______________________________________________________________________________ Secret Tekken 3 Tekkniques v0.2 ______________________________________________________________________________ Author: Notti Email: Mahgnitton@hotmail.com Last Updated: October 21st 1999 Faq Version: 0.2 Secret Tekken 3 Tekkniques FAQ description: This FAQ was compiled to gather together miscellanious Tekken 3 tips, tricks, secrets, juggles, overlooked moves and anything else I feel like putting in =P~ BTW the information in this FAQ is verified on the japanese version of Tekken 3 for the Playstation system. 99.9%(I doubt there's a difference but just in case) of the stuff in here should work on non-japanese Playstation versions of the game. The ARCADE version of Tekken 3 that is generally found in the US has several differences(not TOO drastic but there are differences in certain moves) compared to the more advanced/balanced home version. Most arcades in the US have version A or B(to be honest I'm not sure what version the US has) of Tekken 3... Tekken 3 for the Playstation is Version D I'm told. ______________________________________________________________________________ Disclaimer: This FAQ may be distributed only under certain conditions. 1) This FAQ is to remain unaltered! 2) Credit is given to me(Notti: Mahgnitton@hotmail.com ) for compiling it. 3) No monetery/barter/farm animals type compensation/gain shall be received for this FAQ without my written in detail permission. 4) This FAQ shall not be published by or in any magazine/periodical/manual/instruction/guidebook in an altered(back to condition 1 you dogs) or unaltered state without my expressed written permission. 5) I would prefer for you to email me(Notti: Mahgnitton@hotmail.com ) if you decide to post this FAQ on your site. This is not necessary BUT if you do post this FAQ on your webspace(not merely a link to someone else's webspace) and tell me I will then be able to put a link to your site in the next version of my FAQ :) ______________________________________________________________________________ Hosted at: The newest version of my FAQ can be found at these sites =) Visit often and then visit again... for the first time: GameFAQs http://gamefaqs.com/ Inside Tekkken http://geocities.com/TimesSquare/Bridge/2700/ ______________________________________________________________________________ Contents ______________________________________________________________________________ -FAQ History *updated* v0.2 *new* v0.1 | v0.0 | -Conventions and Notations *updated* -General Stoof *updated* Life(Hit Points) *new* Low Parry Animations *new* Right Punch Ground Stun Recover *new* -Doctor Boskonovitch *new* The Doctor Rush String *new* Spin Doctor *new* Doctor Multis *new* Indian Doctor *new* Elbow Rush Warp *new* Robot, I Am *new* Tazer Shocker *new* Juggles(Combos) *new* -Heihachi Mishima *updated* Right Kick Sacrificial Counter *updated* Demon Hop | Quicker Demon Scissors | Always Blast Chi Palms | Sloppy Chi Palm | Dash in Chi Palms | Wave Step | CD/RD cancel | Immediate Death Fist | Lightning and Thunder God Fist | Hunting Getas | Head Butter | Head Butt Carnival *updated* Hop Kick | Stunning/Knock Out Axe Kick | Delay Strings *updated* Foot Stomp Override | Large Punishment | Foot Stomp Yell | Hell Sweeps Hit Level | Reverse Pervert *new* Juggles(Combos) *updated* -Paul Phoenix *updated* FC Hammer | Sway | PK Magic | Delay Strings | Taunt/Imperfect Dragon Flip Kick | Death Fist Revenge | Ultimate Punishment Timing | Tackle Punch Reverse | Reversal Stuff | Reverse Hop Kick | While Standing Ten Hit *new* Juggles(Combos) *updated* -My Personal Records *new* Time Attack *new* Survival *new* -Conclusion | -Credits *updated* -Links *updated* ______________________________________________________________________________ FAQ History ______________________________________________________________________________ Look into the past, catch a glipse of the future... v0.2 (10/21/99) *Past* ~Cleaned up some text. ~Added a few of the sections I've cut such as.... ~Added the Bosco Section. Freaky old guy... gotta love him. ~Low Parry section. ~Life Bar section. ~Updated Conventions. ~Added my Personal Records Section. ~Updated Links. ~Added the 2 Ground Stun escape ~Updated Hei's Right Kick Sacrificial Counter ~I have decided that the contents will list the updates compared to the last version. FAQ History will be much more general from now on. *Future* ~I'm not a slave! It'll be updated when it's updated :) ~Another character or two... or one, heh... ~I might add some sections on Tekken Force and Ball Mode. ~Oops, some Bosco sections that are not quite ready for public consumption :) Get ready for the next update when I will ?^?@!?^@$?^# with Bosco! v0.1 (10/02/99) *Past* ~OMG, I've been sitting on this FAQ for almost a year... rather than let my efforts go to complete waste I cleaned this FAQ up and released part of it 10 months after I practically stopped writing it :P ~Added a few guaranteed hits after Hei's 1+2(bk+ch)... ~Adjusted a few Paul juggs. ~Added Hei's Hunting Getas section. ~Added to Paul's reverse hop kick. ~Updated the Link Section. *Future* ~Well... in the clean up I removed some half done character sections, they will come back in the future when I write more in their sections. I think I'll add two characters an update. ~This FAQ is very rough, I need to add more explanations of my notations(if I can even remember why I did things the way I did *sigh*). v0.0 (12/01/98) *Past* ~The Tekken.net MB and battles with Chimmey and Red Smoke at the Queens College Arcade fueled my Tekken fire, I wrote this FAQ. ~Lalala research and tests.... *Future* ~Who knows... maybe this'll be finished one day this century. ______________________________________________________________________________ Conventions and Notations ______________________________________________________________________________ This section should be better in the future but here's the notations and coventions I use and how they work. For an imaginary example... (ws)3+4~1(bk-ch); f+1,1; 2,2 Hmmmm okay that in english(kinda) would be a while standing(ws) up from a crouch press Left kick(3) and Right kick(4) at the same time(+), immediatly INTERUPTED(~) by a Left Punch(1) that hits an opponent in the back(bk) on a NON counter hit(MINUS ch)... this is one string(canned), this is now followed up by a forward plus left punch(1), left punch(1) STRING(NOTE the semi-colons ";" ) that is then followed up by a right punch(2), right punch(2) STRING(NOTE that commas "," separate button presses WITHIN strings and semi-colons separate STRINGS or SEPARATE moves). Fine, now here's most of the little abbreviations and conditions used in this FAQ.... f forard b back d down u up 1 left punch 2 right punch 3 left kick 4 right kick + "AND" , just separates button presses clearly - this means the timing on this move CAN be delayed. If I list a juggle with this that means that I DO want you to delay. ~ this means I want these buttons to be pressed very close to each other. Other times it just means that the second button press cancels the other move into another one. This can be a problem with Hei's f+2~1. ; This separates STRINGS(errr generally). This generally means you go back to normal standing stance(or whatever the move recovers in). In most other FAQs people separate "strings" with a comma(,) followed by a space. I'm a rebel... Also I will use this IN STRINGS to separate COMPLEX STRINGS... such as Multithrows. _ "OR" I will surround the options with () * This just means that there is something of note here. If I put it in a juggle I generally mean that this attack misses the jugglee... generally. # Continue holding... I haven't worked out myself exactly how I want this to describe controller motions. What I try to use this for is to explain a continued holding of a direction or button and then a bit later press the next command in the sequence. It IS different then a capitalized direction. (ch) counter hit (sc) super charged... someone did the 1+2+3+4. If it's before, it's you. (bl) blocked... you know how to do that right :) (cr) crouched(doesn't mean full crouch) (fc) full crouch(this means you took the tenth of a second to hold DF_D_DB) (st) standing perfectly still... (e.g. (st)1+2+3+4 ) (bk) back, this means either you are back turned or your opponent is. (sd) side(basically you hit the guy in the sides as opposed to the front or back) (jsd) hit IN the air on the side(eh... I just want to make things clear at times :D This usually resluts in Flip Juggles) (ho) half over(this means they ARE flipping over but you hit them before they could all the way. This is an important distinction.) (fo) flippED over, they are FULLY flipped over. (this applies to juggles that hit people in the side mostly). They cannot Tech Roll now =) "USR" Unblockable Shoulder Ram: f,f from far away. You need to run for awhile. "STK" Stun Kick: JUMP(UB_U_UF) then at the peak press 3. "GRD" Ground Dive: f,f+1+2(other ways) from the floor(face up, feet towards). One thing that should be understood as well is that anything AFTER the commas(or BEFORE the button commands) are conditions that your character should be in, anything AFTER the button presses are