Nine char faq by Freeman (Rokas Balciunas) 0.5 beta version In future version - will be corrected mistakes, some chars more in depth This faq is dedicated for all tekken players. Even masters will find some interesting info. I am fanatic tekken player (5+ years of playing) from Lithuania and i am responsible for all info in this faq. If you are new to tekken you will find out which char is more usefull for start and which char has good perspectives but hard to learn. You must spent some time for practice if you want to win. Tekken is all about psychological war amongst two players,antcipation and movement plays pretty big role in this great game. Every move has purposes in variuos circumbstances. Tekken is most complex fighting game ever. There are seven types of attacks in Tekken. For defensive purposes there are kick, punch reversals, various parries, you can simply block an attack or evade it with sidesteps. Advanced movement can add bonus to your playing style, can serve to offence and defence also helps to mess your opponents mind. E. g. high attack can be blocked standing, ducking and you won't break guard with it - sounds pretty useless, but remember high attacks commonly are the fastest strikes in the game. High hits can be used in custom strings, you can counter majority slower moves and your char recovers very fast. Very few tekken players can escape throws on reaction, if you are beginner and don't know how to perform juggles then go for a throw. Some chars have an attack reversal, it requires skill and looks cool but you can be chickened out of it. Don't learn very hard juggles because you can screew with them in high pressure matches. I advice to use not more than two simple juggles from each starter. Very hard, complex and cool looking juggles are mostly for show. Walls play big role in almost every match. Some chars have lethal wall juggles and if you know them and have skill, it will win lots of matches. Okizeme (Oki) it's Japanese term that means - art of keeping opponent on the ground. If you are new in tekken, master probably will kill you with okizeme, if you are medicore tekken player then you probably will lay down still and eat some hit then raising safely. Tekken master is very hyphotetical and conceptual term. In my opinion master plays Tekken many years and takes prize places in global tournaments (such as Evo, National USA, South Korea and Europe championships). His game-play is very flexible, he uses char in it's full potencial, his juggles are impossible, okizeme devastating, custom stringing lethal, "simple" pokes leads in huge damage, master is cold blooded and forse you to pay for all your mistakes. Fight between medicore tekken player and master reminds me laboratorical rat vs scientist fight. Basic conventions, which is used in many faq's, guides and forums from all over the inernet. Without these terms you will not understand many info about tekken. I suggest you to read theese first then go to other parts of this faq. 1 - Right Punch 2 - Left Punch 3 - Left Kick 4 - Right Kick First you have to separate tapping an holding. To tap you need just fast press than emediatly release joystick. To hold you need to push joystick during move execution. f - tap forward once d/f - tap down/forward once b - tap backwards once d/b - tap down/back once d - tap down once u/f - tap up/forward once u - tap up once u/b - tap up/back once F - Hold stick forward D/F - Hold stick down/forward B - Hold stick back D/B - Hold stick down/back D - Hold stick down U/F - Hold stick up/forward U - Hold stick up U/B - Hold stick up/back N - Neutral joystick position (Joystick is not touched) SS - Sidestep (u,N or d,N) CD - Crouch dash f, N, d, df QCF - Quarter circle forward (Circle stick from down to forward) QCB - Quarter circle back (Circle stick from down to back) HCF - Half circle forward (Circle stick from back to down to forward) HCB - Half circle back (Circle stick from forward to down to back) + - Moves must be done together , - Moves must be done right after the other ~ - Moves must be done IMMEDIATELY after the other _ - Or (When used between two moves, they are interchangable) >- Move following the > has the option of being slightly delayed FC - Do move during full crouched position Fast full crouch - D/B (Fastest way to go to FC possition) WS - While standing up (Returning the stick to neutral from a crouch) Instant while standing - db,N(Fastest way to do while standing moves) RN - While running BK - Back facing opponent ADVANCED MOVEMENT Movement plays big role in tournanment play. Alot of tekken players use basic movement (sidesteps, forward dashess, backward dashes etc. etc.). But to use advanced movement you need a lot of practice. Though advanced movement seems