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Angel/Devil by Moogoogaipan

Version: 2.0 | Updated: 07/10/00

Angel/Devil FAQ and Strategy Guide
For Tekken Tag Tournament
Version 2.0

By Moogoogaipan (moogoo_gaipan@yahoo.com)

Copywrite Notice:  As if this is worth nicking stuff from.  However, feel free 
to rip this document off for all it's worth.
Cut and paste liberally into your own web-pages, and then claim you wrote it.  
Publish it in magazines.  I really don't 
care.  The mere fact that anyone considers it worth ripping off will be 
gratification enough for me :) 

BTW, I recommend downloading this file and saving as a web file (.htm) for 
simplified viewing and scrolling.  Alternative 
is to open this file in Wordpad, a program which should come with your computer, 
and make sure to set the view options to 
"wrap to ruler."

1.01 -	Revision includes changing content on low parries, Twin Pistons 
move, and the Devil Fist move.  Also the changing
of this document to a .txt file.

1.02 -  Fixed the tedious problems associated with viewing this file.

2.0  -  Added frame data and strategy section.  Updated some of the move 
descriptions and added new moves to the list.


Table of Contents:

1.	Preface
		a)	context
		b)	character background

2.	Conventions used in this write-up
		a)	commands
		b)	abbreviations
		c)	hit ranges

3.	Introduction to Angel/Devil
		a)	strengths and weaknesses
		b)	the basics

4.	Moves
		a)	move list
				- throws
				- special attacks
				- strings
		b)	move descriptions
				- throws
				- special attacks

5.	Juggle combos
		a)	juggling basics
		b)	combo list

6.	Frame data

7.	Strategies
		a)	basic
		b)	advanced
				- low parry
				- chickening

8.	Final words

9.	Credits




The focus of writing this guide is to bring a fresh and experienced perspective 
to the beginner as well as the more 
seasoned Tekken player towards the use of the Angel/Devil character.

Character Background

Angel/Devil first emerged as playable characters in Tekken 2.  Although they 
were absent from the 3rd game of the series, 
they've returned in Tekken Tag Tournament (hereforth referred to as TTT).  Their 
stories are not completely defined, but 
they exist as supplemental counterparts to the Kazuya persona.  Namco will most 
likely provide additional information on 
these characters once the game is released on the Playstation 2.  Meanwhile, 
there are some Tekken fans out there who 
could recite what is currently known of their bios in Tekken better than I 
could.  Since this is a FAQ though, I'll share 
what I do know...

Kazuya has a tormented soul.  His ambition for power could be equalled by his 
hatred for his father, Heihachi.  In his 
desire to defeat his father, Kaz made a pact with the Devil thus augmenting his 
strength to levels sufficient to best his 
father in combat.  Yet Heihachi's iron resolve did not allow him to die.  He 
later returned stronger than ever and killed 
his son.  However, the essence that is Devil didn't die.  Kazuya's son, Jin, is 
wrought upon by his father's legacy.  
Angel's role is not wholly clear (no pun intended), however it is popularly 
perceived to be the force representing the 
good fighting for Kazuya's soul.



1 = left punch		2 = right punch
3 = left kick		4 = right kick		5 = tag button

f - tap forward		F - hold forward
b - tap back		B - hold back
u - tap up		U - hold up
d - tap down		D - hold down

u/f - tap diagonal up/forward		U/F - hold diagonal up/forward
u/b - tap diagonal up/back		U/B - hold diagonal up/back
d/f - tap diagonal down/forward		D/F - hold diagonal down/forward
d/b - tap diagonal down/back		D/F - hold diagonal down/back


N	- joystick neutral
WS	- while standing
WR	- while running
FC	- full crouch
SS	- side step
CD	- crouch dash  (f,N,d,d/f)
+	- at the same time
~	- immediately followed by
<	- slightly delayable
=	- next part of attack sequence
[ ]	- optional commands
CH	- counter hit
cc	- crouch cancel (tap u during crouch)
wgf	- wind god fist  (f,N,d,d/f+2)
tgf	- thunder god fist  (f,N,d,d/f+1)
JG	- juggling move
GB	- guard break
BS	- low block stagger
KS	- kneel stun
OB	- forces opponent's back to face you
"	- indicates interruptable points in string hits
_	- alternative method of executing a move

Hit Ranges

l	- move hits low (block d/b)
m	- move hits mid (block b)
h	- move hits high (block b or duck)
L	- move hits low and grounded opponents (block d/b)
M	- move hits mid and grounded opponents (block b)
Sm	- move hits special mid (block b or d/b)
!	- unblockable hit
<!>	- unblockable hit which avoided by crouching
{!}	- unblockable hit which can also hit grounded opponents


Angel/Devil play exactly the same.  Angel is selected by pressing start while 
over Devil's portrait.  She is dressed in 
white robes and wings.  Devil, on the other hand, is darker in tone (dark or 
lighter purple depending on which button is 
selected).  Physically, he closely resembles Kazuya except for the wings, horns, 
fur, and the gem on his forehead.  
Angel/Devil will be simply referred to as just "Devil" for the remainder of this 
FAQ unless otherwise noted.