the conditions your opponent should be in. For instance the (bk) condition means that someone has their back facing the other character. Look at this Ling move: (bk)f,f+3 What move is that? That's her "Peg Leg" move(she hops towards the opponent on one leg and kicks with the other), as called in some FAQs. Now what about... f,f+3(bk) That's just her "Racoon Kick"(she swings her leg around and ends up back turned) done into someone's back(Mistrust time!). How bout... (bk)f,f+3(bk) ????... That's just her Peg Leg done into someone's back :) Nothing special, just to serve a point.... ______________________________________________________________________________ General Stoof ______________________________________________________________________________ ** Life(Hit Points) ********************************************************** People tend to think that the numbers you get in Pmode are percents... they are not. They are more, actually exactly, like hit points. So don't do a "100" damage combo in PMode and think that it will kill when you play normally. Here's the # of hit points you have in each mode of Tekken 3. Arcade Mode: 130 Arcade Mode VS: 140 VS Mode: +/-10%=+/-15 70% = 95 80% = 110 90% = 125 100% = 140 110% = 155 120% = 170 130% = 185 140% = 200 Team Battle Mode: 170 Time Attack Mode: 130 Survival Mode: 140 Tekken Ball Mode: 130 Tekken Force Mode: 130 Practice Mode: Infinite =b~ As you can see for VS Mode the percents change the # of hit points by 15 points ever time you change the percentage. ** Low Parry Animations ****************************************************** Low Parries throw aside low and special mid kicks and punches. In this section I'll just list as best I can the different animations you can get for low moves that you wouldn't expect(What do you get for parrying a Slide Kick?) or don't know about(What parry do you get for low parrying Gunjack's (fc)df+1+2?). If I don't list something then it will be the parry animation of the button you pressed(1,2,3,4). Lei, Julia, King, Nina, Bryan, Law, Yoshi, Ling and Hwoarang have Low Parries(Bosco's is not a true low parry, but even he will not Low "Parry" a Type 0 move. Neither will Anna's b+4 react to a Type 0) and I have not tested all low moves on all characters by any stretch... I just pick a low parrier and then test. It was by luck I found Lei low parries Paul's Sweep differently so there may very well be other characters who parry different moves differently(hmmm I haven't tested any Ten Strings either... next update).... These numbers tell you what type the parries are... 0 Not Parriable 1 Left Punch 2 Right Punch 3 Left Kick 4 Right Kick 5 Punch Sweep 6 Hell Sweep 7 Slide Kick 8 Big Sweep 9 Right Sweep 10 Left Sweep 11 Leaf Sweep Anna: 1,4* *type 6 n+2,1,4* *type 6 df+3,2,1,4* *type 6 d+4* *type 0 d+3+4* *type 3 Bosco: f+3+4* *type 0 Bryan: d+3+4* *type 3 Eddy: Bah!!!! Next update :) Gon: All Special Mid or Low moves are type 0 =) Hei: f,n,d,DF#+4*,4*,4* *type 6 df+3,2,2,4,4* *type 6 Hwoa: ----- Jack: (fc)d+1+2* *type 2 (fc)df+1+2* *type 2 f+1+2,1+2* *type 1 Jin: f,n,d,df+1,4* *type 6 f,n,d,df+4* *type 6 f,n,d,df#+4* *type 6 u+4,4,4* *type 6 uf+4,4*,4* *type 6 d+3+4* *type 0 1+4* *type 4 Julia: ------ King: (fc)d+3+4* *type 4 d+3+4* *type 4 (rn)4* *type 0 Kuma: b,f+2+3* *type 2 Law: db+4* *type 8 b+2,3* *type 10 (fc)d,df,d,df+3* *type 7 Lei: 4~4,3* *type 7 db+4* *type 9 (bk)d+4* *type 9 (bk)d+1* * type 5 (sld)4~3* *type 7 (fcd)3~4* *type 6 (knd)3* *type 0 (tgs)4* *type 9 (drs)3+4* *type 7 Ling: d+3* *type 10 (fc)d+3* *type 10 (fc)df+2,1* *type 5 (aop)4~3* *type 4 Moku: I highly doubt being Moku will change anything, but who knows? Nina: d,df+4* *type 8 Ogre: f,f,n+3+4* *type 3 Paul: 1,4* *type 6 d+4* *type 11; *Lei: type 4 f,f+3,4,d+4* *type 6 Togre: d+3+4* *type 0 f,f,n+3+4* *type 3 Yoshi: ------ ** Right Punch Ground Stun Recover ******************************************* A technique from the olden days of Tekken 2 still exists in Tekken 3. It is not often mentioned, not mentioned often enough, the Right Punch ground stun recover. In Tekken 2 this served a very useful purpose. Whenever you were knocked down you could press RP to gain control of your character quicker thereby having a better chance to avoid followup ground hit juggle damage(BTW, many of the "guaranteed" juggles+ground hits in T2 PMode were not. Gotta double check those juggs in Versus Mode). In Tekken 3 you have techrolls and this button seems to do nothing much anymore when on the ground... except when you have just been thrown(actually it does have an effect on CERTAIN knockdowns, but I'm not certain on these yet). There are several throws in the game which appear to have damaging and useful followups... however many can be escaped by using this button to get your character to recover quicker(tap RP a few times and whatever else you want to do... if you want to roll back tap RP while holding back, if you want to do a standing kick press RP and RK). Here are only a few examples of this ground recovery.... King: db,f+2; db+1+3 You can escape the G-Throw... Hei: 2+4; d+4 You can escape the stomp... Paul: 1+3; d+2 You can escape the punch... This works for most every throw... yet some throws still have big guaranteed hits however if you know this little piece of info you can save yourself from a lot of free cheapies and force your opponent to come at you with something quicker but weaker or mix it up more. ______________________________________________________________________________ Doctor Boskonovitch BOSCOBOSCOBOSCOBOSCOBOSCOBOSCOBOSCOBOSCOBOSCOBOSCOBOSCOBOS ______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Abbreviations: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "(fbs)" Fall Back Stance: A general term for Bosco when he's falling back... ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Forgotten Tekkniques: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ** H?i??chi ???na?e ********************************************************** ** The Doctor Rush String **************************************************** f,f+1-4-3[-3,3]-2-1 Let's just take the string apart... f,f+1 This punch hits special mid and is good by itself. It's non-reversable, non-parriable, and he goes into fallback stance after. Also when on counter hit this move cause a stun animation. Bosco recovers quick enough to some EVIL juggles... this move is worth the risk. 4 can be delayed after, it recovers without going into fallback. Guaranteed hit after the f,f+1 hits if not delayed. 3 can be delayed after 4, afterwards you go into fallback. Guaranteed after the 4 hits if not delayed. 3 can be delayed after the prior 3, does NOT go into fallback afterwards. Is NOT guaranteed if the prior 3 hits. 3 cannot be delayed, does not go into fallback. Guaranteed if the prior 3 hits. 2 can be put after the first 3 or the third 3. In both places is can be delayed. This punch, if it hits, always causes a non escapable fallback stun. 1 if the stun punch hits this punch will connect... however I usually won't do it since the recovery is bad and the stun punch can allow for other juggles. I only use it for suprise. ** F??l ?ac? St???e ********************************************************** ** Spin Doctor *************************************************************** (fbs)1+2 or 2~1 I'm not sure what to make of this move at times... it's very evasive, at times... if people try to attack while Bosco is doing this they may very well miss. In the absence of a low block this may just be what the doctor ordered(that was bad wasn't it? *Notti's suspicions were confirmed by the simultaneous groaning*). You can do this while in (fbs) and it's very useful in messing up an opponent's attack timing... still the chaotic ss'ing of this move may still let them hit you... it's still a risk. Another motion to try is: f,F#+2~1 Which is just a Spin Doctor after a dash in(the Doc's CD). You must be holding Forward while pressing 2~1 Also interesting is the : (bk+fbs)1+2 If you press 1+2 over and over you will retreat while Doctor Spinning. You're not invincible when doing this but it is very hard(or lucky) for your opponent to hit him out of this. It can be useful and fustrating to an offensive opponent :) Unfortunately you can't Spin Doctor during a SS... well not easily. You can try: (ss)B#+2~1 But as it says, you have to hold Back for a quarter of a sec... And since the Doctor SS's Left at the beginning of the Spin: (ssl)B#+2~1 Will bring him far off course of your enemy's attack. Oh yes, and finally, after the Spin Doctor, Bosco is in (fbs). I may go for a secondary Spin till they whiff a move then I do a (fbs)u. ** ?ow D??? Mov?? ************************************************************ ** Ch??ge I? ***************************************************************** ** ??? 20 ?????? ************************************************************* ** ????h D??nk P??ri?s ******************************************************* ** Doctor Multis ************************************************************* Bosco has the strangest multi "throw". It starts off normal but the rest goes into all sorts of manuevers for show and some damage. 