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Mokujin by ruyeyama

Version: 1.0 | Updated: 11/21/2001

Tekken Tag Tournament (PlayStation 2, Namco, 3D fighting game)
Mokujin FAQ (Frequently Asked Questions)
11/21/01  V1.0

Written by: Richard Uyeyama (ru e ama ru e ama best vwh net)*

* Instances of the letter "y", the "at" symbol, and all periods have been
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  from adding to the amount of e-mail I already get...

The latest version of this file can be found at:
  King of Iron Fist Dream Match 2000

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             "I am who I am."
             "Who are you?"

                -- The Gypsy, and Karen
                (excerpt from The Gypsy, by Steven Brust & Megan Lindholm)

Table of Contents:

0. Document History
I. Basic Stuff
   1. What is this document?
   2. Who is Mokujin?
      A. So what's this about Tetsujin?
   3. Terminology, notation, and stuff?
II. Mokujin Styles
   1. Is it possible to select Mokujin's style, or is it random?
      A. When does Mokujin select his style?
   2. Which character styles can Mokujin use?
   3. How do I recognize which style Mokujin is using?
      A. Team intro sequence
      B. Match-initial actions
      C. Fighting stance
      D. Other
   4. Is there any difference between the normal and Mokujin versions
      of a character?
   5. Can Mokujin use character-specific Tag moves?
III. Miscellany
   1. Do you know of any Mokujin-related codes?
   2. What are those marks on Mokujin's back?
   3. So what's this I hear about a Gold Tetsujin?
      A. Gold Tetsujin-related bugs
   4. Is there a way to start a round with my secondary character?
   5. How many styles can the game keep in memory?
IV. Thanks and Stuff

0. Document History

V1.0: 11/21/01
      Launch version
 (11/24/00: EU version PS2 Tekken Tag Tournament now on sale)
 (10/18/00: U/C version PS2 Tekken Tag Tournament now on sale)
 (3/30/00: J version PS2 Tekken Tag Tournament now on sale)

I. Basic Stuff

I.1  What is this document?

     This document is an English language informational resource for the 
PlayStation2 version of Tekken Tag Tournament, a 3D polygon versus tag 
fighting game by Namco.
     In this document, I'll be covering the answers to some of the most 
commonly asked questions in regards to the character Mokujin, as well as 
some other Mokujin-related information which may also be of interest.  
This is not a strategy guide, however, so do note that I will *not* be 
detailing strategies on playing against CPU and/or human opponents, either 
as or against Mokujin.
     This document was written for the J version of Tekken Tag Tournament.
It is, however, likely that some, if not all, of the Mokujin-related 
information contained herein will also apply to other home versions (U/C, 
EU, etc.) of the game...
     Also, although this document was written for the home (PS2) version 
of the game, some (but not all) of the information in this document may 
also be applicable to the arcade version of Tekken Tag Tournament...

I.2  Who is Mokujin?

     Mokujin is the 12th character that will be released (i.e. all 
characters except for Devil/Angel and Unknown will be released before 
Mokujin) via the "time release" process (complete Arcade Mode with 
different primary characters) which unlocks the 14 extra characters (for 
more information on character unlock processes, consult a Secrets FAQ for 
this game).  Once released, Mokujin will be available to the left of Wang 
on the character select map.
     Unlike the other characters, Mokujin does not have a fighting style 
of his/her own.  Rather, he/she will, before each time he/she appears in a 
battle, randomly select someone else's style to use...
     Mokujin has four "costumes", as follows:
       1: Tetsujin (male, iron)
       2: male Mokujin
       3: female Mokujin (light bark)
       4: female Mokujin (dark bark)
     In cases where both players select the same Mokujin costume, the 
player who selected Mokujin first will get that costume, while the other 
player will get an alternate costume, as follows:
       main  alt
        1  -  2
        2  -  1
        3  -  4
        4  -  3