to have larger payoff. Advanced movement also called mind games serves for a different reasons: a) for spacing Creating usefull distance from your opponent, depends of circumbstances (deffence, offence, evading purposes, your game style, your character) b) for creating usefull position for attacking mix'ups c) to make your opponent afraid to attack d) to do show (wave dash, light dash, snake dash, ha ha and hayashida steps looks so cool) Only downward with advanced movement is that some characters do not have CD, Backsway and other options. Also in it isn't a rule that characters with advanced movement is must for high level play, if you are tekken master you probably win fights with chars without advanced movement posibilitie. WAVE DASH is performed: f,N,d,d/f,f,f,N,d,d/f,f,f,N,d,d/f,f,f,N,d,df You need to do 3-4 wave dash per second, if you perform wave dash right - it moves you a lot faster than running. Character must have CD option. From wave dash you can do a lot of lethal mix'ups such as regular moves from CD, CD canceled into ws or forward dash moves. LIGHT DASH is performed: f,N,d,d/f,f,N,d,d/f,f,N,d,d/f,f,N,d,df,f Light dash is quicker than wave dash, but it is very hard to do with regular ps2 joystick. CD and wave dash cancel into f,f moves: f,N,d,d/f~f+forward dash comands e. g. f,N,d,d/f~f+1+2 - crouch dash canceled into stonehead (kazy,heihachi, Dev Jin) CD canceled into ws moves: f,N,d,d/f~b+ws move (needs good timing) f,N,d,d/f,F+ws move f,N,d,df,~db+ws move (needs good timing) e. g. f,N,d,d/f~b+1,2 f,N,d,d/f~b+4,4 With kazuya you can mix'up hellsweep with twin pistons or tsunami kicks. Snakedash is performed: f,N,d,d/f~f,SS,f,N,d,d/f~f,SS f,N,d,df~SSUP,f,N,d,df~SSUP,f,N,d,df~SSUP All two methods work, only movement angle is different. (Chars with QCF option also can do snake dash: QCF~N,SS) Hayashida step can perform characters with backsway option: QCB,~SSU, QCB,~SSU,QCB,~SSU - basically it is backsway canceled into sidestep up to 3-4 times per second, main purpose is to evade opponents hits and depending of your char you can attack opponent with QCB, SS or regular hit. Ha, Ha step is performed with Lei: b+3+4,~b,b+3+4,~b,b+3+4,~b It is safer and faster to do ha, ha step than regular back dash with Lei. There are alot of more commands to do ha,ha and he,he step, though command written above you can parform much simpler and mess up possibilitie is far lower. RFF backstep performed with hwoarang: b+3+4~b I suggest to do it from medium distance, it is very unsafe to do it from close range. I will not write very large guides for each character it is just a general info about each char perspectives. I wrote about pros, cons, some my favorite juggles and short description of some usefull hits. It is only my opinion, there are no useless hits, every hit and movement in different circumbstances can be usefull. Don't do the same hits over and over, because even most usefull moves done repeatidly on Tekken Master will lead you to quick death. Tekken is very complex game, it is all about psycholgy and unpredictibility. Classical faq about tekken (T3) psychology is written by Catlord and it is still can be very usefull, at least it will give deeper view on Tekken. Also I wrote those juggles which are possible to pull at high presure fights. Don't spend time to learn complex and hard to pull juggles because if your opponent has psychological control over match you probably will whiff or won't get chance to pull them. There are variuos juggles in www.tekenzaibatsu.com, though some of those juggles at high presure fights can perform only Masters. There are frame data for all chars at tekkenzaibtsu site, detailed faqs at www.gamefaqs.com and very detailed info in tekkenzaibatsu forums about your favorite char. DEVIL JIN Basically it's t3 Jin. Classical T3 Jin faq which gave format for future tekken faq's is written by Slikatel. His new the wrath of God techniques is worthless against Master or expert type players. He hasn't fathers ws+1,2; db+4; df+2 to play vs Steeven. Though if you caught in your hands medicore opponent than you must show them advantages of devil possesion. Pros Simple damaging juggles Decent pokes Good okizeme Reversal capable Wave dash, snake dash capable Appearance looks cool Cons Weak wall juggles Very hard against Steeve Also limited arsenal of moves vs Hwoarang Devil Jin tactics vs from beginner to average opponent. I will describe some very damaging attack set'ups and interuptable points of those attacks. Although those people who knows Dev Jins interuptable points probably will be from expert to master level players. Fear the wrath of God CD+1,UF - extended cool looking thunder god fist. Dev Jin grabs enemy high in the air then provides painful landing. To