1+4-1+2,(fbs) (=10) ^; 2,2,1+2,(knd) (=~21) ^; (1_2_3_4),(fbs) ^; 3+4,(fbs+bk) (=~10) ^; 1+4 ^; 2,1,3,4,(fbs) (=38) ^; 1+2,(fcd) ^; (1_2_3_4),(fbs+bk) ^; 3+4,(sc) ^; 1+2, (=~50) Doctors, ready the disection table... 1+4 - The Punch Drunk Parry... look at the section above. 1+4-1+2 - Grab move for Bosco... the multi can start if this grabs from the front. You can delay the 1+2 press. The escape is 1+2. You can start some back juggles versus the big guys with an uf+2 after this. 1+4,1+2; 2,2,1+2 - just a drop elbow into the enemy's back, it is an actual ATTACK(turn off counter hits in Pmode)... go on... 1+4,1+2; 2,2,1+2; (1_2_3_4),(fbs) - VERY tough timing on the last button press. You have to tap any button I think during the rolling after the drop elbow(sorry I can't be more specific as I'm not sure myself. I usually just hold forward, mash 2, and pray ;P ). If you can nail this often and the follow up combo(look in the juggle section) you are a Boskonovitch God. Gigantic damage... your opponent should be almost, if not already, dead. 1+4,1+2; 2,2,1+2; 3+4,(fbs+bk) - this thing SUCKS. Not only is the damage pitiful but you go rolling past the enemy revealing a stunned Bosco with his back turned. Yuck. BTW if you turn on Counter Hits in PMode this move is a little interesting. 1+4,1+2; 2,2,1+2; 1+4 - A good spot to go for an optional juggle... flip juggles are so sweet and this move sets you up perfectly :) 1+4,1+2; 2,2,1+2; 1+4; 2,1,3,4,(fbs) - Here's the easy money shot. Nice damage, not difficult to pull off, the Doctor makes some funny and humiliating noises, and you're standing over the fallen enemy ready to punish them some more. What could be better? 1+4,1+2; 2,2,1+2; 1+2 - Hmmm, taken from Ling it's her ss'ing cartwheel. That's it. Move on. 1+4,1+2; 2,2,1+2; 1+2; (1_2_3_4),(fbs+bk) - Ahh... insane timing again to pull this cancel off. But the only thing is... there's no reason to do so. No cool or useful juggles... just go for the 1+4 string instead :P 1+4,1+2; 2,2,1+2; 1+2; 3+4,(sc) - This is kinda neat. He does an insane laugh while running backwards then gets Super Charged. No nice guaranteed damage but this is a cool way to start off the 20 hit string ^_^ 1+4,1+2; 2,2,1+2; 1+2; 3+4; 1+2 - Heh. Awesome damage unblockable shoulder ram... too bad if the enemy is the least bit intelligent they will stay on the ground(or roll away) and let this move pass right overhead =( The good doctor laughs even when this move misses... you won't be laughing when your opponent starts a left kick ground sweep juggle. ** L?? ?arr?/E?c?pe ********************************************************** ** Indian Doctor ************************************************************* This move seemed virtually useless when I first did it... it's still pretty weak but this move does do something other than make you laugh. It can heal the Doctor. First however are the controls for this move... 3_4 accelerates the Doctor. D puts the brakes on. U stands the Doctor up(actually any direction other than DF_D_DB). Okay... the faster you tap 3 or 4(tap both to go even faster) the faster you go. However if you go too fast it will start to hurt him... anyway... when you get within range of your opponent you will Teleport behind your opponent still in Indian Sit going the wrong way. Here's the useful part. If you are puttering along fast enough when you meet your opponent and teleport you will gain life :) The bad part, if you haven't figured it out yet, is that if you are going really fast you start to hurt yourself.... The most I've ever gotten is 12 HP, but usually 8. You can play around with it to find the best speeds by going into Pmode with Bosco as the CPU character. This will let you see the healing(it will be in negative numbers). You can get the 12 HP gain speed if you're a step away from your opponent... it can work but it's risky as you can be hit during the stance, while teleporting and while reappearing kinda easy. *put put put...* ** Elbow Rush Warp *********************************************************** f,f,n+2(ch); f,f; 1+2_3 This move is very similar to Yoshimitsu's. On a counter hit it will slice through your opponent... from there you can tap forward twice and then he will do a back step that will let him either a 1+2(back slam) or 3(peg leg). If you don't do the 1+2 or 3 you can wait a moment and do a U to get the Doctor Explosion. A side effect of doing this is you get to hear all of the Doctor's feeble laugh instead of him always interupting it with his quicker laugh. Another strange trick with this move is to get it to hit on counter hit versus a grounded opponent. Only True Ogre is big enough to see this on but you should try it :) Also, just like Yoshi's, if you do this move into someone's back on counter hit you'll see the Doctor immediatly reverse direction and come back in the wrong direction. Finally, you can combine these two into one and get this hit on a grounded opponent in their back. ** B???war?s Do??or ********************************************************** ** Robot, I Am *************************************************************** Being the creator of the Jacks it makes sense that he has special stuff with them. In battle the Doctor can use his Remote to control Jack. Here are all the special things I know of between the two: f,f+2(ch) - This will cause Jack to do his f+4~1 unblockable and then have Bosco reverse it. Jack is unable to Chicken this... GOOD! Other interesting things that can be done is if you do this move into Jack's back or while he is on the ground(Remember this has to be a counter hit, this won't happen often) Bosco will stand with his hands out ready to Reverse any High or Mid hits Jack throws at him(Bosco is also Super Charged so he can be Counter Hit while doing this unfortunately). This is only the beginning :) f,f+2~U(ch) - This is an alternate(and better) version of the above move. What is does versus Jack is cause him to do his 3+4 unblockable(Flying Stomp). What's great about it is that Bosco gets a free shot at punishing Jack from behind. Also if you get this on Counter Hit versus a back turned or grounded Jack, Jack will do nothing other than fall down stunned while Bosco wastes his time trying to control Jack. Not at all useful. Move on... f,f+2~D(ch) - This is just the normal Stun that Bosco would get versus any other character. No real reason to do this other than you feel the back combos from above are a little too powerful ^_^ Also since Jack is "big" you can't uf+1 juggle him :( Jack uf+1+2; d,df+2 - This is Jack's Pick Up; Megaton Punch throw. But against Bosco, he will reverse it automatically(you don't have to press anything... however if you hold a direction you will mess the reversal up and Bosco'll get hit normally). But dammit all, Gunjack can Chicken this reversal >:( Also it SEEMS like Bosco can't do the normal tricks with this throw that others can(tap forward or back right before the Megaton Punch hits), he'll just get hit(no reversal)... but I'm not so sure about this since the f_b requires EXCELLENT timing in the first place. ** Tazer Shocker ************************************************************* b+1+2 This is a mimic, I suppose, of Yoshi's b,b+1. It's kind of interesting in it's properties(it's also slow to come out). What it does is cause your opponent to be shocked once about every half a second(~2 shocks a second) and at every shock they get damaged for 10 hit points(that's about 20 hit points a second draining away). During this time you can do anything to them, even go around for a back throw however there is an escape. That escape is to press ANY(not 3+4) button at a certain point inbetween the "shocks". You can also escape at the very moment after Bosco hits you with his b+1+2 and you will not recieve any damage from any shocks :) However there is one bad thing with the escape... it's not just an "I escaped, now let's fight." What happens is when you "escape" is that you now do your Super Charger... heh. During the Super Charger animation you are totally open and after the Super Charger animation is over you are still in trouble since don't forget that you can't block now and all hits on you are counter hits after a Super Charger... go Bosco! =D The deal is this. If Bosco hits you with this move(oh that's right... he's got to hit first... damn), even if you "escape" as soon as possible he can get huge free hits on you(think uf+1... or he can also get a free throw attempt... or he could go for a nasty f,f+2 if he times your escape. It's to Bosco's advantage to just wait for you to escape, and then score a stunning counter hit since you are taking damage every half second). One other tiny interesting point... if you get a Bosco versus Bosco fight and one of them gets hit by this move, when they do the "escape" they will do their GROUND super charger. They just warp to the floor and charge... very strange looking. ** Bos?? ???at Gl???h ******************************************************** ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Juggles(Combos) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ** Normal Juggles ************************************************************ Starter; Juggle (Damage) Notes uf+1,d ^; (fbs)u (56) Weeeeeeeeeeeeeeee........... ^; (fbs)3+4 (57) Very reliable, also sets up