Jin Kazama - Before the Crouch Dash By INeedPractice PandoraX1@hotmail.com 7/21/01 Version 1.0 Index: Legal Disclaimer Tekken Disclaimer How Not To Use This FAQ Why I Didn't Include A Movelist Why And For Whom This FAQ Is Written My Favorite Non-Crouch-Dash Moves Offense Theory Deffense Theory The Best Defense Is A Good Offense Juggling Okizeme Predictability Tenstrings A Word From Our Sponsors Thanks Legal Disclaimer: All references to Tekken Tag Tournament, Jin Kazama, or related material are copyright Namco. Don't mess with them, or they'll mess with you. This FAQ may be redistributed provided one receives no monetary or sexual compensation in return, and provided that this document is taken in full, all errors included. Finally, I'd like to add (for the benefit of companies or corporations who seek to steal the hard work of Tekken players everywhere), that even if I can't make you go to bed with a guilty conscience YOU WILL LOSE PROFIT BY CHEATING TEKKEN PLAYERS. It's that simple, and that ought to be more than enough of a reason not to mess around with people's work. Tekken is an art form, and practitioners of that art form deserve to be treated with the same respect you'd give to a Leonardo Da Vinci. Bottom line, respect other people, it's the only way to go. Tekken Disclaimer: I'm not that good at Tekken. I probably never will be at the level of a championship player, much less able to compete at tournaments. For those of you who have read Catlord's infamous Psychology Manual, realize that not even the "nut-job" will be memorizing this FAQ. It's just a set of assumptions about Tekken strategy that I'm not rich enough (I don't own a playstation two...yet) to actually test out. However, if you find any errors in this document, or have any suggestions, please feel free to email me at the address above. How Not to Use this FAQ: Do not use this FAQ as a bible. Do not use this FAQ exclusively to win rounds. PLEASE PLEASE PLEASE do not employ this FAQ word for word. Tekken is an art form because everyone brings their own brand of style to the game. All that is contained herein are suggestions and little tricks. Don't make my style your style, because as I noted above, I'm not that good. If you can find a way to incorporate some of the underlying ideas, I'd really be happy. Why I Didn't Include A Movelist: Basically two reasons. First, I'm lazy as hell. Second, Tekkenzaibatsu.com has all the movelists you will ever need, as well as an FAQ section that contains Catlord's Movelists and Combo Lists. That's basically where I've learned everything I know, and it couldn't hurt to check out that site if you want to know how to do all those cool looking moves. I'm going to proceed for the rest of this FAQ as though you are already familiar with Tekken button conventions, and relatively familiar with Jin Kazama's movelist. Besides, there are a billion other Jin FAQ's out there, you might want to check into them if crouch dash strategy is your thing. Why And For Whom This FAQ Is Written: A). Novices players who are new to Jin. I am painfully aware of the difficulty in mastering the crouch dash that new players often go through. It's agonizing not to be able to find that stupid d/f position on many joysticks, and it's horrific to watch an opponent pummel you because you're too busy trying to crouch dash to actually involve yourself in the rest of the game. I have great sympathy for these players, having been one myself for two years. Don't worry, you don't really need the crouch dash to win with Jin. B). People who play on machines where the d/f is impossible to find or has been broken by a button-smacking Eddy Gordo who yanked the damn controller to hard in every conceivable direction. Achem. In any case, there may be times and places where even intermediate Tekken players find themselves incapable of crouch dashing their opponents to death. Masters I don't include here, simply because I've never seen a master who would need to read this FAQ. The ideas in here may be additionally useful if you find yourself on a side where you are uncomfortable crouch dashing. I know, for myself, I crouch dash more easily from the right side of the screen moving left. When I find myself on the left side moving right, I'm less eager to attempt my crouch dashes. C). Advanced (but below Master) level players who wish to hide their skill level. Yes, as well all know very well, an immense part of Tekken is psychological warfare. Now, I'm not really for the smack-talking variety (unless it's someone I know well or play regularly), but there are passive forms of psychological warfare you can employ. Not crouch dashing makes your opponent assume things, especially if they are a novice, intermediate, or even advanced players. People who don't crouch dash with Jin obviously aren't good, they reason, because look at all of Jin's useful moves out of the crouch dash - Wind God Fist, Thunder God Fist, Axe Kicks, Hell Sweep, etc. In fact, these moves are a tiny part of the enormous arsenal at your disposal when you choose to play with Jin. If your opponents thinks you are worse than you really are, you'll have an enormous