Strengths and Weaknesses

Of the strengths, Devil possesses speed, power, and exceptional stamina.  In 
fact, he possesses the highest class of 
stamina which translates to a bit more of a lifebar.  Like the others in the 
Mishima family, he has many quick recovering 
attacks which allow him to be more offensive oriented.  He has some of the best 
juggle starters in the game as well as 
laser unblockables to awe and irritate people.  His ability to use the crouch 
dash keeps the opponent guessing as to 
which move will be coming out while also providing Devil with a maneuver that 
ducks under most high attacks.  He's got 
an extremely powerful sidestepping attack with unique properties to be explained 
later.  Finally, his follow-up to a 
successful low kick parry is excellent.

Devil's flaws begin with a low number of moves, somewhat limiting the style and 
diversity of play.  As a singular 
character, his juggling combos are about as damaging as Kazuya's and not to the 
high standards set by Jin and Heihachi.  
Another weakness is related to a new feature to TTT.  The "netsu" or anger 
power-up is a temporary advantage gained when 
your character's lifebar is flashing red.  It activates when your on-screen 
character gets hit a certain number of times 
and the off-screen characters gets angry.  The number of hits required for this 
power-up depends on which characters you 
have teamed up.  Once tagged in, that character will inflict 30% more damage on 
all moves.  When Devil is teamed with 
other characters, it takes slightly longer for them to benefit from the anger 
power-up (flashing red bar while on the 
sideline) and some specific characters do not even get angry because of their 
relationship.  Selecting Angel solves this 
particular problem.  In addition, Devil does not get angry unless under specific 
circumstance (teamed with a golden 
tetsujin).  The final glaring flaw to this character is when he is teamed with 
Kazuya.  Though they share a unique 
animation of morphing into one another, they are quite vulnerable just as the 
transformation begins and ends.  BTW, 
Angel may not be selected with Kaz since it will automatically revert to Devil 
as the selection.

The Basics

Great, another Mishima fighting style character... Well, if you're already 
familiar with the family, then you're not 
going to have problems learning Devil.  For those interested in learning the 
basics and gaining your white belt, practice 
and become comfortable with the crouch dash motion (** from both sides of the 
screen).  From this maneuver, you will be 
able to perform the 3 bread and butter attacks of the Mishimas.  They are the 
Wind God Fist, Thunder God Fist, and the 
Hell Sweeps.  These moves may be executed anytime during the CD animation.  So 
your CD becomes both a short and medium 
range method of attack.  When this motion becomes second nature, you are on your 
way to being formidable with Devil.

Devil is effective as an aggressively played character due to his quick attacks 
and some simple, fast juggle starters.  
Not to say that dismissing defense is a good idea, but remember that excessive 
defense has more weaknesses than 
strengths.  Also keep in mind that most of Devil's juggle starters can be tagged 
out to be finished by his team-mate.


Move List


Name			Type		Command		Damage	Escape
----			----		-------		------	------
Bitch Kicks		front		1+3		30	1
Hip Toss		front		2+4		28	2
Stone Head		front		f,f+1+2		33	1+2
Steel Pedal Drop	left side	1+3_2+4_2+5	40	1
Skull Smash		right side	1+3_2+4_2+5	40	2
Atomic Drop		back side	1+3_2+4_2+5	60	none

Special Attacks:

Name				Command			Range	  Damage	Properties
----				-------			-----	  ------	----------
Double Punch			1,2			h,h	  5,10	
Demon Backhand Spin		2,2			h,h	  12,21
Shining Fists			1,1<2			h,h,m	  5,8,18
Demon Slayer			1,2<2			h,h,h	  5,10,18
Twin Pistons (tag)		d/f+1,2 [~5]		m,m	  12,15		JG
Devil Twister (tag)		ss+2 [~5]		m	  30		JG
Wind God Fist (tag)		f,N,d,d/f+2 [~5]	Sm	  25		JG
Thunder God Fist		f,N,D,d/f+1		m	  29
 = Side Kick			 = 3			m	  20
 = Hell Sweep			 = 4			L	  12
 = Heaven's Gate		 = u/f			throw	  24		#1
Hell Sweeps			f,N,d,D/F+4,4		L,L	  12,12		BS
Devil Fist			f,f+2			m	  30		OB
Split Axe Kick			f,f+3			m	  23
Leaping Slash Kick		(WR_f,f,f)+3		m	  30		GB
Axe Kick			f+4			m	  27		KS,GB
Tsunami Kicks			(WS_f,N,d,d/f,f)+4,4	m,m	  13,18
Toe Kick			d/f+4			m	  15
Spinning Demon			u/f+4,4			h,L	  25,15		BS
Hop Kick			u+4			m	  15
Demon Scissors			4~3			M	  25
Right Uppercut			d/f+2			m	  15
Rising Right Uppercut		WS+2			m	  15

