Thursday, March 2nd, 2000 Roger: EWGF THIS, you bastard... A Strategy guide for Tekken Tag Tournament Version 1.9 By Synner (synner@crystald.com) & Grim Walker (forbidden_crypt@www.com) (with extensive editing by Ug the Caveman) 0123456789 .......... ****************************************************************************** This is an *EARLY* draft, nowhere near done, but most of the numbers are here, so we can get started.... ****************************************************************************** ============================================================================== 0) UPDATE INFO ============================================================================== v1.9 - Ug made a pass at the formatting, it should be clean now... - addes a few more comments ( v1.5 - Screwed with formatting, occasional spelling errors,and random b.s. - Added a few comments...(this is only a small update, to make the faq easier to read) - Renick: don't worry, we'll get to the standing left punch in the next version =P ============================================================================== <> 1) Legal Matters 2) Something to Remember 3) Introduction 4) Conventions 5) Kangaroo Styles of Play 6) Move List 7) In-Depth Move Analysis 8) Strategies 9)Tricks of the Kangaroo (Having Fun) 10)Vs Character 11)Ideal tag-team partner? 12)Conclusion 13)Tekken resources 14)Credits ============================================================================== 1) LEGAL MATTERS ============================================================================== This strategy guide is meant to be a free for all the Tekken players worldwide and you may freely distribute this document without any changes so long as it is for personal use. Basically this whole text document is (C) 2000 Grim Walker and (C) 2000 Synner...please, if you are going to use any information in this guide (in any form) for making a FAQ of your own, please credit us appropriately. Plagiarism is a serious issue when it comes to online game faqs, not to mention ethically wrong. If we ever get to know of any wrong doing concerning our guide, we will take legal action accordingly...(Yeah Right !!). Well, at least we'll make sure that the culprits and all their publications will be boycotted by the TTT community. The facts expressed in this guide belong to everybody, the opinions belong to us, the distinction is yours to draw... (Word for Word what Abrar wrote in his Kuma FAQ...kinda funny, huh?) ============================================================================== 2) SOMETHING TO REMEMBER ============================================================================== Evenin'\Afternoon\Mornin' to ya. We got 2 people writing this faq. The first is [Grim Walker] [Hard out Roger fan for years. Since Tekken2, in fact] The other is {Synner} {Played tourney level Tekken2 with Roger and A.King. Oooold school...} Ok, here's the question: <<>> Grim Walker's Reasons: [I'm sure you all have your own reasons, but here are a few more you might find yourself thinking...] "What the hell am I doing using Paul anyway??" (Good Question!!) "I like Armor King, but his moves aren't quite my style..." "I love the Godfist, and most of Kings throws, why can't I have a mix??" "Personally, my favorite thing is poking untill the other person gets so irritated they walk into a giantswing.." "Well I cant beat this chick using force, lets try cute tactics..." "I'd like faster punches, I just don't have a good character for that..." "Heh, that scrub thinks he knows everything, wonder who I can use to wipe the floor with him..." These are only a few things I though to myself (other than the Paul one, but especially the cute tactics one) and for this reason I have become a Roger fan. (some people like Alex better, I would prefer it if he could bite them a few times though) If you like Raptors better than Kangaroos, go right ahead, it's your option to choose. Anyway, the real reason to use these WONDERFUL characters is because, well, there cool!! Thats right. The number one top reason! Hehe (Oh and this character is good fun to use) Synners Reasons: {Two Words: Style Points} 'Nuff Said. ============================================================================== 3) INTRODUCTION ============================================================================== This faq can be used for beginners, mediocre players, or expert level guys...if you think you are an expert and read this, you might find that you didn't know as much as you thought. Go ahead and e-mail Grim or Synner for any changes or corrections, and we'll get right onto it. Ok, if you're here to "expand" your Kangaroo knowledge, please go right ahead and have a gawk. =) ============================================================================== 4) CONVENTIONS ============================================================================== These are the conventions used throughout this FAQ and these are recognized as the general commands used in discussions regarding TTT between online Tekken players. (based on formats by Tragic and Abrar) -commands- f - tap forward F - hold forward b - tap back B - hold back u - tap up U - hold up d - tap down D - hold down d/f - tap down+forward D/F - hold down+forward d/b - tap down+back D/B - hold down+back u/f - tap up+forward U/F - hold up+forward u/b - tap up+back U/B - hold up+back QCF - quarter circle forward (d,d/f,f) QCB - quarter circle back (d,d/b,b) HCF - half circle forward (b,d/b,d,d/f,f) HCB - half circle back (f,d/f,d,d/b,b) Button Layout--> (1) (2) (5) (3) (4) 1 = left punch 2 = right punch 3 = left kick 4 = right kick 5 = tag button Con: * - Hold the movement shown before the asterisk till the end of the string. Con: 315deg - f,d/f,d,d/b,b,u/b,u,u/f Con: ~ - commands after this sign is done immediately before/after each other. Con: n - Neutral position. There should be no joystick motion for about 1/2 second. Con: + -When commands on either side have to pressed together. -Abbreviations- GS - Guard Stun Tag- Can tag if last hit connects TTT- Tekken tag tournament FC - Full crouch SS - Sidestep SSL- Sidestep left SSR- Sidestep right WS - While standing (rising from crouch) var- variable BT - Roger has his back to