+ AMDG + ----------------------------- | T | E | K | K | E | N | | 4 | ----------------------------- _ __ |_| __ __ | |__ _ __ | |/ | ___ _ ____ ___ _ _ __ __ ___ _ ___| | | ' \ | _ // ' |_ / / ' | ' ' |/ ' | | | | | | | | \ O | / /_| O | | O | \_____|__|__|_| |__|\__|\___,_|/____|\___,_|__|__|_|\___,_| FATAL LIGHTNING ------------------------------------------- | V | I | N | D | I | C | A | T | I | O | N | ------------------------------------------- v.2.0 7/7/2003 Copyright (c) Tekken:4 Jin Kazama VINDICATION Louvenel "the_hitman" Chua all rights reserved 2003 Tekken:4 Jin Kazama and all related materials are owned by NAMCO Best viewed using courier new size 10 on wordpad. This document is meant for personal use only.Any other nature of usage, such as for promotion, for profit and the likes, requires the permission of the author. You may print this document for portability purposes on the condition that you do not alter it's original form, especially the copyright notice. This document is edited to fit the page of a regular paper, so you won't be having those wierd wrapping of sentences. Good to go for printing. ======== CONTENTS ======== PART ONE -------- 1.REVISIONS 2.INTRODUCTION -2.1 Tekken 4 -2.2 Jin Kazama -2.3 This Guide 3.STORIES -3.1 Tekken 4 -3.2 Jin Kazama 4.CONVENTIONS -4.1 Commands -4.2 Notations -4.3 Grounded Positions -4.4 Move Properties -4.5 Hit Ranges -4.6 Extra Combo Conventions 5.MOVELIST -5.1 Grappling Arts -5.2 Special Arts -5.3 Unblockable Arts -5.4 String Hit Arts 6.FRAME DATA -6.1 Grappling Arts -6.2 Basic Arts -6.3 Special Arts -6.4 Unblockable Arts PART TWO -------- 7.THE WAY OF EMPTY HAND -7.1 Poking -7.2 Stringing -7.3 Juggling -7.4 Stun -7.5 Wall System -7.6 Okizeme -7.7 Grounded -7.8 Movements 8.TEST OF SPIRIT -8.1 Summary -8.2 The Practice PART THREE ---------- 9.CLOSING REMARKS 10.CREDITS AND THANKS 11.ABOUT THE AUTHOR ========= REVISIONS ========= VERSION 1 - Finished the first version of this guide. VERSION 2 - Corrected grammatical errors. - Changed commentary errors. - Redone the conventions to comply with TZ standards. - Redone the movelist to comply with TZ standards. - Added frame data section. - Corrected and added strategies. - Redone title design. ============ INTRODUCTION ============ -------- TEKKEN 4 -------- The time Tekken:4 came out I was not immediately impressed. For me there is nothing new in it.But all that is changed now. I saw new intricacies in the game that add to that Tekken feel.There is always something new in every sequel of Tekken series. Namco has done a great job. ---------- JIN KAZAMA ---------- One of the greatest change, in my opinion, is that Jin no longer using the classic mishima style of fighting. I think that too much fighter using the relatively same style is really a drag. The sudden changeup of Jin style gives me inspiration to use him, plus the fact that I am with equal footing against other new Jin players because of the new style. Many folks in the forum is saying that Jin is overpowering, not true. Many say that with Jin you only have to learn few moves, it is wrong. Then again there are some who says that they tried using Jin, followed the so called few moves to learn and yet they cannot win consistently, they are naive. Jin is a versatile fighter he can attack(bulldog) and wait(turtle), and Jin is one of those fighter that you cannot just mash the button and win unlike Christie. With many strengths also comes many weakness. Jin was able to cover most play style and yet he is not the strongest in any of it. Overcoming this weakness is what separates the good Jin player from the scrubby. Being able to shift from one style to the other, from one rhythm to the other is the greatest strength of Jin. ---------- THIS GUIDE ---------- This guide is written with the novice in mind. I tried to cover most of the gaming style and tricks that I know of. This is not the bible of "how-to-play-jin-guide" and it will never be complete. Discovery and learning has no boundary. I can only try to be as complete as possible. This guide is organized mainly in two parts. First is the usual stuffs such as stories, conventions and movelist. The second part is composed of how to use Jin. And finally my thanks to all who have supported me or influenced me. All information in this guide complies with TekkenZaibatsu standards. Without furthur ado, here we go... ===================== = P A R T O N E = ===================== ======= STORIES ======= For your reading pleasure..... -------- TEKKEN 4 -------- Two years ago, Heihachi failed to capture Ogre. Not willing to give up, Heihachi ordered his researchers to collect blood samples, skin tissue,and hoof fragments