set up this attack you need to train your opponent to duck after Dev Jins crouch dash. Easiest way to do that is to perform hellsweep (CD+4) from close distance couple times with white heron juggle combo (1+4,2,4 easy and damaging choice). If good opponent blocks thunder god fist he will punish you with 1, 1, 1 variation juggles. Electricity mode Usually medicore opponent don't use much custom strings. So if you don't see much pokes from opponent than it's time to do ewgf (electric wind god fist) party ( ~f,N,~d,~df+2). If you have some skill than do b,f+2,1,>(delayed)2,df+4,4 juggle. Easier 1 b,f+2,1,2 juggle also works reliably after wgf or ewgf. Ewgf is highly anticipating by masters and it is tonned down since TTT. Stun punch string b,f+2,1,[2_d+2] If you land this combo on major counterhit it double over stuns after second hit and it's good chance to do most damaging Devil Jins attack. If df+1,2 connects and opponent tries to attack he probably will eat CH b,f+2,1,d+2,1,b,f+2,1,2, then go for oki attempt (SSUp, delayed version of the f,f+1+2/f,N,d,DF+3 then CD+4/CD+3 - all three methods works in various circumbstances) or simply do another b,f+2,1,d+2,1,b,f+2,1,2 for impatient opponent. Interuptable point in this combo is second hit, you must hold forward to escape double over stun. Also you can counter with stun punch string all alone without key attack from medium distance. Flying attacks Fly 3+4, 1+2 Infernal Destruction Fly 3+4, f+1+2 Cross Infernal Destruction Good vs peoples which don't know that they have to sidestep to avoid these attacks. Mutch more stylish option than u/f+4,4,4,4 to rape masher Eddie users witch uses stances from distance. Sparkling corpse splitter variations [u/b_u_u/f]+2+4 is good to punish opponent whitch is laying still. If opponent hits wall after juggle don't do hard wall combos. If enemy lies down still go for a df+1+2 laser shot downwards. If opponent immediatly gets up it's best time to do unblockable Super Spinning Godfist B+1+4. Master will watch what you are doing and probably rolls to you to punish unblockable attempt. Attack reversal b+1+3 or b+2+4 requires some skill. But what can be more humiliating than to die from your own attack. Only do this if you predict attack. Reversal is escapable with chicken. REGULAR HITS 1,1,2 - shining fists Mishima trademark hits. Can serve for many purposes. Good whiffed attacks punisher at close distance. You can interupt attack with them. You can nail opponent to wall and do easy attack to helpless enemy (my choise is f,f+2). First two hits usefull for custom strings. Don't try to finish last hit if first two hits are blocked. 1,2,4 - 1,2 knee If you want quick attack that pushes opponent back and gives you some space, this attack is right choice. If you connect this attack, then go for some medium range hits. It is wise choise to add this attack in custom strings. df+4,4/ws+4,4 - Tsunami Kick Good whiffed attack punisher at medium distance. For poking purposes use only first kick and then continue attacking as second kick has frame disadvantge and you probably won't have sucsesful attack possibility. df+1,2 - twin lancers Quick two middle punches which serves well in poke wars, you can punish christie stances at close distance. Twin lancers can lead into seriuos damage for your opponent, so if you connect them then continue custom stringing. f,f+2 - Demon Paw Use it like Pauls deathfist. It is safe to do it at the end of wave dash. Also you can punish power wall stunned opponent. db+1 - quick sm punch In Slikatels guide are many custom strings which starts with df+1,2 d+1. Now d+1 is corpse thrust, so you must do db+1 to get old d+1 punch. Interuptable point in df+1,2 db+1 is last hit, you can interupt it with jumping attack (Ninas u+4, Pauls uf+3, Leis uf+4, Jins d+3+4 etc. etc.) f,N,d,d/f+3 LEAPING THRUSTKICK (Juggles) f,N,d,D/F+3 LEAPING LOW THRUSTKICK Very good attacks from distance for Oki purposes. f,N,d,D/F+4,4 Hell Sweep Use only first hit. Against experts use it only for okizeme. Vs medicore opponent do hell sweep from close distance and go for white heron juggle. d+4 Very annoying low attack. If you connect this hit often in custom strings then it is big posibility that your opponent is angry. Devil Jin is very weak in wall juggles. Personaly I do written below juggle. Wall juggle 1,2,4~1+4,2,4_(d+4) I suggest you to do against experts wave dash with safe attacks. Riskier wave+ws+2 Safer wave+f,f+2 If your enemy does not escape throws mix poke strings with throws. Vs people which escape throws on reaction do d+4 attack. Poke strings 1,2,4 d+4 f,F+1,1 d+4, ws+4, d+4 1,2,4 ewgf df+1,2 1,2,4 d+4 df+1,2 db,N~ws+2 df+1,2 db+1, f,f+1+2 1,1 d+4, ws+4 1,1 df+1, df+1,2 d+4 1,2,4 f,F+1,1 df+1 d+4 ws+4,4 