Laser Beam			1+2			<!>	  40		JG
Laser Blast			u+1+2			<!>	  20
Devil Blaster			3+4			{!}	  50
Reverse Devil Blaster		3+4,3+4			{!}	  60

#1 Doesn't work in juggles or on jumping opponents.


Com-	Command
Rng-	Hit Range
Dam-	Damage

Com:	f,F+2	1	2	2	3	4	4	1	2	1
Rng:	h	h	h	h  "	m	m  "	L	h	m	m
Dam:	7	8	6	7	6	11	5	5	8	30

Command			  Hits		Damage		   	Range
-------			  ----		------		   	-----
f,F,2,1,2,2,3,4,4,1,2,1	  10		7,8,6,7,11,5,5,8,30  	hhhh"mm"Lhmm

Move Descriptions

This section will provide a brief description of the move and an analysis of its 
usefulness.  The usefulness is rated on 
a * system from 1 to 5, 5 being denoted as the most useful.  The move rating was 
done by factoring in the variables:
execution speed, recovery time, damage, range.


Name			Command		Escape		Usefulness
----			-------		------		----------
Bitch Kicks		1+3		1		**

Standard throw, easily broken.  There are no guaranteed ground hits after this 
throw.  Looks nastier than the other 
standard throw.

Name			Command		Escape		Usefulness
----			-------		------		----------
Hip Toss		2+4		2		**

The other standard throw, also easily broken.  Does slightly less damage than 
the Bitch Kicks, but easier to get a ground 
hit after this throw.

Name			Command		Escape		Usefulness
----			-------		------		----------
Stone Head		f,f+1+2		1+2		****

Most useful throw.  Long range, may be dash buffered, and harder to escape due 
to double buttons.  Opponent may tech roll 
upon hitting the ground however.  Mix up with the standard throws to stay 

Special Attacks:

Name			Command			Usefulness	Properties
----			-------			----------	----------
Double Punch		1,2			****

These jabs are quick in execution and recovery, thus making them good tools for 
poking at close range.  Moreover, after 
a juggle starter, the double punch is excellent in keeping the opponent in the 
air just long enough to execute the more 
damaging final hit.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Demon Backhand Spin	2,2			**

It has a fast execution, but the overall effectiveness of this move is 
diminished by the second hit's properties.  The 
second hit does nice damage, but is not always guaranteed after the first.  
Also, the second hit has a noticable delay 
in recovery leaving you vulnerable to quick retaliation.  In a juggle, this move 
will end the combo and does modest 
damage in and of itself.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Shining Fists		1,1<2			*****

Here is your most useful punch string.  It combines speed, delayability, and has 
a last hit which connects at the mid 
range level which means the entire string can not be ducked.  At close range, if 
the first punch connects, then the rest 
is guaranteed.  The last punch may be delayed a split second and this avoids 
unnecessarily doing the entire string 
against a blocking opponent.  The first two punches can therefore become very 
useful in poking since when they connect, 
the third is going to hit also.  Finally, this third hit will knock down your 
opponent and give you the initiative 

Name			Command			Usefulness	Properties
----			-------			----------	----------
Demon Slayer		1,2<2			**

Similar qualities to the Demon Backhand Spin, except this has an additional jab 
in the beginning.  Once again, all hits 
are not guaranteed.  They each hit high while the last hit has poor recovery and 
doesn't knock your opponent down. 
However, this move is easy to implement in juggles and does nice damage.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Twin Pistons		d/f+1,2			*****		JG

These twin uppercuts don't have the power to lift your opponent as high as other 
juggle starters, but its qualities are 
more than enough to make it one of your best moves.  Easy to do, very fast 
execution, guaranteed 2nd hit after the first 
punch connects at close range, both hits are mid, very quick recovery (compared 
to Heihachi's version), and good damage 
for a juggle starter.  Keep this move in your poking arsenal and don't fear 
retaliation due its awesome recovery.  Also, 
always buffer a chicken for the second punch against reversal capable opponents.  
This move is faster than a single 
d/f+2.  Don't hesitate to poke and juggle with the Twin Pistons.  In addition, 
this is your secret weapon after a 
successful low kick parry.  A drawback for this move is that heavy opponents are 
barely lifted off of the ground and 
follow-up combos will only succeed on off-guard opponents (further explained in 
the strategy section).

