--------------------------------------------------------------------- --------------<(-_-)>--Light Weight Ganryu FAQ--<(-_-)>-------------- -----------------------------Version 1.2----------------------------- ---------------------------By John Nguyen---------------------------- --------------------------------------------------------------------- --------------------------December 8, 2000--------------------------- --------------------------------------------------------------------- *Legal Stuff* Tekken Tag Tournament and all of its products are the sole property of Namco. I am stating my opinions and my experiences here in this FAQ. Don't change the contents nor copy any of it. You may pass it around like a whore if you wish but please don't make any money off of it. *Updates* I found that not all of the big character combos work on Kuma, the rest can be applied to all of the Jacks and True Ogre. I adjusted the information in the large character juggles section. I've also taken the liberty to adjust the aesthetics of this FAQ. It looks alot better and it will look just as good under low resolution. --------------------------------------------------------------------- --------------------------Table of Contents-------------------------- --------------------------------------------------------------------- 1. Introduction 2. Move Analysis *Definitions* Poking - Moves that are relatively fast and difficult to become attack reversed. They are primarily used to iniate attack and to interrupt the opponent's moves. These moves are also found in juggle strings and may even iniate a juggle. Rushes - Generally a little slower than the poking moves but also important in your offense. Rushes are a barrage of attacks to get your opponent to react they way you want to. These moves are also found in juggle strings and may even iniate a juggle. Power Hits - These moves are yet slower than the rushes but have their place in combat as punishment for missed attacks and slow moves (execution and/or recovery). They are also found in juggle strings and sometimes juggle starters. Sometimes power moves are so slow, they can be safely executed only in certain juggle strings or wake up games. Unblockables - The slowest yet most powerful (unless you have a weak character) move in the game. The take a long time to execute and have a long recovery time. In some cases, you just have to be lucky to pull one off. Mix Ups - These moves are a combination of poking and rushes to confuse your opponent into wake up games and juggle strings. Wake Up Games - This is hitting your opponent on the ground, simply speaking. The game begins when your move that hit them and ables to lift them high enough where you can initiate a juggle string. *Convention Used (in this section)* Move execution (move name)/where it hits/damage on normal hit/damage on counter hit: quick description of its uses. Possible uses:(pok=poking | rsh=rushes | pwr=power hits | ubk=unblockables | mix=mix-ups | wak=wake up games) 3. Juggle Combos (Any Character) Move execution (damage) / number of hits / where they hit : special comments 4. Juggle Combos (Large Characters) Same as above. 5. Mix-Up Strategies Starting move: any comments - Possible Follow-ups: any comments 6. Some Advice 7. Conclusion 8. Acknowledgements --------------------------------------------------------------------- --Introduction------------------------------------------------------- --------------------------------------------------------------------- Although big characters usually have immense strength, long reach, high stamina, and difficult to juggle, their weaknesses are the main reason why most Tekken players overlook them. When they are juggled, they can receive more damage because longer combo strings can be executed because of their large size. They are also susceptible to wake up games than the regular characters, meaning that there is a possibility the big character can be lifted (from the ground) into a juggle string. Big characters are just slow and put them at a disadvantage against a faster character. The big characters that fall into this category are Gun Jack, Jack 2, P. Jack, Kuma/Panda, and True Ogre. Ganryu would fall under this category too but he doesn't suffer any of the weakness of a big character. He is unusually fast for a big character and the only one with a punch reversal. He had the tools to compete well in high-level play but not to many would choose him. Many people don't realize the real potential that Ganryu possess and he shouldn't be overlooked like the other big characters. By