******************* BETA version 1.00 ******************* by Son_Kazama sonjaykun@cuteandavailable.ph I'd have to update this. pikyuban kamehameha!!!! xxxxxxxxxxx xxx xxxxxxxxxxx xXX xxx x x xxxxxxxxx x x xxx xxxx xxx Why read this in the first place? Yeah, out of options. Anyways, if you think you're good but you lose fight and say, "Hey, I should have won this fight!", then, this is for you. Also, if you're just new to this game, this is also for you. And if you think you know it all...guess again. JUST READ ON!!! ************************************************************ ***** ** ** ** Purpose of this guide ** ** ** *** ************************************************************ **ekken ** * 4 I have one clear purpose - to make people who believe that ssing is nothing have faith in it. I was amazed in a forum I was in that this guy didn't give value to SSing. As you go through this guide, I'll try my very best to make you see how important SSing is to the game. I won't be biased either. It's not because I am making a SS guide means I'll be giving or focusing the center of all attention to this game play system. NO. In fact I'll try to cover up some of the basics as much as I can. But forgive me as of now because I went through a lot - licensure exam, a year without Tekken, re-entering newbie status, catching up on my long lost tekken skills, and I'm studying programming languages right now. ************************************************************ ***** ** ** ** Importance of SSing ** ** ** *** ************************************************************ **ekken ** * 4 Guess what? If you think SSing is a thing of the past, like something you burried along with past, unneeded skills from Tekken 1 up to Tekken Tag, you're dead wrong. As a matter of fact, some players still are juggle oriented. I mean, all they do is try to get a juggle opportunity all day long and then think in the end about how they lost the game. As they say, "...T4 is a slug fest". So where does SSing come in? SSing is, still, very much an integral part of Tekken. And it's without a doubt one of your best buddies, along side the new game play system, which I will discuss later. It has been given real-like properties as in real life fighting situations. Given that fact, you'd have to use that to your advantage. As a tekken player, you must be able to come up with a complete, solid game every time you play against someone or if you play in tourneys. Playing in a straight-line, 2D format restricts your options. The only way you'll set yourself free is to go with the 3D option fighting tools you have presented to you. ************************************************************ ***** ** ** ** Guide Reference ** ** ** *** ************************************************************ **ekken ** * 4 Yeah, you would want to know how to use this guide. So, I made this section. How to use: 01. Read the basics - Definition, properties 02. Apply the basic principles 03. If problems occur, read the Special Situations Section (SSS) 04. Apply principle learned in the section 05. You are on your own ************************************************************ ***** ** ** ** Contents ** ** ** *** ************************************************************ **ekken ** * 4 This guide is specially made for you people who don't like to SS or if you really want to know the potential you've got when you add SSing knowledge to your repertoire. 01. Basics on SSing 02. SSing by Reaction guide 03. Extras A small segment on Walls A bit of a comprehensive guide to throwing SSing and okizeme 04. Sections on move analysis and special motions (waving) 05. Something I want to test out 06. Contacts, Sites, Credits, Disclaimer ************************************************************ ***** ** ** ** Tekken 4 SSing ** ** ** *** ************************************************************ **ekken ** * 4 Side stepping for Tekken 4 has changed dramatically. If you think SSing for TTT was a blast, think again. Anyways, I may seem like I'm blowing off here but just to be in the middle of everything, there are some restrictions, kind of the things which can't be done by the side step. As in any move, SSing also have properties which are very useful if you gain familiarization on how to use such properties. When you are told to SS either right or left, it literally means to your character's right or left. In Player 1 position, a SS to the right directly translates into a SS to the screen or away from the background. DEFINITION BKs stands for back turned sidestep. It basically does the same function but the scope of the step you make is less compared to a normal one. armslength (characterwise) only denotes that the distance from your character to your opponent's is just an armslength of the average Tekken character. Wrong way SS is a term for a SS done the opposite direction of the right way to SS an executed move. This is the hardest, trickiest SS move to pull off as perfect timing and excellent perceptual speed are needed. This is the ultimate reward for knowing and understanding the properties of any given attack. I seldom pull through with this move so I instead use the regular one. Effective range of throwing is an armslength from a regular character's outstretched arms. Basically, you can throw your opponent if both of your characters fists get close; the leading fist of an opponent's character is enough to consider a throw. The distance of throwing prowess can go farther depending on the situation. Walking is...walking to your character's left or right depending on where you hold the joystick or press the dpad. Auto SS this is the ability of any character to SS any succeeding move of short or ten strings prior to blocking any hit from the string. Using the concept of the Auto SS requires familiarity of string you are blocking since if you choose the wrong path to auto SS, you will get hit. CONVENTION 1 - Left Punch, square 3 - Left Kick, cross 2 - Right Punch, triangle 4 - Right Kick, circle f - tap forward Tapping is generally doing a d-pad b - tap backwards or stick motion fast. Hold would d - tap down mean you must press or tap on longer u - tap up for that certain motion to execute. d/f - tap down/forward d/b - tap down/back u/f - tap up/forward u/b - tap up/back Forward F or forward f means to move F - hold forward or advance dead ahead to your opponent B - hold backwards with relation to his current position. D - hold down Backwards B or backwards b is relatively U - hold up the same but is done by moving away your D/F - hold down/forward opponent. D/B - hold down/back U/F - hold up/forward U/B - hold up/back I have only listed down conventions regarding the motion. That's the consideration I can give a newbie. TOP VIEW DIAGRAM COMMENTARY ***************** Start of match/ This is the intial position at the start of a Mobile position match. It would be typically be around two-arms (AL) ***************** length in distance. If you SS in a start of a match, P1 side P2 side say you successfully did, you can advance an AL and grab your opponent. It's quite annoying. _ _ Anyways, the important about knowing your distance O_ _O from your opponent is the fact that it determines the type of move you'll execute. ******************** Normal Sidestep(SS) After doing a full, complete SS, you'll end up close ******************** to your opponent's side. The distance is about 1/6 of P1 side P2 side a complete circle or 1/3 of a half-circle. Please take note that it does not completely place you adjacent _ to your opponent at a 90 degree position with respect O_ to the start of match or mobile/standing position. \ What happens next is that you are drawn closer to your \O opponent. It is only a matter of opinion whether you are in a tight situation or a good one. If you know what to do next, which I believe you do, you can punish your opponent no matter how fast a move is dished out. After a successful SS from an opponents attack, even if he tries ducking and retaliating, you'll get him with a throw,a fast one for that matter. Just take note of recovery times and you're on your way. SS is the abbreviation for the word side step. It is done by TAPPING, just tapping, the dpad or the controller either up or down allowing your character to move to the right or left with reference to where you are tapping at a certain position, either in the beginning of the match or in the match. SSing for T4 is faster and has better evasive properties as well as being a better, offensive and defensive in-game strategy. ******************** IN-GAME PROPERTIES ******************** In-game properties for the SS changes. You are now ALMOST adjacent to your opponent's character if and when you successfully SS an opponent's attack. That means a lot. Being almost at a 90 degree curvature gives you a lot more options and evation perks. In short, you have the frame advantage in the situation. I'll discuss that later. ****************** Stopped Sidestep There are distinct advantages of ST that are ****************** completely unknown to many. But the timing is P1 side P2 side difficult. I have a simpler example than what I gave before. _ I want an example that covers much of what I said. O_ \ You are faced with an Paul user. Your opponent attempts \O to execute a DF. It is an attack needing to be evaded to you right. But he also has the option to do a a RD+1, Paul has about 3 moves coming off the RD. The RD+1 can be SSed to the left. If you think about it, choosing to SS left is basically good. The reason for such is because you can perform a stopped SS. You can press b for defensive purposes and you will be able to evade both attacks given that you did right with the timing. But I suggest you do a stopped SS by executing a throw ASAP. This is because you will out prioritize both moves as you will catch the opponent as the character is in the frames of executing the move and gain about a neat 30+ points of damage off your opponents life bar. Before I forget, you end up still in front of your opponent but slightly on the side facing the former if you decided to push b. The only reason you'll tap f is because you are faced with someone you're wasting time against. You may also link this move to a Position change. It's quite neat doing it against the DF. Since the DF is quite slow, you may opt to do a stopped SS to your CHARACTER's RIGHT then immediately do position changing as Paul finishes off the DF. Stopped sidestep is accomplished by pressing f, b within the frames of completion of the actual SS. Such SS has distinct advantages like being able to SS a move to the wrong side while anticipating the move you actually intend to SS. The properties which a stopped SS has is the same as a wrong way SS although the latter is much more complicated. A stopped SS can also be done by executing moves immediately after the SS - f, b, CD, SS, U, D - almost any move. ******************** Wrong-way Sidestep A good example would be that of Kazuya's TGF. If a Kaz ******************** user doesn't know how to delay and time the execution P1 side P2 side of a TGF, a wrong way SS will evade the attack. If you notice a TGF dash, you can SS right. It will _ sometimes involve a ST at first followed by a SSw, O that's if the opponent delays his CD attack upon the \ situation. This is very dangerous to do especially \<-- look here if you don't usually do it and know of the timing of \O when to SS. A single SS will also do but is very, very risky. P1 strikes right while Try this experiment. At close range, you can SS a TGF P2, at CLOSE distance, to the right if you execute the SS the same time the SSs left, which is the CD progresses into a TGF. wrong way of SSing the SSing the wrong way takes a real good guessing game move but gains an skill of knowing when the attack is about to come in advantage contact. You cannot delay your SS when we talk about going the wrong way. And to add that not all attacks can be SSw. Anything as fast as an 8-frame jab will get you everytime. When I refer to guessing game skills, it doesn't totally mean that you're facing a below-average player. Trying to defend against attacks requires guessing game skills as well in a sense that you must have an idea of what moves to defend against "will the move hit high, low, or mid?" as well as "will the next offensive be a throw?". See my point. ********* Walking Walking is as simple as holding the controller to wherever. ********* You either hold it up or down and your character walks to P1 side P2 side that direction. One good use of walking that I can conjure A O\ | up is to tease a losing opponent. Let them go after you. | \ \ | But that's still not good, right? | \O | IMO, walking sucks compared to SC's 8WR system. 4WR just | V isn't good enough. And when you walk, it's like walking in that way this way the park with granny. MAN! ************************ Auto Sidestep(orAutoSS)An auto SS requires recognition of moves and strings. ************************It does not just end there. You must also be familiar P1 P2 with what limb the succeding move will utilize as it _ _ determines which way you must choose to auto SS. O_ _O The foundation of the Auto SS rests upon the fact that you are able to perform thw SS motion only after the P1 advances to blocking motion of your character ends. attack P2 This is very critical as if the succeeding move you will Auto SS is very fast and has good tracking ability P1 P2 you will then get hit. _ _ O_._O Aside from this, the SS has gained a lot of advantages since T3. You will notice that SSing in TTT is a lot P1 connects with easier than in T3. This is one of the reasons why I hit but P2 blocks won't put up a character SSing guide. I just told you and does an how to SS one of the seemingly impossible moves to SS, auto SS while he the hell sweep and the u_u/f+4,4,4,4. blocks the attack Going back to the autoSS again, it will not be possible P1 P2 to AutoSS all moves. A perfect example would be the u_u/f+4,4,4,4. The reason behind this is due to the , fact that the second and third hit of this string is O_ too fast and is very complicated to autoSS even if it \ was possible. Just imagine, you have to block low then \O input the SS command as fast as you can but in the end the tracking ability and the speed of the succeeding P2 auto SS the moves are just too much. blocked attack to the left making The autoSS is indeed a great innovation but the P1 whiff altering of the SS in whole was beyond what I call as being FAIR. I still adhere to skill rather than luck. You'll just get lucky. Take note that you cannot auto SS BUT IN SOME POINT, being able to autoSS is not just every move dished done by luck if you pull it off consistently. It takes out by your opponent such skill as well to do such a move. First off, you as you have to should have knowledge in how, when, and where to SS a consider the frames particular attack in a string. You may be able to you have been guard autoSS but did you SS the right way? All moves in stunned and the speed Tekken have a natural way or direction in SSing and to of the following successfully avoid such attacks. This alone makes me attack and your think twice at times if the autoSS is really that bad, character's SS speed remember that even SSing single moves in TTT is much easier because of this innovation; Namco may have over did the SSing evasion property. As defined ealier, the auto SS is executing a SS while blocking and afterwards, you will auto SS after the block animation has ended. Other such attacks you SS without getting hit before SSing is a plain SS. Take a peek at this moves: CharacterOpponent's AttackSide Step Direction Lei Wulong f,N+1,2,1,2 (after 1st hit blocked) Your character's Right f,N+1,2,1,2 (after 2nd hit blocked) Your character's Left f,N+1,2,1,2 (after 3rd hit blocked) Your character's Right Jin Kazama b,f+2,1,2 (after 2nd hit blocked) Your character's Right Marshall Law b+1,2,1 (after 1st hit blocked) Your character's Right b+1,2,1 (after 2nd hit blocked) Your character's Left Paul Phoenix FC,d/f+2,1 (after 1st hit blocked) Your character's Left FC,d/f+2,2 (after 1st hit blocked) Your character's Right Heihachi Mishima f+1,b+2,1(after 2nd hit blocked) Your character's Left or Right ************************************************************ ***** ** ** ** Learning to SS Reaction ** ** ** *** ************************************************************ **ekken ** * 4 This is quite easy when you get to notice that you can SS moves that you know what limbs are used for it. That is the most important aspect of being able to SS naturally. Just familiarize yourself with this. You really don't have to memorize this. ALL MOVES, COMMANDS, MOTIONS, ATTACKS, STRINGS, and whatever you may call it have a natural way of SSing them. 1. It takes 6 SSs composed of 3 SSs to the to the background and 3 SSs to the to the screen to circle an opponent. Movement can be interchanged. Coincidentally, it takes 6 SSs to circle an idiot. 2. A SS extends the grabbing capability of throws. 3. It evades attacks,charging attacks as well as charging opponents - only applies to short charges and not the long, invincible charge - and places you behind your opponent's back. 4. SS attacks have tracking ability as long as they are delayed. 5. You cannot block when you have started to SS for about 16 frames after the execution of the initialization frame. 6. You cannot SS the wrong way an 8 frame attack or the like. 7. You can SS sequential attacks or tenstrings by taking into consideration the succeeding attack as you block and SSing to the direction where the said attack can be SSed while blocking. 8. SSing is better than walking. 9. Never SS just to annoy your opponent or because it might somewhat avoid an attack, esp. true when you hit walls. 10. Never SS before a move. It can get you into trouble. 11. A delayed SS will not evade a hit even if done correctly. 