XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX IAM´s Tekken 4 KILLING JUGGLE TECHNIQUES XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (Version 1.00; October 4, 2001) By: Ph.D. IVAN ALEX MERCADO LORBERG IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD TO THIS DISCLAIMER. USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER. IAM´s DISCLAIMER.- This guide may be freely distributed as long as the contents remain intact, credit is given to the author for his contribution to Tekken knowledge in general, and no monetary compensation is received (Just if I could win a penny for the practice of this knowledge ... I would be rich!). In no event shall this document be reproduced or retransmitted in any way, shape, or form (including but not limited to physical, natural, or electronic). 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All Rights Reserved. ============== | WHAT'S NEW | ============== About the author: I’ve been busy lately, specially preparing myself to defend my Economy Thesis. By the way, it went very good ¡Thanks for asking!. XXXXXXXXXXXXXXXXX TABLE OF CONTENTS: XXXXXXXXXXXXXXXXX I).- INTRODUCTION II).- BUTTON CONVENTIONS AND NEW T4 MOVES III). PAUL PHOENIX IV).- YOSHIMITSU V).- MARSHALL LAW ACKNOWLEDGEMENTS ----------------------------------------------------------------------------- XXXXXXXXXXXX I).- INTRODUCTION XXXXXXXXXXXX ¡Welcome to the Ironfist Tournament 4!. I think that the first objective in any game is to beat all your opponents and hence defeat the “final boss” (whom by the way in t4 is Heihachi). Ok, your vision is clear but your mission can vary depending of HOW you may to accomplish your final objective. In resume, you can do it the “hard way” (winning your opponents with fancy/new movements) or you can do it the “easy way” (by using the FAQ that you are reading this precisely moment). I mean “easy” because if you accomplish the movements that are presented here, your opponent will tend you say some words like this: “¡you’re so cheap!”, “that is not fair! (allowed)” or simple “damn you fu***”. This will turn especially true to those Tekken players that tend to Tech-roll (hit any button as soon as they touch the floor after being attacked) as soon as they get hit with a Juggle Starter (JG). In the overall, in this FAQ you will find the following staff: * How to beat the CPU with the best Time Killing Record at your local Tekken4 arcade center (you will “immortalize” your initials at the game’s Credits Name), as well as the usage of these techniques with some human opponents. * New movements attached to T4 as well as their usage in your new game strategy plan. Note I didn’t copy ALL the movements because I am sure that you already have an excellent printed version of the characters movements. Now, ¡it’s time to kick some bad asses!. ----------------------------------------------------------------------------- XXXXXXXXXXXXXXXXXX II).- BUTTON CONVENTIONS XXXXXXXXXXXXXXXXXX I’ve borrowed this Tekken convention from the Zaibatsu folks. Please note that these movements are assuming that your character is FACING TO THE RIGHT. (If they are facing to the left, reverse all b, f, B, F, SSL, and SSR commands). | BUTTON LAYOUT | ------------------ | | 1 - Left Punch | ___ ___ | 2 - Right Punch | / \ / \ | 3 - Left Kick | | 1 | | 2 | | 4 - Right Kick | \___/ \___/ | | | | ___ ___ | It's very important to | / \ / \ | become familiar with the | | 3 | | 4 | | numeric conventions of the | \___/ \___/ | buttons. | | | | ------------------ *-*-*-MOVEMENT CONVENTIONS-*-*-* f - tap forward once d/f - tap down/forward once b - tap backwards once d/b - tap down/back once d - tap down once u/f - tap up/forward once u - tap up once u/b - tap up/back once F - Hold stick forward D/F - Hold stick down/forward B - Hold stick back D/B - Hold stick down/back D - Hold stick down U/F - Hold stick up/forward U - Hold stick up U/B - Hold stick up/back N - Neutral joystick position (Joystick is not touched) SS - Short Sidestep (u,N or d,N) QCF - Quarter circle forward (Circle stick from down to forward) QCB - Quarter circle back (Circle stick from down to back) HCF - Half circle forward (Circle stick from back to down to forward) HCB - Half circle back (Circle stick from forward to down to back) *-*-*-LINKING & SPECIAL CONVENTIONS-*-*-* + - Moves must be done together , - Moves must be done right after the other ~ - Moves must be done IMMEDIATELY