a nice f,f+1+2 dive chop. ^; f,f,n+3 (62) This looks great... sometimes the opponent goes off in strange directions.... ^; uf+1 (66) This one can miss sometimes, it's fickle. Sometimes he goes too far and turns around to hit the opponent(he may miss... certain characters miss a lot)... then you recover normally(facing them)... sometimes he hits them behind him(not the greatest for Bosco but at least you got the damage)... Also don't forget you can do a second low parry to kill the stun he gets.... ^; (fbs)D#; b+2(jsd); f+3(fo),4(fo); f,f+1+2 (89) If you hold down when you do the parry Bosco will easily go into a SS. You then cancel the SS with a b+2 jab that will flip em over. The f,f+1+2 is unescapable. uf+2 ^; uf+1 (48) easy, yet damaging. ^; uf+2 (31) ^; (fbs)F#,+3+4 (40-42) techable but never misses(hit the techer). ^; uf+2 (37) looks nice but the 3rd uf+2 misses often. ^; (fbs)F#,+3+4 (46) slides result in a bad position ^; f+4 (35) always works. ^; (fbs)F#,+3+4 (44) add the slide for damage. df+1,2 ^; (fbs)F#,+3+4 (43-47) Hits tech rollers. ss+2(ch) ^; uf+2... ^; uf+1 (51) ^; f,f+3 (56) hai-ya! ^; f,f,n+3 (58) 2 hits... slam to the ground... ^; (fbs)D ^; (knd)3,3 (42) ^; (knd)f,4,3,4*,3 (31) Just for fun... kinda lucky to get. f,f+1(ch) ^; uf+1... ^; uf+2... ^; (fbs)DF#+1,2... ^; f,f+1,4,3 (52) f,f+2 ^(ch_Jack, hold D) ^; uf+1... ^; uf+2... ^; (fbs)DF#+1,2... ^U(ch+Jack) ^; (fbs)F; (st)1+4,1+2; (fbs)u (115) 1+4,1+2; (10) ^; uf+2(bk); uf+1 (54; Jack+) ^; 2,2,1+2 (31) ^; 1+4 ^; f+2; f+3,4; f,f+1+2 (78-81) ^; (ss)2,1 (61) SSR is easier to land but a SSL allows for a follow up hit on the grounded opponent. To land this move easier try holding U or D and then pressing 2 when you see Bosco SS. ^; (fbs)u (88) This can "combo" if the Explosion hits before they land, but it hurts more if you let them land first. You have to (SSL)2,1 to get this on non-big characters. ^; ANY; (fbs)F; (st)1+4,1+2(bk) ^; (fbs)f,f+1+2 (112-133) ^; (fbs)u (126-132; Jack+) Wow. ______________________________________________________________________________ Heihachi Mishima HEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIH ______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Abbreviations: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "CD" Crouch Dash: f,n,d,df "RD" Rolling Dash: d,df,f "DF" Death Fist: d,df,f+2 "TGF" Thunder God Fist: f,n,d,df+1 "WGF" Wind God Fist: f,n,d,df+2 "(1,2,3)HS" H-E-double hockey sticks Sweep(s): f,n,d,df#+4,4,4 "DMK" Demon Mid Kick: f,n,d,df+3 "DLK" Demon Low Kick: f,n,d,df#+3 "DGF" Demon God Fist: f,f+2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Forgotten Tekkniques: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ** Right Kick Sacrificial Counter ******************************************** Ish Canoe? Every wonder what the exact conditions are for Hei to get that big ole kicking push off move? Well, there are several ways actually: ~Type 1) Have some one throw just about most any high OR MID right kick at you when you are doing Heihachi's Unblockable Thor's Hammer(d+1+4). Even after the attacking part is over he will STILL counter most all right kicks... it's still possible till the animation is totally over with(his hand is down but he has not recovered from the unblockable yet). Also if you happen to unluckily TRADE hits with your right kick versus Hei's unblockable he will still get his reversal... OUCH! ~Type 2) Have Heihachi be counter hit with many HIGH(I'd say about 65-75% of high 4's... not as reliable as I would want) right kicks or a select few MID(maybe 1% of mid 4's... ha) right kicks while Hei is holding d,df,f,uf,u, or ub(basically any direction besides direct blocking and neutral). You cannot trade hits at the same time and get this reversal since trade hits never count as counter hits(except if either Heihachi or the kicking opponent is Super Charged... but what if they are both Heihachis?? What happens then???? ONE of the Hei's will get the Kick Counter, but I have no idea how the game decides which one will get it. The only way this can be done is with a standing Hei 4 versus another standing Hei 4 when they trade hits when at least one of them is Super Charged). Here is a list of MID kicks(there are way too many Highs for me to list) that Hei can grab just by holding d,df,f,uf,u,ub WITH a counter hit: Bosco: b+3+4,u* (Weird... this move ALWAYS hits on counter hit(think about it)... but... check the Dr. Boskonovitch section =D ) (fbs)u* Hwoa: 4,4,4,4* (Heh...) ~Type 3) Have Heihachi hold d,df,f,uf,u, or ub when being hit by certain specific HIGH right kicks(no counter hit needed). You may also trade hits with this one and Hei will still give out the reversal+trade hit damage. Here is a list of High kicks that Hei can grab just by holding d,df,f,uf,u,ub W/OUT a counter hit: Law: 4,3* (yes he grabs a left kick! But that is quickly corrected! :) This just in... for some reason this will not work against Hei's "Thor's Hammer"(Type 1). Thanx KOFTEKKEN) Julia: 4* df+2,4* (Interesting... he can grab her in the middle of a "combo") 1,2,4* (If the jab is a counter he can still grab her) 3+4,4* Ling: f+4* (Strangely not a n+4... hmmm) If you know of anymore email me... OK? Damages DONE TO each character for the reversal: Done to->Opponent|Heihachi Type 1: ALWAYS 55|ALWAYS 50 Type 2: ALWAYS 45|Damage of kick(don't forget counter damage)+6 Type 3: ALWAYS 45|Damage of kick+6 As you can see the most reliable version of his reversal also has a crappy ratio of damage done vs damage received. If you want to use this move on purpose(say against Paul's f,f+3,4,(4_f+4_d+4) string...) use the unblockable for a good chance of it working... or jabs(excellent chance of 1,1,2 connecting if he doesn't go high, as a matter of fact you are totally safe and WILL damage Paul(unless the HIGH kick will kill you.... 1~F,1,2 is the safest since a 1 comes out quicker than a f+1 and if Paul does the low kick finisher the f+1 may very well miss)... but the reversal looks so cool... net yourself some style points and go for the reversal). BTW only the unblockable reversal version will come out when the kick kills Hei, type 2+3 reversals won't come out at all so Heihachi he will still lose if he's the first to lose all his life... you still get the last hit tho :P ** Demon Hop ***************************************************************** This move was in Tekken 1 aswell as Tekken 2 yet most do not know of it. The motion for this move is: f,n,d,df,uf This is a very quick hop in with good speed. What you can do while hopping is press 3 or d+3 to get either the DMK or DLK... or neither and simply go for whatever... a throw or maybe twin pistons perhaps.... BTW the Demon Hop versions of of the DMK and DLK seem to come out quicker than the regular versions(IMO). ** Quicker Demon Scissors **************************************************** This tekknique was present in Tekken 1 and 2 but it was not nessessary to mention it in Tekken 1 since this was the only way to do it in T1. Namco abbreviated the motion in T2 to 4~3(uf+4~3, as is also in T3, is the prefered method in T2), but the original motion actually makes the move come out quicker. Here's the abbreviated(the move comes out slower) motion: 4~3 And here's the original(the move comes out quicker) motion: uf+4~3 The move comes out quicker by a few frames(it also evades ALL low attacks from the very beginning, unlike it's slower brother, which only evades all low attacks once it's left the ground). It's hard to notice the speed difference but it's there. ** Always Blast Chi Palms **************************************************** Unlike Hei's 1+2 Chi Palm that only blasts away on counter hit this verion always does allowing you to get the uf+4~3 follow up guaranteed. There are two ways here... 1) f+2,1 2) 1,2,2~1 ** Sloppy Chi Palm *********************************************************** If you do not feel you can hit the 1+2 chi palm button =P you can do the move as 2~1. If you do the motion as b+2~1 you can get Hei to do a little grunt(his b+2 grunt) and if you do it as f,f+2~1 you'll get another yell... this motion(2~1) does not work during an early SS... technically this motion should also be slower in coming out than the normal 1+2.... ** Dash in Chi Palms ********************************************************* f,f,b+1+2 use this to get the Palms from a dash otherwise you'd get a DGF. You can also use it b,b+1+2 or b,B,+1+2(you can also sloppy chi palm). ** Wave Step ***************************************************************** This move gains ground quickly... perhaps even quicker than running... and all the while you have the ability to alternatively do CD and f,f moves. Here's the input: f,n,d,df,f,f,n,d,df,f,f,n,d,df That's 3 waves right there... here's the basic part: f,n,d,df,f,repeat. The reason is after a CD you can do f,f to get f,f moves such as DGFs or throws(such as f~f+1+2). But Namco made it so that CDs can be done as part of the normal f,f dash... thereby creating a loop. ** CD/RD cancel ************************************************************** Do a CD or RD and tap u or ub then go into any standing moves. ub is better I think since it has the least chance of messup. ** Immediate Death Fist ****************************************************** Here ya go... df,f+2. I think this works... I may be imagining it however =) The way I found this was when I was playing with the Wave Step above. f,n,d,df,f,f,df,f+2 was what I was getting on occassion... the reason this has to be the way it is is because the full motion d,df,f+2 would bring me into a CD instead of the RD... but I was getting the DF. Well? BTW don't forget this is NOT a RD or CD where you can travel for a moment or two before pressing 2. As soon as you hit f press 2. ** Lightning and Thunder God Fist ******************************************** What this signifies I have no idea but... do a TGF and get it to connect at the edge of it's range(best as I can explain it, rather random actually), Heihachi will be consumed in electricity. It doesn't seem to matter what damage you get(I've gotten clean hits to do this and I've gotten it at 100%, 35 damage. I've also had it come out in juggles). Well whatever it does it looks cool ;) Hmmm maybe in Tekken 4 Hei will have a ETGF if you do the motion perfectly like Jin's EWGF? ** Hunting Getas ************************************************************* In Tekken 1 Hei was one of the baddest mofos, for example his uf+3,4 jump kicks if you blocked the first one, the second always hit. In Tekken 3 he still has it but it takes some skill... uf+3.. 