I.2.A  So what's this about Tetsujin?
     "Tetsujin" can be interpreted as "iron person", just as "Mokujin" can 
be interpreted as "wooden person".  Thus, just as Mokujin is made of wood, 
Tetsujin is made of iron.
     "Tetsujin" is actually the default costume (and thus what he/she/it 
is listed as in the "Character Usage" chart), but I shall generally be 
referring to the character as "Mokujin" (rather than "Tetsujin" or the 
more unwieldy "Tetsujin/Mokujin") throughout this document, for reason 
  a) the character was originally introduced as "Mokujin" in Tekken 3, and
  b) the Mokujin costumes outnumber Tetsujin 3 to 1.  =)
     When it's necessary to refer to Tetsujin as distinct from Mokujin, 
however, I will, of course, do so.  ^^
     And in case anybody's wondering, yes, Tetsujin and Mokujin are 
considered distinct from each other (with the restriction that you may not 
have both on your team) outside of the "Character Usage" chart, just as 
(iirc) Devil and Angel, Eddy and Tiger, Kuma and Panda, and Roger and Alex 

I.3  Terminology, notation, and stuff?

     For the sake of simplicity, I shall hereafter refer to Mokujin as 
"he" (as opposed to "he/she" or "he/she/it") in this document.

     In this document, I shall be using the "standard" numerical notation, 
when referring to the five buttons:
        numerical      function         controller defaults
          1  2  5        LP  RP  Ch       S  T  L1/L2/R1/R2/R3/RA
          3  4           LK  RK           X  O

     At times, I may also use the following notation:
        +    at the same time as
        ,    then
        /    or

     And in denoting d-pad/stick positions and movements, I'll be using 
the following notation:
        n   neutral           Here's a visual chart:
        u   up
        d   down                       u                    u
        f   forward                ub     uf            uf     ub
        b   back                 b     n     f        f     n     b
        df  down-forward           db     df            df     db
        db  down-back                  d                    d
        uf  up-forward
        ub  up-back             (facing right)        (facing left)

     And here are some terms I may employ:
       Primary character - The character you selected first.  The
           character ending you get in Arcade Mode will be for your
           primary character.
       Secondary character - The character you selected second.
       Foreground character - The character currently participating in the
       Background character - The character waiting to tag in.

II. Mokujin Styles

II.1  Is it possible to select Mokujin's style, or is it random?

     It's random.
     And yes, it is possible for him to select the same style twice (or 
more) in a row...

II.1.A  When does Mokujin select his style?
     Mokujin seems to select a style (randomly) at these times:
       1) on the character select screen (see explanation below)
       2) before the team intro sequences (i.e. match-initial)
       3) before each time he tags in
       4) before the win/lose pose, if Mokujin is the background character

     Notes for situation 1 (above): On the character select screen, if 
Quick Select (Game Options) is set to OFF, a style is selected each time a 
Mokujin character model is loaded (i.e. select cursor moves to Mokujin 
after having been on somebody else, or a different Mokujin costume is 
selected, after an earlier choice is cancelled (SELECT button)).

     Of course, I don't know exactly how the process was programmed, so 
it's possible that the actual process is something slightly (or greatly) 
different.  The above does seem to match the data, though.  ^^

II.2  Which character styles can Mokujin use?

     Mokujin can use the style of any character in the game except: 
Devil/Angel, Ogre, Roger/Alex, True Ogre, and Unknown.  Here's a pair of 
lists for easy reference (characters listed in alphabetical order):

     Styles Mokujin can use (28)    Styles Mokujin cannot use (5)
        Anna                           Devil/Angel
        Armor King                     Ogre
        Baek                           Roger/Alex
        Bruce                          True Ogre
        Bryan                          Unknown
        Gun Jack

     Side note: Mokujin could actually use Roger/Alex style in the arcade 
version of the game, but for some reason, that style was removed from 
Mokujin's repertoire for the home version.  =/

II.3  How do I recognize which style Mokujin is using?

II.3.A  Team intro sequence
     At the beginning of every match, each team will get a team intro 
sequence, during which each character performs an intro sequence action.  
Each character has either one or two standard intro sequence actions, 
which seem to be shortened versions of the match-initial actions (see 
section below) that character has (exceptions: Devil/Angel's intro 
sequence is based on Kazuya's (Devil = "Devil Kazuya"), and Unknown's is 
completely unique (Mokujin, however, emulates neither character, so...)).  
For certain specific character (and/or costume) combinations, a team will 
instead display a special team intro sequence.  However, Mokujin has no 
special team intro sequences, even when emulating a character who does.