after the other _ - Or (When used between two moves, they are interchangeable) > - Move following the > has the option of being slightly delayed = - MOVE FOLLOWING THE = HAS TO BE PRECISION TIMED TO EXECUTE # - Hold movement preceding the '#' until end of string or until N (Neutral) FC - Do move during full crouched position WS - While standing up (Returning the stick to neutral from a crouch) RN - While running (f,f,f) BK - Back facing the opponent FD/FT - Lying on the ground Face Down / Feet Towards opponent FD/FA - " " Face Down / Feet Away from opponent FU/FT - " " Face Up / Feet Towards opponent FU/FA - " " Face Up / Feet Away from opponent CH - Major Counterhit (Hitting your opponent during their move execution) [] - Brackets surrounding an item indicate an optional output () - Parenthesis indicates moves grouped together {} - Curved brackets indicate buttons needed to break a throw : - Pause 1/3 a second between button presses (Tenstring timings only) MOVE LIST ABBREVIATIONS ----------------------- BK - Your back facing the opponent OB - Forces opponent's back to face you OS - Forces opponent'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 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 SH - Stagger Hit GB - Guard Break FL - Float # - see corresponding footnote c - CH modifier (e.g. JGc is a juggle starter on counter hit) cl - Clean Hit modifier (e.g. DScl is a double over stun on clean hit) co - Crouching Opponent Modifier (e.g. KSco) cco - CH on Crouching Opponent Modifier (e.g. FScco) h - Attack hits High (block High or duck) H - Attack hits High and on ground (block High or duck) m - Attack hits Mid (block High) M - Attack hits Mid and on ground (block High) l - Attack hits Low (block Low) L - Attack hits Low and on ground (block Low) sm - Attack hits Special Mid (block High or Low) ! - Unblockable hit - Unblockable hit which can be ducked {!} - Unblockable hit which hits grounded opponents *!* - Unblockable hit which hits big grounded opponents " - Indicates block point in Strings /////////////////////////////// KILLING JUGGLES (KJ) TECHNIQUES \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ What does “Killing Juggles” means?. Is it some kind of new movement invented exclusively for Tekken4?. The answer my friends is: NO. It’s just a fancy name that I have decided to include in the Tekken gallery properties because it has attributes in order to drain a lot of energy from your opponent. If you read my previous FAQ´s for T3 and Tekken Tag Tournament you will be able to recognize the following explanation; and as we are talking now about Tekken FOUR, we will add another Step to the sequence in order to perform 1-2-3-4 steps for the Killing Juggle: STEP-1) POSITION: As the name tells itself, it means the stance position you have to be in order to begin the KG. For example, if you read in S-1 that you have to be in the “Crouching Position” at the beginning of the round, hence you have to be full duck (D/B). In other cases you may not required to being in an specific stance, buy anyway its important that you have some critical distance between you and your enemy. STEP-2) KILLING JUGGLE (KJ) STARTER: In this title, I present you the kind of attack that you have to perform against you opponent. This movement has changed drastically since other Tekken versions. Why? Because in Tekken 4 some of these fatal juggle starters have changed for some guys e.g. Kazuya´s WGF attack not only now it can be ducked but also it doesn’t have the attribute of float your enemy at the air with his (her) facing down to the floor in the air (remember my previous FAQ which detailed how Kazuya tend to rip off his enemy’s energy). STEP-3) JABS: Now it’s time to lure your enemy, so you can “heat” its expectations that you are going to continue the Juggle Started with a combo meanwhile your opponent is defenseless in the middle of the air. Be sure to do this attack no matter how simple it can look up (most of the times it will be a pair of jabs), because the difference from Tekken Tag Tournament is that ¡the CPU won’t Techroll automatically after being juggled!,. STEP-4) FINISHING: This means literally what its written ¡Finish your opponent!. How?, the answer is simpler ¡execute your enemy with an Unblockable movement!. Notice that T4 has introduced smarter CPU´s in order to avoid the KG´s but for some characters, these “bugs” (as one of the Namco dudes said in an interview) works perfectly in Tekken4. Confused?. Don’t worry, and will explain in specific detail what these 1-2-3-4 Steps involve and how you can use them in your game’s benefit. ----------------------------------------------------------------------------- XXXXXXXXXXXX III).