Name			Command			Usefulness	Properties
----			-------			----------	----------
Devil Twister		ss+2			****		JG

Devil has a decent sidestepping game thanks to this mid-hitting move.  It does 
mondo damage for a juggle starter and has 
some unique qualities.  After sidestepping, he unleashes a powerful uppercut 
which  sends the opponent flying extremely 
high straight up into air.  What's special about this is that the opponent 
returns to the ground spinning head first and 
may not techroll from it.  This quality makes it very deadly because there is no 
escape from a variety of tag-in juggle 
combos/unblockables.  On the downside, this move has a slight wind-up and very 
bad recovery.  Used successfully though 
after sidestepping an attack and the Twister becomes a nightmare for your 

Name			Command			Usefulness	Properties
----			-------			----------	----------
Wind God Fist		f,N,d,d/f+2		*****		JG

This move's qualities are exactly the same as Kazuya's.  It combines speed, 
power, acceptable recovery, and a juggle to a 
good height.  The WGF does hit special mid, but you'll have a modicum of 
initiative advantage when striking a low blocking 
opponent compared to one that blocks high.  On a CH, this move will flip your 
opponent over so that their body is falling 
flat with their belly facing down.  These leads to a different set of juggle 
combos compared to a normal hit.  Devil's WGF 
can not be reversed.  Punish reversal happy opponents with that fact.  Use this 
move often to keep up the pressure of a 
game and also as a retaliation counterattack to your opponent's whiffed and/or 
slow recovery moves.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Thunder God Fist	f,N,d,d/f+1		***
(Side Kick_Hell Sweep)	[3_4]
(Heaven's Gate)		[u/f]

Devil's version of the stand alone TGF does the least damage of all the 
Mishimas, but don't completely dismiss it on 
account of that.  The TGF has a bit of a wind-up to its execution and poor 
recovery.  However it does duck under many high 
attacks and even a crouching jab when properly timed.  It hits mid and offers 
three different hits that are available 
afterwards.  At higher level of play, the two kicks are not recommended because 
they are easily interrupted.  The third 
attack called Heaven's Gate is merely an exclusive extension to Devil's TGF.  By 
tapping or holding u/f after a successful 
hit, Devil's momentum with the TGF will continue with him opening his wings to 
carry his opponent high into the air (out 
of the screen) and return to thrust the opponent into the floor with a 
satisfying crunch!  A visually pleasing move that 
appears to come from Jin's Tekken 3 ending when he transforms and pummels 
Heihachi.  Heaven's Gate leaves the opponent 
face down and very briefly stunned.  Although there are no guaranteed follow-
ups, Devil could execute his Demon Scissors, 
Hell Sweeps, or the Devil Blaster (riskiest, but it will hurt them bad) if they 
do not rise quickly.  Many players are 
momentarily shocked by being hit with Heaven's Gate and usually fail to get up 
right away.  The extension is classified 
more as a throw due to its characteristics and makes Devil's TGF very damaging 
when successfully executed.  Keep in mind 
that this extension is not available during juggles with the TGF.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Hell Sweeps		f,N,d,D/F+4,4		*****		BS

Your other bread and butter attack from the CD is every bit as versatile as 
Kazuya's version.  The Hell Sweeps available 
to Jin and Heihachi were weakened so that very close, clean hits were required 
to knock down an opponent or else they 
would only briefly stagger.  Kazuya and Devil do not share that trait.  They use 
two low sweeps that will knock your 
opponent down whether the hits were close or not.  But that's all.  Just a knock 
down and then an initiative bonus.  
Kaz/Devil do not have the luxury of damaging juggles off of their Hell Sweeps as 
Jin/Heihachi.  To do slightly more 
damage with this move, execute only a single sweep and then follow with another 
single Hell Sweep.  This may not be 
guaranteed however.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Devil Fist		f,f+2			**		OB

This punch is not particularly quick and leaves you vulnerable when blocked.  
Its animation sequence is that of 
thrusting punch as Kaz's Glorious Demon Fist (f+1+2), but a successful hit has 
Devil slide through his opponent who is 
very briefly stunned with electricity and leaves both characters standing at 
medium distance with their backs to one 
another.  There are no guaranteed hits after this move since the frame advantage 
is so minimal, but once again the next 
initiative goes to Devil (see NOTE).  Some right-handed people do not like 
playing with their character on the left side 
of the screen.  This move automatically changes that positioning.  The final 
drawback to this move is its strange property.  
It's a strange hybrid of a throw/special attack.  It can not do any damage in a 
combo, therefore it will not cause damage 
to an aerial opponent.  It must be a regular hit while the standing or crouching 
opponent is not blocking.  There are 
better moves than this, but if you're planning to use this one, make sure that 
you connect the hit successfully.