12. The rule SS left if the attack is done by a left limb (the same goes for the right) is limited to Linear attacks, and diagonal attacks 13. SS at the initialization of your opponent’s move/you can also SS within the starting frames of the move. Takes a lot of timing and a very trained sense of sight. 14. You must be quick with your attacks after a successful evasion of an opponent’s attack via SS. 15. Always have another SS READY for a very good CDer if you SS the CD and not the attack coming out of the CD when Waving is performed. 16. If any attack within a "string" is SSed, SS again to avoid being tracked and hit or opt for the best choice, counter hit/poking. 17. Always look at your opponent's movements, not just yours. It applies to the game in general as the starting motion reveals the attack. xxxxxxxxxxx xxx xxxxxxxxxxx xXX xxx You really don't need to go beyond the preceeding part. x x xxxxxxxxx You can now delete this file. x x xxx This is still a BETA release I made. xxxx xxx ************************************************************ ***** ** ** ** Special Situation Section ** ** ** *** ************************************************************ **ekken ** * 4 In this section, I will not discuss each character and how and where to SS their attacks since what I want to teach you is to SS via reaction. You must learn this unique technique of executing a SS and such follow up moves such as a Juggle starter and/or a throw, which is to my opinion, under-rated and belittled. The throw is a very powerful weapon. It only becomes such as I have claimed if you know when to dish out the move. I have only cited a few moves and from which character they belong to so as to give you an idea. Learning the offensive nature of an attack will teach you how to defend against it. In the end, you can never use the same attack twice... ****************** I. Linear attacks ****************** There are basically two types of this kind of attack Vertical attacks Horizontal Attacks Vertical attacks are those that run down-up and up-down. Most juggle starters fall under this category of attack especially kick attacks and uppercuts. Avoid these attacks as stated in the RULES section. Just take note of whether the attack is a class1, class2, class3 juggle launcher. Why? If you eat a class1, you go up so high and land for sometime!!! Horizontal Attacks are further divided into two types which are the (1) Straight horizontal attacks which travel horizontally forward. Examples would be the regular 1 and 2 punches, and the lightning kick when grounded. Next, the (2) Sweeping horizontal attacks. The mentioned attack can be SSed by the average Tekken player with medium difficulty, I guess so. These attacks travel horizontal while doing such attack in a sweeping or arcing manner. Attacks of this nature are those of Bryan and Bruce's f,f+3, Hei's standing 4. For punches, Kaz's Demon Gut punch fall under this category. SS to the direction of your opponent’s attack if the nature of the attack is horizontally turning. If the attack sweeps right, SS to your right. The simple rule for these attacks is the SS left for left limb, SS right for the right limb. One of the exceptions for this attack are hellsweeps. It utilizes a right limb but in fact it must be SSed to your left. *********************** II. Specialized attacks *********************** These type of attacks do not follow the rule stated above. If you don not believe me, just keep on being hit by your opponent. Diagonal attacks Low horizontal attacks Two limb attacks Sequential horizontal attacks Combinational attacks Crouch dashing arts It seems pretty simple. But the truth is most comment on these attacks as very hard or extremely difficult to SS. Diagonal attacks Are those of Hwoarang’s f,f+3 at Right stance and, similarly, Xiaoyu’s f,f+3,. It is indeed very hard to SS these moves since the moves have annoying priority for slow moves. Against these, you must SS it opposite the direction of the sweep. Moves like this are difficult to SS. You should opt for a grab at the starting motion if you ever get the chance or a counter hit. If you try to SS these type of moves, you absolutely must not delay your SS. You will get hit. Low horizontal attacks Lei's d/b+4 is a low horizontal sweep attack and SSing such a move from a distance is impossible. You can only do it up close. Also in this category is Paul's d+4. Bryan's d/f+3 is also in these category. But of all the attacks in this category, Bryan's sweep can be SSed easily. It just lacks speed that Paul and Lei's move possess. Don't even try SSing Paul's d+4, it'll get you into BIG TROUBLE!!! In T3, SSing Bryan's d/f+3 will take a Jin player the necessary skills in order to evade this move. Heihachi's SS was simply better. Two limb attacks Kuma and Panda's f+1~2 which is a two limb attack which sweep in both direction. To evade it, try reversing it first to get an idea of where to SS. Okay, just it to your ****. It's just if you forget where to SS it, reverse the move and the limb tells the direction of the evasion. The same goes for that of Nina's f+1~2. The Jacks also have two limb attacks, Christie too. Hmm, since I mentioned Christie, I'll talk about her a little. Capoeiran Christie Montiero's attacks can be SSed but don't get too comfy about it. Despite the fact that you can evade her attacks, you must be able to interrupt the other moves or defend against them. Besides Kaz's u_u/f+4,4,4,4, Christie's attacks has a fair amount of tracking ability. If you are not the kind of person with lightning fast reaction, you'd have to opt for a poke or interrupt as she does her moves. Learn what moves the babe has that you can SS, especially those with good tracking ability. Also learn when and where to SS again if you are not in a good position for retaliation. Christies stance BTW is a natural SS killer. Watch her follow you as you SS. The only way for you to avoid her attacks is when you SS correctly the attack not SSing then hoping to evade it. Afterwhich, any fast interrupting move of Christie's strings is a must or you will get hit. Sequential horizontal attacks Examples of sequential horizontal attacks are the hell sweeps and, Kaz's u/f_u+4+4+4+4 plus Jin's b+2+1 series. With regards to SSing these attacks, extreme skill and timing must be present in the player who will SS the attack. Also, Law's punch and Hwoarang's kick arrays are in these category but are not naturally good trackers. Please see the section about auto SS for more information. SPECIAL TECHNIQUES (Note: My technique is one of the reasons adding to why the u_u/f+4,4,4,4 is NOT a good move. If I see someone doing this move in a match, I even provoke him to do it or persuade him to do that "spin thingy"). SSing Hellsweeps, INTO THE WHIRLWIND TECHNIQUE...hehehe!!! A hell sweep is a sequential horizontal attack which hits low and sweeps counter clockwise. If you are upclose and an opponent dishes this out, SS to your left and you will be able to evade being hit. If at a distance, the hell sweep tracks pretty well. So the only solution left for you to do is to defend low...just joking! What you should do is to anticipate the right timing of when to SS. A good distance would be...this is hard to explain and for you to swallow...I think you are experienced enough to tell whether the second sweep or the first sweep is ABOUT to hit you or not, the distance would be before the first hell sweep or second is about to hit. If you're really up to it, you'll go for the first sweep. . . .CATCHING THE WHIRLWIND This is the same technique I use with Hei's regarded hell sweep. Some people like to frighten their competition or annoy them. But I have varied and improved it. The second hit can be a WGF for Hei, roundhouse for Jin, hell sweep for Devil, Angel, the...Jins, and Kaz. My technique is not with out assurance, it is a double edged sword. If you did avoid being hit when you SSed, you can over power him with the follow up in my technique...that is catching the WHIRLWIND. In Tekken, the only way you can catch someone is to do a throw. So the really safest way is to SS and grab your opponent! Even if Hei and Jin does a different move, IT DOESN'T MATTER. The throw will out prioritize their move. So if you have that incredible concentration and composure, your skill will be heightened to such level of play that I assure you ...you will not loose as long as you know your Tekken basics. (The above move is patented to me, and no one in the whole Tekken community, game guides has ever come up with a technique or strategy to evade such moves.) Jin's b+2,1 can be SSed but you must act quickly if the opponent does delay the move. It will track and hit. SS the first hit to your right. Just that. Also, if the opponent doesn't delay, poke. But let me tell you that if you do not have the knack for when this move is coming at you, no matter what you do you will get hit, SS..that's what I meant. And if you are experienced enough and is up to the challenge, you can SS this move in both directions if you see Jin move back, at times followed by neutrality, than a sudden forward with his right elbow being shown behind his back then a