- PAUL PHOENIX XXXXXXXXXXXX He is the first character in this FAQ because Paul was the source of my inspiration to continue my “nutjob” (since T3 and TTT), after I played Tekken4 with the Phoenix and prove that some techniques of my Fast Time Killing Records STILL work in this newest version of Namco’s King of Ironfist Tournament. Why these “BUGS” weren’t removed in T4, well I have a couple of theories in mind that you will be able to read in a special section of this paper. Yeah boys and girls, Paul is back in T4 and a good Tekken tradition ¡he is the easiest player to start with!. I mean this based in two considerations: first the game play of the King of Ironfist 4 demands that you have a reliable level on managing the diagonals of your control. Lets remember that in Tekken Tag, NAMCO first attempt to include the blocking down attacks (d/b) has an important significance in terms to just don’t pull the joystick all the time (technique sometimes called “turtle stance”). /////////// KJ for PAUL \\\\\\\\\\\ Well, now it have became fundamental that you are a master in the crouching diagonals (d/b_D/B) in order to avoid the low starting juggle start attack. So remember Paul’s bitching kicking technique?. Yes, the infamous Falling Leaf (d+4,2) combo attack comes back very useful again. The difference? You have to be very close to your opponent to execute this movement, so the Elbow attack becomes guaranteed. Anyway, if you remember the Time Killing Records that I wrote for the Tekken3 and Tekken Tag versions I have good news for all you that wants to become immortalize in the Time Records credits: ¡Paul still has some moves to kick ass the CPU in Tekken4!. Are you ready in toned-down the actually ridiculous record minutes?. Well, as a fan fanatic of oldie Paul these secrets are revealed now: STEP-1)POSITION: One of the obvious differences in Tekken 4 is that before you start a round you can move freely in the screen but without any attack button. Anyway, here is the trick: before the referee yields “Round X … fight” you must be in the CROUCH DOWN position (D/B). This means that you really must excel your diagonal technique if you want to survive in the world of T4. STEP-2) KILLING JUGGLE (KJ) STARTER: Now that you are crouching down, you must be really fast at the beginning of the round to execute the Thunder Palm (WS+2), so recommend that you move far away before the match begins from the CPU. This attack Juggles you adversary into the air and the most important property of this is that you opponent floats in a Facing Down position. STEP-3) JABS: Now it’s time to hit some jabs to your floating opponent (1_2). I don’t recommend you hit too much to your adversary because this course of action will tend to distance both characters, and believe me that this will work au contraire to you (for example, I kwon some guys that after their enemy has being juggle started, they tend to make automatically 3 or 4 jabs and the –for the worst- the hit ´em with a Deathfist. ¡Ridiculous for our purposes!. STEP-4) FINISHING: It’s time the moment of true, but with Paul this is the easiest part. After S-3 you just have to execute your enemy with the Unblockable hit (b+1+2). The name of this movement is called “Burning Death Fist” and in this new version of Tekken is still an insanely powerful attack. If you have perform successfully Steps one trough four the last think you will have to do is take the last remains of energy left from your opponent. In the particular case, Paul’s opponent will fly away (very away) from you, so to finish him (her) once for all you just have to run (f,f) and the sway (4) or jump towards your “about to die” enemy. ----------------------------------------------------------------------------- XXXXXXXXXX IV).