*NOTE:  It appears that holding forward as you slide through your opponent 
leaves you slightly closer to their backside.  
Recommend the WGF immediately after recovery to get a possible juggle.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Split Axe Kick		f,f+3			*		

It's a slow single axe kick.  Better to opt for the axe kick below which is an 
improvement in nearly every way.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Axe Kick		f+4			***		KS, GB

Slightly faster than the previous axe kick and with better properties.  In 
addition to speed, this axe kick does more 
damage, causes a brief stun on a successful hit, and when gives you an excellent 
initiative advantage even when the move 
is blocked.  This move knocks down your opponent on a CH.  There is an 
additional feature to this move that few people 
know about.  A regular hit on a ducking opponent allows you time to execute a 
free WGF and follow-up juggle!  

Name			Command			Usefulness	Properties
----			-------			----------	----------
Tsunami Kicks		(WS_f,N,d,d/f,f)+4,4	*****

This move can not be executed from a standing position as Kaz or Jin.  The kicks 
do good damage and are very fast.  When 
blocked, the kicks pushes them back just enough so it's not very likely that 
you'll face an off-guard counterattack.  
Using the CD, this move has excellent range and makes a great mix-up to Devil's 
Hell Sweeps.  This is a solid move to end 
your juggles with.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Toe Kick		d/f+4			****

While the complete Tsunami Kicks may not be executed from a standing stance, the 
first kick may still be used.  Its 
purpose is there for poking.  The toe kick has speed, recovery, and good damage 
as strengths, while the weakness lies in 
its short range.  But these are all qualities that make it ideal for the poking 

Name			Command			Usefulness	Properties
----			-------			----------	----------
Spinning Demon		u/f+4,4			*		BS

You most likely won't find much use if any for this particular move.  It is slow 
in execution and has severe penalties 
when blocked.  Heihachi has this move as well, but most players wisely avoid 
using it.  Repeat this lesson with Devil.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Hop Kick			u+4				***

A good attack to use at short range for retaliation.  This move will juggle any 
opponent regardless of size to a height 
similar to the WGF.  There is a brief period of recovery that may be exploited 
by quick thinking opponents.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Demon Scissors		4~3			****

Use this solely for hitting your fallen opponent.  It combines good range, 
damage, and speed.  This move is excellent in 
the guessing game of attacking your opponent on the ground.  Be careful when 
this move is whiffed because getting back 
can become just as dangerous during a match with a clever opponent.  This move 
may be executed one frame faster by
pressing u/f while hitting the command buttons.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Right Uppercut_		d/f+2_WS+2		****		
Rising Right Uppercut

A seriously underrated move.  While its execution speed (15_14 frames) is not on 
par to a jab (8 or 10 frames), either of 
the two uppercuts cause very long stagger stuns (similar to Hwoarang's CH 4) on 
a successful hit, whether it is a regular 
hit or a CH!  The frame advantage is an unbelievable 30 frames for the d/f+2 and 
25 frames for the WS+2.  Plenty of time 
to execute and connect a WGF.  I'm still testing whether this WGF is guaranteed, 
but regardless, an opponent can still 
drop to the ground by immediately holding down.


Name			Command			Usefulness	Properties
----			-------			----------	----------
Laser Beam		1+2			**		JG

This standing laser has a moderate wind-up, but once executed it fires a long 
beam from Devil's eyes that hit at his 
head level.  This move may be evaded by ducking or by a rapid interruption.  On 
a successful hit, the opponent is left 
staggering for a brief moment before collapsing onto the ground.  This short 
lapse still allows Devil to get in some 
guaranteed additional damage.  At close range, there is sufficient time to 
perform a TGF with the side kick extension 
(Heaven's Gate will not work).  At mid range, you can run up and perform a 
crouching jab followed by the Tsunami Kicks.  
There are no guaranteed moves for hits beyond mid range, though a slide kick 
would likely be your best bet.  Other 
tactical uses of this move include when anticipating an opponent who is about to 
tag or rising from a knock down.  
Furthermore, Angel is slightly shorter than Devil causing her standing laser 
attack to be just a tad lower.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Laser Blast		u+1+2			**

Devil takes a brief second to arch his head up at a 45 degree angle and fire his 
laser.  This move is suited for 
juggles.  It is fast and does nice damage.  Another use is to stylishly shoot 
down flying opponents (ex: True Ogre, 
Yoshimitsu, Devil, the Jacks) as well as certain other moves which have long 
hang time.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Devil Blaster		3+4			*

Devil gathers himself and flies straight up to fire his laser at the ground in a 
straight line from near to far that 
only hits "sleeping" opponents.  This move's has a noticeable wind-up and can be 
easily avoided by an alert opponent.  
The best methods of evasion are to sidestep or run underneath Devil's flying 
form.  Devil is briefly vulnerable during 
the landing sequence as well as upon landing back on the ground.  This laser has 
a deceptively long range.