leg up on them. D). There are, in fact, advantages in not crouch dashing that aren't psychological. First, Jin has an excellent sidestep that is painfully underused by "wave-dashers" (people who continually crouch dash). Second, it becomes too easy to rely on the crouch dash and automatically use it for most of the match. Unfortunately, that makes the user extremely predictable - a death sentence in a good Tekken match. Third, it is impossible to block in the middle of a crouch dash. Low attacks, correctly timed, will destroy a crouch dash before whatever move the user makes even begins to initiate. Fourth, and finally, if the opponent ducks, there are only two moves that will connect - Axe Kicks or a Thunder God Fist. The Thunder God Fist comes out slowly enough for someone to get up and block or counter it, and the Axe Kicks can either be blocked or interrupted, and don't do that much damage. Ducking can be the bane of Jin-Crouch-Dasher's, cause the Wind God Fist, Electric Wind God Fist, and Stonehead Throw can all be ducked under. The Hell Sweeps simply get blocked for major time delay against Jin, so there's no need to worry about that. A really bright Crouch Dasher will throw in a f,f+2 Demon Paw, but like the Thunder God Fist, you can see this move coming a mile away. Don't fall for it - the crouch dash is by no means the end-all-be-all of Jin Kazama's fighting style. My Favorite Non-Crouch-Dash Moves: A). Stonehead Throw (f,f+1+2) - when in doubt, and close to the opponent, throw. Jin is not considered a throwing character, most of the time, but the ability to move a little bit forward and then initiate a throw can overwhelmingly turn the tide of a match that isn't going in your favor. Now, crouch dash enthusiasts will tell you that you can initiate this move from the end of the dash, but they won't remind you that if the opponent ducks, it's major counter time. Additionally (this will be discussed later in Offense Theory) a sidestep with this move tacked on can give you a nifty side-throw, providing the sidestep is time appropriately. B). Demon Paw (f,f+2) - Oh my goodness! What a move! Stops running opponents dead in their tracks (often literally), and puts them in good range for any of your running moves. Remember, your opponent has to advance to attack you, and your timing with this move can often bring them up short because of the deadly speed and power of this attack. Also a great move to use in Okizeme (discussed later). Best part about it, this move hits mid, so all those duckers eat it hard. Ahhhh, ain't that a shame? C). White Heron Strings (1+4,2,4_d+4) - The premier attack height psychology move doesn't even come out of a crouch dash. This beauty ends juggles, allows virtually guaranteed follow-ups, and confuses the pants off of most opponents who are forced to guess the ending to the string. The regular 4 ending hits mit, destroying duckers, while the d+4 ending sweeps the feet out from anyone who's silly enough to stay standing. All in all, a gorgeous move. A precautionary note, however - it is very important to chicken (explained in other FAQs) the 2 AND the 4. To the painful dismay of many players, the second to last move in this string is actually easily reversible by itself, so it's best not to wait till the end of the string to input your chicken. Personally, I suggest chickening the 2 and using a d+4 (though its important not to be predictable, but it's a pain in the butt to chicken both the 2 and the 4). D). Laser Cannon Juggler (b,f+2,1,2_d+2) - Brilliant interrupt move, great for starting juggles and causing awfully large amounts of pain. Extra-special because you can delay any of the hits. All in all, one of the best juggles Jin has is b,f+2,1,d+2, b,f+2, 1, 2. The timing is a bit hard to master, but oh! does it look good. Also, you can start this move right after blocking, using the B from the block as b,f movement. I highly recommend this move after sidesteps, because if you nail the juggle, the opponent enters a new world of pain. E). Steel Pedal (b+4) - Woohoo! We love this move! Hits recently grounded opponents who haven't stopped squirming yet, and interrupts silly people who run at you. Also very nice for catching people as they tag in. If you get the crumple stun, just do the move again for a guaranteed follow up and watch as your opponent goes head-over-heels! Just grand for Okizeme. F). Shining Fists (1,1,2) - The bread-and-butter of your interrupt game ought to be this move. Two blindingly fast jabs that hit high followed by a mid hitting (even though it doesn't look like it) right handed smack. People in the middle of "Big-Fancy-Moves" are often surprised when Jin whips out these three little punches and punishes them for their arrogance. This move does more damage than people realize, and has virtually no recovery time. Also, you can delay the last punch and wait for your opponent to do something stupid (like, say, moving) so you can tack on a major counter. G). Flip (4~3) - It's a bird! It's a plane! It's Jin Kazama's foot landing on the lay-down-Lei, phoenix-shmeonix-Ling or button-smashing-Eddy-Gordo! Awesome range, surprising damage, and