- YOSHIMITSU XXXXXXXXXX He is a “Bug” itself … ¡so what!. He is back and now ¡He’s more mysterious that ever!. The video showing Yoshi executing Paul’s Deathfist (QCF+2) opens and interesting perspective of Yoshi´s new beating Time Records. I will keep you informed about this strange movement in latest updates. STEP-1) POSITION: And advantage of Yoshimitsu at the beginning of the round is that you can move backwards of your opponent simply by doing the Backflip (u/b~b). By doing this sway away you can keep an interesting distance from you and your opponent, specially when the CPU is obsessed to be nose-to-nose in front you. STEP-2) KILLING JUGGLE (KJ) STARTER: If you read my previous paper for TTT you might know what the move is about. Remember, in Tekken 4 there is just one special movement that can represent your victory from “GREAT!” or a sad but true “You loose”. This movement is of course the Shrine Lift (SS+2), why? Simply because when you connect this attack to your opponent they will get juggled just as you wanted to be: floating in the air and facing the ground. STEP-3) JABS: As we discussed previously, it’s imperative that you hit some jabs (1_1) to your flying and helpless opponent in order that the CPU automatically tech-rolls, so ¡do it!. One more thing, in T4 the inclusion of walls has made the game more interesting, the borders can be your friends or they can a hideous enemy in your strategy moves. So, for Yoshimitsu I recommend that you never try to do this movement closer to the wall edges because your enemy will suddenly tech-roll and be close to you to make any attack he (she) wants to. It’s vital that you start these KG techniques at a middle distance from the end of each stage, because Yoshi´s sword is very long. STEP-4) FINISHING: Ok, you have your opponent surrounded next to the wall, so what now? ¡finish him!. Yes, the cherry at the top of this KG I to execute the Sword Impale (b,b+1), which will drain the 90% of damage to your furious opponent. Once again, you must notice in which stage you are fighting in, e.g. if you are at the “Fight Club” stage, then you must consider that in this Stage is really easy to get surrounded; but if what you want is space room, then the “Airport” stage is your best choice to move freely and make your sword shine in the sky. ----------------------------------------------------------------------------- XXXXXXXXXXXX V).- MARSHALL LAW XXXXXXXXXXXX First at all, let me tell you that I am tired to repeat to the ignorant people that says “Yaahh, look at Forrest Law, he looks thinner and oldie…”. Once for all ¡it’s Forrest’s father and his name is MARSHALL!. His arms may be shorter than his son, but once clear that point let move to the core of your attention, the “killing technique of Law” Step-1) POSITION: As you may be aware, you can move any direction before the match begins (except that no button will work until you hear “fight”). So my recommendation is that you move backwards to avoid an annoying CPU that tries to get over you as quick as it can. Then move pull down backwards the joystick to stay in the ducking Stance (D/B). Step-2) KILLING JUGGLE (KJ) STARTER: Law has quiet more opportunities to juggle his opponent is a convenient way than other character. Let me start with a similar KG Starter similar of his buddy Paul: use the Dragon Upper (WS+2) after S-1 and rumble your opponent to the sky. An inconvenient of this KG Starter is that it doesn’t place your enemy in the convenient “mid/air facing down position”, so you must not expect a 100% of effectiveness every time your perform this killing technique. An alternative KG Starter to the mentioned above, is to use the Junkyard Combo (b+2,3,4). This attack represents of course a more difficulty to pull-off in order to hit your opponent, because it’s just the third move that interest us, Why? Simple because it contains the property that we were looking for: the opponent’s Facing Down Position. STEP-3) JABS: Now it’s time to make the CPU think that you are going to perform it serial attacks while its in the middle of the air floating. So, in stead of smashing your opponent, just hit one jab (1) or two jabs (1_2). Be careful of the distance you want to be with your opponent, if your are close to the wall you don’t want to connect 2 or more jabs. STEP-4) FINISHING: At last, it’s time to unleash Marshall big punch: the Dragon Fang (d/b+1+2).This Unblockable move is comparable as Paul Burning Death Fist because it almost leaves your enemy at a flat linear point. Depending of your choice in the Step-2 (S-2) your probabilities of connect this super hit to your opponent will vary. So the most probable it’s that it will be connect an air/mid Facing Down opponent. One more thing, I know that sometimes it's hard to do S-4 because it needs to press