Doctor Boskonovitch True Stance Guide version 0.9, Jan 13th 2003 by Entomostracan (juho_gebhard@hotmail.com) Table of Contents - Introduction - What is True Stance? - Duck to True Stance - Entering - Attacks - Duckable moves - Turn to True Stance - Credits INTRODUCTION ============ If there's one thing in Tekken 3 that is still rather unexplored, it has to Doctor Boskonovitch. Especially his True Stance ability, being one of the most extraordinary techniques in Tekken, lacks any kind of in-depth documentation. No wonder, since True Stance is unpractical, hard to perform and usually Dr.B isn't even considered as a real character. None the less I've always found him interesting and as I know the character and True Stance quite well, I thought I'd correct the situation. A few years too late, I know, but better late than never. WHAT IS TRUE STANCE? ==================== Although Dr.B already has quite a few moves in his arsenal, True Stance gives him a handful more by making him able to mimicrise Heihachi. In True Stance Dr.B stands up properly instead of crouching, and he is able to perform almost any Heihachi's move. He can also walk, jump and throw with the basic 1+3 and 2+4 inputs. Usuallly True Stance last only a split second and after an attack Dr.B always suffers a fall back animation which leads to his normal stance. This means that juggling with True Stance moves is extremely limited. Getting out of Doctor's normal crouching stance is the key requirement in entering True Stance. He does that only on two occasions: (1) Dr.B gets hits by a move or blocks one or (2) Dr.B turns around from back turned position. This also means that there are two different methods to enter True Stance: The harder and more versatile method called 'Duck to True Stance' and the easier method known as 'Turn to True Stance'. Both will be explained separately. DUCK TO TRUE STANCE =================== This is the better method to enter True Stance. It allows Dr.B to walk in True Stance and perform Heihachi's crouch dash moves. This method also requires good timing which makes it much harder compared to the 'Turn to True Stance' method. All sources I've come up with state that Dr.B has to get hit by a low move to enter True Stance. This is a common misbelief, although entering True Stance may become easier that way. Entering จจจจจจจจ One of Doctor B's properties is that after blocking or taking a hit he starts to fall back. If, and only if, the opponent performs a high attack while Dr.B is still recovering from the previous hit, you can cancel the fall back by tapping d. You can also hold D for a split second but holding D too long makes him side step after the high move has whiffed. Tapping d too early or not holding it long enough makes Dr.B take the high hit. Correct timing results in a successful duck and Dr.B is in True Stance. Attacks จจจจจจจ With perfect timing 'duck to True Stance' leaves Dr.B in Heihachi's normal standing position. However if D is held even a little too long he will be left in 'while standing' position and a button input results one of Heihachi's WS-moves. WS-position can be canceled back to standing position by tapping f. Various other cancels are also possible, a complete list can be seen below. It is essential that all commands after a successful duck are inputted immediately. Command: Movement: f standing position (Heihachi's normal stance) f,n,d,df crouch dash f,n,d,df,uf Mishima hop UF_U_UB jump (lands to WS like all jumps and hops) F# walk forward = n = standing position = UF_U_UB = jump = uf = hop = hcb# = walk back (keep holding B, hard to perform) B# walk back (equals standing position but directional inputs are not possible) = UF_U_UB = jump = uf = hop As mentioned before, in True Stance Dr.B can perform most of Heihachi's moves but not all of them. The greatest limitation is Dr.B's unability to perform any moves that require an f,f motion. QCF-motion, taunt (2+3+4) and all moves starting with b are also impossible to perform. A list of all exeptions regarding True Stance moves can be found below. Command: Move: Note: f,f+1+2 Stone Head Not possible f,f+1+4 Headbutt Carnival Not possible f,f+3 Split Axe Kick Not possible f,f,N+3 Delayed Split Axe Kick Not possible f,f+2 Demon Godfist Not possible b,b,N+3+4 Shadow Step Not possible b+2 Demon Boar Not possible qcf+2 Deathfist Not possible 2+3+4 Anger Taunt Not possible d+1+4 Demon Tile Splitter Not possbile (equals d+4) 1+2 Demon Breath Must be done 2~1 d+4 Geta Stomp Must be done df+4. d+4 results a Tile Splitter (d+1) which knocks Dr.B down. 4~3 Demon Scissors No damage to Dr.B when whiffed uf+3,4 Hell Axe Comes out as Heihachi's uf+3+4 f,F,2,1,2,2,3,4,4,1,2,1 Tenstring Not possible Duckable moves จจจจจจจจจจจจจจ Whether a high move can be ducked to True Stance or not depends on the frame advantage given by the previous move. If an