Name			Command			Usefulness	Properties
----			-------			----------	----------
Reverse Devil Blaster	3+4,3+4			*

This move is identical to the above, except that Devil flies straight up and 
then glides over his opponent to the opposite 
side before releasing his ground laser.

*** NOTE:  When using the lasers against the various Jacks, beware.  Once the 
lasers strike any standing Jack, they take 
the damage and become charged up.  They then attack immediately with 4 forward 
moving Wind Mill punches.  At close range, 
these hits will always strike Devil.  A reminder, these retaliations only occur 
against the Jacks when they are standing.



Juggling Basics

Devil is not a finesse juggle character as Jin or Heihachi.  He is very 
straight-forward and has about 4 different moves 
with which he can begin juggling in some fashion.  They are as follows:

f,N,d,d/f+2 (WGF)

Slikatel put it best when he stated in his Jin FAQ, "Not all juggle starters are 
created equal and some are far better 
than others. Meaning you can't do the same juggles from every juggle starter. 
Some can only be followed up in one way 
while others give you the freedom to follow up with just about anything you can 
think of."  Factors in rating juggle 
starters are its ease of the motion, speed of execution, recovery from the move, 
how high the opponent is lifted, and the 
damage of the juggle starter itself.

Devil's WGF is his best juggle starter.  It has strong ratings in most of these 
factors.  Once the difficult motion 
becomes second nature, the WGF will become one of Devil's strongest assets.  
From the WGF, you should be able to execute 
simple and damaging combos.

The Twin Pistons (d/f+1,2) is another candidate for a prime juggle starter.  Its 
only drawback is that it doesn't lift 
quite as high as the WGF so fewer combos are available.  Also, the heavier 
characters will only be popped up a few inches 
from the ground before landing back on their feet.  This however can still often 
be remedied by an immediate quick left 
jab.  The left jab will imbalance the heavy characters enough so they will not 
return to land on their feet right away, 
thereby they become vulnerable to quick, simplistic juggles that can still hurt.  
It's been brought to my attention that 
an alert opponent can avoid this jab by keeping cool and tapping back just after 
being lifted up.

The Devil Twister (ss+2) will launch your opponent so high that there are unique 
combos that you'll be able to execute 
which are impossible with the WGF.  The speed and recovery time are a little 
slow, but a successful hit makes the 
occasional risk worth it.  With practice, you'll be sidestepping on instinct and 
have a feel for when to throw out this 
powerful uppercut.

The Hop Kick (u+4) is a cinch to do with a simple upwards tap and the right kick 
button.  Unless the kick is done at 
close range, you will not be close enough to perform some of Devil's standard 
juggles.  The recovery time from a blocked 
hit is just enough so that quick attacks can be used in retaliation.  Still, a 
hit will juggle any size opponent.

The Laser Beam (1+2) has the effect of creating the chance for an unconventional 
juggle.  When using this move and a hit 
against your opponent is imminent, it is important to take advantage of this.  
Take every opportunity for free hits.

Combo List (my choices)

Juggle Starter			Finishers				Damage
--------------			---------				------
SS+2				U/F+4, 1, 1, WGF			67
				u+1+2, d/f+1, WGF			64
				TGF,3					63
				1+2					62

WGF (regular hit)		WGF, WGF				57
				d/f+1, d/f+2, WGF			53
				1,2, f,N,d,d/f,f+4,4			49
				4					49

d/f+1,2				d/f+1,2, WGF				53
				1,2, f,N,d,d/f,f+4,4			51
				4					50	

u+4				d/f+1,2, WGF				42
				4					39
				1,2, WGF				36

1+2				TGF,3					73
				d/f+1, d/f+2, WGF			68
				d+2, WS+4,4				60

WGF (CH)			1,2, 4					*49+
				4					*49+
				1,2, WGF				*46+
				1,2, f,N,d,D/F+4,4			*46+
* Damage depends on the WGF's CH damage; base is set at 25.

For a more extensive list of possible combos, refer to Tekken Zaibatsu at 
They've put up a hell of different combo possibilities.


This is very useful info for those really serious Tekken players.  TTT runs at 
60 fps (frames per second).  Combine this 
knowledge with the speed, advantages from successful hits, and recovery time of 
every attack.  You're likely to become a 
wiser, though not necessarily smarter player.  It all depends on your actions.

Read "Section Information" at 
<http://www.tekkenzaibatsu.com/tekkentag/_frame.shtml>.  It will give you 
detailed 411 on 
how to decipher the upcoming columns.