4. The timing is exact... RIGHT before the uf+3 is blocked press 4. Basically you want to delay the second kick button PRESS(as it doesn't actually delay the kick) as long as possible so the game will make the first kick act like it was done alone. You can see this in Pmode by having the kicks hit(not blocked by) the opponent and looking at the damage. You see if you do the first kick by itself it will have a base damage of 25, but if you input the right kick right away like you would usually do, the move will have it's base damage changed to 17. But if you delay that second kick till the VERY end you will see not only will the base damage STAY at 25, you'll get the second kick =) BTW before people email me about my little unblockable trick, let me tell you that this also works for Hwoarang, Ogre and True Ogre... enjoy! Finally if your opponent ends up blocking both kicks, Hei has a GREAT timing advantage on the opponent, nothing's guaranteed but Hei has got the advantage which is great since Hei is damn close. ** Head Butter *************************************************************** The motion is f~f+1+2... but you must do the f~f quickly and not pause much inbetween presses... don't ask me why(this also pertains to CD cancel Head Butts UNLESS you do the motion as f,n,d,df.. f~f+1+2 NOT f,n,d,df,f.. f+1+2 which is hard since this is the only time in the game it matters if you go too far with the CD motion and if you mess up you get a DGF) Also this throw is a techable throw. When someone techs from this move(any button) they always tech to their left(grr). If they don't tech they are rather vulnerable to ground hits such as d+4 stomps... but you can't watch for the tech and have stomps guaranteed at the same time, gotta guess. ** Head Butt Carnival ******************************************************** The motion is f,f+1+4(very dash delayable compared to f,f+1+2) and can only be done VS Hei, Jin, Kuma, Lei, Paul and Moku imitations. The initial throw can be escaped by 1+2. The opponent can challenge the head butt by hitting ANY button right before the head butt hits... but Hei can re-challenge by hitting ANY button right before the opponents counter head butt hits him. The following are damages that HEIHACHI DOES to his enemies if unchallenged(meaning they DIDN'T head butt back). Charged means that SOMEONE did the Super Charger, 1+2+3+4, before the throw connected. Final means after the first head butt was challenged and if Hei gets the last one after, this is how much he will do: Challengers|1st|1st(charged)|Final Kuma |42 | 50 | 65 Jin |29 | 34 | 45 Lei |29 | 34 | 45 Paul |29 | 34 | 45 Moku |29 | 34 | 45 Moku-Hei |29 | 34 | 30 Hei |29 | 34 | 30 If any head butt is "challenged" the damage to the challenger is ALWAYS 30 damage, or if the original Hei loses he ALWAYS takes 30 damage. These head butts can continue till someone dies.... ** Hop Kick ****************************************************************** As if Hei didn't have enough juggle starters... try u+4. You can get most WGF juggles out if close. ** Stunning/Knock Out Axe Kick *********************************************** f,f+3 does nothing normally but stuns on counter, f,f,n+3 ALWAYS knocks down for a quick d+1 hammer or some more powerful not quite guaranteed stuff(Hell Sweeps or d+4 stomp). ** Delay Strings ************************************************************* Simple listing here for moves of Heihachi that are delayable(not including CD+RD moves). (ws)+4-4(not HS axes) f+1-b+2-(1_4) 1,1-2 1-2,2 ** Foot Stomp Override ******************************************************* The foot stomp can be done two ways: d+4 df+4 This means that you cannot put df+4's mid kicks and d+4 tick kicks in most juggles and wake up games. Well actually... you can still put the tick kicks in by pressing db+4. ** Large Punishment ********************************************************** Hei's unblockable can hit large characters(Gun, Kuma, Togre) on the floor at rest =O Try WGF; d+1+4 for evilness... it can be escaped(HOLD UP till you stand up, then hit 4 and pray... it's VERY CLOSE... Togre can Owl Hunt too) MOST of the time but many do not know this.... And if they try to tech roll Hei follows em... unblockable tracking! =D Even tho this is escapable these characters still have to constantly watch out for this. You can also hit these characters with TGFs(and DMKs!) on the floor... nice damage ;) ** Foot Stomp Yell *********************************************************** Do a foot stomp to a fallen opponent(hit or miss, doesn't matter) and during the replay hear Hei say his kick reversal scream(ISH CANOE!). ** Hell Sweeps Hit Level ***************************************************** I personally think Hei's Hell Sweeps are the weirdest moves in all of Tekken in how it works, nothing else in Tekken works quite like it does. The hit level of the FIRST HS to HIT OR BE BLOCKED is considered Special Mid(it's special mid since it doesn't hit ducking opps and can't be reversed by high/mid reversals and CAN BE parried by a low parry. This also means that this move cannot be guarantee-ingly evaded by low evading moves... Yoshi's STANDING Pogo or an uf hop for instance). What that means is that if the first sweep totally wiffs the second sweep gets these properties. Another property of the first HS to touch is if it is blocked by a high blocking opponent it will cause block damage(7 points of damage) signified by a spark. This spark not only causes damage but a small amount of stun. If the 2nd OR 3rd HS get this high blocked spark(cause the first HS missed) the canned follow up TGF(hit left punch) is GUARANTEED. ** Reverse Pervert *********************************************************** Heihachi's b+2 is normally irreversable... however in Heihachi's f+1-b+2-1 string his b+2 is reversable under a strange condition. If Heihachi does his string like this: f+1,b+2-1 - The b+2 is not reversable. Hei has to delay the 1 as much as possible. But if he does it like this... f+1,b+2,1 - The b+2 IS reversable. Strange but true. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Juggles(Combos) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ** Normal Juggles ************************************************************ Starter; Juggle (Damage) Notes WGF ^; f+1; f+1,b+2,1 (56) Basic juggle, likes to whiff on Julia. ^; d,df,f+2 (61) Get it early, on clean hit, or not great damage. ^; 2HS,2 (63) Clean+early+close.... otherwise. ^; 2HS,1 (56) ^; WGF; d+1 (56) ^; df+1 ^; 2HS,1; d+1 (66) It's not techable if done correctly(TGF hits late). ^; f+1,b+2,1 (57) Julia... whiff! ^; df+2 ^; f,f+1,b+2,1 (60-64) Jul.... ^; 2HS,1; d+1 (70) Hard to get. Especially on smaller chars like Julia(may be impossible) and Ling. The part that seems to miss a lot is the second sweep. You need to get the first sweep in deep... but not too deep(cause that takes time) or the juggle is techable. ^; TGF (53-66) If you didn't get the WGF close the TGF will not do the best damage. ^; df+3,2,2,4 (43) Either get a WGF from far away or start the df+3 late as possible. DGF ^; df+2; 2HS,1; d+1 (75) Doesn't that look nice :) ^; WGF; (bk)3_4 (80) Get that DGF in close. Get that WGF very early to get them behind you. Very nice. ^; Try most any other WGF juggle from above. df+1,2 ^; df+1; df+1,2 (47) ^; df+3,2,2,4 (48) ^; 4 (53) ^; f+1; f+1,b+2,1 (56) ^; df+1; f,f+1,b+2,1 (60) df+2 <-----don't forget they can hold Down to escape. ^; DGF... ^; WGF... ^; DF (54) f,f+3(ch) <-----don't forget that this stun is escapable ^; Any df+2(hard), WGF ;) or df+1,2 juggles and throws will work. ^; 2HS,2 (66) Clean... move forward if you need it. ^; d+1+4 (89-104; Kuma/Panda and Gun Jack... True Ogre can Owl Hunt) ^; TGF (62-52) Clean blah blah.... ^; df+2; f,f+2; df+1; 2HS,1; d+1 (111) Yeouch! Seafood soup! This is of course escapable in two spots and hard to do anyway... but I love it still! f,f,n+3 ^; d+4 (45-55) ^; d+1 (41) ^; RD+4,4 or CD,n+4,4(48) Should be close. 