horizontal attack - right hook. If you get hit while guarding, SSing the next move to the right will be almost impossible...impossible if you Auto SS the wrong way. You can only SS the second hit if you were not hit by the first. But if the first hits you, tap f immediately not repeatedly because you will break your own guard and that is quite stupid. Another alternative would be By SSing the first hit successfully, you must interrupt the second hit at all cost. If you end up close while the second hit is about to make contact...it will hit the spot. Some may use the laser canon/scrapper in a very wrong way against SSers. Do not attempt to use this move to scare someone at a very wrong distance because it is fairly easy to evade the move given such opportunity. Some attacks, even at close range, just cannot be SSed. Combinational attacks Examples of this kind of attack are Paul's d+1,4,2 and ten strings. You don't get the chance to SS all the moves in this type of attack but SSing the first array of the move can be a relief. Paul's d,d/b,b+3,2,2 can back track as long as it is delayed and all that. So be careful when you do evade the first and second hit of this attack since if you don't guard or CH as you evaded the move, the back tracking last attack will hit you. That is if the opponent did delay the move. Otherwise, your opponent will end up showing his stuff while you punish him afterwards. Crouch Dashing arts I have menioned that the rule SS left if left limb blah, blah, blah is not all that true. Do you SS a hell sweep done by a right limb to your right? I think not! Anyways, I will not discuss about the standard CD attacks but those attacks which revolve around the specialized use of the crouch dash, highly regarded but are unconventional moves in reality. START OF SPECIAL MENTION Don't try too many ss up close unless you have a decent frame advantage .. cause wgf will pick you up out of a close ss all the time (I learned that the hard way) .. One little tip is IF YOU SEE A CD COMING TOWARDS YOU, DON'T SIDESTEP. at that point it's too late and hellsweep or wgf will track you. do the ss in anticipation for good results. END OF SPECIAL MENTION SSing a CD You can SS a CD. All you need to do is if you see the opponent after a forward dash go into crouch position, dash forward and SS to your left. What comes next are S.O.P. which I think you know what to do by now... punish them!!! What's this special mention all about? The one thing he did a good job on was telling you not to SS sequentially. Other than that, he doesn't know the mechanics behind the SS. It takes a keen eye to see an EWGF coming. It doesn't take as much skill to see whether a WGF, or hellsweep coming at you. That's just my opinion as that's the way I see it. A good example of a CD move coming at you would be the TGF. You see the crouching motion as it draws near your character. SS left, throw or CH or Juggle. End of discussion. Wave dash WGDRUC (Wave Uppercut) f,N,d,d/f,b,...WS+2 WGDRDUC (Wave Pistons) f,N,d,d/f,b,...WS+1,2 WEWGF (Wave Electric Wind godfist) The Wave uppercut and Pistons are two risky moves against a defensive expert. But if they don't know it yet, it's one hell of a move and juggle starter. The same goes for the WEWGF. The only thing that I see as a stand out move from the rest of these branched wave dash forms is the WEWGF. It covers more distance than the Wave Uppercut and Wave Pistons and it comes out faster. Do not let your opponent gain distance to dish these moves out. Move CLOSE as possible to them (which I think will not be your option 4. You will not be able to SS this move after being guard stunned. You can SS the WGDRUC to your left, the WGDRDUC to your right but be careful since the Twin Pistons of Kaz is flawless as the word goes around, which is TRUE. The WEWGF can be SSed to the left as long as you don't SS the first CD. To evade the hit by an EWGF, get close to your opponent and SS the seccond CD, not the first CD. But if you don't get me, just block it and be prepared if the opponent opts for a throw or hellsweep. Deal with the taunts... What makes WEWGF better than the other two is due to the fact that you can opt for a fake dash if you're in a tight spot. And if you notice that your opponent knows where to SS this move, you can opt to slow down from the transition of the first CD to forward wihich cancels the move and do the second CD at EWGd speeds. Dash Electric Windgodfist This move is good to pull out when an opponent whiffs at a distance. This variation of the CD helps the EWGF to gain ground than a normal EWGF. SSing this move is to SS left but pay attention to when the opponent's character (Kaz or Hei) comes out of the CD to deliver the EWGF. This is also SSed the same manner as a WEWGF. Get close when the second CD comes. The DEWGF cannot be SS if you whiffed or you are just coming out of a guard stun as it is almost guaranteed to hit - f,f,F+3 then DEWGF. Wave Electric Windgodfist This move, if the opponent is SS happy and is a bit scared of your offensive is pretty much good to dish out if at a distance. It covers more ground than a DEWGF. If you do not know the mechanics of this move, you'll have a hard time evading it. But pay attention to when the opponent decides to attack as he will most likely time his move of when to dish it out even if you SS the right way. You will get hit if you SS out of phase or timing with when the opponent executes the move. Fake Wave The fake wave is to lure the opponent into whiffing. If the opponent falls for this move, what comes next is INEVITABLE if done correctly, EWGF. This is my move of choice especially against a good Bryan player who doesn't do short strings. Bryan's b+1~2 is an outstanding move! But I'm better because I can always pull the plug and say I'm the champ!!! hehehe!!! Snake dash The snake dash is as risky as doing a mist step. I refer to the move as Jin and Hei's mist step version of Kaz's mist step. The move sucks if you don't know how to SS correctly. You can SS to any direction but do you really have an idea yourself what move an opponent will do if the former stands still and watches your every SS while at neutral guard? But I don't want you to get thew notion that the mist step is a bad move, it isn't! This move comes in handy as a guessing game tool. ******************** Just my opinion... ******************** The Wave Uppercut and Pistons are for masters use. Wave dashing and move coming out of it won't work very well against defensive experts. The fake wave, it takes a very good perceptual speed to see what move comes out but you are risking retaliation if you don't know your spacing. The snake dash is as good as wave dashing and mist step all together minus the mist step moves that you have at your disposal after the SS, that's if you get to use it too much. That's just my opinion. You have yours. Look at the First Ammendment because I have my rights. And one of them is...you already know! The key in SSing these moves is perceptual speed that you possess. My Perceptual Speed Theory (ha!) will only work if you have a good knack to see any of the above moves coming coupled with your ability to react as fast or even faster than your opponent. My theory also incorporates the thinking "...my move is a result of your move..." which is pretty easy to understand. Are you buying this? Let me illustrate. A dashed EWGF can be SSed. But what you need to do is to put in mind if the opponent will push through with his attack. If he is planning up on other things, I suggest that you prepare an escape for a throw, and be on Active guard. Otherwise, you'll see the opponent coming at you full speed. That is his mistake since he is so busy pulling off an EWGF after tapping forward that you just evaded him. To evade the DEWGF is to SS once the character leaves the CD into the attack. Also, you can just dish out a throw as he draws near because it'll out-prioritize the opponents offensive. Once the opponent is as near as twice an AL or lesser, you can do a throw while noticing that your character also moves forward. It only shows that you have out prioritized his move. A WEWGF takes composure to SS. If we break down and disect further into the WEWGF, we will notice that it is a crouch dash immediately followed by a DEWGF. It is always good to break down a good offensive's blue print rather than attacking it head on because at such compound level, analysis of any weak points for the move is very hard. But the thing is if you're trying to do the breaking down in a match for the first time, you'll end up eating the first barrage of offense your opponent does. ************************************************************ ***** ** ** ** Crazy Application Information ** ** ** *** ************************************************************ **ekken ** * 4 In the strictest sense, SSing is mainly used for defensive purposes. But then there's always an exception. I reiterate, I assume the responsibility that you are not a newbie, scrub, or still a scrub, and/or