PAUL PXOENIX This guy is very simple and brutal - mentaly and phisically. Paul is good guy to lumber trees and brake walls, but he lacks flexibility, finesse and hits variaty. If you are tekken beginer and for the start you need some simple learned character - Paul is a good choise. Simple performing high damage moves such as: qcf+2; d+1+2; d+4,2; d+1,4,2; d+1,2 1,2; uf+3,4; 1,4. will kill mashers and unexpereanced tekken players and you will get chance to resist some good players. But beware of tekken master. Every tekken expert or master knows Paul very well and make you suffer after few mistakes, in beginer hands Paul aigainst master is just a punching bag. Pros Fast, high damage moves Annoying hands Easy to learn Good evasive posibilities Easy to kill masher christie Usefull just frame attack Simple wall game Good tenstrings Reversal capable Hayashida, snake step posibility (see on advanced movement section) Cons Ultra predictable Borring in beginer hands Short movelist Idiotic screaming Some moves very risky d+1+2 - Iron mountain Hihg risk, high reward move. Useful in poke wars, to send opponent into wall, to punish weird lei stances, good juggle ender after uf+3,4. If good player will predict this move you are screewed, because there are many guaranteed followups after blocked d+1+2. qcf+2 - Death fist Pauls visit card. Makes huge damage on counterhit, pushes far away on block, if opponent is attached into wall and shrivelled you must to deathfist them to end up their suffer. d+4,2 - Falling leaf combo Here's second annoying move after deathfist. Qcf near opponent then pull this combo and your enemy will start to duck after qcf, it is perfect setup for middle hitting hated deathfist. There are just frame d+4,2,:1 and d+4,2,:1+2 but it is for experieced players. d+1,4,2/d+1,2 Pull several times first option then setup for second part is finished and opponent trained to duck. d+1 - Tile splitter Alone this move is suited to rape christie, xiaoyu low stances. If you play against masher eddie than don't be shame to overuse this move because eddie masher deserves it. Also it's reliable match ender from longer distance. db+1 - non official quick sm punch Has weak follow'ups, sometimes useful in poke wars. 1,2 - one, two punches Good option to presure oponent. Paul is good jabber but you need followups after theese punches. 1,~4 and throws are good folowups, also you can try d+1+2 if opponent wants to retaliate theese annoying jabs. b+1+3/b+2+4 - attack reversal If opponent is predictable with attack you can try this. Requires some skill but it surprizes beginners. Cool match ender. Remember that reversal don't catches low hits, elbows, shoulders and knees. If you try this in predictable manner against master you will find out what the chicken is. qcb+1 - Bounce Tile Splitter (Bounces on CH) Good range evasive hit. On ch it bounces and what you need is only deathfist. uf+3,4 - good interupter sm and low level hits such as Law's d+2,3; Nina's d+1,~n4. Finish juggle with painfull d+1+2. Juggles uf+3,4,d+1+2 uf+3,1,2,uf+3,4 uf+3,f,F+1,f,F+1,f,F+1,~f,f+2,1 df+2,f,F+1,f,F+1,f,F+1,f,F+1,d+1+2 df+2,qcb+3,2,2 ws+2,1,uf+3,4 ws+2,1,qcb+3,2,2 KAZUYA MISHIMA Classical mishima fighter. Electric wind godfist owner (ewgf). Has alot of easy performed stunning moves. Not large movelist but hits properties are very good. Pros High damage juggles Good mix'ups Lots of stunning moves Wave dash & light dash, snake dash (see on advanced movement section) Cons Weak wall game Poore movelist Requires high skill and tekken knowledge to play efectively 1,1,>2-Shining assault Good attack ineterupter, poking tool and opponent will be knocked down if last hit connects. WS+1,2 - Twin Pistons (Juggles) Very good juggle starter. If first hit connects second is guaranteed. When you predict lots of highs pull twin pistons after ducked high hits and do painfull kazy juggle. Good to mix'up with hellsweep, you need to cancel wave dash (advanced movement section). f,N,d~d/f+2 - Electric Wind Godfist (Juggles) Mishimas trademark hit. Far better than regular wind god fist far harder to pull it. Use it for counterhit purposes. Because it hits high try to mix'up it with mid hitting moves (such as df+2). You can pull very painfull juggles from it. Good wave dash ender on agressive opponent. f,N,d,d/f+2 - Wind Godfist (Juggles) Another mishima hit. If you are unexperienced with kazy than you probably will do weaker version of wind god fist. Wgf+4 - is damaging simple combo for beginners. Main purpose of CD - to duck and punish high attacks. f,N,d,df+4,1/4 - Hell sweep variations Powerfull low hit. Don't get predictable with this because if it is blocked you are in serious trouble. CD+4,1 - cool looking juggle ender. d/b+4 - Low Slipkick Annoying safe low attack. Has good range, good track and if it is blocked it won't lead into very damaging follow'ups from opponent. Good match ender. 