1HS ^; 2HS,1 (52) ^; 3HS,1; d+1 (66-68; King+) ^; TGF (58; Jack+) ^; df+3,2,2,4 (39; Jack+) 2HS,1; 1+2 (53) ^n+4; DF (54) 3HS,1 ^; f+1,1,2 (69) ^; f+1,b+2 (68) ^; 2HS, 2 (77; Gun Jack+; techable) Sweetness =) ^; TGF (80; Gun Jack+; techable) Yay! A TGF! ^; f+1,b+2,4 (82; Gun Jack+; techable) Oh... if the kick was only a hair quicker. 1+2 ^; d+1 (37) In Pmode doesn't always count as a combo but it always works when in the correct range. ^(ch) ^; uf+4~3 (44) Try not to take too long. ^; WGF (47; Jack+) Travel for a bit, not as much as you'd think however. ^; f,f+2 (56; Jack+) Rip em up. ^; TGF (62; Jack+) Big uns take it. ^; DMK (62; Jack+) Need good timing to get it right. ^+(bk) ^; 1+2 (44) Double Hadoooooooooken! ^; uf+3 (47) You can do the double jump kick too, but the second kick will always miss not to mention that the first kick gets weaker when you do that(unless you do the delay trick from the "Hunting Getas" section). ^; WGF (47) ^; df+1,2 (57; Gun Jack+) Practice mode silliness =) n+1(ch) ^; 2,2 (37) Just thought I'd throw this in... ^; f+1,1-2 (36) Delay the 2. It has a habit of whiffing(stange). ^; f+1,2,2 (36) Blah blah. f,f,f+3(bl) ^; d+1 (13-15) Easy to get... never miss. ^; (sc)d+1,2 (55) Really cool :) ^; DF (27-37) HARD to get... only if you have a good sense of when you are out of the jump kick stun. ^; WGF (22) TERRIBLY hard to get. Works best versus Ling and Julia since you can land the closest to them after the kick. ^; df+1,2 (28; Yoshi+Kuma) Truly EASY CHEESEY =) GRD(bl) ^; 2; 2HS,1 (38) Awesoma powah. ^; f+1; f+1,b+2,1 (30) A Hei standard. ^; 2; f,f+1,b+2,1 (37) Nicer if you can slip in the Right Jab :) STK(-ch) ^; 2HS,2 (62-68) Don't forget, they are stunned. You can CD in rather close. ^; DF (63) Go Death Fist! ^; DGF (63) 63 again? ^; TGF (60,73) Easy... yet damaging. Silly Tekken juggle system =P ^; CD,n+4; f+1,b+2,1 (66) Oh very well. For those who insist on some little bit of skill to do damage =P~ USR(ch); ^; DF (61-67) ** Side Juggles vs Togre ***************************************************** DGF(sd-ch); ^; df+1(jsd); uf+3(fo),4; d+1,2 ^; df+2(jsd); TGF(fo); df+1(fcd),2 ______________________________________________________________________________ Paul Phoenix PAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULP ______________________________________________________________________________ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Abbreviations: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "DF" Death Fist: d,df,f+2 "ET" Elbow Thruster:d,df,f+1 "RD" Rolling Dash: d,df,f "SB" Sway Back: d,db,b ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Forgotten Tekkniques: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ** FC Hammer ***************************************************************** When you do Paul's hammer you have several choices... either press nothing, 2, 4... or while doing the hammer you held down. If you hold down you'll finish the move in a full crouched position from which you can do any full crouched(fc) moves or while standing(ws) ones. For instance you can do the elbow smasher/uprooter... you can do a (ws)4(mid) or (fc)4(low). The FC Hammer actually has faster recovery than the regular Hammer. The reason I think this is because after a CLOSE blocked Hammer with some characters you can hit Paul with a standing jab(1) or almost everytime with most every character with a ducking jab(d+1 or db+1), but you can't do this vs an FC Hammer(not only can you block the duck jab, the standing one will go over your head since you are in full crouch). A small note now on the d+1,2 and the d+1,4,2... during BOTH follow ups Paul can be standing jabbed between the d+1 and the 4 or 2 if blocked and if the hammer actually hit you can get a ducking jab(left punch)... if on counter hit the Death Fist(right punch) DOES combo even tho the Pmode counter says it doesn't and the sweep kick elbow combo can ONLY be blocked low(not even low parried) then blocked mid for you to do your minor counter damage. ** Sway ********************************************************************** The Sway Back(sb) when it starts has a small(very small) period of high attack evasion built in(perhaps it's just the d of the d,db,b motion). Also Paul has 3 moves he can do from the sway. d,db,b,n+1 Bounce Hammer d,db,b,n+2 Palm Strike d,db,b+3-2-(1_2) Sway Sweep, Elbow Switch.... Bounce Hammer: This move can Bounce you on counter hit. Not many great juggles from this move. However this move is virtually identical to his normal Hammer except you can't go to FC after. Palm Strike: On counter hit it will send the enemy sliding away ready for a Neutron Bomb(f,f+4) and me standing over them =) When it hits normally it leaves you and your enemy on equal terms and when blocked causes block stun and leaves you pretty safe(only the quickest, longest ranged standing jabs can touch you if you did this move really close... Kuma's f+1 comes to mind)... if dodged however... *sigh*. Sway Sweep: This moves comes out a little slow and has too little range to be used that offensively so it should be used when someone is attacking high. If it counter hits you're ONLY guaranteed the elbow(if you didn't delay the elbow), none of it's follow ups. You should take notice that this move is the only one that doesn't require a neutral stick position before pressing the buttons from the Sway. ** PK Magic ****************************************************************** Paul has a couple PK strings. I'll list them and their properties: Command__DCL_______Notes n+1,4 5h+8l Is 99% safe if blocked, good poker, and combos together. 2,3 12h,21h Least useful, for juggles I guess(a lil slow tho). 2,d+3 12h,8L Most don't expect the low... but with the f+2,d+3... f+2,3 12h~20h Better than 2,3 I guess... combos on counter. f+2,d+3 12h~17L MAGIC... Unblockable low kick if punch is BLOCKED >=D *Laughing* f+2,d+3... feel the fury of Paul! You better duck... uh-oh hop kick(hammer... df+1, df+4...)! If you want this move on a dash in you'll have to tap forward thrice, f,f,f+2,d+3... if you do f,f+2... you'll get an elbow(hits mid... crappy recovery if blocked). Also if the jab hits... the kick is no longer guaranteed, as a matter of fact you are open to attack if blocked(same as 2,d+3)... prolly a ws(prolly a ws+2) or fc attack(no hop kicks) but some characters can punish more than others(Jin... Ling... HATE Ling). Has it's faults but unblockable damage is unblockable damage =) The key word being unblockable... meaning you blocked a jab(a jab!... how many times in a match against Paul do you block jabs?) A nice quick jab..... ** Delay Strings ************************************************************* Here are Paul's delay strings(delay possibility at the "-" sign)... not including the delay between a CD or an RD and the button press: sb+3-2-1 sb+3-2-2 (fc)df+2-1 (fc)df+2-2 ** Taunt/Imperfect Dragon Flip Kick ****************************************** Paul has a taunt most don't use... the motion is: (fc)D#(2 seconds) And then Paul will do his Tekken 2 win pose(hold 4 after you win a round in T2). You must hold STRAIGHT DOWN and be in FC and then wait for the the taunt to come out, also you must continue holding D through out the whole animation to see the whole thing. While doing this Taunt you can do anything you could normally(you're in FC remember... FC and WS moves). Even if it looks like you are standing no high hits or grabs can touch you(including Togres Standing Flames or King's Lariats) BUT you do make yourself a bigger target for the so called "HIGH" mid attacks(such as Nina's f,f+2). You can continue the taunt for the ultimate humiliation. To do Paul's Imperfect Flip Kick.... The full motion is: (fc)D#(3 seconds),u+2+3+4 This move can be done easily but some people have trouble with it. The timing of the u+2+3+4 must be done at or somewhat after Paul brings his arms to his side(keep holding D, arms to the side then u+2+3+4), don't be hasty... it's a nice open window. Second... sometimes if you're not so sure of your multi button pressing talents you should use the buffer button technique. I usually hold down 3+4 after I do some move and then do the taunt and after the arms have come down I'll press u+2(while still holding 3+4)... easy. Finally this move is a risk obviously =P~ it just plain sucks if you want it to hit(range sucks... it hits mid for 25 damage going up, 20 damage coming down and 30 damage towards the bottom... it hits like Law's Rainbow Kick... and to hit with the last two possible hits people would... have... to... run... under... it... bleh) since the setup time is large and the range is crap you'll save this move to embarass your opponent... since not only will this move never hit but it also damages Paul =O for 15 points of damage... if that wasn't enough it leaves you in the very vulnerable ground position of face down/head towards(note: When Paul hits the ground he looks like he is in grounded FCD position but in actuallity he's in KND position for awhile... this can be tested with King's Ground Throws or hitting him during that period). The best way to get this move out to fufill it's purpose... to