike back." All great. The only other things I'd add is to throw a EWHF (f,N,d,d/f+2) at the beginning of the match. Also, use the Kazama Fury on her during your bulldogging. She'll most likely block the last low kick if she's decent, so just stand back, let her whiff the duck poke or kick and then JF her. If she sidesteps, repeat the whole last bit with the regular d+2 ender. Julia needs to be in charge like Mikey O said, so this whole "custom string" will set the tone of the match in your favor and force her to go on the defensive, where I believe Julia is limited to few attacks. ************** *15. A Final Say* ************** * In closing, nearly every single character can be bulldogged save for Ling, Christie and Lei. And if they can be bulldogged, Jin can own them through constantly repeating Jab Strings, Alt Jab Strings, switching up with Rear Thrust (2,4) and Kazama Fury (1,3,2,1,4) and Can-Can Kicks. All this will give the player a major headache. I find that Bryan can be hard to bulldog because of his special Parry manuever, but otherwise, you have nothing to fear from taking charge of a fight. And although Steve's parry is similiar, I find many Steve players to completely leave the Parry out of their game, which I think is very foolish. Your okizeme game is limited to three moves, Can-Can Kicks, Demon Sweeps and Corpse Thrusts. But its all you need. When nearby, Demon Sweep or Can-Can. If they're rolling away towards a wall, Corpse Thrust them (d+1). Switch up throws when they get up and you'll have one very frustrated opponent. Please read Kazama-Yama Boy Jin FAQ for more details. I hope this has been helpful for you guys. I'll always appreciate more strats on Ling and Christie, but everybody has trouble with these two hoes, (EXCEPT FOR HWOARANG ^_^). Thanks to the other Jin FAQ guy for inspiring layout of this FAQ. Thanks to Mikey O for his contribution. Thanks to Vale_Tudo_Freak for aptly describing "Jab and Grab." All this stuff except those previously mentioned is original, honest. I'm just a Korean-American with too much time on his hands, who hates to give up, and has access to an arcade where one credit is less than 10 cents. I love Korea.