1,2,4 - 1, 2 punches and low slip kick Pull last hit only when first two hits connects. Most people will block last hit and punish your attack. f,f+2 - Demon cutter knife If you opponent are predictable with ducking, pull this painfull jugglestarter. Also has good range. df+2 - Gut Punch (stuns on CH) Kazuyas best stunning move. Fast middle strike to punish whiffed moves. On Ch follow'up with wgf, ewgf, CD+4,1. Has far more damaging (with SS) follow'ups but leave them to Tekken Masters. ws+2 - Kazuya Gutpunch (Stuns on Clean Hit) Most damaging stunning move. Follow'up with ewgf/wgf juggles. f+1+2,f+2 - Glorious Demon Fist, Soul Thrust Sounds cool, stuns but comes out slow. Useful for okizeme. Try to pull out it from distance. f,f+1+2 - Stonehead Mishimas best throw, which requires two hand escape. Could be pulled out from canceled crouch dash or wave dash. d/f+4>4 - Delayable Axe Kicks Could be used and for defence and for offence and for punishing whiffed moves. Wave dash/Crouch dash canceled into ws+4 - cool looking match ender (advanced movement section). Juggles ewgf,1,2,f,f+1,ewgf ewgf,1,2,CD+4,1 ewgf,1,2,f,f+1,f+2 ewgf,1,b+2,4,1 ewgf,1,2,1,2,ewgf ewgf,1,2,df+1,2 ws+1,2,1,2,CD+4,1 ws+1,2,1,b+2,4,1 ewgf,4 f,f+2,1,CD+4,1 f,f+2,CD+1 FENG WEI The key to play with Feng - is not to be predictable. If good player predicts your attack then you are screewed. Feng has some cool looking thrusts which forces your opponent to fly back. Pros Good thruster Easy to learn Many stunning moves Good mix'ups from qcf and sidestep Good evading properties Cons Some moves very risky Medicore damage perspectives Weak wall jugles Lacks hits vs sm pokes WS moves aren't spectacular f,f+2- Advancing Palm Attack which covers long distance. Good for okizeme. b+1- Palm Thrust Very quick thrust vs high pokes. If opponent flies back - finish em with b+1+2. SS+4- Spinsweep Low attack which juggles from close distance. Popular juggle - df+1 f+2,1 db+1+2,2 FC+3 (I use easier df+1 df+1 db+1+2,2 FC+3). SS+1+2 - Steel Flower Medium range mid strike from sidestep. I think enemy sees flowers after this hit. Good to mix'up with SS+4. df+1- Server Fist Quick mid attack, though it won't leads in to guaranteed followups. df+2,2 - Mid Palm, Advancing Palm Good vs crouching opponent. Last hit pleasantly thrusts enemy. db+1,2 - Swaying Fist, Blue Egg Fist Reliably evades all high attacks and thrusts your enemy back. Use whole string. b+1+2 - Power Iron Shoulder High risk high reward move. Use it on agresive opponent from distance and pray that he won't block it. Also it could be used on power wall stunned opponent (I use f,f+3). db+3 - Low Sweep Annoying quick low attack which covers some distance. If it is blocked then expect retaliation, if it is not - go for WS+1,2>1 to run out from danger. qcf+1/qcf+2 Very deceptive attacks from qcf. Qcf+1 hits grounded. 1,2,2 - Advancing Fists Personally I use 1,2 df+1+2/1,2,2 mix'up. 1,1 - Jab, Stomach Slug Quick punch attack, good for Fengs game variaty. db+1+2,2 - Mid Punch, Low Pound (Stuns on CH) Evades high attacks (though db+1,2 is more reliable), stuns on CH and could be used in juggles. b+2>3,4,2 - Iron Series Like all strings it is not good for your health if you overuse it. Throw this very sparingly to finish fight. b,f+1 - Falcon Beak (Stuns on CH) Just like Pauls T-Elbow it evades many attacks and stuns on ch (Pauls version doesn't stuns). NINA WILLIAMS Average and especially masher type players ussualy don't use Nina. Nina has all tools to be lethal char. Her pokes, juggles, evasive properties and wall game are serious threat for all tekken players. Get close to the opponent anf find out what he got's. In my opinion poking is the key to win with Nina. Multithrows are quick and damaging but them somehow hard to land on experienced tekken player. Pros Poking massacre Good juggles and wall juggles Fast Hayashida step capable Cons Weak whiffed move punishers Vulnerable after blocked low attacks There are endless pokes with Nina. I wrote my favorite pokes, so from some examples you can create your style pokes. 