left behind by Ogre (or known as True Ogre in its true manifestation) in order to conduct genetic experiments. Heihachi’s goal was to create a new life form by splicing Ogre’s genome with his own. However, the research was unsuccessful. After extensive experimentation, Heihachi’s bioengineers came to the conclusion that an additional gene - the Devil Gene - was necessary in order to successfully splice Ogre’s genetic code into another living organism. Heihachi learned that hisown genome lacked the Devil Gene, but he knew someone who did... Jin Kazama. Jin, who vanquished Ogre in The King of Iron Fist Tournament 3, was shot and mortally wounded by Heihachi. As his life slipped away, Jin transformed into a Devil. Upon his transformation, he struck down Heihachi and took flight. Jin’s whereabouts were unknown after the Tournament. Heihachi searched for Jin to no avail. However, Heihachi discovered a photograph during his investigation that stirred his curiosity. The 20- year-old photograph was an image of a burnt corpse covered with laceration wounds. Heihachi paid particular attention to the corpse’s back,which had what looked like deformed, protruding wing-like limbs. Convinced that the picture was of Kazuya, his own son whom he threw into a volcano 20 years ago, Heihachi diverted all his resources into a search for the body. This search eventually led Heihachi to G Corporation, a leading-edge biotech firm making unprecedented advances in the field of biogenetics research. Heihachi discovered that G Corporation found the corpse and extracted and analyzed its genetic data. In fact, Heihachi learned that the company was in the midst of creating a new life form by using the data. Heihachi also determined that Kazuya’s remains and research data were secured at G Corporation’s Nebraska and Nepal research laboratories, respectively. Friday, 25 December. The Tekken Force raided G Corporation’s maximum security research laboratory in Nepal. The bottom floors of the building were obliterated, and the remaining data storage facility containing file servers was airlifted by a group of heavy-duty helicopters. At the same time, a separate unit led by Heihachi infiltrated the underground research facility in Nebraska, where Kazuya’s remains were preserved. As Heihachi observed from his helicopter, he soon realized that unlike the Nepal facility, the operations in Nebraska were not going according to plan. The tactical status monitor screens showed the first wave of the Tekken Force troops being blown out from the storage room where Kazuya’s remains were supposedly kept. A silhouette of a large figure slowly emerged from the room... When Heihachi could see clearly enough, he instantly recognized the large figure as Kazuya. Kazuya was resurrected in G Corporation’s research facility. After his resurrection, Kazuya offered his body as research material to determine the true nature of the Devil that resided within him. Kazuya’s goal was to unify his two selves into one. Kazuya theorized that if he unified his body with the Devil, he would be able to truly harness its powers. He could then finally take revenge against Heihachi and the Mishima Zaibatsu (Financial Empire). Enraged that Heihachi thwarted his plans, Kazuya obliterated the heavily armed Tekken Force and vanished into the flames of the lab’s wreckage. Heihachi was infuriated by Kazuya’s escape and took out his anger on his hapless subordinates who reported the escape. Abel, Heihachi’s lead scientific advisor, urged the enraged Heihachi to quickly find a way to capture Kazuya. Once his anger subsided, Heihachi focused his mind and decided on a plan. An evil smile crept upon his lips. Two years had passed since The King of Iron Fist Tournament 3. The Mishima Zaibatsu announced The King of Iron Fist Tournament 4 and placed the massive financial empire as the top prize. The champion who manages to defeat Heihachi at the end of the Tournament would inherit the Mishima Zaibatsu. Well aware that the tournament is just a trap designed to lure him out, Kazuya nevertheless enters - it is his chance to defeat Heihachi. ---------- JIN KAZAMA ---------- Brisbane, Australia... a city crowded with buildings, new and old. Nestled amongst the towering buildings of this city was a small dojo. A young man trained there, his face covered by the hood of his jacket. This young man trained there quietly...... The young man was Jin. Day after day, Jin trained in the traditional art of karate. Ever since Heihachi's betrayal, Jin loathed everything about himself - his Mishima bloodline, his fighting style, the Devil gene in his blood, everything. He unlearned the Mishima-ryu fighting style thanks to