otherwise. All the discussions herein are highly suited for average and high level players as only such kind of people have a high probability or chance of pulling off any of the things that will be stated and discussed from now on. If by any chance you belong to those which I have mentioned, do not despair as everyone goes through that stage or have gone through it but not when they played Tekken. Yeah, right. I was just fooling around. THROW GAME, WALL GAME, JUGGLE Most Tekken players don't notice why others consistently SS. With reference to the second property I wrote, that says it all. Some may disagree that if you SS and grab you must be close or closeR. NO! It's a misconception. Try SSing and if you are about one to three-halves arms-length away (characterwise), try to execute a throw. It'll grab your opponent to your and his surprise. Also, a back and side throw is as TRICKY to escape as a multi-throw because any throw can be executed for the same motion, side throw if grabbed by the sides...right side motion and left side motion have similar commands. Back throw if grabbed behind. And to add that back and side throws are much flashy. When your throw is being escaped, your opponent must be able to initiate the escape command as fast as he can, but it seems impossible especially if you evaded an attack. The recovery time of your opponent from such a move works to your advantage. Back throws cannot be escaped! But you can always duck. That is if your opponent doesn't juggle you. And don't under-estimate a BIG character. If you end behind your opponent after SSing an attack, you have a couple of choices. One of which is to juggle, quick juggles I mean. If you can inflict juggles that can take more than 40 points of damage off your opponents life bar, the better. If you can't, opt for a grab for an instant 60 points damage. That is if your opponent does not face you before you grab. Well, if you're trying to work on your juggle, execute one to gain better juggling ability. But you'll pay the price if you make a mistake. Juggles I'm quite speechless when it comes to juggles and all that. Almost everything about the aspect of juggling has been covered by so many faqs/guides here in gamefaqs. Just for the sake of it, here I go... To be able to do and execute juggles everytime defines the outcome of the match. The more devastating the juggles you know, the more the fight is going to be easy for you, that is if you get it to connect at all. In high level matches, seldom do these kinds of attacks arise since both competitors know of the damage potential if the other inflicts a juggle. Characters like the Mishimas and the Kazamas are natural jugglers and deal powerful juggles. If you get juggled by a Jin player once, that maybe all that he needs. Each of the opponents set up attacks then link it with juggle follow up moves that can mean the end of the round. If you are able to escape it, good for you. Atleast pray that your opponent miscalculates or does a mistake. The only thing you can do is to block or avoid it as much as possible. In my case, avoiding a juggle starter would be the best option. Why? If you successfully SS and avoid a juggle starter move, you've set yourself up for free hits at you opponent. And that means it your time to do some juggling yourself. And do it as fast as possible if the attack you've manage to avoid has quick recovery time. But be aware of the moves you dish out for not all moves you do would create an opportunity for you to do damaging juggles. If you can only do juggles after such predicament in which the damage is meager, than I suggest learn the more damaging juggle move. Practice makes perfect. But the way you do it is the key to whether you win or not. You must possess excellence in execution for if not and even if you do know how to juggle, it would just have been a waste of time since you can't use it to work for you. ************************************************************ ***** ** ** ** Wall Game ** ** ** *** ************************************************************ **ekken ** * 4 Walls have almost similar properties as that of the ground. You can get-up from it when you slammed into one, you can use it to your leverage to extend juggle damage. The technique in walls to be able to fully utilize it is not just knowing when to do your launcher, what juggle to do, or whatever follow-ups but knowing how to utilize POSITION CHANGING. Combining position change, just right juggles, okizeme tactics, and SSing knowledge will be as devastating as familiarity of the aforementioned is what's required of you in order to adapt to T4's system. *************** Wall Training *************** In order to naturally juggle opponents out of wall slammy opportunities, you'd have to choose a stage wherein you'd be able to get frequent juggle opportunities with walls as well as familiarization of what to do when you're on the receiving end of the end. *^O^* 01. Try to choose smaller stages 02. Formulate juggles coming off launchers to deal decent or max damage 03. If you're afraid of getting pinned to the wall, some stages can help you hide from opponents. In some stages, you can opt to stay on the other side of a wall. Even if your opponent tries to charge at you, they'll find it slightly hard to do as the wall is in their way. For example, the Beach stage is perfect for this situation - that towering wall made of wood...-_- You can gain advantage by going near the corner end ot that wall and wait for your opponent then poke. ************* Tight Spots ************* If you seem to be in a tight spot and all you can do is block, just remember that you can execute either a THROW (discussed in the next section) or a POSITION CHANGE command to gain advantage over relatively slower moves. Get acquainted with Frame execution of moves, special arts, and special commands. A Throw or, in this case, a position change command has what we call a Frame Hit. The frame hit is the time for a particular move to hit or for it to do it's stuff after pressing the command button for it after the motioning. You Opponent Motion - Press button - opportunity Motion - Press button - opportunity frames frames frames frames The odds look very much the same but remember that as long as you can beat them to the punch, a position change will out prioritize your opponent's offensive. For a detailed info on prioritization, see the next section (Throwing before a move). ************ Tech Rolls ************ You guessed that one right. You can tech roll off a wall slammy. But remember, there are other forms of tech rolling as well as situations calling for it. Most of the time, you feel like shit when you tech roll and get hit, and you then hit a wall so you feel like bananas. I know how that feels. Feels like bananas, what esle? ^^ Anyways, some people tech roll immediately after hitting a wall. If you get to block your opponent's move after that, don't just consider blocking all day and staying in the same spot until you finally notice that it's time. If, just if, the AUTO-SS is not taken out of T4, get away from there then hit back at your opponent. Another good way of doing things right is deciding on whether small okizeme damage gets to you more than a major okizeme juggle. Tech roll to your sides. Get to know your opponent's fave okizeme then roll off from that attack to the correct direction. It's almost like SSing an attack. You can either roll then do b,b or f,f commands if you wish. it's your choice. ************************************************************ ***** ** ** ** Throw Game ** ** ** *** ************************************************************ **ekken ** * 4 Does anyone do throws in Tekken anymore? I know I do. In local arcade matches, seldom would you see someone do a throw, unless their King, Nina, or Craig. But you see, throwing is still in and can be of great advantage to you. You can also gain psychological advantages if you know how to do it. Hmm, it comes to my attention that when you do a throw, your opponent just escapes it with relative ease. Here's where I come in to frustrate your enemies. ****************************************************************************** I. Execute throws on whiffed moves ****************************************************************************** This will be your biggest advantage. The recovery time of your opponent works against your opponent and not you. It'll always get your opponent and frustrate him as it now becomes trickier to escape. As a general rule, the longer the recovery time, the harder it is to escape the throw and the better the chance for you to do some damage with the throw. Also consider a back dash a whiffed move. ****************************************************************************** II. Execute throws with two input escapes ****************************************************************************** It's pretty hard to escape throws with two input escapes. But if your opponent can escape it everytime, it'll be hard for