opponent CH - Counter hit -Hit ranges- L - Low hit m - Mid hit h - High hit SM- Special mid hit ! - unblockable G - ground hit ============================================================================== 5) KANGAROO STYLES OF PLAY ============================================================================== This is to give an insight on how Grim Walker and Synner play. We both have different styles, so this is here for your convenience, to show which one may be most helpful to you. Grim Walker's Style of Play: My style of play is a somewhat Rush in and Attack from all angles. I like to get the opponent on the defensive, and smash them into submission. I do a lot of sidestepping, and fight hard when I am forced to turtle, since I don't like being cornered. I think Roger, a boxing Kangaroo, should be played the way he sounds. OFFENSE!! And STYLE! Also, try that cute tactics thingee.. IT REALLY WORKS!! =) Synner's Style Of Play: Guerilla Kangaroo Tactics...passive agressive, concentrating on high-damage strats and tricks. ============================================================================== 6) MOVELIST ============================================================================== Here is the complete official movelist for Roger/Alex with commands, damage and hit levels in TTT, adapted from TTT online. If something is incorrect or if we have missed out something, please e-mail us about it. -Throws- Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- Head Butt 1+3 front 30 1 Jumping Powerbomb 2+4 front 30 2 Animal Face Crusher 1+3_2+4 left 40 1 Animal Rolling Arm Lock 1+3_2+4 right 40 2 Reverse Throw 1+3_2+4 bt var var Reverse Neck Throw 1+3_2+4 back 50 Inescapable Giant Swing f,b,HCF+1 front 70 1, #1 Pile Driver QCF+1 front 25 1, (3+4) Tomb Stone Piledriver d/b,F+1+2 front 58 2 DDT d/b,D/B+1+2 front 45 1+2 #1 = Any button upon landing to tech roll...1/2 dmg (35) on tech roll. ============================================================================== -Moves- Move name Command Level Damage/Note --------- ------- ----- ----------- One Two Upper 1,2,1 h,h,m 6,10,10{#1} Animal Rush to {WP} f,f,1,2,1,2,1 h,h,h,h,m 10,15,10,15,20{#2} Animal Gigaton Punch f,f,N+1 m 23 Elbow Sting d/f+1 m 15 WindMill Punch {WP} f,N+1 h 30{#2} Animal Godfist f,N,d,f+1 m 50 Animal Head Butt d/f,1+2 m 20 Animal Gut Punch d/f+2 m 10 Low Jab Uppercut d+1,2 sm,m 5,15 Wind Up Punch b+1 ! 100 Jab Uppercut 2,1 h,m 12,12 K's Flicker f,f,2 m 20{#3} Stomach Smash f,f,N+2 l 6 Crouching Uppercut D,D/F,2 m 20{#3} Head 1st Lunge f,f+1+2 h 15{#4} Capital Punishment u/f+1+2_F+1+2_f+1+2 m 35 Animal Smash F/C+1+2_f,N,d,d/f+1+2 m 22 Tail Tripper d/b+3 l 17 Konvict Kick f,f,4 m 26 Rolling Animal{RA} d/b+4,2 m,n/a 17, n/a Animal Kick Rush{AKR} d/b+4,3,4,3,4 m,m,m,m,m 17,17,17,17,17{#5} Animal Sweep SS+4 l 17 Exploder 3+4_f,f,3+4 m 25 Running Exploder f,f,f,3+4 m 40 Franken Steiner d/f+3+4 sm 15{#6} Jumping Knee Drop u/f+3+4 m 40 Stagger (Ali) Kick d+3+4_D,D/F+4 l 13 Stagger (Ali) Kicks d+3+4,4x2_D,D/F+4x3 l,l,l 17,7,7 Stagger (Ali) Kicks d+3+4,4x5_D,D/F+4x5 l,l,l,l,l 17,7,5,4,3 Animal Jumping Sweep u+3+4 l 17 Animal Drop Kick{ADK} b+3+4 m 30 {ADK} to {AKR} b+3+4,4x4 m,m,m,m,m 30,17,17,17,17 {ADK} to {RA} b+3+4,2,4x4 m,m,m,m,m 30,17,17,17,17 Elbow Drop U_U/F+2+4 m 35 Supercharger 1+2+3+4 n/a n/a #1 = f+1 on 1st hit changes damage to 7. #2 = If WP is blocked, Animal Upper is guaranteed during block-stun. #3 = Tag on hit. #4 = Becomes low hit at the end of the animation. #5 = Press 2 during 1st or 3rd hit to shift to Rolling Animal. Press b after 3rd hit to roll backwards. #6 = Shifts to throw on deep hit or guard, throw damage 45. Tag on throw only. ============================================================================== 7) IN-DEPTH MOVE ANALYSIS ============================================================================== In this section, we'll analyze only those moves that we deem worthy and effective, including {of course}all of the new moves that Roger has acquired in TTT. Hence, not all of the moves from the movelist above will be analyzed. We've decided to use a basic "Five Star" rating system: * - Custard does more damage than this. ** - It has its purposes, just not many of them. *** - Not too shabby... **** - Now here is a REAL move you can use!! ***** - Abusing a move is, bad right?? Not this one!! ?? - Varies on Situation *Note* The moves are rated in 3 fashions. The first is [G.W], which is Grim Walkers Rating. The second is {S}, which is Synner, and the third is , the "Overall Rating", which is what the move has been rated in total. This just gives a few outlooks on each move. ============================================================================== KANGA-THROWS ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- ANIMAL STONEHEAD 1+3 front 30 1 Grabs opponents head and headbutts them viciously... [G.W.] **** The follow ups are very good on this throw. It looks cool, but the break is easy and is a simple motion to do. Don't expect to win with this. Expect to hurt your opponent. {S} *** Noticing that a lot of "experts" are defaulting to 2 for an escape, so it's kewl to throw this one in every so often...other than that, I usually opt for a special grab, if only for style points... ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- JUMPING POWERBOMB 2+4 front 30 2 Grabs opponent and plants a powerbomb with pretty blue stuff all over the place... [G.W.] **** 4* for easy motion. It is a basic throw to keep your opponent on their toes. Otherwise look to the other one. I agree with Synner on this, for the moment. {S} *** This one'll get escaped 80% of the time...use primarily on scrubs. ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- DDT d/b,D/B+1+2 front 45 1+2 Roger\Alex grabs opponents head, before falling to the ground and making them eat dirt... [G.W.] **** This move is very good when you are on the retreat, for the d/b,d/b motion that is there. It can do some serious damage too...the double button escape makes it definitely worthwhile. Make sure you smoke people with this move... As for style, 100 POINTS!! {S} **** Niiiiice...a bitch to escape, and it looks kewl as hell. I only wish Roger could do it from crouch like King does...oh well. The only problem is Roger's short arms, so make sure to be *right* next to your opponent when pulling this one out... ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- GIANT SWING f,b,HCF+1 front 70 1 Takes opponent by the legs and turns around a few times before releasing, throwing them a huge distance... [G.W.] ***** This is like a dooms day device. Once it lands, without recover, you are looking for a mean amount of damage that can be done, with buffer motions. Rogers arms aren't as long as Kings, so all you fans out there have to get a bit closer. {S} ***** My favorite Roger throw, by far...MASTER THIS MOTION!! Sooo many ways to buffer this one in...when your opponent tags, or after you dash in, or *my faves* after either SS'ing or crouch-dashing. Experts will pro'lly escape, but it'll keep'em on their toes. ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- ANIMAL DRIVER QCF+1 front 25 1, (3+4) Grabs opponent by the arms, turns them upside down, and dumps them head first onto the ground... [G.W.] *** Truly the worst thing that Roger could have achieved. {S} ** Waste of a throw. Harsh, but true. ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- TOMBSTONE PILEDRIVER d/b,F+1+2 front 58 2 Roger\Alex turns opponent upside down and drops to his knees, planting opponents head into the ground... [G.W.] *** Not the easiest to pull off, but well worth it when you do!! It looks cool, and does very good damage. Although the damage doesn't seem to come out at its fullest sometimes.. And it has an easy escape. The looks are still cool..But it's got a low rating for the difficulty to pull off..(Learn to do the motion fluidly) [I don't do this, too much trouble to pull of...And there's no point...I really advise doing it if you can do the motion really fast though, cause it is well worth the effort if you can do it. I just stick with the Giant Swing though. =)] {S} **** 2nd fave throw, this one kicks ass...I'm not sure if Roger is able to fake it w/ the QCB,F+1+2 like King can...if so, than this one moves up to *****, if only for the INSANE damage and relative ease to pull off...I'll keep ya posted. ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- ANIMAL FACE CRUSHER 1+3_2+4 left 40 1 [G.W.] What can I say? If your next to some one what else are you going to do?? Looks cool. Good damage too...Grabs head, runs along and drops, putting opponents face into the ground. {S}*** Umm...it's a side throw. yayyy *grinz* {nice damage, tho!} ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- ANIMAL ROLLING ARM LOCK 1+3_2+4 right 40 2 [G.W.] **** Ok this is the coolest looking throw. =) It is fast too, and can put people into awe. LOL. You should be doing a bit of side stepping with Roger\Alex anyway, so expect to see this move often (HINT!) =) {S}*** {See my comment above} ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- REVERSE THROW 1+3_2+4 bt var var [G.W.] Did you say something Synner?? {S}*** Ummm...what? sorry...wasn't paying attention. ============================================================================== Throw name Command Throw-Type Damage Escape/Note ---------- ------- ---------- ------ ----------- REVERSE NECK THROW 1+3_2+4 back 50 no escape Slides in behind the opponent and grabs their head, then hip tosses them onto their stomach. [G.W.] **** In my opinion the worst looking back throw in the game, but when your behind someone what else ya gonna do but SMASH 'EM!! Hehe, This doesn't look cool, but it does the damage. And well, there isn't any other option. {S}*** Ah, it's a back throw...kewl damage, tho! ============================================================================== KANGA-MOVES ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ONE TWO UPPER 1,2,1 h,h,m 6,10,10 Roger/Alex does a left punch, then a right, then an uppercut. [G.W.] ***** This gets **** because of the quick poking, granted it seems almost useless but it is fun to throw in every now and then. You must buffer the chicken on the last 1 because that is the one that is almost ALWAYS reversed. This can be a good damage tactic too..Just throw the 1,2,1 and wait the reversal. Also there is the opportunity to put the Giant Swing after the 2 because of the fact that the reversal generally comes at the last 1. If this is done, you put your opponent into a Giant Swing which will do DAMN good damage if they don't recover...there is of course the recover that takes the damage down by half.. I use this move for exactly what it says above. The real damage comes from getting in close, and a lot of the time, you can do a nice Animal Godfist if you get under your opponent with the crouch. Learn to get in close with this move and you will be rewarded. As for the Giant Swing part..There can be some nasty things happening with this one. It seems, that all those Jin lovers love to reverse the last hit. Well now, won't it be funny when they run into a giant swing. And when they duck because they expect a giant swing, remember the last 1 is a uppercut mid hit. This is not an abuse 'em move like d+1,2. That is my favorite poke in the game. But don't hesitate to use this. {S}*** I'm not really into this move, if only because of the low damage and the h,h, starting...It's kewl to throw out a 1,2 every now and then, but it could easily get you punished...d+1,2 is still my fave Roger poke... ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- CROUCHING UPPER D,D/F,2 m 20 Roger\Alex simply does a smallish uppercut. [ G.W.] *** This is a fast little number to snail crouching opponents, or to come out of a Crouch. Good recovery and damage. Fast, but I always forget about it. It juggles too, so you can do some mean little bits and pieces on the end of it. =) {S} ***(*) You're wide open afterwards, so it's a bit risky, but if you can get it off, by all means...and remember to juggle afterwards =) (ya get a -12 disadvantage when blocked, not horrible, but not great either...Ug was right, tho, it *is* one of Rogers few launchers, and you can come out of a crouch with it, so I added a *) ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ELBOW STING d/f+1 m 15 Roger/Alex does a rather hard and good distanced elbow downwards on top of the opponent... [G.W.] **** This is an Elbow. On a good connect it knocks the opponent flat on his\her face and leaves OODLES of time for good follow ups, some of which consists of the d+3+4, d/f+3+4 and also the d/f+1+2. These are all good follow ups, and all work if the opponent is grounded. This move is generally used to stop a constant assault were you have been forced to turtle and need initiative. This is also a good poke to pull off when you want to annoy your opponent, because of the slight guard stun it causes. Also, being an elbow, it can't be reversed. Well this is a move that has good range, and ability to be an effective one in strings. I am not saying abuse it, cause that would be silly, but still, when your stuck in the turtle position (One that,in my opinion, you do not want to be in) use the Elbow Sting to hammer your opponent and go in for the kill once again. Later on in the faq, we will show you custom strings of ours, that can help in the annihilation of your opponent.. Tehehehe... {S} *** It's kind of neat looking, but Roger doesn't gain much after doing it... kewl guard stun, and stuffing an opponents attack is always nice, so I'd rate it an average move. ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL GIGATON PUNCH f,f,N+1 m 23 Roger\Alex leans back (ducking) and then drives a hard punch into the opponents ribs... [ G.W.] *** This moves new to TEKKEN TAG TOURNAMENT and does an excellent amount of damage, it has a slow start up, and a lot of characters won't be hit by this. When they do get hit by it, they have the tendancy to go flying backward rather fast. It has a very good range also, it ducks the high attacks that are coming in. This is a good distance move for those people tagging and you need a good move to nail the person running in. I try not to use this move, unless completely necessary. It is slow for a start up, as far as I am concerned, and also can be easily sidestepped, resulting in some nasty damage to you. This is an amusing device, however, on those who like to tag a lot. The F,F motion makes it's range that ever so slightly longer, and can make this move a good one also for 10-String freaks. When you are ready for the high attack of a 10-String, just throw this move at them and watch 'em go flying backwards. Otherwise, there are no real good follow ups. And as for all the rest.. I just don't use this. =) {S} **** I actually use this move pretty often....it's safer than the Animal Godfist, hits mid, and has a mean stagger when blocked. Try and use it on rising opponents...if they try and roll, tag, or back up, it shoots them across the screen. If they block, they stagger, and you're still on the offensive, which is perfect. {For starters, throw this one in after the SS+4,d+1,FC+1+2 combo...time it for when they get up...then watch'em fly.} ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL GODFIST f,N,d,f+1 m 50 Roger\Alex crouch dashes and then lets off with a rather large and nasty uppercut.... [G.W.] ***** This move is essential to Roger\Alex, without this move Roger\Alex would not stand a chance against alot of characters. First of all, it has good distance. The move goes under high attacks and does very good damage. Also, Roger\Alex are VERY well known for their Guard Breaks. The guard breaks are what makes these characters who they are. The damage also from the Animal Godfist is unforgiving. I have the tendancy just not to use this move, its up to you with this one, and really I don't know much of it. I have never seen it in a juggle, so really there is not much point. I don't know. I wouldn't use it, but perhaps if you like it use it. I am not saying this is a bad move, and I am not saying I have not been hit by it. But I am saying I have not found a good use for it. =) {S} **** If you *can* use this move, USE IT! create an opportunity, whether it be bulldogging your opponent 'till he tags and Godfisting his partner, or the {WP}~Animal Godfist guardstun combo, or whatever. DO IT. Also, the Jacks and the Bears get smacked on the ground by it (SS+4,Godfist)...kind of evil, but whateverz, you're playing Roger...anything goes *grinz* (p.s., Ganryu is *not* considered a big character in this instance...Fatass is FAST, so be careful) ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL SMASH (a) f,N,d,d/f+1+2 m 22 Roger\Alex crouch dashes, before charging slightly, then doing a vicious headbutt... [G.W.] *** He has a little bit of lag to hit with the move up, otherwise its pretty simple. He simply rushes toward you, lowers his head, and rams it into your stomach. It knocks the opponent backward and does good damage too. There is a very good recovery time to this move also. The best part of this move is it hits large grounded opponents. Well, its not my type of move. I think that the little lag time at the begining is too much, and the better option is the AGF. Otherwise this is a good move for long distance wake-up games.. Heheheheh. (HINT HINT) {S} *** Kind of weird...you might as well toss it out every once in a while, just to keep'em on their toes, but I'd almost rather CD, SS, FC+1+2 as a mixup...it's not *quite* tricky enough (IMHO) to get 4 *'s... Final Note: if you're feelin' REAL badass, remember that this goes underhigh moves...with good timing, you can slip it under and knock someone on their ass... ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL SMASH (b) FC+1+2 m 22 Roger\Alex charges slightly, doing a vicious headbutt... [G.W.] ***** This move deserves a section on its own VS it's crouchdash brother. This version can be utilized while ducking and does not have the seeming lag time that the crouchdash one has. It is fast, effective, and knocks the opponent back on hit. It has plenty of follow ups and is a very mean move to pull off. The damage is nothing to laugh at either. It also hits large downed opponents. This move is a very utilized one in my arsenal and should be in most peoples too. The range on this thing is too good to pass up, and its speed makes it brilliant. It hits mid, even better, and has a wicked recovery time. It even hits grounded opponents. WOW. This has the making of an exellent move! I use it a lot, and it has won me many games that have looked hopelessly lost. {S} **** 22pt retaliation for a whiffed throw...yayyyy! Keep this in mind when someone does anything close in that leaves them open for a few frames...it's nice damage, and gets you on the offensive...Stuff 10-hits with this, btw... (you know when the high hits come, right!?!?) ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- LOW JAB ~ UPPERCUT d+1,2 sm,m 5,15 Roger\Alex do a simple low jab before hitting with a nice uppercut... [G.W.] ***** It is simple a really good poking device that It can't be left out of Rogers\Alex's arsenal. Pokes are CRITICAL for Roger\Alex, because of the speed of their jabs, and also, a poke can set it up for the unblockable Animal Godfist. Well, not much to say here, all of its explained above I think. Just don't forget poking and it's abilities. {S} ***** Use this...a LOT. It's only chip-away damage, but it adds up quick. ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- WIND MILL PUNCH f,N+1 h 30 Roger\Alex "rolls" one hand over another before leaning forward, and hitting the opponent with his fist. [G.W.] ***** If it hits it does good damage, and leaves room for followups like the Ali Kicks.. It has a hypnotic motion, and looks very cool. It does have a slight lag, but leaves the opponent in nasty stun if blocked. It also hits the opponent quite a distance, so any follow ups, you must chase your opponent. Now this move has style, looks, and guard stun. A little slow, but many times I have seen an opponent hypnotized by the movements, and easily block it....only to eat the AGF. The AGF is unblockable if this move is blocked. Just do the AGF straight away. The opponent will sort of lumber backward and then eat the fist. There are other follow ups too, you can do the Ali kicks as well, but that doesn't have the cool sparkly stuff. ;) Yeah, this is also a bad move to do because of the slight lag time. It means your opponent has a free hit. It also hits high, and can be sidestepped. So really, use this when your opponent isn't expecting it. {S} **** This move would be useless, if not for the *nasty* blockstun and the style points. If they duck or SS, you're gonna get hurt. If it hits, it hits for 30 pts. If it's blocked, it hits for 50 pts. {we'll explain later} The **** rating is simply for the fact that it's one of the stupidest moves in the game, yet I {and most likely Grim as well) manage to slip it in at least once a match...and any move that makes your opponent stop, smirk, take 50pts of damage to the chest, look questioningly at the screen, then shake the joystick in frustration, ALL while you're trying to keep a straight face, HAS to be good. ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL RUSH TO {WP} f,f,1,2,1,2,1 h,h,h,h,m 10,15,10,15,20 Roger\Alex rushes forward with a series of jabs, before doing a "Wind Up" and nice hard punch to the mid... [G.W.] **** This is a good move, for the reasons that it is fast and furious, and even if the oponnent blocks the "windup punch" you can still nail them with the Animal Godfist because of the guard stun. The actual rush itself does good damage and is not escape-able if the first few hits connect. Also, the hit before the wind up, leaves the opponent stunned, so you may do the windup and do good damage, or stop on the stun and do juggles or whatever you please. {S} *** Use the rush, but stay away from the Windmill Punch part of it...any decent player will SS it, or hit you during the Wind-up, or, or, or...you get the picture. Stick to the 1,2,1...avoid the 2nd 2, it leaves you at a negative frame adv, which kinda sux (thx, Noxin) Here's an example of a solid string using this (thx again, to Noxin) f,f+1,2,1, 1, d/f+1, d+1,2 ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- HEAD 1ST LUNGE f,f+1+2 h/l 15 Roger\Alex dives headfirst into the opponent and ends up rolling onto his feet. [G.W.] ** The damage is not that great, and the recovery if blocked sucks. Good players have the tendancy not to get hit by this either, making it a rather useless but amusing move. Buffer the DDT after this. If it is blocked, you will grab them and DDT them, thats about all I have to say for this poor excuse for a move. As you can see, I don't like it at all. I think it is one of the worst moves in Roger\Alex's arsenal and should be used ONLY for low hitters like EDDY and LING, when it gains a high priority. {S} *** I actually use this once in a while, since it's pretty nifty for a suprise move, and the fact that it can either hit high or low is kinda kewl (I usually use it from low-hitting distance) ... try the AKR, then roll back, then Head 1st Lunge...kind of an "in/out" strat. ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- CAPITAL PUNISHMENT u/f+1+2_F+1+2_f+1+2 m 35 Jumps into the air and lands, hands together, on the opponents head. [G.W.] **** This hits mid, and clobbers ducking opponents. It has good range, and recovery, and does a slight guard stun. It jumps slightly and can leap over sweeps to do the damage to your opponents. This is the EDDY killer. This move can pound Eddy to dust. If you time it right, else you gonna eat his legs. It really needs good timing, and if your opponent tags? Well the range on this move is VERY generous, especially for its damage. So just use it to deal out the extra damage and get them on the ground. It also means that all who think they are going to tag slide are in for a suprise. {S} *** Safe, if they don't SS, or Jab you out of it if they're quick. Grim's right, use this vs. Eddy's, or anyone who digs laying down for half of the game. Also a good followup move vs. someone who doesn't roll sideways after getting knocked down. ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL HEADBUTT d/f+1+2 m 20 Roger/Alex does a downward headbutt... [G.W.] **** The Animal Headbutt, short range, looks seemingly useless. It hits ground opponents, stuns blocking opponents, and gives non-blocking opponents a good view of the ground, by knocking them to there knees. Not to mention it's really fast too... but it's very close range. You can pull off some nice looking Ground Attacks with this little number. The Guard Stun is not as good as the f,n+1, meaning the AGF won't work after this one. Well now, heres a move which can mean the death of an opponent. I use it in Custom Strings, but other than that, it is very rare I use this on a non-ducking or non-grounded opponent. Because that would be like signing a deathwish. {S} ***** Excellent move...I was going to keep it at 4 *'s because of lack of range, but that's actually pretty normal for Roger. This works in combo's (SS+4,d/b+3,d/f+1+2), or alone in custom strings and stuff. It also hits grounded characters, so feel free to run up and punish a Lei'ing (sorry, had to) character when the opportunity presents itself. Oh, and it can't be parried. *GRINZ* (Thx for pointing this out, UG...I see what you mean now...great move.) {those wacky Australians are keepin' me on my toes w/ Roger stuff...} ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- JAB ~ UPPERCUT 2,1 h,m 12,12 Roger\Alex simply does a jab, then an uppercut... [G.W.] ***** Again, it's the poking factor of the move that stands out the most. Its just too damn fast. Roger\Alex needs to rely on these factors of speed to win against big opponents. Use this to get in close. When there, and if you want to get out again, do the DDT. Or, if your going for the kill, Power Bomb, Headbutt and all the rest.. This is an inside move. Its to get in close, and nail them with throws more than anything else. It can be the most interesting and damaging of all the moves on follow ups alone. It can be one of the most anoying moves to have had done against you too..GRRR!! Use this often. The damage from a poke like this is just too good to leave behind. There is really no point in leaving it out, that would be silly. Use it when people are jumping in, or doing power moves.. This is all you need. {S} *** I seem to get hit after this A LOT. it's a nifty poke, but be careful using it... ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL GUT PUNCH d/f+2 m 10 Roger\Alex puts his elbow hard into the opponents ribs... [G.W.] ***** Quick, effective, and non-reversable. This will have 'em tied in knots, because of the way Roger\Alex hits 'em in the gut with his elbow. This move has good range and is very effective when it comes to speed. And to stop momentum there is no better way than to stun them into submission. The recovery is good too, so really this is a good one for Custom Strings. Wanna drive someone insane with your constant poking?? But you can't because of the damn REVERSAL?? Two options spring to mind. First, buffer chickens [hehe, that will give them a run for their money] the second is this move. There is no reversing it, or punch parrying and all of that. Hehe, it is generally a brilliant move to have lurking in the deepest parts of your mind ready to spring, or to abuse and drive your opponent insane. So really, use it when someone like Yoshi is doing his stupid backfist spin thingy, or Kazuya whiffs an EWGF. {S} *** {this is actually reversable, thx to Birch for pointin' this out} ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- TAIL TRIPPER d/b+3 l 17 Spins around, tripping opponent up with tail... [G.W.] *** Slow, short range, back turned momentarily. It hits ground opponents, and has good recovery. Why ***? Because people ALWAYS want to eat it. WHY? I don't understand this. Why is it that people don't see it coming? I just don't know... And it is kinda fun to use as a suprise tactic too. And when I say "people" I mean scrubs. Forget it against anyone better. This move can be a lot of fun, but don't try it if you know your going to miss. Then again, it can be used to annoy an opponent when you are both standing head to head waiting for the first attack.. This is just funny because of the way Roger\Alex stay standing up, and does a low hit. That is the main purpose of this move. The opponent never sees it coming.. That is the real beuty of it. Other than that, stay away from it. {S} **** Hands down, funniest move in the game...GOOO DISCO KANGAROO!!! You MUST use this once a match. You MUST laugh your ass off afterwards. Roger Requirement. {p.s. to get it off consistently, toss it into a juggle combo... ex: u/f+4,1,d/b+3 or SS+4,d/b+3,d/f+1+2} ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- JUMPING KNEE DROP u/f+3+4 m 40 Roger/Alex Jumps up and lands on opponent with both knees.... [G.W.] **** [don't use this on a standing player unless your looking for BIG punishment, it causes a little bit of stun, just enough to recover] This is a good move because it does good damage for grounded opponents, without leaving you in the lie down position. It also hits mid on standing, so any one ducking is going to take damage. Of course any one in their right mind won't duck a jumping attack.. I use this on Lei players, and Eddys and Lings. Because of the way Roger jumps into the air and lands hard, it is a fun thing to do when they are in combination moves, 10-strings, or stances. There is no real guarantee of a hit from this if they are lying down. It is a chance you have to take for yourself. There are always the options of tech rolling etc, while you are trying to crunch your opponent. So be careful. I use this after the ss+4 sometimes for fun. {S} ** You'll get style points, I guess...that's about it. {although, come to think of it, 40 dmg is nothin' to laugh at...} Oh well, still way too dangerous to use effectively. ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- EXPLODER 3+4_f,f,1+4 m 25 Roger\Alex waits a while, before leaping into the air for a double leg dropkick... [G.W.] *** Small lag time, good damage, leaves you quite a distance away if ducked, and does good damage. If blocked leaves good time for recovery. I very rarely use this move, unless I think that the lag at the start is necessary. (I.E. Law's d/b+1+2, for that little bit of extra damage.) Otherwise, it is also good to time for jumpers, just duck backwards (B,B) and push this in. The lag should allow them to land before hammering them. {S} *** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- RUNNING DROPKICK f,f+3+4 m 25 Roger\Alex leaps into the air for a double leg drop kick...