1,2,1,4 1,2,1 db+3+4 1,2,1 d+1,~N~4 1,2,1 df+1,2 df+1,2 throw df+1,2,N 1,2 d+3,d+4 1,2 d+1,~N~4 d+3,d+4 df+3,2,1,4 df+3,2,1 df+1,2 d+4,1 d+1,~N~4 df+3,2,3 d+4,1 d+1,~N~4 d+3,d+4 d+4,1 df,df+1 d+4,1 db+3+4 To get close to opponent from far use uf+1 or uf+4,3,4. If opponent doesn't fight like a man and constantly tries to sidestep, go for df+1+2 from close distance, 1+4 from medium distance and db+3+4 from far distance. To set up multithrows first you must force opponent to afraid of attacking. Then use qcf,2/Multithrow mix'up. Your attacks constantly punished? Opponent overrides your hits? Hayashida and 1+4 can be good option (beware of Stevens 3+4, 2), also if your opponent whiffed slow recovery attack than go for db+3+4 after hayashida step. Nina has some mean juggles and okizeme db+3+4, uf+3, d+4,1 f,f N d+4,1 uf+1 then use u+4(vs lying)/d+4,1(vs rising) mix'up (d+3+4 is guaranteed after db+3+4, uf+3, d+4,1 uf+1 juggle) d+4,1 juggles rising opponent, so do another d+4,1 uf+1+oki (or wall hit after d+4,1) for some damage. df+2, f,f, N 1, f,f, N 1, f,f, N 1, f,f, N 1, f,f, N 1,2 (wall hit) then do wall combo 1,2,1,2,4,3 SS+2, d+4,1 d+4,1 uf+1 then go for standart d+3+4/u+4/d+4,1 mix'up. HWOARANG Master of Taekwon-Do, offensive kick machine. In T5 Bob is expanded to some very painful juggles. If you like offensive fight style and have time to learn this complex char - Bob is the right choice. Pros Sophisticated painfull juggles and wall juggles Good okizeme Legs kill CD moves Stances and positions for all purposes RFF backstep, wave dash, snake dash capable Cons Very few safe juggle starters (df+2, RFL df+4) Nearly imposible to play against expert Steeve Hard to learn I won't go for custom string analysis because effective strings are very circumstance dependant. You must know which hits are leading into his stances, you must practice to do attack strings automatically and know what to do from each stance. Don't use only legs with Bob, his hands are also very usefull in constant attacking. Some Bob punches and kicks offers frame advantage on block: 1,2,3 (2, 3) (+4 frames on block (Left flamingo)) 1,2,4 (2, 4) (+4 frames on block (Right flamingo)) RFF 2 (+4 frames on block (RFF)) RFF 2,4~f_~b_~u (+4,+6 frames on block(RFL)) RFF 3~4,~f (+15 on block, usefull in juggles and near wall(RFL)) RFF f+3 (+12 on block (LFL)) RFF 4~f_~b_~d (+6 on block (RFL)) RFF d/f+4 ~F (+7 on block (RFL)) LFL 1 (+5 on block (LFF)) RFL 2,1 (+5,+1 on block (RFF)) RFL f+4 (+1 on block (RFL)) RFL df+4 (+2 on block) Left foot forward and left flamingo stances are designed to brake defence. Right foot forward and Right flamingo - is for countering and offence. d+1 - quick sm punch Use it for interuption reasons. It's quick, ducks under high attacks and you get chance to pull ws hits. b+3 - Lifting Leg Kick (Juggles) Very usefull kick. Has range, hits grounded, launches for juggle and could be used for okizeme. Though you are at frame disadvantage when opponent blocks it. CD+4 - Wing Blade (Juggles) f,N,d~d/f+4 - Electric Wing Blade (Juggles) One of the highest launchers in the game. CD+4 3+4,~f,2,f+3,uf+3,4,3 - Sweet, painfull, high damage juggle. JF version is safer on block. db+4, ~f, RFL df+4 Guard braking attack. Don't use old db+4,4 (Second hit is high and duckable), use RFL version istead. LFL d+3,4 Good hits for guard breaking purposes. You can do this several times (LFL d+3,4 3+4, d+3,4) and finsh with uninterruptable 4. Fast and safe way go into left flamingo is 2,3. LFF db+3 Decent low kick. Evades high hits and puts you into FC position. WS+4,4 One of the best attack for Bob. It is safe, has good range and you are in offensive RFF position. Safe way to finish wave/crouch dash and you can use it after sucsesfull d+1. b+3, 1,2,3,1 df+3+4 b+3, 3~4, df+3+4 (If you feel relaxed - use it) b+3, f,f N 2,3,1 f,f N 2,3,1 f,f N 1,2,3,4 (Big thanks to Koreans) b+3 2,4,2 f+3, uf+3,4,3 df+2 1,2,3,1 1,2,3,4 (Very abused) wall juggles LFF b+3/df+2 f,f, N 2,3,1 f,f, N 2,3,1 f,f N 1,2,4 (wall hit) then RFL 2, RFF 4,3 (or 4,4) - (f,f, N 2,3,1 - is optional, you can do it only 1x, if you see that opponent is near wall). PANDA/KUMA "It is big, slow, useless and funy looking animal which has no usefull hits" - thats the most common stereotype of medicore tekken player. Let me proove that you were wrong. Though if you want to win with Panda, you must know most effective attacks and spend some time to learn this char. Pros Jf power salmon huter Style bonus Good attacks from prowling bear stance Cons Impossible vs Steve and Nina No fast medium range hits Slow FC and WS hits Guaranteed juggles do litlle damage b,f+2+3 Hold Down 2+3 Power Salmon Hunter (Unblockable) Very high damage hit. Do this hit, if enemy hits wall after juggles and is unable to avoid this killing hit. Also it is very usefull to do this hit after demon bearfist (f,f+2). f+1~1,1- Bear Cannon (Juggles) Use this combo, if you want to live in poke wars. Don't finish whole string if first two hits are blocked. Guaranteed juggles after ch is weak, so do f+1, uf+3+4, 1 for some damage. f,f+2 - Demon Bearfist (Juggles) Pandas highest juggle launcher. I sugest you to learn JF power salmon hunter and kill people after succsessfull demon bearfist. b+3+4 - Double Mule Kick This hit has very good evading properties. It can save your life, but not much attack oportunities afterwards. d/f+1+2 - Grizzly Headbutt Good way to keep enemy at bay from close. d/b+2 - LOW FISH CATCH Annoying low attack. u/f+3,4,1+2 - GRIZZLY RUSH If you predict quick sm or low hits, lift little bit your opponent. f,f+1+4 - Stone Head {1+2} Decent two hand escape throw. HCB,f+1+2 - Circus Roll {1+2} Don't do this throw out from nowhere, buffer after decent recovery hits. FU/(FT_FA) d+1+2 - Spring Hammerpunch, (Sit Down) FU/(FT_FA) 1+2 - BEAR BACKSTROKE Use those hits on agressive opponent while getting up. Do 1/2 mixup from Sit down position. 