the end of this FAQ, you should have enough information to become a competitive player and enough reason to choose Ganryu as one of your reliable characters. I try to make this FAQ lightweight by excluding unnecessary fluff so all you get is the meat of the Ganryu's strategies. You should buy the Tekken Tag Tournament O fficial Perfect Guide because I will be using the terminologies from that book. This guide is not bad because it give you a good idea what the s trengths and weakness of the characters are. Prima's Guide sucks, don't buy it (I'm stating this only as an expression of my opinion). The names of the moves are used from the command list of the PS2 Tekken Tag. --------------------------------------------------------------------- --Move Analysis------------------------------------------------------ --------------------------------------------------------------------- These are the moves I use frequently and the other moves (that I haven't mentioned here) I will mention later in the next update to this FAQ. d+1(Crouch Jab) / mid / 5 / 7: It is used to interrupt the opponent's strings, begin your own attack strings, and distance control. Because of its speed, you would want to use this move often. (pok | rsh | mix) d+4(Stomp) / mid / 50 / 75: An extremely slow but powerful move and not be used alone! This may seem like a useless move but there are several opportunities where you are guaranteed a hit, causing major damage. (pwr) df+3(Kick and Pull) / low / 17 / 25: It's a great single wake up game move and is almost guaranteed after all of the front throws. An unblocked hit will cause a trip stun, but there is nothing that I know of that Ganryu can do from that distance. (pok | mix | wak) df+2+3(Thunder Palm) / low / 12 / 17: It can be a part of a juggle combo or a wake up game move. Don't use this move alone often because of its slow speed and can be easily parried. It's used best in a mix-up game. (rsh | mix | wak) df+2, 1, 1, 1(Thunder Clap) / mid-high(3) / 15-10-10-8 / 22-15-15-11: The first hit is one of Ganryu's main attack starters because of it's speed and the level it hit's at. A hit will launch your opponent a long distance, therefore limiting your juggle opportunities. The last three hits I rarely use because the first (of three) has some lag time before it is executed and your opponent will see it time to defend. Also they don't connect after the first hit. (pok | rsh | mix) ff+2,1(Jab Elbow) / high-mid / 14-12 / 20-17: It's a great poking string and can interrupt the opponent's attack strings and slow moves. (pok) f+1+2(Sumo Rush) / mid / 28 / 41: Primarily this is used to retaliate against slow or lagging moves. You're in a relative safe position if your opponent blocks because the move creates a quick guard stun long enough for you to recover. If you miss, on the other hand, you could suffer great damage because of the recovery time. (pwr) ff+1+2(Double Step in Palm) / mid / 17 / 25: Is primarily used in counter attacks and creates a fall back stun. Against larger characters, this spells rape! (pwr) wc+4(Crouching Right Kick) / low / 10 / 15 (pok | mix) wc+1+2(Rising Double Palm) / low / 21 / 31: A good surprise attack and mix up. This will roll the opponent back some distance and not leaving with a lot of options for follow-ups. (rsh | pwr | mix) ws+1+2, 1+2:(Rising Double Hammer) / mid(2) / 21-17 / 31-25: This move is used in mix-ups due to the fact that you can delay the second hit. The second hit will kneel stun the opponent that will open up more opportunities for following mix-ups. (rsh | mix) 1+2, 1+2(Double Hammer) / mid (2) / 21-22 / 31-32: The second hit can be delayed for mix up opportunities. If the first hit connects, then the second hit will only be 17. The second hit by itself will launch them but not high enough to initiate juggle strings. (rsh | mix) ss+1(Falling Hammer) / high / 30 / 45: Ganryu's other side step move and it's is difficult to use because of the timing for it. When it does hit, you can execute a df+3 for extra damage. This move will usually leave your opponent's head toward you. (pwr | mix) d_ss+1+2(Pedal Press) / mid / 22 / 32: The pedal press a great move to control distance. Hit or blocked it creates a bizarre stun. If you are behind your opponent and you execute the pedal press, it turns into an unusual throw. The pedal press is guaranteed (if performed correctly) after the punch reversal (refer to the punch reversal below). (pwr) b,db,d,df+1(Sumo Pop) / mid / 30 / 45: The sumo pop will launch your opponents very high and is taggable for some highly damaging