attack gives frame advantage to the attacker the next high move can be usually ducked to True Stance. This is often the case in pre-canned attack strings. It's a fact that all moves have different properties on hit and on block and majority of attack strings require Dr.B to get hit by certain moves. Notice that attack strings that have multiple high attacks in a row allow Dr.B to stay ducked by holding D. Normally holding D would result in a side step but in this case Dr.B stays ducked until the last high attack in the string has whiffed. There are exceptions to this rule, especially delayable high moves tend to end the crouch. Below I have listed all attack strings in the game that can be ducked to True Stance. Common property in all of them is that they contain at least one high hit and the initial attack leaves the attacker in frame advantage. Note that in order to block or get hit or by some high moves you need to tap b or f respectively. How to read the tables: - Moves that can be ducked to True Stance are in square brackets [ ]. - Duckable custom strings can be created by joining any of the starters and any of the enders together. - At least the last attack before a duckable attack must connect. For example Law's second kick in 4,3,[4] string must hit in order to be able to duck the last kick. Anna Williams _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 1,2,[1,2,3] #1 | | STARTERS | ENDERS | | 1,2,[1,4] #1 | | | | | 1,2,[4] #1 | | 1,2 #1 | [1,2,1,2,3] | | 2,[1] | | 1,2,1 #1 | [1,2,1,4] | | 2,[3] | | f+2,1 | [1,2,4] | | f+2,[1,4] | | | [b+1,1] | | f+2,[1,2,3] | | | [2,1] | | d+3,[4] | | | [2,3] | | df+3,1,[4] | | | [2,4] | | df+3,1,[2] | | | [f+2,1,2,3] | | df+3,2,[1] | | | [f+2,1,4] | | df+3,2,[3] | | | [f,f+2] | | df+3,2,[4] | | | [b+2,2] | | df+3,3,3,[2,1] | | | [3,4] | | df+3,3,3,[4] | | | [uf+4] | | d+4,[1] | | | | | d+4,[1~U_D] #2 | | | | |_______________________| |_______________|_______________________| #1 can be started with df+1,2 #2 can be ducked even though no high move comes out Bryan Fury _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 1,4,[2] | | STARTERS | ENDERS | | 1,4,[2,f+1] | | | | | 1,4,[2,f+1~u_d] #1 | | 1,2 | [1,2] | | b+2,[1] | | b+3 | [1,4] | | b+2,[1~u_d] | | b+3,2 | [f,f+2] | | b+3,[2] | | | [b+2] | | | | | [b+2,f+1] | | | | | [b+2,f+1~u_d] #1 | | | | | [b+3] | | | | | [b,b+4] | |_______________________| |_______________|_______________________| #1 can be ducked even though no high move comes out Doctor Boskonovitch _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 3+4,uf+1,3,3,F+3,3,[3]| | STARTERS | ENDERS | | | | none | | |_______________________| |_______________|_______________________| Eddy Gordo _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | none | | STARTERS | ENDERS | | | | | | | | | f+2,1 | [1,2] | | | | b+3 | [db+4,4,4,...] | |_______________________| |_______________|_______________________| Forest Law _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | df+1,2,2,[1] | | STARTERS | ENDERS | | df+1,3,2,[2] | | none | | | F+2,2,2 | | | | | 3,3,[3] | | | | | d+3,3,3,[3] | | | | | 4,3,[4] | | | | |_______________________| |_______________|_______________________| Gon _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | none | | STARTERS | ENDERS | | | | none | | |_______________________| |_______________|_______________________| Gun Jack _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 1,[1] | | STARTERS | ENDERS | | DF+1,2,[f+1] | | none | | | FC+1,1,1,2,[f+1] | | | | |_______________________| |_______________|_______________________| Heihachi Mishima _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | f,F,2,1,[2,2] | | STARTERS | ENDERS | | df+3,2,[2] | | none | | |_______________________| |_______________|_______________________| Hwoarang _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | d+4,[4] | | STARTERS | ENDERS | | LFF 1,2,[4] | | LFF 1,2 | [uf+4] | | LFF 2,[4] | | LFF f+4 | [LFF 1,1] | | LFF 3,3,d+3,[4] | | LFF b+4 | [LFF 1,2,4] | | LFF 3,3,3,[4] | | RFF f+3 | [LFF 2,4] | | LFF 3,3,3,[3] | | RFF b+3 | [LFF b+2] | | LFF 3,3,[4] | | | [LFF 4,4,4] | | RFF f+3,b+3 | | | [LFF f+4] | | | | | [LFF f,f+4] | | | | | [RFF 2,1] | | | | | [RFF 3~4] | | | | | [RFF f+3] | | | | | [RFF f,f+3] | | | | | [RFF b+3] | | | | | [RFF 4,4] | | | | | [RFS 2] | | | | | [RFS 3] | | | | | [RFS b+4] | | | | | [LFS 1] | | | | | [LFS 4] | |_______________________| |_______________|_______________________| _______________________ | | | Pre-canned strings | | Block required: | |-----------------------| | LFF 4,[4,4] | | RFF f,f+3,[4] | |_______________________| Jin Kazama _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 4+[1,2] | | STARTERS | ENDERS | | f,f,2,1,[2,2] | | none | | |_______________________| |_______________________________________| Julia Chang _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 