     Characters with two standard intro sequences (17): Bryan, Eddy/Tiger, 
Gun Jack, Heihachi, Hwoarang, Jin, Julia, King, Kuma/Panda, Law, Lei, 
Nina, Ogre, Paul, True Ogre, Xiaoyu, Yoshimitsu.
     Characters with one standard intro sequence (16): Anna, Armor King, 
Baek, Bruce, Devil/Angel, Ganryu, Jack-2, Jun, Kazuya, Kunimitsu, Lee, 
Michelle, P.Jack, Roger/Alex, Wang, Unknown.

     For those characters with two standard intro sequence actions, that 
action can actually be selected, simply by holding down a button as the 
stage loads:
       button         result
         1 or 2         intro action 1
         3 or 4         intro action 2
         nothing        random
     Note, however, that the intro action can only be selected for the 
foreground character; the background character appears to select one at 
     If Mokujin is the foreground character for the first round of the 
match, you can use his intro sequence action to identify which style he's 
using.  If Mokujin is the background character, however, the data is 
meaningless, as he'll only choose a new style when he tags in...

II.3.B  Match-initial actions
     Right before the beginning of the first round of each match (i.e. 
after the team intro sequences), each foreground character will perform a 
match-initial action.  If Mokujin is your match-initial foreground 
character, you can use these actions to identify which style he's using.
     For those characters with two match-initial actions, that action can 
actually be selected, simply by holding down a button as the match-initial 
actions load:
       button         result
         1 or 2         match-initial action 1
         3 or 4         match-initial action 2
         nothing        random

     Characters with two match-initial actions (17): (same as list in 
"Team intro sequence" section, above)
     Characters with one match-initial action (16): (same as list in "Team 
intro sequence" section, above)

II.3.C  Fighting stance
     For rounds other than the first (as well as any time Mokujin tags 
in), you don't get a match-initial action to view, so you'll have to 
examine Mokujin's stance instead.  Each of the 28 characters he emulates 
has a unique ready stance (with the possible exception of Jack-2 and Gun 
Jack, whose stances are almost (if not completely) identical), so if you 
learn to recognize those, you'll be able to identify Mokujin's style at 
times other than just match-initially.

II.3.D  Other
     Attacks - If you're unable to identify Mokujin's style before the 
round begins (or when he tags in), you may be able to identify him by what 
attacks (including throws) he is able to do.

     Win pose - If you failed to identify Mokujin's style during the 
round, and yet still somehow won, you could try identifying his style (for 
future reference, in order to help you identify that style the next time 
you see it) by his win pose.  Each character has up to four win poses, 
which can be selected simply by holding down one of the four attack 
buttons as the win pose loads (this command will be applied to both your 
foreground and background character).
     Characters with 4 win poses (19): Bryan, Eddy/Tiger, Gun Jack, 
Heihachi, Hwoarang, Jack-2, Jin, Julia, King, Kuma/Panda, Law, Lei, 
Michelle, Nina, Ogre, Paul, True Ogre, Xiaoyu, Yoshimitsu.
     Characters with 3 win poses (3): Anna (1, 2/4, 3), Lee (1/3, 2, 4), 
P.Jack (1/4, 2, 3), Xiaoyu 5P costume only (seifuku) (command 1 randomly 
yields win2, win3, or win4).
     Characters with 2 win poses (10) (commands: 1/3, 2/4): Armor King, 
Baek, Bruce, Devil/Angel, Ganryu, Jun, Kazuya, Kunimitsu, Roger/Alex, 
     Side note on win poses: The game seems to end the win pose scene once 
*either* character (foreground or background) has completed his/her win 
pose.  So if one character has a shorter win pose than the other, the 
longer win pose will get cut short...