Command			F Hit	B Adv		H Adv		Ch Adv
-------			------	---------	--------	--------
1+3			12	x		x		x
2+4			12	x		x		x
f,f+1+2			12	x		x		x

Special Attacks:

Command			F Hit	B Adv		H Adv		Ch Adv
-------			------	---------	--------	--------
1,2			10 x	+1 0		+9 +8		+9 +8
2,2			10 x	0 -13		+9 -2		+9 -2
1,1<2			10 x x	+1 -1 -17	+9 +9 KD	+9 +9 KD
1,2<2			10 x x	+1 0 -12	+9 +8 +1	+9 +8 +1
d/f+1,2			13 x	-1 -6		-2 KD		KD KD
SS+2			20	-19		KD		KD
f,N,d,d/f+2		11	-10		KD		KD
f,N,d,d/f+1		22	-15		KD		KD
 = 3			x	-14		KD		KD
 = 4			x	-20		KD		KD
 = u/f			x	-13		KD		KD
f,N,d,D/F+4,4		16 x	-23 -23		KD KD		KD KD
f,f+2			18	-16		+5		+5
f,f+3			21	-11		KD		KD
(WR_f,f,f)+3		22	+17		KD		KD
f+4			19	+11		+8		KD
(WS_f,N,d,d/f,f)+4,4	11 x	-3 -15		+8 -4		+8 -4
d/f+4			13	-9		+2		+2
u/f+4,4			25 x	-26 -20		KD KD		KD KD
u+4			14	-12		KD		KD
4~3			25	x		x		x
d/f+2			15	-2		+30		+30
WS+2			14	-7		+25		+25


Command			F Hit	B Adv		H Adv		Ch Adv
-------			------	---------	--------	--------
1+2			32	x		KD		KD
u+1+2			16	x		KD		KD
3+4			61	x		KD		KD
3+4, 3+4		107	x		KD		KD


We've explored all of Devil's moves and several of his more damaging combos.  
Now we're ready to look at strategy.  Devil 
is a more offensively oriented character.  It may be useful to know exactly how 
each of the Mishima-style characters play 
a little differently from one another.  Jin is a well-balanced character 
combining offense and defense very effectively 
and is a strong juggler.  Heihachi and Kazuya are both powerhouse offense 
fighters.  Heihachi has more variety to his 
moves and very damaging juggles.  However, he has weaker stamina and many of his 
strong moves have poor recovery.  His 
son, Kazuya, has surprisingly few moves, yet the ones he does have are very 
strong.  His specialty are his stun attacks, 
while his juggling is simple and straight-forward.  Devil doesn't have any 
particular outstanding qualities.  Like Kaz, he 
lacks a broad range of moves, yet the core attacks that he possesses are very 
effective.  The next section is focused on 
beginners to Devil and Mishima-style fighting and will not benefit an already 
seasoned Tekken player who just wants to 
find clues to improve his Devil.  If you are of the latter category, skip ahead 
to "advanced strategies."

Basic Strategies

The key to learning any character is becoming comfortable with their style.  
It's important to get a grasp of what moves 
are available to Devil and test each of them out.  Get a handle on how quickly 
these moves are executed and take the time 
to set them to memory.

Choosing when to play defense and offense is another key to your survival.  
Devil is very effective at close range due to 
his quick poking attacks.  His CD moves give him some versatility at medium 
range, but he lacks a reportoire of dash 
bufferable techniques.  When fighting, keep him at close range, throw, and use 
mix-up the CD moves whenever space opens 
up.  Be careful not to find yourself using simple patterns over and over, or you 
risk making your own offense a danger to 
yourself.  By using a variety of the 3-5 star moves, you'll keep your opponent 
guessing and increase your chances of 
causing damage.

Devil is best at close range.  His d/f+1,2 (Twin Pistons) and the 1,1,2 (Shining 
Fists) are your best friends.  The Twin 
Pistons are good anytime your opponent ducks at this range or after the 
opponent's slow recovering move.  Follow-up on 
successful Twin Pistons with a simple 4 (right kick).  Here is where you can 
practice buffering a chicken (explained in 
later in this FAQ) for the second punch.  The Shining Fists is slightly faster 
in execution so mix it up with the other 
attack.  Become comfortable with just using the first two punches of the Shining 
Fists.  Anytime these both hit, the 
third will be guaranteed at this range.  Devil's WGF is also very fast and 
excellent for retaliation, but stick to the 
other two attacks until you are very comfortable with the CD motion.  There's 
some good in using the crouching left 
punch (d+1) at close range.  It comes out very quickly (8 frames) and recovers 
rapidly.  Make sure the hit is performed 
at close range.  The d+1 is useful for interrupting an opponent's attack as well 
as for the poking game.  A missed d+1 
is deadly to you since a quick opponent will take advantage of this especially 
at higher level play.  