1,2,[4] | | STARTERS | ENDERS | | 4,4,[4] | | 1,2 | [1] | | | | | [2] | | | | | [4] | |_______________________| |_______________|_______________________| King _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | none | | STARTERS | ENDERS | | | | 1,2 | [1,2] | | | | | [b+4] | |_______________________| |_______________|_______________________| Kuma & Panda _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 1,[1] | | STARTERS | ENDERS | | FC+1,1,1,2,[f+1] | | none | | | DF+1,2,[f+1] | | | | |_______________________| |_______________|_______________________| Lei Wulong _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | SNA 1,1,(1),1,[1,1] | | STARTERS | ENDERS | | | | none | | |_______________________| |_______________|_______________________| Ling Xiaoyu _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | FC+3,[2,1] | | STARTERS | ENDERS | | u+4,[1,2] | | 1,2 | [1,2] | | RDS 2,[1] | | df+1 | [RDS 1] | | | | DF+1 | [RDS 2,1] | | | | 2,1 | | | | | 2,DF+1 | | | | | d+3,2,1 | | | | | RDS 2 | | |_______________________| |_______________|_______________________| Nina Williams _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 1,2,[1,2,3] #1 | | STARTERS | ENDERS | | 1,2,[1,2,4] #1 | | 1,2 #1 | [1,2,1,2,3] | | 1,2,[3] #1 | | 1,2,1 #1 | [1,2,1,2,4] | | 1,2,[4] #1 | | 2 | [1,2,3] | | 1,2,d+3[4] #1 | | 2,1 | [1,2,4] | | 2,[1] | | df+3,2,1 | [f,f+1] | | 2,[3] | | | [b+1] | | 2,[4] | | | [2,1] | | 2,d+3,[4] | | | [2,3] | | 3,3,[4] | | | [2,4] | | d+3,3,3,[4] | | | [b+2] | | d+3,[4] | | | [3,4] | | df+3,2,d+3,[4] | | | | | df+3,3,3,[1,2] | | | | | 4,3,[4] | | | | | d+4,[1] | | | | | d+4,[1~U_D] #2 | | | | |_______________________| |_______________|_______________________| #1 can be started with df+1,2 #2 can be ducked even though no high move comes out Ogre & True Ogre _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | none | | STARTERS | ENDERS | | | | df+1 | [1,2] | | | | df+1,2 | [4] | | | | | [f,f+4] | |_______________________| |_______________|_______________________| Paul Phoenix _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 1,2,3,[2] | | STARTERS | ENDERS | | | | 2 | [1,2] | | | | | [2,3] | | | | | [f+2,3] | |_______________________| |_______________|_______________________| Yoshimitsu _______________________ _______________________________________ | | | | | Pre-canned strings | | Custom strings | | Hit required: | | Hit required: | |-----------------------| |---------------------------------------| | 1,2,1,[4,4] | | STARTERS | ENDERS | | df+1,1,[1] | | 2 | [f+2] | | 2,[3] | | | [3] | | 4,4,[4] | | | [4,4,4] | |_______________________| |_______________|_______________________| _______________________ | | | Pre-canned strings | | Block required: | |-----------------------| | b+1,[1,1,1,1,1] | |_______________________| TURN TO TRUE STANCE =================== Turning to True Stance differs from the other method a lot. Timing isn't anywhere near as strict and Dr.B can enter True Stance on his own since he is not dependant on the other characters actions. Easiness comes with a price which in this case is Dr.B's unability to walk in True Stan and perform certain moves that are possible using the other method. Entering True Stance using this method starts by moving Doctor B to back turned position. The easiest way to do this is using his Reverse Panik Charge move (b+3+4) which turns him around. Now that Dr.B's back is facing the opponent you should start moving Doctor towards the opponent by holding F. Doctor rises up a little, takes two steps and turns around. Right after the second step has ended and while Dr.B is turning around, he is in True Stance and is able to perform almost any Heihachi's move that requires a single direction input or no direction at all. The only movement option he has is a jump which can be performed by pressing UF, U or UB. Timing for the jump towards the opponent is very slack as UF can be held from the end of the first step. List of exceptions exclusive to 'Turn to True Stance' method can be found below. Refer to the 'Duck to True Stance' section to find out all the exceptions. Command: Move: Note: 1+3 Neck Breaker Not possible 2+4 Power Bomb Not possible uf+3,4 Hell Axe Not possible u_ub+4 Hop Kick Not possible uf+4,4 Rising Sun Not possible f+4 Demon Axe Kick Not possible CREDITS ======= Thanks to SinisterSamurai for helping me with True Stance a long time ago and Castel for making excellent Dr.B combo exhibion videos and keeping up Tekken Zaibatsu. Noticing me on missing or false information on this guide is greatly appreciated. Questions, comments etc. are also welcome. I can be contacted via email, juho_gebhard@hotmail.com, and IRC, EFnet #tekken and #eurotekken. My IRC nickname is entomo. A True Stance video is also under development and will be hopefully available sooner or later at my site: www.hut.fi/~jgebhard. (c) Copyright Juho Gebhard 2003