the dojo master's training and mastered traditional karate. Jin's thoughts burned with the desire to destroy the evil Mishima bloodline - the bloodline of his grandfather, Heihachi Mishima, and his father, Kazuya. One day, Jin heard rumors that The King of Iron Fist Tournament 4 was announced. A once in a lifetime opportunity to exterminate the Mishima clan... Without hesitation, Jin hardened his resolve to enter the tournament. Jin hit a sandbag with his sharply honed kick. The bag burst open violently, and sand poured out of the bag... SOURCE: TEKKEN4.COM =========== CONVENTIONS =========== Old players may be sick of these now, but I'll still put it on for the sake of newer players. -------- commands -------- 1-left punch 2-right punch 3-left kick 4-right kick f-tap forward F-hold forward d-tap down D-hold down b-tap back B-hold back u-tap up U-hold up d/f-tap down forward D/F-hold down forward d/b-tap down back D/B-hold down back u/f-tap up forward U/F-hold up forward u/b-tap up back U/B-hold up back qcb-quarter circle back qcf-quarter circle forward hcb-half circle back hcf-half circle forward --------- notations --------- FC-full crouch WS-while standing N-neutral joystick WR-while running SS-sidestep either way SSL-sidestep left SSR-sidestep right []-optional command ,-followed by ~-immidiately after +at the same time ( _ )-or <-delayed input =-next in sequence *-push and hold button :-requires just frame input ------------------ GROUNDED POSITIONS ------------------ PLD-play dead position face up and feet away KND-knockdown position face up and feet towards SLD-slide position face down and feet away FCD-facedown position face down and feet towards --------------- MOVE PROPERTIES --------------- BT-back turned OB-forces oponent's back to face you OS-forces oponent's side to face you OSB-forces opponent's side to face you when blocked JG-juggle starter BN-bounce juggle starter RC-recover crouching after a move RCj-joystick modifier, need to hold D during the move to RC CH-requires a counter hit DS-double over stun FS-fall back stun LS-lift stun GS-gut stun KS-kneel stun HS-hunch over stun TS-trip stun CS-crumple stun CFS-crumple fall stun CF-crumple fall BS-low block stagger(to attacking character) SH-stagger hit GB-guard break(usually one or two hands go up in the air) GC-guard crouch,opponent recovers in crouching guard #-see corresponding foot note c-CH modifier(eg. JGc is a juggle starter on CH) co-crouching opponent modifier(eg. KSco) cco-CH on crouching opponent modifier(eg. FScco) ---------- hit ranges ---------- l-low L-hits low and grounded opponent m-mid M-hits mid and grounded opponent h-high H-hits high and grounded opponent Sm-special mid(blocked by d/b) !-unblockable hit -unblockable hit which can be ducked [!]-unblockable hits grounded opponent "-indicates block point in string hits ----------------------- EXTRA COMBO CONVENTIONS ----------------------- cc-crouch cancel tap u or f,f while crouching cd-crouch dash f,N,d,d/f (usually) iWS-instant while standing d,d/b or d,d/f (usally) wgf-wind god fist f,N,d,d/f+2 ewgf-electric wind godfist f,N,d~d/f+2 tgf-thunder godfist f,N,d,d/f+1 big-big character combo only works on big characters ()-missing hit is required for the next hit ======== MOVELIST ======== -------------- GRAPPLING ARTS -------------- command throw name type damage escape 2+4_F+2+4 Thunder Reverse front 30 2 qcb+1+3 Oar Crush front 35 1 u/f+1+2 Throat Smash front 30 1+2 u/f+1+2:u/b+3+4 Throat Smash front 32 1+2 1+3+(u_d_b_f) Position Change any 0 1 (F+2+4_2+4) Scales Flip left 43 1 (F+2+4_2+4) Shoulder Helix right 40 2 (F+2+4_2+4) Hip Dislocator back 50 - ------------ Special Arts ------------ command movename damage hitrange properties 1,2,3 twin thrust-inner axe 7,12,25 hhm GB JG 1,2<4 twin thrust-roundhouse 7,12,22 hhh GB 1,3,2,1,4 kazama fury 6,10,10, hhmml HS 10,10 =~d+1+2 lingering soul - - #2 1,3~3 jab-vertical kick 6,22 hm GB =3 blade kick 13 m CFSc GS =~d+1+2 lingering soul - - #1 #2 d/f+1<4 mid thrust-side crusher 12,15 mm d/f+1,4~4 midthrust-shin kick 12,13 ml WS+1,2 rising lancer 10,16 mm f,N,d,d/f+1 thunder hook fist 22 m d+1 corpse thrust 24 m b+1 left elbow 14 h 1+2 demon hell thrust 10,21 hh GB =~d+1+2 lingering soul - - #1 #2 2,1,4 lancer-side crusher 10,10,15 hmm 2,1,4~4 lancer-shin kick 10,10,13 hml 2,4 rear thrust-rounhouse 10,14 hh WS+2 final upper thrust 15 m JG d/f+2 quick upper 15 m JGc f,N,d,d/f+2 wind hook fist 25 h f~N,d~d/f+2 electric wind hook fist 27 h GB b+2,3 backfist-side swipe 12,21 hm =~d+1+2 lingering soul - - #2 f,f+2 torso thrust 24 m f+2 right-elbow 22 h SHc b,f+2 demon godfist 18 m DSc b,f+2<1<2 needle shrine cannon 18,14,24 mmm FSc #3 b,f+2<1