3+4 - Prowling bear stance Intimidating stance, which leads into some damaging mix'ups. Do this stance if you predict lots of high hits. Other safe way to go into prowling bear stance - to do hits which leads into this stance. If those hits connects - go into prowling bear, if not - train not to go into this stance: 1+2 Bear Knuckle >1+2 Double Uppercut 1+2 BEAR HAMMER 3+4 (Prowling Bear) --------------------------------------------- WS+1+2>1+2 Double Uppercut 3+4 (Prowling Bear) --------------------------------------------- FC,d/f+1+2 REVOLUTION 1 DEATHPAW 1+2 ROLLING BEAR 2 UPPERSWIPE (Juggles) 3 BUTT SCOOT 3+4 (PROWLING BEAR) 4 FLIPPER BEAR ---------------------------------------------- It is more damaging way to get up with prowling bear stance. (FD/FA)_(FD/FT) 3+4 (Prowling Bear) Hits from prowling bear: 1,2 - Low Hunting Claw, Bear Scratch, (Prowling Bear) Two quick low hits. After them do 2(juggles)/1+2(juggles) mixup. 2 - Bear Scratch, (Prowling Bear) If this hit connects go for 3+4 tackle. 1+2 - Paw lift If you connect this lift, you are BT from you enemy. Press f then go for b,f+2+3/b+1+2 f,d/f,d,d/b,b,u/b,u,U/F mixup. 3+4 - Bear tackle Do this hit from distance on agressive opponent. LAW MARSHALL Very popular char among all types of tekken players. He has it all - defence, offence, wall juggles, throws with damaging follow'ups and many more advantages. Though you must use some of his moves carefully against good player. Majority of his juggle launchers leave him very vulnerable. Pros Fast punches Best parries in the game Good lows Cons Very vulnerable after majority juggle launchers 1, b+2,3,4~b~f~b~f 3 junkyard combo canceled into DSS is more useful in juggles. df+1,2,2,1 Annoying tenstring starter has very high priority. Go for d+2,3 after this string if enemy tries to poke back with high attack. df+1,3,2,2 Second low hit serves as good match ender, and rest hits adds more annoyiance for enemy. 1~[1],[1],[1] - Punch Rush variations Pressuring attack, which main purpose is to force opponent to do non logical response. Use dragon knuckle ender 1~,1,1,1,f+2,>2,>2 to annoy. 1,2 f,f+3+4 (go for f,F+1, b+2,3,4~b~f~b~f 3 juggle) 1,2 df+1+2,1,2,1+2 (If you connect this throw - go for db+4/b+2,3,4 mix'up) To set up mid attacks on turtling opp, go for throws. 1,2, uf+3 d,df,d,df+3 After fake somersault you recover in FC position so you can try slide. 1,2,3 - Punch Rush, Rush Fist, Rush Knee Quick poking string, last hit is mid so opponent can't duck it, on CH it knocks opponent down. Also you can use this string to "send" People to wall, then go for 1~,1,1,1,f+2,2 wall juggle. 1,2 b,f,f+1 Very good string vs impatient opponent. b+2+4~b,f 1 If high/mid parry connects go for guaranteed 1 from dragon stance. b+1+2,1 (Hyah steeven) If punch is caught use tricky trap to turn opponent around, than go for d+4,3 juggle or b+2,3,4 on backing enemy. f+1+2 Good medium range hit whitch juggles on CH. 4,3~b~f~b~f, f+1 Throw first two hits, then watch enemy responce. If he immediately attacks, do f+1 from DSS. FC,d/f,d,d/f+3 - Dragon Slide By far Law's best low attack. You get free 3 if slide connects. Mix'up slide with WS+2 and WS+4. db+4 - Dragon's Tail Very risky low attack. If it is blocked - you screwed. Go for db+3 if you connect this hit. Throw this vs Expert if you expect lots of high hits. df+2 - Lifting Uppercut (Juggles) Safe juggle launcher. It isn't that damaging like f+1+2 but it is one of the safest juggle launchers. WS+2 - Power Uppercut (Juggles) Law's highest juggle launcher. I prefer easy 4, b,f+2,3,4~b~f~b~f 3 ender. db+3 Good recovery low attack. Very useful okizeme hit vs People which are lying still. Juggles on CH (d+4,3) though don't overuse it. d+4,3 Oki hit vs rising opponent. b+3 - ROLLING RIGHT KICK Power kick which is very useful near walls. If People likes to duck vs Law, than they sure like to fly after this hit. JIN KAZAMA If you want to play effectively don't use him like T4 jin. Most popular attacks from T4 is tonned down and he have some very useful attacks added in T5. Pros High damage juggles Fast attacks Good pokes Good attack interrupters Wave dash, snake dash capable Cons Anemic fight style Very vulnerable after some blocked hits Weak wall juggles 1,2 - 1-2 Punches 3 Axekick >4 Roundhouse Kick First two hits are very usefull quick poking attack. If you have connected first two hits, then you must continue attack. Use >4 finisher vs agressive People. 