combo opportunities. This move does have some lagging execution time but it mainly used to punish slow-recovery moves. This move is also great because it will duck right under most high attacks giving you another opportunity to use this move. (pwr) b,db,d,df+2(Strong Open Palm) / mid / 40 / 60: This move I use rarely only as a surprise attack or sometimes after the opponent tags in. This move alone does quite some damage though. On a counter hit, your opponent will roll back some distance for you to perform a flying cross chop or a sliding kick. (pwr) b+2(Salt Upper) / mid / 15 / 22: The salt upper, like the sumo pop, an duck under high moves. This doesn't launch as high as the sumo pop but the juggles are still good. A plus to this move is the fact it can hit grounded opponents but you have to be off to an angle to your opponent to hit. Big characters can be hit any where on the ground. (pwr | wak) uf+3+4(Sumo Squash) / mid / 26 / 38: This move is a very mean in wake up games and have follow ups too. This will leave you in the sit position, meaning you could start juggles and mix ups from here. (pwr | wak) 3+4(Sit): Quick moves that ducks high attacks and provide opportunity for mix-ups. (mix) 3+4~1(Sit Sweep) / low / 18 / 26: I use this move a lot to counter high attack to go right into a juggle combo. This can be used in wake up games too. If the hit is not clean then you won't go into a juggle and the damage is reduced. (mix | wak) 3+4~2(Sit Thrust) / mid / 27 / 40: This move is a mix up between sit sweep because the opponent may be accustomed to the other move and will be surprised by this one and get hit by it. This will roll the opponent on a counter hit. (mix | pwr) 3+4~D(Splits): This an odd move but is get you right out of high and mid attacks safely. If you continue to hold the D, you'll go into a side step. (mix) 2,1,2,1,2,1,2,1(Sumo Juggle) / high(8) / 12-10-8-5(5) / 17-10-8-5(5): The first three for four I use heavy in rushes, in combos and in mix ups, though it is rather slow but it's hard to counter once the first hit make contact. (rsh) f+1,2,1,2,1,2,1,2(Open Palm Combo) / high(8) / 12-10-8-5(5) / 17-10-8-5(5): This is similar to the sumo juggle accept for the fact that all eight hit will connect on a counter hit where as the first three hits of the sumo juggle will connect. (rsh) b+1+2(Sumo Tackle) / ! / 90 / 135: This is Ganryu's only unblockable and it's very slow. The advantage to this move is that it can duck under high attacks and it hit very fast after the initial charge up. I actually use this more often then most people would like and it hit's even in high-level game play. It's the timing that will determine whether or not this will hit. (ubk) b+1+2~2(Tackle Fake Upper) / mid / 12 / 17: You can cancel the sumo tackle to the fake upper because you know the opponent will likely to knock you out of the sumo tackle. The upper will cause a crumple stun and the stomp is guaranteed here. Major damage indeed. (pwr | mix) b+1+3_b+2+4~1+2(Punch Reversal to Pedal Press) ---------------------------------------------------------------------- --Juggle Combos (Any Character)--------------------------------------- ---------------------------------------------------------------------- df+2, f+1+2 (37 damage) / 2 / m(2) df+2+3, ws+4, 1+2 (38 damage) / 3 / low-mid(2) b,db,d,df+1, UF+4, df+2, 1+2 (67 damage) / 4 / mid(4) b+2, df+2, 2, 1, 2, 1+2 (52 damage) / 6 / mid(2)-high(3)-mid b+1+2~2, d+4 (52 damage) / 2 / mid(2) UF+N+3, f+1+2 (47 damage)* / 2 / mid(2) D, df+1, 2, 1, df+3 (59 damage)** / 4 / mid-high-mid-low D, df+1, 2, 1, 1, d+4 (80 damage)*** 3+4~2, ws+4, 1+2 (44 damage) / 4 / low-mid(2) 1+3_2+4_ff+2+3, df+3 (47_45_52 damage) / 2 / throw-low *The mid hit that will cause the fall back stun and can be escaped by pressing forward **The first three hit must connect ***The first three hit are either missed or blocked -------------------------------------------------------------------- --Juggle Combos (Big Characters)------------------------------------ -------------------------------------------------------------------- b,db,d,df+1, UF+4, df+2, df+2, df+2, 1+2 (81 damage) / 6 / mid(6)(a) b+2, df+2, df+2, df+2, df+2, 1+2 (58 damage) / 6 / mid(6)(a) b+1+2~2, df+2, df+2, df+2, df+2, 1+2 (55 damage) / mid(6)(a) ff+1+2, df+2, df+2, df+2, df+2, 1+2 (60 damage) / 6 / mid(6)(j/t)* UF+N+3, df+2, df+2, df+2, df+2, 1+2 (68 damage) / 6 / mid(6)(j/t)* df+2+3, ws+4, df+2, df+2, df+2, 1+2 (59 damage) / 6 / low-mid(5)(j/t) 3+4~2, ws+4, df+2, df+2, df+2, 1+2 (65 damage) / 6 / low-mid(5)(j/t) 1+3_ff+2+3, d+2,2,2 (54_59 