Advanced Strategies

High level play involves mastering movement.  The more prone that you remain, 
the easier it is to hit you.  So constant 
movement is advisable.  Sidestepping places you off-axis to your opponent, while 
maintaining your line of sight against 
them.  Proper sidestepping causes many straight attacks from opponents to miss.  
In general, sidestep to your left to 
avoid your opponent's left punches and kicks; sidestep to your right and you 
evade their right punches and kicks.  It 
is more difficult to sidestep a circular attack, but in most cases, it can still 
be done.  Keep in mind that sidesteps 
may be cancelled by interrupting it before it completes its animation.

The "wavedash" existed back in Tekken 3, but has only now become popular.  The 
wavedash is literally the evolution of the 
CD for the Mishima-style characters.  It is a CD that is canceled into another 
CD, over and over again.  The motion is as 

f,N,d,d/f,f,N,f,N,d,d/f,f,N ...  

When done successfully, it should appear that Devil is rapidly rising then 
crouching, repeatedly.  A partial mastery of 
this technique will allow you to intimidate many opponents into making a 
mistake.  However, true mastery of the wavedash 
means not looking at your own character, but at your opponent's.  Quickly 
observing their positioning and then attacking.  
During the wavedash sequence, you will be able to perform any of the CD attacks, 
forward buffering attacks, and WS attacks, 
as well as cancelling into block.  While Devil lacks the versatility of moves to 
use the CD to its full potential, he still 
makes a formidable opponent with this technique.

Some Devil attacks to stick to when using the wavedash (WD):
WGF		(executes extremely quickly from the WD)
Tsunami Kicks	(very quick and safe to use)
Twin Pistons	(it's just a tad slower than the Tsunami Kicks)
Hell Sweeps	(train them to crouch, after consecutive sweeps)
Axe Kick	(nail them when they crouch for a possible free WGF)
TGF		(riskier due to recovery time, but Heaven's Gate really hurts em and 
oozes points with the crowd)

Take advantage of the staggering-inducing uppercuts.  Alternate rising attacks 
between the tsunami kicks and the uppercut.  
At higher level play, avoid using the TGF because of its slower execution.  
Instead use the CD/WD into tsunami kicks for a 
quicker and similarly damaging mid attack.  Another alternative is cancelling 
the CD/WD into d/f attacks.

Low Parries:

A new addition to TTT is the universal low parry.  It is performed by pressing 
d/f at the moment of the low attack whether 
they are kicks or crouching punches.  A parried leg attack yields more of an 
advantage in number of frames compared to a 
parried punch.

After a successful low leg parry with Devil, the Twin Pistons move
(d/f+1,2) is often guaranteed and with the appropriate juggle follow-up, your 
opponent is looking at roughly 50 points of 
damage without escape.  A crouching punch that is low parried will leave you 
with the initiative to throw or attack, but 
there are no guaranteed hits that I know of.


A "chicken" is what they call reversing a reversal.  Its name comes from the 
announcer's comment when this maneuver is 
successfully performed.  The best method of using this technique is for the 
special moves that are expected to be 

To perform a chicken, you use the opposite motion of a reversal, and the buttons 
you press are dependent on which limb that 
you are attacking with.  If you are attacking with a left punch/kick, then you 
must press f+1+3 to break a reversal.  A 
right punch/kick requires you to press f+2+4 in order to stop a reversal.  The 
timing of executing these chickens is 
immediately after performing the moves themselves.

Get into a habit of tacking these chickens onto some of your major attacks when 
facing characters with reversals (some 
characters such as King have reversals that can't be chickened).  The best Devil 
moves to chicken are below:

Left side chickens  (pressing f+1+3 after finishing the move command)

Right side chickens  (pressing f+2+4 after finishing the move command)
d/f+1,2 (second punch)
(Remember that the WGF can not be reversed)


Devil has a range of good moves that should be exploited.  There's a good number 
of players out there who are content to 
using the Twin Pistons repeatedly.  While this is a somewhat viable tactic, a 
higher level opponent will learn to outsmart 
this.  So have fun while you play Devil and test out all of his 3-5 star moves.

Feel free to comment or add any new insight into playing Devil/Angel.


Namco				Thanks for TTT, but let's see Tekken 4

Tekken Zaibatsu Web Page	For the use of many conventions, the 
(www.tekkenzaibatsu.com)	intensive frame data, and the well  
				structured move list for Devil.

Slikatel			His memorable Jin FAQ which opened my 
				mind to a higher level of gameplay and 
				helped serve as a guide to writing this
				modest FAQ.

K.C. Ma				For help in making important corrections
 				to the Twin Pistons move and low parries.

Sylvester Fox			Reminding me what happens when the Jacks 
				are hit by Devil/Angel's lasers.

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