     Summary chart - Here's a chart showing how many match-initial actions 
(note: the number of standard intro sequences is the same as the number of 
match-initial actions in all cases) and win poses each character has:
(characters listed in the order they appear on the character select map, 
left to right, top to bottom)
(characters Mokujin cannot emulate are marked with an asterisk (*))

     Character     Init.   Win

       Kunimitsu     1      2
       Kazuya        1      2
       Bruce         1      2
       Kuma/Panda    2      4
       Jack-2        1      4
       Lee           1      3

       Baek          1      2
       Michelle      1      4
       Armor King    1      2
       Gun Jack      2      4
       Anna          1      3
       Bryan         2      4
       Heihachi      2      4
       Ganryu        1      2
       Julia         2      4
       Jun           1      2

       Xiaoyu        2      4
        *Xiaoyu 5P     2      3
       Yoshimitsu    2      4
       Nina          2      4
       Law           2      4
       Hwoarang      2      4
       Eddy/Tiger    2      4
       Paul          2      4
       King          2      4
       Lei           2      4
       Jin           2      4

       Wang          1      2
       P.Jack        1      3
      *Devil/Angel   1      2
      *True Ogre     2      4
      *Ogre          2      4
      *Roger/Alex    1      2
      *Unknown       1      76

II.4  Is there any difference between the normal and Mokujin versions
      of a character?

     Yes.  While Mokujin has no extra (or disabled) moves, there are some 
other differences.

     Height - The Mokujin version of a character may be taller or shorter 
than the normal version of that character.  While in most cases, a slight 
difference in height will not make any significant difference in how one 
should play a particular style, in the more extreme cases (Kuma/Panda 
style, for example), you probably will notice a difference in the 
effectiveness of certain moves and combos.

     Energy effects - Mokujin's energy effects will differ from those of 
the character he's emulating.  The energy effects for costume 1 (Tetsujin) 
will be firework-like sparks, and the energy effects for the other three 
costumes will be flurries of leaves (yes, leaves).

     Side note: Interestingly, Mokujin's weight actually *changes*, 
according to what style he's using!  So when emulating the heavier 
characters, he will weigh more, and when emulating the lighter characters, 
he will weigh less.  Keep this in mind if you're fighting against Mokujin, 
as heavier characters are obviously harder to "juggle".

II.5  Can Mokujin use character-specific Tag moves?

     Yes, but only when tagging out (i.e. going from foreground to 
background), it seems.
     So if you're playing with Mokujin and Julia, for example, if Mokujin 
is using Michelle's style, you'll be able to do a Michelle-to-Julia tag 
move (b+2, 5); but if Mokujin is in the background, you won't be able to 
do a Julia-to-Michelle tag move.

     Side note: If paired with Devil, Mokujin, when using Kazuya's style, 
*will* actually use the special Kazuya-to-Devil transformation, when 
tagging out.

III. Miscellany

III.1  Do you know of any Mokujin-related codes?

     Just one.

     Alternate hit sounds - Hold d/df/db on the d-pad/stick as a round 
loads, and during that round, instead of the normal sounds when Mokujin 
gets hit by (or blocks) attacks, an alternate set of sounds will be used.
       Costume 1 (Tetsujin): "metallic" sounds
       Costumes 2-4: "wooden" sounds

III.2  What are those marks on Mokujin's back?

(note: Tetsujin has no marks on his back; he just has a blank panel)

     The character you see repeated on Mokujin's back is "sei" (can also 
be read as "shou"), a Japanese character with a variety of contextual 
meanings, including: true, just, correct, exact, original, and plus 
(mathematical addition).  "Sei" is a 5-stroke character, and is sometimes 
used to keep track of an event-updated count, in much the same way as the 
pattern of four vertical lines and a diagonal slash across them is used in 
Western society.
     Unfortunately, the panel on Mokujin's back is not as neat as it was 
in Tekken 3 (PSX), so it's harder to make out the individual characters, 
especially in the lower left corner (which is where the count ends).  If 
the count is the same as in Tekken 3, there are ten complete characters, 
and one incomplete character (containing the first three strokes of "sei") 
on Mokujin's back.  Thus, the number represented on Mokujin's back would 
be 53.
     As far as what's being counted... I don't know.  The number of 
days/weeks/years Mokujin's been alive, perhaps?

III.3  So what's this I hear about a Gold Tetsujin?