1-2 punches and axekick is useful in wall juggles ( f,F+1 f,F+1 f,F+1,2 (wall hit) 3, d+3+4). d+3+4 - Can-Can Kicks (Juggles) Very risky juggle launcher. It is guaranteed after low parry. Also if you opponent is very predictable with low or sm attacks this is reliable launcher. Go for b,f+2,1 db+2,>2,3 juggle for some damage. uf+4 Reliable, safe juggle launcher, which is usefull at medium distance. d/f+1 Side Punch >4 Sidekick 4~4 HELL TRIP df+1,>4 are fast two middle hits usefull in high pressure fights. You will be very vulnerable if enemy blocks Hell Trip. 2,1 Punch, Gutpunch 4 Sidekick 4~4 HELL TRIP First two hits are not that fast as 1-2 Punches, but it still can serve as alternate poking attack. It is very easy to buffer throw after succsessfull second hit. Use side kick finisher to keep People at bay. d+4 - Long Sweep Good round finisher, though don't overuse it, bacause you will be at serious frame disadvantage (for free ws attack) if opponent predicts and blocks this hit. f,N,d,d/f+1 - TWILIGHT GODFIST (Juggles) f,N,d~d/f+1 - ELECTRIC TWILIGHT GODFIST (Juggles) Jins highest juggle launcher, go for damaging b,f+2,1 f+1, db+2,>2,3 juggle. Very useful from distance vs high hits and sometimes you can mixup it with CD+4. CD+4 - Hell Trip (Juggles) Decent juggling low attack. Use this to set up twilight godfist. Follow hit with db+2,>2,3 juggle. Don't overuse it coz you are at serious frame disadvantage on block. f+4 - Mid Snapkick Very good attack from distance. On ch it stuns, so you can follow stun with f+4/CD+1/db+2,>2,3 your choice of attack. ws+2 In my opinion it is more useful to do ws+2 instead of ws+1,2 because it offers more damage oportunities. Use it after wave dash or ducked high attack. I prefer 1,2 b,f+2,1,>2 juggle. 2,4 - Punch, Roundhouse Kick One of the best attack for interuption purposes, also you can punish whiffed hits with it. Follow attack with guaranteed f,F d+4. If this string is blocked you aren't very vulnerable, because last hit keeps opponent at bay. f,f+2 - Demon Paw Single power attack. Use it for same reasons like Devil Jins demon paw or Pauls deathfist. f,N,d,d/f+2 Wind Hookfist f,N,d~d/f+2 Electric Wind Hookfist Personally I use this attack very sparingly, because it doesn't have damging follow'ups. Sometimes It is usefull to "send" opponent to wall with this. LEI WULONG With Lei you have all tools to play with opponents mind. You can play dead, roll back, stand, ha ha step, pervert step forward repeatidly, attack from every position and stance to confuse your opponent. If you force your opponent to be affraid of attacking, then 50% of fight you have won already. There are no two same playing lei experts, you can be original with this complex char. If you get chance to attack from animal stances then your opponent must play gambling game, it means that they have to guess which attack will strike them - low or mid. Pros Large movelist Good mixups from many stances Strong atacks from play dead position Ha ha step capable Versatile fighting style Cons Low damage Very hard to learn Weak wall game Medicore okizeme Vulnerable in stances STEVE FOX Here is the worst nightmare of every tekken player - master Steeven. True delight for agressive/pitbull type players. Steeven Stifler probably will win tournaments like Jin did it in t4. You simply don't need to block majority of oponents hits, because you can simply counter them. I don't want to be responsable for new Steeven users breeding, so I won't go in to move and stance analysis. Pros Fast attacks from all ranges Fast long range punches Lethal wall juggles Guard braking attacks Cons Very few low hits Hard to learn Some tkn players for unaccountable reasons doesn't pick Steeve HEIHACHI MISHIMA Poor old man. He has been tonned down so mutch times since T3 that I am surprised how he walks witout stick. From lethal mishima character in T3 or TTT he becames old marasmatic. Nina, Law, Steeve, Feng or other fast chars will override majority attacks of Heihachi. But it doesn't scares true Heihachi fans. THANKS www.tekkenzaibatsu.com - best site for tekken fanatics Catlord - for movelist and psychology file www.tekkencentral.com - best Korean site www.tekken.net - for vids Paulius - for high pressure fights Saulius, Rolka - for good fights Edgaras, JonasL(Good Christie), XPOHUK(Paul sucks), Pyplius - for medicore fights Send any comments to mail Rokasbal@hotmail.com phone (+37067653793)