(no lag) [G.W.] *** Same as the above, but without the delay at the start of it. This is the somewhat better version that should be used more often when you want the opponent to go on the defensive. This is an amusing move for anyone on a combo rush (Lei's f,n+1,2,1,2 etc) Because of its range and damage, it clobbers people who are coming at you with moves like this. This is the one I use more often, because of the no delay. I like to do a lot of ground games, and know that this move is dangerous for the reasons of that it leaves you on the ground. However, with some timing, you can land this move for huge amounts of damage, at large distances. Like when an opponent tags for instance. {S} *** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- SATELLITE DROPKICK f,f,f,3+4 m 40 Roger\Alex runs along, before leaaing into the air and doing a SPINNING dropkick...Very cool looking. [G.W.] *** The range of this move is very good. It is better than the ram on people like Kazuya with his damn shining fists. And True Ogre with his long arms. It is also good for closing the gap, and getting in close to an opponent. However, it leaves you on your back, and prone. It does good amounts of damage, and if blocked has an OK recovery time. This I use often. I just like the way it closes the gap between you and your opponent. You can move in for the kill also when a tag is made with this, and the range, (Being longer than the DropKicks) Are really useful for doing this. {S} *** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- STOMACH SMASH f,f,N+2 l 6 Roger/Alex crouches forward and smashes the opponent in the stomach... [G.W.] **** A good move, good stun, and long distace. can have some good follow ups too. There is good recovery too. This also hits mid so it is a good move overall. There is no reason why this should be left out of an arsenal. The amount of damage and follow ups that go with this is too good to pass up. Use it on a whiffed opponent, And watch'em stagger..Hehehhehe.. {S} *** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- FRANKENSTEINER d/f+3+4 sm 15 Roger\Alex flips over head first. On a good connect he catches opponents head with legs and flips back over planting opponents head into the ground... [G.W.] ***** This move is one of Roger\Alex's best. It is a very good damaging throw, as well as having the tag ability after it. It is fast, and if the opponent is standing too close to you, it seems to be unblockable. The only real way to stop this move from connecting is the poke. But then there's the hitting ground opponents part. With a simple movement you can be on top of a grounded opponent for extra damage. This move is especially useful when an opponent is doing a lot of low attacks. The range on this move is also very good. The only real downfall to it is if you miss, you are prone to Wake Up Games, or a damn good hammering while your on the ground. Never forget this move. This move can do such huge amounts of damage if conect on counter its not funny, especially with the tag into another person to add to the damage that it dishes out. The move can be usd when in close, or at a small distance, there is guard stun if blocked at a long distance, so even though you are on your back, you can still have time to get up. {S} **** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL KICK RUSH{AKR} d/b+4,3,4,3,4 m,m,m,m,m 17,17,17,17,17 Roger\Alex falls onto his back, and kicks with his feet.. Roll sideways, or backwards are the other two options.... (1 and B) [G.W.] ***** A lot of people don't know how to block this move.. The first hit is low and the rest mid. This is not a good one to close the gap between you and your opponent, because of the roll back, that is really a good idea to use too.. Otherwise your most likely looking at some nasty damage. Anyway, in any case. This is a good move to use on a running in opponent. Unless they realize that a slide does good damage to you.. Use this on runners. You can plant them nice, and rush 'em too, And the damage I have seen come off this is rather nasty to say the least. There is no real downfall to this, the roll back on the end ROCKS and can be done at any time. It is a VERY good move for his arsenal, and should be utalised when felt necessary. {S} *** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL JUMPING SWEEP u+3+4 l 17 Roger\Alex jumps into the air, and lands doing a "Sweep From Hell"... [G.W.] ** This is kind of a weird move.. I think its sidestep counterpart is much better for reasons of it is a sidestep. And also it is not as easy to see it coming.. This is also a good move, for the reasons of, who is gonna expect a sweep from a jump?? And it's certainly a good"Ground Games" move, not letting your opponent stand up is always a mean option. Use this move when you are against "get up and hit" happy opponents untill they stop trying to do recovery moves.. Every time you catch 'em with this move it will knock them off their feet. I hate this move, it is a mockery of the side step, and the point of jumping into a sweep is WHAT?? I mean, this move is the worst he has I think, I never use it so I know nothing about it. {S} *** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- KONVICT KICK f,f,4 m 26 Roger/Alex lunges forward with foot extended... [G.W.] *** Pull it out evey now and then depending on the situation. Its a fast kick, good range, and one to throw in here and there..But really there is no use for it. Perhaps for fun, and it has good damage and range..It really depends on the situation. If its a charging opponent, this is definitely a good move to use. It will kick hem right back were they came from. Its recovery is very good too.. This is a good move for reasons of its fast, mid, and good range. It can knock an opponent back, which helps too.. Use it for chargers and those slow moves that you can nail them on. Hehehehehe.. {S} ****(*) After a few comments (thx again, Ug), and some thought, I moved this up to 5 *'s...It's powerful, it stuffs unwary opponents, you can combo into it, you can buffer into it (toss it at the end of a custom string sometime, guys...buffer the f,f while you're still punching)...it's just a great all around move. ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- K'S FLICKER f,f,2 m 20 [G.W.] ***** Fast, long range, and strong. All the makings of a good move, and stun on CH so its pretty mean. Good recovery too.. This is a fast long ranged move, that does good damage. It can stun on CH too, and leave room for heaps of follow up's. {S} *** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ANIMAL SWEEP SS+4 l 17 Roger\Alex sidesteps, and sweeps the opponents feet from underneath them... [G.W.] ***** If blocked, sweep stop frames, bit of lag when blocked. Sidesteps, goes low, knocks opponent off feet, good damage, ducks hit and mid hits. This move is VERY good. Use it, abuse it, all around annoy people with it. Be careful if it is blocked though, it has nasty sweep stun. Otherwise, if timed right.. Example, after Kings f+4 or A\Kings B+3. Then you can do some mean nasty tricks.. And some of the damage you can pull of in "Ground Games" is very good. There are also a few strings later on with this as a start.. {S} ***** ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- ELBOW DROP U/F+2+4 m 35 Roger\Alex leap into the air and do a large Elbow Drop... [G.W.] **** End up lying on the ground, but do good damage to people playing possom, while they lie on the ground. Also hits standing opponents. Good move to do when you are against a LEI. It hits hard too, with a loud thump. So it sounds cool. =) Use it at your own risk though. Its a dangerous one to use. {S} ** Leaves you waayyyy too open. Style points, I guess, if you can pull it off w/out getting whupped. ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- WIND UP PUNCH b+1 ! 100 Roger\Alex does a really large wind up with blue lights everywere before doing a mean power punch... [G.W.] ***** It is really a fun move to do against people when you have a few rounds to kill. But if you are having a serious game, where you are actually trying to win...forget this move even exists. It gets its rating for the fun factor. I have actually landed it a few times, and have apologized for doing so..And not to mention it was a tournament.. Hehehehe.. Use it in desperate times when there is no chance of you winning. This move can do just that, Give you the win. {S} *** would be two *'s, but it's sooo worth it to hear your opponent curse after walking into this one... ============================================================================== Move name Command Level Damage/Note --------- ------- ----- ----------- STANDING LEFT PUNCH 1 h 6 Roger\Alex does quick left jab... [G.W.] {S} ***** At 8 frames, this is one of the fastest jabs in the game. It can stuff pretty much anything, and rumour also has it that if it hits, you can get a free d+1,2 afterwards (I've still gotta check this out)...if I'm reading the frame data correctly, there's a 7 frame hit advantage, so only 1 frame for them to block before getting stuffed again... {then again, I really don't know how to read the frame data yet, so I could be talkin' outta my ass on this one} Either way, standing jab rules! USE IT! ============================================================================== {not finished guyz, there are [obviously] more moves than this worth doin' >=) ....syn} So far from experience, we can say that the moves analysed above are the only ones that are worthy to use against high-level competition. All other moves are either too slow or too risky in terms of reversal and parrys. That does not mean that you cannot use the other moves in the movelist. We'll just leave that to you and you will understand soon what we mean. ============================================================================== 8) COMBOS AND JUGGLES ============================================================================== L8r... (just had to put this in, MIC came up with a SS+4,d/b+3,d/f+1+2 combo...ouch) (this isn't organized yet, but mess with the SS+4,d+1,FC+1+2, and the SS+4,d+1,ws+2,d+3+4) (also, if someone's come up with something more damaging than the u/f+4,1,2,f,f+4, lemme know...) ============================================================================== 9) TRICKS OF THE KANGAROO ============================================================================== L8r... ============================================================================== 10) Vs CHARACTER ============================================================================== Roger OWNS big characters! (ok, let the flames begin...) ============================================================================== 11) IDEAL TAG TEAM PARTNER ============================================================================== Messing w/ Bryan/Roger and Kuma/Roger now...Ling/Roger rocks, and (of course) pairing him with the wrestlers is always a good move. ============================================================================== 12) CONCLUSION ============================================================================== L8r... ============================================================================== 13) TEKKEN RESOURCES ============================================================================== -INSIDE TEKKEN- http://www.geocities.com/TimesSquare/Bridge/2700 -TTT ONLINE- http://www.tekkentagtournament.com -TEKKEN SALUTE- http://salute.consolenation.com -TEKKEN ZAIBATSU- http://www.tekken.net/zaibatsu -GAMEFAQS- http://www.gamefaqs.com ============================================================================== 14) CREDITS ============================================================================== Ug the Caveman: Cleaned it up and kept us honest =) Great comments, sound advice... Ug also fixed the screwed formatting...basically, he went above and beyond, all for the love of Roger ;P. Thank you... Abrar: definitely...Kuma/Roger will be UNSTOPPABLE!!! Castel: since we're on Zaibatsu EVERY day checkin' moves/combos/strats and since he's such a nice guy...he makes life SO much easier... StatiK: thx for the comments and the combo's *grinz* Noxin: nifty custom strings, pointed out a high-level prob. w/ the animal rush..thx, dude! Renick: pointed out a *glaring* omission.. Roger's .standing left punch RULES!!! Birch: Attention to detail *grinz* and good King knowledge, which transfers over to great input and strats... Namco: For bringing back Roger...now we can forgive you for Eddy... ...umm, etc... not done w/ the credits even, but we'll get to y'all *grinz* ========================== THE END ==========================