     Any Mokujin or Tetsujin will turn into a Gold Tetsujin when any one 
of the following conditions has been fulfilled:
       1) You have 10 victories against Challengers in Arcade Mode (the
          number of challenge Wins will be shown in the lower left (P1) or
          lower right (P2) corner of your screen; losing to any challenger
          or CPU opponent will reset the count (to 0)).
       2) You have 10 consecutive victories against CPU opponents during a
          Survival Mode game (the number of survival Wins will be shown in
          the lower left/right (P1/P2) corner of your screen).
       3) You have 10 consecutive victories in Versus Mode (the number of
          consecutive Wins will be shown in the lower left/right (P1/P2)
          corner of your screen).
     Notes: In Arcade Mode, if you have the "Character Change At Continue" 
option set to "YES", as well as in Versus Mode (where you always get to 
reselect your team, regardless of your game settings), you don't 
necessarily have to use Mokujin to rack up your 10 challenge wins; once 
you have 10 (or more) wins, any time you select Mokujin/Tetsujin, you'll 
get Gold Tetsujin instead...

     Gold Tetsujin will revert back to normal, once you lose to any CPU or 
human opponent (which resets the win count to 0), or complete your Arcade 
Mode game (and yes, if you finish Arcade Mode with Gold Tetsujin as your 
primary character, you'll get him in your Arcade Mode ending). (note: 
exception(s) in Arcade Mode; see Gold Tetsujin bugs section, below)
     Gold Tetsujin looks just like Tetsujin, except that he's gold.  And 
yes, even the female Mokujins will turn into a (male) Gold Tetsujin.  ^^;  
Gold Tetsujin is considered to be a costume distinct from the standard 
four Mokujin costumes, so you could actually consider it to be Mokujin's 
5P costume (even though there's no way to directly select it).  Gold 
Tetsujin's portrait (versus screen, character select screen (Quick Select 
version), and records), name (life bar, character select screen (written, 
and announcer-spoken (if Quick Select = OFF)), and records), energy effect 
(see "normal versus Mokujin version of a character" section of this 
document), and special hit sounds (see "Mokujin codes" section of this 
document) will be the same as Tetsujin's.

     Side note: The fact that Mokujin turns into a Gold Tetsujin (and thus 
is considered to be Tetsujin, for the purposes of records) after 10 
victories in Survival Mode makes it impossible for Mokujin to appear on 
your Survival Mode high score list, for any score of 10 or more victories.

III.3.A  Gold Tetsujin-related bugs
     Normal Tetsujin instead of Gold Tetsujin on character select screen:
       Arcade Mode
       Character Change At Continue = YES
       Character Select Cursor = HOLD
       Quick Select = OFF
     If Gold Tetsujin is your secondary character, when you're challenged, 
select the same primary character as before.  The character model for your 
secondary character will appear as normal Tetsujin (though he will still 
be Gold Tetsujin during the match).

     Mokujin-Tetsujin hybrid:
       Arcade Mode (also works in 1 On 1 Mode, I think)
       Character Change At Continue = NO
       Quick Select = OFF  (optional)
     1) Select Mokujin (as either primary or secondary character) with
        costume 2, 3, or 4 (i.e. not Tetsujin).
     2) Defeat 10 challengers, and Mokujin will turn into Gold Tetsujin.
     3) Lose to a CPU opponent, and then continue your game (note: Gold
        Tetsujin will not revert to Mokujin at this point, even though he
     4) Interrupt the match (do not let Mokujin (Gold Tetsujin) win
        against the CPU opponent you continued against) with a player
        Challenge.  This should activate the Moku-Tetsu hybrid.
     Moku-Tetsu hybrid identifying qualities: The Moku-Tetsu hybrid's name 
(life bar, character select screen), character select screen character 
portrait (if Quick Select = ON), and versus screen character portrait will 
be Mokujin, but the character model (character select screen (if Quick 
Select = OFF), in-game) will be Gold Tetsujin.
     The Moku-Tetsu hybrid will remain in play until you lose to a 
challenger or your Arcade Mode game ends (i.e. lose to a CPU opponent and 
don't continue, or complete Arcade Mode), or you earn 10 challenge 
victories (after which the Moku-Tetsu hybrid will once again become Gold 