the ability to catch people off guard (especially when they are in stances in which they can't block) makes this move a must for the Jin who faces annoying players. Don't forget to use it in okizeme! Offense Theory: Time for the fun stuff! Offense with Jin contains three major pieces - Interrupting/Major Counters, Chickening, and attack height psychology. Interrupting is not difficult, only a matter of knowing how long between the time you input the move and when the moves comes out. Moves like 1, d+1, 1,1,2 etc. are all very good for stopping your opponent from doing whatever the heck it was they were thinking of doing. In a sense, interrupting is almost a defensive theory, in that it doesn't allow the other person to make their attack hit you, but I've filed it under offense because it does damage - and, essentially, winning the round stops the other person from doing whatever the heck it was they were thinking of doing. Major counters are lovely, when you land them. Moves such as the Demon Paw and the Laser Cannon do ungodly amount of damage when you connect with them as major counters. Chickening (inputting f+1+3 when you hit either 1 or 3, and f+2+4 when you hit either 2 or 4) is the solvent to counter-happy opponents. Chickening is final, there's no reversing reversed reservsals (though, you can raspberry your opponent). It's always good to be on the right side of a chicken, besides, it looks cool. Chicken high and mid level attack so as not to embarass yourself, and you will live long(er) and prosper (or at least spend fewer quarters). Attack height psychology is essentially training your opponent to block low attacks, more low attacks, and the some more low attacks, and then hitting them mid. It can be a slow, laborious process, but if it wins rounds, what the heck? Attack psychology can be further utilized when side stepping. VERY IMPORTANT - when Jin sidesteps just about everyone assumes he's going to be doing a SS+2. Yes, that's a great move, yes, it hits mid and juggles, and yes, you ought to use it. But if you find it's being blocked, when not SS, f,f+1+2? Oooops. They blocked mid. You headbutted them. Ouch. Wonder how they're going to block next time? Mmmmmh, they might be more prone to trying to interrupt your sidestep, at which point go for the SS+2. Ah, now we've got the juggle! Wasn't that easy? Attack psychology, done correctly, not only mixes up low and mid hits, but also forces the opponent to commit themselves to a strategy. An opponent who is forced into making strategy changes very rapidly and very often is likely to become frantic and easier to beat. Keep a cool head, and the round is yours. Defense Theory: Jin's defense also comes in three main parts - Low parry/Ducking, Reversals, and Sidestepping. Since we've already established that your using this FAQ, low parrying really isn't an option because you'd have to hit the d/f. Besides, d/f is an incredibly dangerous thing to do because if they hit you mid, you're gone. Ducking is often a good strategy against opponents with lots of high attacks. Baek, Hwaorang, and even Heihachi can often be foiled by ducking their attacks. Interestingly enough, ducking Heihachi's crouch dash is relatively safe now, because the Wind God Fist has been changed to Special Mid, meaning you can block it low. Eeeeeh. Jin's WS+2 is a lovely juggle starter, and ought to be used in your interrupting offense. Reversals are a grand strategy for an intermediate or advanced player, assuming you're not playing against someone who knows how to chicken. In the same vein as the reversal, though, Jin's b+1+2 Electric Guard momentarily stuns people who try to hit him. This is a really great defense again people who run at you, as it will block even a slide standing! I've never actually tried using it against an unblockable, so I don't really suggest trying - the price of failure is just plain too high. Finally, sidestepping is the most useful defense mechanism against rabid opponents. Many people's strings and canned combos are linear, meaning that they will continue to move in a straight line even if you move out of the way. Great for side/back throws, juggles, etc. The SS+2 ought to be mixed up with the SS, f,f+1+2 because it forces the opponent to choose between ducking (in which case they'll get juggled) or trying to break a throw. I played a master who used Baek/Hwaorang, and I beat him only because he kept going into his stances and side stepping. I met his sidesteps with my own, and simply juggled him to death. Er, of course, next round, he picked Lei and Eddy and murdered me, but it was fun while it lasted! The Best Defense Is A Good Offense: It is impossible to win Tekken rounds without touching your opponent. You have to even force them to block, just once, before all 60 seconds runs out, or you will inevitably lose. Why? Tekken is a game of offense! No damage, no victory, or people would turtle all rounds and never attack at all. The Defense Theory section began to sound like an Offense Theory simply because defense is used for one purpose in the game - to put yourself on the offense! It's sorta like football that way... time of