TWO buttons (1+2) at the same time making it a hard move to pull off properly for beginners, so listen, an important difference about Tekken and other games (like Street Fighter X-version) is that if you want to press more than one button at the same time. You can just press one button then HOLD that button and press the other and so on; in the previous example it means (1) – hold it-, (2) -hold it-, (3) -hold it-,and finally press (4). This can become very handful in many characters multimoves, and Heihachi its no exception: you may noticed that sometimes Step-3 means connecting a couple of Jabs (button 1), well ... which button you need for the next Unblockable move?, Yeah! The (d/b+1+2)!, so if the buttons seemed to be very whacked out simple Jab the floating opponent with Left Jabs (1_1) and HOLD the first button (1) and immediately finish the Unblockable Dragon Fang (d/b+2).It will work perfectly and without any whiff surprises!. ----------------------------------------------------------------------------- XXXXXXXXXXXXXXXX ACKNOWLEDGEMENTS XXXXXXXXXXXXXXXX Well my friends, that's all for now ... but don't worry I will update this FAQ with other interesting characters like: Steve Fox, Jin Kazama, Heihachi Mishima and other interesting competitors. About the last epilogue in Tekken Tag Tournament: WILL THE FOLKS OF NAMCO ELIMINATE THESE “BUGS” IN TEKKEN 4 ??? I have an answer for this million question: No. First at all, the techniques presented in this article cannot be considered as “bugs” because this words means “malfunction”. IF you have read carefully this text you may noticed that in certain occasions the CPU tends to wake up (tech-roll) as soon as it hits the floor ... ¡just as some nervous dudes I know!. Well, technically it can happened as a machine as an intelligent human being. But, for my satisfaction I can say that I KNOW that some people of NAMCO have read my last paper, How do I know? Simple because most of the Killing Juggle Techniques that worked beautifully in the previous Tekken series, now are gone for good and just a few remain intact. Anyway, I think that in Tekken Tag Tournament 2 (yes, TWO ... ¡just imagine the possibilities!), we’ll still discussing this issue. I would also like to salute some good friends of mine: my brother Franz and of course my Mom Gladys Martha for being so supportive all the time, my "compadre" Luchin (LFSG) with which we started to enjoy the Tekken games playing thousands and thousands of hours with the PSX at home; my "padawan" learner Jusseff and his family; and finally to all the Tekken Players here in La Paz (Vladi, Andres, Ariel, Felix, and all the guys at the Arcades) ... This one goes for you boys! Well, for the moment that's all. Thank you very much for reading this essay and if you have any suggestions, comments, questions or some interesting stuff about this subject, please FEEL FREE TO E-MAIL ME AT: And don't worry, if your stuff is useful for a KG Technique you will gain all the credits in the Acknowledgements as my gratitude for contributing in the development of this FAQ. I wish you all the best luck and skillful techniques in beating everybody's records, and as my own favorite proverb says: "Information is power ... but the REAL POWER becomes after several practice from this Knowledge". Don't you think so? Your BOLIVIAN friend Ivan Alex Mercado (IAM) "Good fight and ..." ¡you know the end of this sentence!. ------------------------------------------------------------------------------ This Electronically Published Document is copyrighted (C) and trademarked (TM) by Ivan Alex Mercado Lorberg. All Rights Reserved. This document is protected by applicable copyright laws and International treaties. Unauthorized reproduction, retransmission, and/or a breach of copyright, partial or full, may result in civil and criminal penalties and is subject to maximum punishment and prosecution to the highest extent possible by law. Please properly credit Ivan Alex Mercado (IAM) where credit is due. IAM´s: TIME KILLING RECORDS FAQ Written by: Ph.D. Ivan Alex Mercado Lorberg Copyright (c) 2001. All Rights Reserved. You can find the latest version of this FAQ at the following URL's: http://www.tekkenzaibatsu.com http://www.catlord.com http://www.gamesdomain.com http://www.gameadvice.com (John 3:16) (Isaiah 53:5-6) (Apocalypses 22:18-19) ------------------------------------------------------------------------------