     Moku-Tetsu hybrid bugs:
     a) Energy effect visual glitch: The Moku-Tetsu hybrid's energy effect 
will be firework-like sparks eclipsed by large, black squares (this looks 
quite odd; do a kiai-dame (press all four attack buttons at the same time 
(note: holding down three, and then pressing the fourth will also work) to 
easily view a character's energy effect).  This is probably due to the 
game getting confused as to whether the character is Mokujin or Tetsujin 
(name is Mokujin, but model is Gold Tetsujin), who each have different 
energy effects.
     b) Special hit sounds: If the "special hit sounds" code is activated 
for the Moku-Tetsu hybrid (see "Mokujin codes" section of this document), 
instead of special hit sounds, there won't be any hit sounds at all (i.e. 
only attack sounds, as if the character attacking the Moku-Tetsu hybrid 
were missing completely) for the Moku-Tetsu hybrid.  Again, this is 
probably due to the game getting confused as to whether the character is 
Mokujin or Tetsujin, who each have different special hit sounds.
     c) Character select screen character name announcement: If the 
Moku-Tetsu hybrid is your secondary character, instead of saying "Mokujin" 
or "Tetsujin" when your team is auto-selected (after a challenge), the 
announcer will say nothing at all.  Again, the game probably gets confused 
as to whether the character is Mokujin or Tetsujin...
     d) After finishing Arcade Mode: Instead of the Moku-Tetsu hybrid, 
your original Mokujin costume selection will be used for the match-winning 
replays (for matches won with the Moku-Tetsu hybrid) and game ending (if 
Mokujin was your primary character).
     e) Costume conflict: The Moku-Tetsu hybrid will be considered to be 
your original costume selection for the purposes of costume conflicts 
(e.g. if you used costume 3 to activate the Moku-Tetsu hybrid, your 
challenge opponent will not be able to select Mokujin's costume 3).

     Moku-Tetsu hybrid notes:
     Tetsu-Tetsu hybrid: If you start off with Tetsujin (costume 1) 
instead of one of the Mokujin costumes, you won't get the Moku-Tetsu 
hybrid, but a silver-gold Tetsujin hybrid instead.  Since Gold Tetsujin 
and Tetsujin have the same energy effect, special hit sounds, and name, 
there will be no bugs associated with these things.  However, at the end 
of the game, for the match-winning replays and game ending, your original 
costume selection (normal Tetsujin) will be used instead of Gold Tetsujin.
Similarly, the Tetsu-Tetsu hybrid's costume will be considered to be your 
original selection (normal Tetsujin) for the purposes of costume 

[side note: The Mokujin-Tetsujin hybrid apparently exists in the U/C 
version of the game as well.  Thanks to David Blake for testing this for 

III.4  Is there a way to start a round with my secondary character?

     Just hold down button 5 (Change) while the round is loading, and for 
that round, your secondary character will start in the foreground.
     If your (human) opponent is good at recognizing Mokujin's 
match-initial actions, and you're reasonably competent at recognizing 
Mokujin's style from his stance, starting the first round with Mokujin in 
the background can be advantageous.

III.5  How many styles can the game keep in memory?

     As far as I can tell: 31.
     I tested this in Practice Mode, in Versus Mode, and in an Arcade Mode 
challenge, using a team of True Ogre and Roger versus a team of Mokujin 
and Devil.  Once the battle started, I ejected the CD (note: the game 
doesn't crash when you do this, though the stage BGM (which I believe is 
played directly from the disc) does stop; you can even remove the disc and 
close the tray again, so as to avoid accidentally damaging your tray 
and/or getting dust (or anything else) inside your system), and proceeded 
to test how many styles Mokujin could call upon (tag Mokujin in, note what 
style he's using, tag him out, tag him in, note what style he's using, 
etc...).  Mokujin had access to all 28 styles, and since True Ogre, Roger, 
and Devil are all styles Mokujin doesn't use, that brought the total 
number of styles in memory to 31!
     In other words, the game can apparently hold in memory every style in 
the game *except* one.  If the game is in fact incapable of holding in 
memory all 32 styles in the game, then perhaps the reason why Roger/Alex 
style was removed from Mokujin's repertoire in the PS2 version of the game 
(Mokujin can use Roger/Alex style in the arcade version) was simply to 
prevent any case where 32 styles would be needed in a match...

IV. Thanks and Stuff

Thanks to:
   David Blake
      (http://inconnu.isu.edu/~iamnothing/), for testing for the
      Moku-Tetsu hybrid on the U/C version of the game.


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