taunt w/out TOO much pain/risk to yourself is to preform it after you connected with a Death Fist... counter hit being the best... and while the opponent is rolling away and you're stunned hold down 3+4... well I just explained this above. This will certainly tell your opponent what you think of them when you make yourself look silly and take damage at the same time. ** Death Fist Revenge ******************************************************** Since so many whiners think the Death Fist is the cheesiest thing in the game here are some SIMPLE and GUARANTEED DF blocked minor counter attacks just to show you how to punish any STUPID Paul players out there who abuse this move: Anna: f+4... hold forward a little if they do a DF from far away. Bryan: f,f+2... Do it quickly. f+4... Bryan has nice range on this move. df+2... EASY. Bosco: Nothing I could find... but then agian Bosco can dodge those high DFs somewhat easily. Eddy: df+3... You can hold D after to go into ground position. d+4... Eddy's most excellent low poke. Law: f,f+4,3... can be done but I don't recommend it. b+2... Easy... The JunkYard Punch strikes... YET AGAIN! b+1,2... These work almost as well as the JYP^^^ but hurt more and are not as easy to get as the b+2. Gon: Nothing... but he freaking ducks the DF standing neutral guarding =) Jack: f+2... yay... one of Gunny's B+B moves... easy to tag. f+1+2... double yay... another of GJs B+B moves... only better =) Look in Gun's section for good juggle follow ups.... Hei: df,f+2... insta DF... must do this very quick. d+1... We love the hammer, right kiddies?! f,n,d,df+2... Woooooo..... Hwoa: df+4... pokey pokey. df+3... pokey pokey... again. f+2... pok...ey.... df+1+2... po.... b+2... po... slap.... Jin: d+4... why would you pick this one, keep going... df+4,4... don't do from the longest distance or the last kick will wiff. df+1_f+1+2... start up them customs boys. f,f+2... Paul meet the mini Death Fist. b,f+2,1... smack-smack! b+2,4,2,1... hey... hey... I can't block... ahhhh stop! f,n,d~df+2... EWGF... if you can get it.... Julia: f,f+2,b... hard to get but does work.... f,f+1... easy. d,df+1.... Go for the gold Julie df+3... upper kick! King: b+4... nice and solid f+4... I think you can see that f+4s tend to have nice range+speed to tag these kind of push away moves. df+3... B+B moves.... df+1... Hammer-like.... Kuma: f+1... poke... f+2... continues poking... d+2... he poked... d+1... guess... f+1+2; 1+2... mwuahaha... a Kuma standard. df+2; f+2; f+1+2... Paul must've been really stupid and done a DF right in Kuma's lovely face. Lei: f+3... ouch. f,n+1,2*,1... Hard to do... also 2nd punch will wiff but the 3rd is still guaranteed... (f,n+4,1)_(f,n+4+1)... 2 hits... hard to get... just do the freakin' f+3 =P Ling: f,f+1+2,1+2... not that easy to connect. f+3; f,f+3... I HATE Ling. df+3... yeah yeah... f,f+3... if you want them standing to play some back turned games. Moku: I'm not gonna check for this... just take note that some moves that worked with the Norm chars may not work with him or possibly versus Moku-Paul. Nina: df+4... magically hits... of course... it's Nina df+3,2,3... visit Nina's section df+3,1,4... ^^^^^^^^^^^^^^^^^^^^ f+4... Good good. b+2,2... may miss... be careful. f,f+2... whatever.... Ogre: db+4... ankle biters.... f+3... wow =P Togre: f+1... so amazing... why 2,2 doesn't work will forever evade me(crap hit detection... damn Namco... why). Paul: f+4... you know how it goes... f+2... eh... df+1... yahoo... d+1... Hammer action, yeah! Easy! DF... Ha, fire with fire... Paul travels better than Hei so it's easier. f+3... in the kisser.... Yoshi: df+4... OF COURSE! Never misses. df+2... sheesh, this is worse than an EWGF in some ways... somewhat less damage but so easy. 3_f+3... just to kill him. f+2; df+2... OMG... df+1,1... OK.... f+4... yeah... f,f+4... basic.... db+1... not guaranteed in the normal sense.... There ya go... happy? Will people stop whining? =P BTW, these moves are not only useful in hitting a Paul PSmasher but also TEND to work against other similar moves that hit hard but knock you kinda far back when you block them such as a Nina Blonde Bomber(f+1+2) or Nina Divine Cannoner(db+4,3). Oh and... SOME of these attacks only work when Paul does his Smasher in close(WGFs can only be caught on Pauly in close for example)... he's a safer if the he starts it from farther away. ** Ultimate Punishment Timing ************************************************ More than once have I seen the question asked on the timing of this move, well here it is, it's really not hard. The official motion is: db+1+2(or from a running tackle); 2,d+1,1; 4,1,1+2 Paul tackles, after the pink throw spark tap 2, then HOLD down and mash left punch till the first right punch(2) actually hits Paul's opponent, then input this string quickly(it's not hard at all):(4,1,1+2), remember you can can HOLD the 1 in this string to make it (4,1#,+2), now this final string must be input before the final gut punch hits(if you mess up, at the final gut punch you will hear the opponent groan when the gut punch hits). BTW the Ultimate Punishment is unbreakable once the first right punch connects... better parry it >=) ** Tackle Punch Reverse ****************************************************** Back from Tekken 2... thought gone... thought lost forever... recently rediscovered... Tackle Punch Reversal... *hushed awe* (OK, enough of that). The command for the Tackle Punch Reversal is 1,1,2 and can only reverse right punches... but there's a nice trick that goes along with this... if you do the motion as 1,1 BEFORE the Tackle Punch PARRY WINDOW and then press 2 DURING the regular Tackle Punch PARRY WINDOW if Paul's Tackler does any kind of punch Paul is covered =) You see the 1,1,2 will REVERSE right punches BUT the final input of the REVERSE is ALSO the left punch PARRY. Just make sure you hit 1,1 BEFORE the window for parries opens. If you want to check for the window go to Pmode and check out Jin tackling and then right punching once against Paul with Freeze Signal turned on(try recording Jin tackling and right punching). When Paul turns green for a little bit that's when the Tackle Punch Parry window is open. Now this double punch protection is good but it leaves precious little time to parry(by doing this Punch Protection you can't do an Arm or Leg Bar REVERSE but can still do the Arm or Leg Bar PARRY) any Arm Bars certain characters may throw at Pauly, but it can be done... just not easily, need quick fingers and practice. Also I don't think it's possible to Tackle Punch Reverse after the first set of three punches but I will keep trying and testing. ** Reversal Stuff ************************************************************ The formula for reversal damage is [base damage/2]+25 If Paul's right kick is reversed by Paul, he can tech roll when he hits the floor to escape. He raises with his back turned.... Paul can't reverse Yoshi's sword attacks... He can reverse Eddy's (fc)3+4. ** Reverse Hop Kick ********************************************************** When Paul is back turned try uf+4. This means UP-TOWARDS your opponent. This pretty much sucks for Paul(his back turned juggle hop kick has less range... u+4) but could be useful in gaining distance and keeping your back turned(bleh). There is a way to do the reg back turned jugg hop kick however ^_^ But I'm not sure if it's either: u+4~uf or u~uf+4 (and remember uf is Up-TOWARDS your opponent) Hard to always nail but it does work :D ** While Standing Ten Hit **************************************************** Paul has a weird property when cutting off one of his ten hits early. If you stop the ten string and press any button AFTER the input to actually continue the ten string will be ACCEPTED but before he recovers from the move he will finish the string with (ws) properties(and he seems slightly more stunned). This only works in the following string where I have marked it with stars: 1,2,3,1,4,2*,1*,4*,2,1 The effect is obvious as it greatly changes Paul's animations(if you press the button early enough) if you pay close attention to not pressing any of the buttons a few extra times(like I usually do :) ). Paul naturally seems to recover (ws) at the first 4 and the 3rd 2... It's hard to test since any button(1,2,3,4) will cause the alternate (ws) status so I could be mistaken about that. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * Juggles(Combos) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ** Normal Juggles ************************************************************ Starter; Juggle (Damage) Notes uf+4 (15) ^; f+3 (46) Show your mad skillz ^; db+1; (fc)df+2,1 (45; Law+) Harder than above however. ^; uf+3,4 (39) Less damage but you are given time to run in and play with some okizeme. ^; d+1 (47) Fickle... ^; df+1 (24) ^; uf+3,4 (40-50) Damage depending on what character(smaller is better). ^; f,f+1,2; f+1+2 (50) ^; f+4; f+1+2 (48) ^; f,f; db+1; (fc)df+2,1 (51; Bryan+) Hard to get if the hop kick connects from a distance. ^; f,f+3,4,4 (54) Nice, easy and powerful(for a Paul jugg)... the last kick may miss if you don't time the first jump kick to hit as late as possible. ^; 1; SB+3-2,1 (50) Bleh, timing is hard if you don't want techs... not to mention that the elbow tends to miss anyway unless you get the hop kick really close. ^; SB+3-2,1 (52) Gotta do that sway+3 very quick and correctly to not have this be techable. ^; f+4 (31) ^; f,f+1 (33) Do the jab almost immediatly, trust me. ^; f+1+2 (49) Takes timing.... ^; DF (49) ^; f+1+2 (47) ^; DF (52) uf+3 ^; d+4,2 (44) ^; n+1 ^; uf+3,4 (48) ^; f,f; db+1; (fc)df+2,1 (51; Bryan+) ^; n+2 (31; Law+) ^; uf+3,4 (51) ^; f,f; db+1; (fc)df+2,1 (54; Bryan+) ET (26) ^(-ch) ^; SB+3-2,1 (59) ... GOH! ^; f,f+3,4,4 (64) Mmmm... get those kicks out quick. ^; f+4; f+1+2 (52-58) I usually miss this juggle but it is possible for it to be non techable. ^(ch) <--This stun is escapable by holding forward. ^; Any ET(queek), uf+4, df+2 juggle, or throw can connect after this. ^; uf,4; f,f+3,4,4 (94) That's one spicia meatball =) ^; uf+4; f,f+3,4,4 (76) Look above... that jump kick smarts. ^; ET; f,f+3,4,4 (87) I dare you to try this in an actual fight =P Looks nice.... ^; DF (52-68) Easy... moderately powerful. ^; uf+3,4 (62) Simple stuff again. SB,n+2(ch) ^; f,f+4 (46) Since they can't tech this you might want to give them a chance(less than a quarter of a second) to get up and then have this move slam em back to the ground at your feet, then you can do a (fc)df+3 to hit them again. ^; f,f; f+1+2 (63; Gunjack+) This is just a forward dash then f+1+2 God Hammer. ^+(bk); f,f+3,4 (64; Togre only) Practice mode silliness... hard (lucky) to get, but it does work. f+1+2(cr) ^+(very close to close) f+4 (67) ^+(very close to medium) df+4 (60) ^+(far) (41) Nothing guaranteed =( ^+(very far) d+1 (51) Only guaranteed if at the tip of the f+1+2's range... barely guaranteed. (n+1_f+2)(ch) ^; n+1,4 (20_28) ^; f+1,2,3 (32_41) f+1(ch) ^; Any Throw... this only works off the f+1, NOT the n+1 ^; f+4 (33) (n_f)+1,2; n+1,4 (31) Gotta get those first jabs in REAL close... I mean it! f+1+2(ch) ^; db+3 (50) ^; d+1 (56) ^; f+1+2 (73; Gunjack+) They can move but they can't escape :) 4(ch) ^; DF (49) ^; f+1+2 (51) ^; f+1+4 (42) f,f+4(cr) ^; (ws)4; d+1 (47) ^; (fc)df+1; uf+3,4 (47) ^; (fc)df+1; (fc)df+1; (fc)df+2,1 (54; Bryan+) b+1+2 ^; f,f; 1+2 (124-130) I've gotten this as a juggle if you time the 1+2 press well but usually it just hits as them on the floor(which is better damage-wise). ^; f,f; 4 (113-120) Easier than the above to time correctly, however it's weaker and you're more vulnerable afterwards. GRD(bl) ^; 2; uf+3,4 (32) Easy cheesy. ^; db+2; (fc)df+2,1 (33) Looks like you're cool =) ^; 1; SB+3-2,1 (39) I ALWAYS mess the sway up :( Non techable if done PERFECTLY. STK(-ch) ^; f+3 (56) ^; f,f; SB+3-2,1 (58-62) ^; DF (59-66) DF... the answer... ^; f,f+3,4,4 (69) *nods in approval* USR(ch) ^; DF (63) I ain't done with you yet.... ** Funky Side Juggles vs Togre *********************************************** ET(sd-ch); SB+3(jsd),2(ho),1(jsd); d+1(fo),2(fo) Togre can air-tech at the elbow... still looks great. ______________________________________________________________________________ My Personal Records ______________________________________________________________________________ Eh... just wanted to pad my FAQ with useless info :) Anyway, I know I could lower some of these down by a lot(like Ling's) but I'm kinda lazy... the only one I kinda care about right now is Bosco's cause I just want him below 4 minutes and then I'd be happy(and beat this guy, at aros.net/~kgcampb/tekken.html ! Konqrr! Mwuahaha! Goto his site...).... ** Time Attack *************************************************************** Character Time Xiaoyu 1'59"53 Paul 2'16"06 True Ogre 2'33"31 Heihachi 2'34"56 Gun Jack 2'42"70 Lei 2'44"70 Bryan 2'47"85 Yoshimitsu 2'50"88 Jin 3'01"73 Law 3'24"33 Anna 3'31"23 Ogre 3'44"91 King 3'47"46 Gon 3'49"76 Kuma 3'50"46 Nina 3'50"85 Eddy 3'54"73 Hwoarang 3'59"63 Julia 4'05"70 Mokujin 4'15"16 Doctor.B. 4'24"35 ** Survival ****************************************************************** Survival is damn stupid... once you find the "cheese" the thing is practically pointless(I've heard of scores over 1000 from Japan), unlike Time Trial IMO, and can last forever... again unlike Time Trial since it's kind of fun to find new ways to trick the AI into giving up the most damaging hits and once you start "grinding the metal" it starts relying on luck which can be cathartic(Survival is just boring). Anyway I'll just post my highest... since that's all that matters(should be like Time where you have to get one for each character). 1st Heihachi 58 WINS These are my own personal scores if you have a tip on how to do better at Time or Survival... WTH, go ahead and send it to me :) ______________________________________________________________________________ Conclusion ______________________________________________________________________________ I hope you enjoyed this FAQ :) If you have anything to ask, correct or expand upon feel free to send an email my way(Notti: mahgnitton@hotmail.com ). If anyone's interested I also wrote a Final Fantasy Tactics FAQ dealing in the same way with that game... factoids and details, secrets and tricks. Look for this FFT FAQ at Gamefaqs in the Playstation section( http://gamefaqs.com/console/psx/faq/final_fantasy_tactics_deep_dungeon_a.txt ) or at the following places: http://www.console-gamer.com/ http://gold-saucer.com/ ______________________________________________________________________________ Credits ______________________________________________________________________________ ~All the peoples on Tekken message boards I've been going to since the Tekken Web Project board in 1996(right after T3 was released 100% in the 'cades). -TWP MB -Tekken Online MB -TIC MB -Twisted Tekken MB -BMW's MB -Tekken Obsession MB -Tekken.net MB -Tekken Salute MB -TTT.com MB -Tekken Insider MB ~Specifically Slikatel, Tragic, Jarney, Catlord, Castel, and THE Faceless Master for their awesome sites, guides, FAQs, movies and general generosity to the Tekken Community at large. ~Persieveal, 1Truking, Vacadian Varlox, KOFTEKKEN, TSN, BMW, Dean Nakanishi, Gospel, Geese Howard, Armor Khan... In the past and present I admire your technical Tekken knowledge and general all around coolness =) ~Jorkie - for posting Bosco "True Stance" info. ~Dragon Knighto - for some awesome Bosco juggles(b+2 flips)+Bosco info. ~KOFTEKKEN - for some Hei f,f,f+3(bl) follow ups(df+1,2). ~Red King - for some Hei f,f,f+3 follow ups((sc)d+1,2). ~NAMCO - Could I forget Namco? Nah. I love this game. Thank you :) ______________________________________________________________________________ Links ______________________________________________________________________________ Well you're done with the FAQ and now you must move on... here are some places to visit on the internet for further Tekken goodness(of course if some place new opens up don't forget to tell me).... ~Tekken Boards... you may find me here :) salute.consolenation.com/cgi-bin/Ultimate.cgi server3.ezboard.com/binsidetekkenforum tekkentagtournament.com/forum/bbheaven.html angrybear.com/tekken/msgboard/ tekkenplayer.hypermart.net/webbbs/bbs.pl bravenet.com/forum/show.asp?userid=yb203214 bravenet.com/forum/show.asp?userid=ri176632 beseen4.looksmart.com/boardroom/b/36863/ www.insidetheweb.com/mbs.cgi/mb308006 ~Tekken IRC channels, I don't IRC but if you do...(are these correct... old??) #tekken #tkn #gamenation ~Tekken Sites, the best is here, learn more about Tekken, find Tekken media... tekken.net/ziabatsu/ tekkentagtournament.com/ salute.consolenation.com/ tekken.net/catlord/ geocities.com/TimesSquare/Bridge/2700/ members.tripod.com/ironfistdhw/vgmovies.html members.xoom.com/_XOOM/Meemitsu/index.html tekken.net/games.html tekkenplayer.hypermart.net/ angrybear.com/tekken/ pwp.starnetinc.com/tekken/ members.tripod.com/~cloudzuya/ lehnpalace.hypermart.net/ geocities.com/SouthBeach/Sands/8151/ nogard.simplenet.com/Tekken3/ firestorm.simplenet.com/ toxic.net/jin/ geocities.com/TimesSquare/Lair/3998/ geocities.com/TimesSquare/Arena/7917/ http://guylon.webjump.com/ ~Tekken Web Rings.... webring.org/cgi-bin/webring?ring=tekkenring;list webring.org/cgi-bin/webring?ring=jinkazama;list webring.com/cgi-bin/webring?ring=tekkenart;list ~Find more about Tekken and other games.... fighters.net/ gamefaqs.com/ w1.910.telia.com/~u91005817/fighters.htm ~You MIGHT find some good Tekken posts on usenet... *general news groups* rec.games.video.arcade alt.games.sf2 ~Other Fighting Game/General boards... fighters.net/forums/ soulcalibur.com/cgi-bin/wwwboard.cgi luminpro.com/soulcalibur/discus/ kofforever.hypermart.net/bbs/ saturn.guestworld.tripod.lycos.com/wgb/wgbview.deluxe.dbm?owner=msfboard saturn.guestworld.tripod.lycos.com/wgb/wgbview.deluxe.dbm?owner=GPOWBoard ~Tekken Time Trials(where's Tekken 1?!?!? I got 45 secs with Lee)... aros.net/~kgcampb/tekken.html ~You want this... www.amazon.com/exec/obidos/ASIN/1566867932/002-9170106-7697213 ~The origin of the Body Switch Tekken 3 GS codes... monkey.org/~dfw/ ~The original Kazuya in Tekken 3 PSX... is it for real??? You'll never know!!! gaming-age.com/news2/april98/040198g.htm ~Simply must check out... I can't wait for Tekken 4 ;P~ Asuka!!!! members.xoom.com/_XOOM/bboyneko/tekken4.html _________________________________________________________________________*FIN*