damage) / 4 / throw-smid-low(2)**(a) (a) = all large characters (j/t) = all of the Jacks and True Ogre *The mid hit that will cause the fall back stun and can be escaped by pressing forward **The first three hit are either missed or blocked ------------------------------------------------------------------- --Mix Ups Strategies----------------------------------------------- ------------------------------------------------------------------- Rushes and the possible mix-ups that follow will be in this section . Poking and rushing strategies are involved in this section too. I'm not going to waste a lot of time explaining every detail about the attack strings. Just try them out and you'll see why. Set Up 1: First two or three hit of the Sumo Juggle or Open Palm Combo - Thunder Palm: from here if you hit, you can go right into the juggle - Sumo Rush - Sumo Pop - Juggle Combo - The first hit of the thunder clap: if this hits, it's a free juggle - Crouching Right Kick - Kick and Pull Set Up 2: Sit to avoid the high attacks - Sit Sweep: may lead in to a juggle. - Sit thrust: your opponent my get accustomed to the sit sweep and you could use a single damaging attack - Splits: the splits will avoid high and mid attack, hold the D and the SS again, this will place you in an advantageous position and ready for SS moves - Falling Hammer: if it hits, you have the Kick and Pull ready for you. - Pedal Press Set Up 3: Crouching Jab - Rising Double Hammer: the delay of the second hit should be varied to confuse your opponent. Sometimes you want to complete the move at full speed or slow it down for more possible damage. - Any where in Set Up 1 - Rising Double Palm - Crouching Right Kick ------------------------------------------------------------------- --Some Advice------------------------------------------------------ ------------------------------------------------------------------- 1. In order to beat the other characters, you should read up on the other character's FAQS to give you an idea how to beat them. 2. Learn another character completely different from Ganryu just in case someone know how to beat Ganryu well and you have a back up character that should give them plenty to work with. There are three other characters that I recommend. First is Michelle, for some reason Ganryu has a thing with her. Her speed and juggling abilities complements well with Ganryu. Second is Bruce, because they both are bodyguards in the Tekken story, why not? Bruce's strong mix-up abilities and very damaging (and cheap) juggling abilities make them very deadly. Finally, Ogre anther "large" character but does not suffer any of the negative traits like Ganryu. Ogre has a wide variety of moves ranging from unblockables to wake up games to speed up the kill with Ganryu. Since Ogre also has a high stamina, like Ganryu, it will take a lot to take them both out. 3. Get your assed kick hard by somebody really good. If you keep playing people you can easily beat, there's no point in playing and you won't learn anything. 4. Study frame rates. By studying frame rates, you can determine which moves you have that are suited against with the moves of your opponents. ------------------------------------------------------------------- --Conclusion------------------------------------------------------- ------------------------------------------------------------------- This FAQ this should be enough to improve your skills with Ganryu or have a good solid foundation if starting with him. I will eventually make a Heavy-Weight Version of this FAQ along with other Ganryu players. I'll probably make one complete with pictures and full motion videos to make the learning experience sweet. This guide will take an amateur player right into an expert in no time. Contact me if you wish to participate john@themediaguys.com ------------------------------------------------------------------- --Acknowledgements------------------------------------------------- ------------------------------------------------------------------- Namco All the sites that supports this FAQ Tony Martinez - The laziest guy in the world not only by nature, now by law. Daniel Araujo - The guy who plays Roger and gets cocky when he Tombstone Piledrivers anybody. Carlos Cruz - I'm sure you're homeless somewhere living in the streets of San Fransisco but please finish the graphics for Steve's site. Robin Wilson - Dude, make me some filet mignon. Joe Nguyen - My brother and now body guard due to his extremely underactive thyroid. The San Jose State and Sunnyvale Golfland Players Northern California Players