him to know if you did such kind of throw we are speaking after you do a sidestep. Very nasty, isn't it? Some Tekken players can see what kind of throw you are pulling off. Kind? I mean the kind of escape for the throw you just did. Hmm, you seem amazed. But it isn't all that impossible. To basically know what throw escape to dish out when an opponent does a throw is to have some idea of what arm he used to grab you with. I will list them down, and it's regardless of what throw your opponent does as long as you know what arm he used 1. Throw done with the left arm extended than the right arm can be escaped with the inputting of 1 (square) 2. Throw done with the right arm extended than the left arm can be escaped with the inputting of 2 (triangle) 3. Throw done with both arms extended can be escaped with both punch buttons 4. Throw done while on the left side can be escaped by 1 5. Throw done while on the right side can be escaped by 2 You must remember one thing when doing such escape. You must do it before your opponent's character twist's, lift's or lay's hand on your character. Once any of the following have been executed, is twisting, lifting, grasping already, on your character, escape is inevitable even if you press the right escape button. Being late is has never done any good, even in real life. If you want to learn how to escape multithrows, site dedicated to King is a good place to visit. ****************************************************************************** III. Execute side throws ****************************************************************************** Side throws are cool! Refer to Lee's side throws for some first hand experience on side throws; thanks a million "maureen" - maureen of TTT.com forum. She is quite good with Lee and Law. Anyways, side throws are for guessing games. Aside from doing an attack or standard SS attack, you can opt for a side throw. And it deals quite good damage for that matter. The advantages of side throwing are obvious. First off, it's conceiled...whether what throw you do since you hide behind your opponent or your back is exposed to the screen. Second, if you evaded a move you can grab your opponent's character even at two armslength distance, characterwise. Just do it to know more. Some of the facts I told you are based on the glicthes in the game. ****************************************************************************** IV. Back throws ****************************************************************************** This is the ultimate throw you can ever execute but you won't usually end up behind your opponent. The rewards in pulling this move off out weighs the risks that you are faced with. Back throws, for a fact, cannot be escaped. Period. Nothing follows. Be a scrub all your life. Second, back throws are very devastating. It even out-weighs damages some juggles and unblockables inflict. Refer to Kaz's back throw for coolness and Toshin, Ogre's back throw for some kick ass damage. Actually, you can go to the washroom and do your stuff than come back to see the Ogre has just depleted a whopping 70 points of damage off your opponent. Just remember one thing about trying to back throw, be quick about it. I asked a friend, Blackwind, about the decency of back throwing against Jun and her White heron after evading the third hit (Yes, you can evade the third hit). It turns out that Jun's WH is far different than Jin's WH since it has real good tracking ability than the latter. Blackwind, thanks a lot for this info!!! ****************************************************************************** V. Throwing before a move ****************************************************************************** This requires EXTREME skill, COMPOSURE to it's fullest, and TIMING. If you think you don't have this qualities in you, don't try it. If you see a move coming and you have time to block it, I suggest you throw out a throw. You can throw, Hei, Kaz, Jin as they do a WGF or that of Paul's DF. It is even useful against those who use unblockables (!), with some exceptions. Hwoarang's f,f+3 can also be caught if you know the timing and if you're up to it. If you think you can do more damage from a juggle, do it then as long as you know what to do because yoiu need to do it fast! I reiterate, I assume the responsibility that you are not a newbie, scrub, or still a scrub, and/or otherwise. All the discussions herein are highly suited for average and high level players as only such kind of people have a high probability or chance of pulling off any of the things that will be stated and discussed from now on. If by any chance you belong to those which I have mentioned, do not despair as everyone goes through that stage or have gone through it but not when they played Tekken. Also, take note of the rules I imposed on you before doing any SSing. Remember them by heart! ****************************************************************************** VI. Miscellaneous Info on Throwing ****************************************************************************** I just want everyone to know that there are other things about throwing vaguely known, understood. An opponent doing a two-fisted dive can be thrown if and only if you are close and as long as your opponents feet do not leave the ground. You can also throw someone doing flip kicks. But I haven't done it yet, only my cousin. He consistently does that if you consistently do flip kicks. So, sorry if I can't inform you about how to do it. I won't write down what I don't know. Hmm, my friend told me that when Law does his flips kicks, you can do a throw as long as Law's foot is in contact with the ground, perpendicular in nature is the position. Thanks, Blackwind!!! I don't quite get it sometimes, but as long as I win, who cares about it!!! ****************************************************************************** Effective Range of Throwing ****************************************************************************** Almost everyone will say that to execute a throw with a a probability of one out of one you should be done close to the opponent or half an AL. But that is not true at all! Give me ten reasons why you doubt me when you e mail but I'll answer your queries right now here in this section. I will be devoting this section to the analysis of the throw range ER. Effective Range has been defined in the definition section of this faq to be twice an AL to its maximum range. I don't think specifying the minimum range would do any good. But why 2AL? The 2AL can only be confirmed on whiffs and on article five (V. Throwing before a move) of the Throw game section. It is only then can you execute a throw at its maximum distance. But keep in mind that you may find it as something really WEIRD. An example of this is when an opponent, say uses Jin, does a WGF at a distance from you just enough to count as twice an AL, quickly execute a throw and voila, you got yourself about 30 points of neat damage while leaving your opponent wondering what went WRONG, very wrong!!! It's some kind of mathematical glitch which the system buffers as a valid throw. ************************************************************ ***** ** ** ** Okizeme factor ** ** ** *** ************************************************************ **ekken ** * 4 SSing is a great help for okizeme and further okizeme opportunities or for other juggle freebies. If ever you knock an opponent far from you either after an okizeme move or a one hit wonder, try charging or dashing towards your opponent then SS around then fallen opponent who, at that time, is trying to get up. You may opt to change your tactic after showing this startegy to your opponent by backing off, yeah, nastily turtling around and then giving them the BANG!!! ************************************************************ ***** ** ** ** Special Situation Section ** ** ** *** ************************************************************ **ekken ** * 4 The proceeding part is from my TTT-SS guide, which I made ages ago. ************************************************************ ***** ***** ***** Anti-Sidestep Strategies ** ** ** ************************************************************ ** ** ** Why an anti-SS guide? The purpose of my tutorial is to impart knowledge to all about what I know about Sidestepping and as well as knowing that SSing can evade almost all the moves an opponent can dish out, I am also aware that not every move can be evaded. The infamous WEWGF and DEWGF are said to be very good anti-SS moves. But is it all that? And does it really track a SS 100%? I think you'd also be asking that yourselves. Nonetheless, Tekken is still a game. A game which is governed by the protocols intrinsic to the game's program. If you are knowledgeable about all the aspects of this rules, you are vey lucky for you are the better fighter. That's of course if and only if you know it and know how to use such knowledge. ***************** SS Misconceptions ***************** No move is invincible