possession is everything. Juggling: Do it! I'm not going to include a list of juggles here, they can all be found at Tekkenzaibatsu.com or the FAQ pages therein. In this same vein, it is critical to follow up after every attack. Tick damage can be the difference between a win and a loss, and every hit is a psychological blow to the opponent. Remember, low kicking a downed opponent is good manners in Tekken! It shows you respect the other person's prowess enough to give them everything you've got and take every advantage you can. It's quite a compliment to each other when two good players go at it that viciously. Okizeme: Just like juggling, Okizeme is keeping opponents grounded. White Herons, Demon Paws, and Steel Pedals are all critical tools in keeping the opponent on the floor as long as possible. If they twitch, b+4. If they roll, f,f+2. If they they do anything near you, White Heron. It's just that easy. For the same reason it's not cheap to air juggle someone, it's not cheap to ground juggle them either. They have plenty of options, including tech-rolling, rising low and mid kicks, cross chop blocks, etc. Don't let them whine to you about this. All's fair in Love and Tekken. If you saw someone hit you with a juggle starter like a Wind God Fist and then not follow up, you'd have little respect for that person's skills, right? Same with ground juggling, if you can and you don't, you're either a fool or far too arrogant for your own good. On the rare (and I mean extremely rare) occassion when someone is actually nice enough to let you tag out, it's still hard not to think of it as a slap in the face. Predictability: Don't be predictable! Do crazy stuff! Mess around! As soon as you clue your opponent in to what you'll be doing for the rest of the match, you'll find them major countering your rear-end straight into the Great-Quarter-Eating-Void. Even be careful when your using attack height psychology to train someone to block a particular way. There's no guarantee that they'll fall for it more than once. You need to have pre-planned ideas for crazy stuff to pull out, cause mashing at buttons is the surest way to turn a good match into a painful waste. The more moves in your repetoire, the better off you are. The paradox and the irony of Tekken is that you need tightly controlled chaos if you want to play on the upper levels. Amusing, absolutely. An excuse for doing two different moves fifty times in a row, not a chance. Tenstrings: Jin has some of the best mix-ups built into his tenstrings. My personal favorite is the b+2,4,4,4,4... strings because I get to mash at the 4 button for a little while. Also, that string has three different endings, one low, one mid, and one high. Good stuff! In Master play, people rarely use tenstrings (or so I'm told, I've never actually gotten to that level myself), or at least rarely use the entirety of a tenstring. Personally, I find that if you can hit the trip in the b+2,4,4,4 you might as well tack on a White Heron immediately for some sweet damage. If you're a novice and you can master the tenstrings, more power to you. Beat the crud out of your friends. Jin's tenstrings are especially nice because they rarely involve directionals, and never involve d/f (which is basically the reason I included them in here). A Word From Our Sponsers: Well, since I didn't really have any sponsors, I decided to do my little shtick about the Tekken Community in general. I'd just like to say that I think the most important thing, in Tekken and in life, is respect. Respect yourself, respect your opponent, respect the machine, and you will go very far. Respect doesn't have to be as overt as flattering the other person, but it does mean that you treat someone who's trying hard with the courtesy every human being deserves. Yes, I hate button mashers too, and I'd give them an exception from being respected, except that they are people too. Instead of getting mad at them, why not teach them to play properly? Heck, you might even get a good challenge out of them, eventually. Life's too short to fight about things like video games, so play for enjoyment and be kind to the person you're fighting, even if you're ruthless to their characters. One of the best things you can have in this world is cameraderie, and arcades are great places to enjoy those friendships. Alright, I'm done preaching. Thanks: I need to give enormous thank-you's to people I have never, and likely will never meet. Among them are Catlord, whose generous contribution to the Tekken Community got me firmly hooked on Tekken - I love psychology! I need also to thank TekkenZaibatsu.com for their efforts in keeping alive the site which taught me virtually every juggle I know, and which provides the forum for me to read everybody else's FAQs. In that line, I'm obligated to thank Reverend C, who's incredibly detailed and descriptive FAQ's made me an infinitely better Nina and Heihachi player. Damnit, Reverend, when are you going to write a Ling FAQ!?! Finally, I need to thank Mon Capitain, the poor bugger who stands there and gives me moral support while I lose to everyone in sight while attempting to practice.