once you get to know more about it. This is what I've learned. This is what I keep in mind whether I go into offense or be on the defensive end when I fight. Keep this in mind, make it one of your philosophies while fighting. To go on, there are many misconceptions about the SS. Let me then list some of them down for you. SS-cancelling sequential SSing close proximity dashing forward and back tap; SS-cancelling This generally refers to the well known "if your opponent SSs, SS to cancel their SS" thingy. This is generally good if you're up against manageable opponents. It's very hard pull this off against better opponents since they have the option to CH you as you are in the starting frames of the SS motion or perform a throw depending on the proximity. This also leads to a sequential-SSing contest, if close, where each player SSs to get the advantage and nail the other. When this is most likely to happen, it is much better to crouch and to low pokes than quickly respond to any mid offensive done by your opponent. As you perform a SS out of your opponent's SS, you are vulnerable to be thrown if and when you are up close. The throw is done as you SS and not after the 16th frame vulnerability since you can crouch after the said frames. Quite decent but not that good... sequential SSing This is a very bad move. This move sucks since DEWGF and WEWGF will hit you. Especially if your opponent can do EWGF very fast, the CD motion, at close proximity you're a GONER!!! Don't try doing this against someone doing a Devil possession with Jin. I do believe Devil Jin's WGF is by then extremely fast. One more reason why this move is bad is because if your opponent is knowledgeable with SSing, a move that tracks very well to the direction where you are SSing is your opponent's choice. An example of such situation would be if you sequentially SS to your right...a Wind Godfist really means Wind Godfist. It'll hit you unless your timing and distance are just right for a SSw. But take note that DEWGF and WEWGF can only hit you if the actual EWGF move is preceeded by a slow forward to track a SSing opponent. A very fast WEWGF and DEWGF will whiff. That's if you are facing a very good opponent. Most of the time, you're just facing a decent levelled player who doesn't even wave dash. To be fair, sequential SSing is hard if you don't have a sense of what's really going on. Remember, your opponent is also taking a chance as they won't be able do move that they usually do when they get out of axis. The best way to get to these guys, sort of a first option, is by way of poking. Strike with the limb closest to them. close proximity At this range, you can make a fool of anyone if you know when and where to SS, start and stop, hit and do a throw. But usually you won't end up this close and that you haven't experienced being this close. In this range, you can sequentially SS and do a SSw as long as you are not faced with the Changs and with anyone with an 8 frame jab. At this range, the better pitbull player has an advantage. No body does do serious SSing game. And if you do see someone, their just one in a million. dashing If you play Tekken using a stick rather than a d-pad you have an advantage since dashing with a d-pad is hard if you want to do a dash at high level of play and perform variations since blisters are inevitable. Even a seasoned d- pad Tekken player will say so. Crouch dash, wave dash, roll dash. Some would refer to dashing as a prelude to demolishing a SSing opponent. If the SSing opponent is stupid enough to SS out of the blue without any attack to evade, than these things are true. Otherwise, read the definition of what a SS is really used for and rethink about this. ************************************************************ ***** ***** ***** Anti-SS strats ** ** ** ************************************************************ ** ** ** There is quite a big difference between an anti-SS move/strat/technique to a SS-tracking move. If you get hit by a SS-tracking move, you are just plain stupid. Read what SS means in the definiton section before you go on. Wave dashing, leading to WEWGF, DEWGF, is a move that if your opponent SSs at a very early stage, will track them down since the EWGF has incredible speed to boot! Now, DO YOU UNDERSTAND THE SITUATION? Anti-SS strat 1 Paul's Death Fist is a prime canditate for SSing. It's very slow compared to Hei's DF but the rewards are very high IF you get them to connect. Against a decent player, you may not be able to sink this move in. The only solution is to use the property of the dash motion to your advantage. This is how it goes Paul's DF motion does a crouch and is executed by d,d/f,f. If you hit 2, you get a DF. But the thing is your opponent can easily evade this move to the right. What move will you have to do in order to not whiff? Change the attack but be able to use the crouching motion of the DF. This is done by executing a QCF then immediately followed by d+4. Do you remember that d+4 with Paul is virtually impossible to SS? Right! And the QCF motion helps you close in the gap to prevent stagger effects. What you've got is a potent tool against a correctly done SS. But that's from T3. They took that out when TTT came. I don't know for T4. But this move is for Tekken 3 only. For those of you who have noticed, this move is quite one of Paul's dreaded moves in T3. They (Namco) toned it down. It was so good in T3 that you have a guessing game for Paul's RD unlike for TTT. Anti-SS strat 2 Poke when the opponent is in the first few frames and you will be so happy because it'll hit them. Intiendez? This is specially effective against someone doing a sequential SS. Also, there is a trick here. You have to poke in between the starting and up to the 11th frame of the SS motion. This is due to the fact that your opponent cannot block your pokes at this stage. Another thing is that if your opponent is a persistent SSing dude. The best thing to do is give them the knock out move. Anti-SS strat 3 Slow input of forward or CD cancel for DEWGF, WEWGF will track a SSing opponent. This is the trick wherein it makes these two motions very effective as anti-SS strategies. If you always tend to do the CD cancel very fast, you will whiff because of such fast motion input cannot follow a SS move. That's if the SS is done to the left. Just be careful if your opponent SS left. Mechanics For DEWGF and before second CD for WEWGF, press forward when your opponent SSs. That means waiting for your opponent to SS. It will look as if you've executed a slow DEWGF and WEWGF but delaying the forward will make the EWGF track the SS and hit your opponent. You also have the option to cancel the dash into a fake dash if you ever get into a tight spot and even doing an EWGF will only make you whiff. Anti-SS strat 4 Back dash, dash forward, SS as well, then use moves that track both to the left and right then use them interchangeably. This also plays as a guessing game for your opponent. Lastly, you only meet a good SSing opponent once in a blue moon. Most players SS one way. That's either only to the left or to the right. So take note of these little things. What I presented to you the reader are basics behind SSing to be incorporated to your game. When I started to do serious WD techniques, my SSing skills became below-average that at times when I needed to SS, I always get hit. No technique is superior. It only becomes such when you use it correctly. Use everything you know and start to get to know your opponent's limitations and skills. Once you get there, you will go to another level. You don't just learn to fight, you learn to get to know your opponent first. ************************************************************ ***** ** ** ** Something I want to test out ** ** ** *** ************************************************************ **ekken ** * 4 In T3 and TTT, Jin had a special attribute to his Laser Series move - the additional Side step motion. So what? The additional SS motion in the execution of the Laser series translates to instant Laser series execution since opponents usually expect a delay, a long one in some aspect, when you try an out of SS move. Also, you can, at some point, get CH advantage when doing this move. I never saw this published by Castel when I tried getting his attention about the move. But he acknowledged it's existence - Julia has similar thingy like this, which you all know. ********** The move ********** How should we call this move? Stepping Laser Series? Whatever!!! command Comment b,SS,f+2,1,2 You can either SS to your right or to your left depending on the present outcome of a match. CH advantage b,SS,f+2>1>2 can be achieved since you can evade attacks as you execute this move, seemingly out of the blue b,SS,f+2,1,d+2 b,SS,f+2>1>d+2 b,SS,f+2,1,d+2* What happened when I tested this move out many times before? I've come to a conclusion that not many players know about this move. It just shows. You'd hear some say how chessy jin is but the truth is, is that the transition from b then SS then forward is just so seemingly sudden that it gets your oppoennt off guard and gaining you free hits. ************************************************************ ***** ** ** ** Ethics and Legalities ** ** ** *** ************************************************************ **ekken ** * 4 Before you read on any further, I want you to know that I bled before being able to come up with this. It took hours of "frustration and frustrating" just to analyze and come up with a generalization on how to SS attacks properly. The time I spent and hours of analysis I went through in order to make this faq/guide/tutorial into realization is reason enough that you shouldn't mess with my work. In this regard, copying, editing, rewording, making profit out of this document by copying, editing, rewording is UNETHICAL and will not go unpunished. If you want to mirror this document, do so but please contact me first for my permission. To PS mags out there, you haven't made a feature topic on SS that comes close to mine. So much for the ETHICs. Now comes the LEGALITIES. Whether or not you make profit out of this document, the contents, regardless being of substance or not, it is ILLEGAL to copy, edit, reword the document because this is my work and is protected by copyright. Any infringement means your ASS...is mine! I will make way for all available means, even encouraging my grandfather, who is a book author, to help me in seeing to it that you rot in jail. Tekken, Tekken 2, Tekken 3, Tekken Tag Tournament, and Tekken are registered trademarks and are copyrighted by Namco. ALL RIGHTS RESERVED. This document and contents herein are for free distribution over the web. The truth is that you can do whatever you want with this faq. All I can do is to just post it here in this faq page first and claim that it is mine. If you see this printed in a game guide then they're chickenass. This document can also be found in other sites, visibility of the document was granted my permission or endorsed thereof by myself. wahahaha!!!! Usage Agreement You should carefully read the following terms and conditions before taking advantage of this document and contents herein. Unless I was crazy enough to give permission to any publisher, editor, employee, associates/partners,or kins of any media corporation - publishing, editing, broadcast and the like, group, business, and or establishment as well as any gaming guides, game sites, magazines, guides, books, and the like, including (cheap way) photocopying copying, editing, rewording, reprinting, republishing and other similar means thereof your use of this document being a faq/guide/tutorial indicates your acceptance of this usage agreement. This is a free document meant to be used by everyone in accordance with the Usage Agreement above. Subject to the terms you agreed upon, you are hereby allowed to use this document for evaluation purposes. If you, from then on, after being able to realize that this document and contents herein are of any use to you, you thereby bind yourself to the aforementioned agreement and with all known US and international copyright laws applicable. Payments made for receiving this document is by all means UNETHICAL and ILLEGAL. When payment is made for this document or any of its contents quoted, reworded, republished, rewritten, reprinted, edited, copied, phtocopied, you must notify me, the site where this faq/guide/tutorial can be found, I already mentioned, as soon as possible so that we can kick the crap out of those people and/or entities who have done such maliciousness. I warn those people and/or entities with such malicious mischief that you may not alter or modify any part of this document and cannot give anyone else permission to modify my work. UNDER NO CIRCUMSTANCES ARE YOU ALLOWED TO DO ANY OF THE ABOVE DISCUSSED INFRINGEMENT AND MISCHIEF TOWARDS THIS DOCUMENT AND CONTENTS HEREIN. Disclaimer of this Document For your information, there is no assurance that you will win after using this faq/guide/tutorial. THIS DOCUMENT AND CONTENTS HEREIN ARE TO BE FREELY DISTRIBUTED “AS IS” WITH THE SOURCE BEING THE SITE WHERE IT IS ORIGINALLY FOUND AND CAN ONLY BE DOWNLOADED WITHOUT WARRANTIES AS TO IMPROVING YOUR PERFORMANCE OR PROMISING YOUR VICTORY OR ANY OTHER STUFF. You will only win if you do things accordingly, vary your game style, adapt to your opponent, and is able to execute moves at the right time at the right moment plus the fact that you have that innate killer instinct, very focused, composed, a very good defender, and things I forgot to mention that should be included. And another important thing, I assume the responsibility that you are not a newbie, scrub, or still a scrub, and/or otherwise. All the discussions herein are highly suited for average and high level players as only such kind of people have a high probability or chance of pulling off any of the things that will be stated and discussed from now on. If by any chance you belong to those which I have mentioned, do not despair as everyone goes through that stage or have gone through it but not when they played Tekken. Provided that you are distributing the document, do so in its entirety and must remain untouched, altered, edited, reworded and the like via electronic means. There is no charge for this document. You are specifically prohibited from charging, or requesting donations, for any such copies and/or part herein thereof, however made; and from distributing the documentation with other published or unpublished work (commercial or otherwise) without prior written permission. If you read up until this end of the legal stuff section, you just consumed about three minutes. I just wanted you to know. Anyways, I was inspired by WINZIP's DISCLAIMER thingy and whatever so I made this 'thing' after it. It's really fun doing this. try it. All work and analysis done by Son_Kazama except when stated therein wherever it is applicable if the contents were borrowed referrences from other entities or individuals. ************************************************************ ***** ** ** ** Credits ** ** ** *** ************************************************************ **ekken ** * 4 Well, I've fought a lot of people back then. Thanks to all of you! You were my guinea pigs. hehehe!!! And thanks to those people whom I fight in arcades. Especially the time when TTT was out - SS then 1,1,2 for Jin helped me win. wahahaha!!! Well, this faq is for you: TheAmazingRando, Blackwind, Sophita, Baby_Nina, Tagio, abs911, victoria or Queen Victoria or Victoria's Angel, maureen or Silver_Devil, Cros, Superstar Keoki, aiken, tribaL, karnage, unknowngirl, Shao Khan, SuLongTong, Professor Jumping Jax, ultimateLEE, KaNE, DenDog220, Kimmy Fury, and a whole lot more impossible for me to remember. BTW, SUPERCOP and/or PERFECTKAZUYA, you're in here too! And where the hell are you now? I just can't help wondering. Oh yeah, hello to carbonmonoxide ^.^ <--Eoin. Yeah, I don't want to forget this guy. Hi to Talon_Karrde. Also, J and M Chang, Hitman4hire, and all of you I forgot. Jamie, what would I do without you? Thanks a lot!!!! Viki, Cindy, Jeny, Maria, Mery, and Jason, hello to you people!!! There are other people whom I wish to acknowledge but...oh well, whatever!!! Oh yeah, special thanks to Castel and tragic for the info I got from TZ. Thanks to Dohee (who's coming out of the army next year) for his EWGF and WGD character guide/tutorial. There is but one last dude I forgot to mention. He has opened my eyes to Tekken showing me that it is, was, and will be the best ever fighting game. Thanks Leo! I would also like to thank other people I matched up against. Especially that guy whom I fought against with one hand. It was a tight match though despite the fact that I lost! wahahaha!!!! Plus the guy who always defeated me. I defeated the guy who defeated you, and in effect, makes me beat you in a way. SERVES YOU RIGHT!!! ************************************************************ ***** ** ** ** Contact ** ** ** *** ************************************************************ **ekken ** * 4 For such insulting and violent comments, email me at sonjaykun@cuteandavailable.ph I would greatly appreciate your comments, queries, and doubts about my work as I will greatly relieve you of any second thoughts. Also, please send in comments on what you want to be added. But please be advised that I'm most likely not going to add a section particularly about SSing every characters attack. Hmm, if the above email doesn't work for any reason at all, mail here: sonnses@yahoo.com. BTW, I never expect you to understand everything I wrote. It's just plain crazy. "Ore wa Bakemono? Chigau! Ore wa Akuma da! hahahahahah"!!! ************************************************************ ***** ** ** ** URL Sites to go to ** ** ** *** ************************************************************ **ekken ** * 4 http://www.namcoarcade.com (...phoenixed from TTT.com) http://www.tekkenzaibatsu.com http://www.tekkenzone.com (Club Gagamel)