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Jin by JFitzpatrick
Version: 3.0 | Updated: 04/14/00
Date: April 14, 2000 |\ __ __| \ ____ | \ / / ___ / / | | / / / / / / / / / / / / / / / / ____ / / _ | | / /__/ / / // /_|\/ \ / / / / _ / // // / \ / / / _____//\ ______ /\ / \/\ /\ | V // / V / / \ / \ |___ | / \ / \/ \ \ // / /\ / / /\ \ / <> \ / / / <> \/ \<> \ \_____//__/__/ \__/ / / \ \/ /\ \ / / / /\ \ /\/\ \ | ________________/ /____\ \_/__\__Y /_/ /__\__\/ / /\ | / / / / / |_______/ / __/ / | | /_______________/ /_____/____/____________________/ /____/ /_/ /____/ Tekken Tag Tournament Version 3.0 By: Jim Fitzpatrick - a.k.a. T¥råñt This document is best viewed in Microsoft Word, courier new, font size 10. Just make sure the numbers and commas are aligned vertically below. 123456789 ,,,,,,,,, For those of you that may want to print this out, it is 38 pages long in its original format. ======================================================================= UPDATES ======================================================================= Ver. 1.0 - 3/27/00 - The original Ver. 2.0 - 3/31/00 - added a Wave Dash section and a Devil-Jin Possession section thanks to Exar Kun Ver. 3.0 - 4/07/00 - started the LONG process of including tag juggle sections > thought I'd start with this and then revise Ver. 3.1 - 4/14/00 - added a tag juggle section for Hwoarang and Paul and corrected MANY mistakes in the "RANGE" sections ======================================================================= WHAT TO EXPECT IN FUTURE VERSIONS ======================================================================= Well, I've decided that I've used too much of others work, so I am going to slowly go through the sections and add my thoughts, opinions, ect.; basically, my own work. Secondly, I am one viscious pitbull, so I am going to change this into a pitbulls guide especially. Finally, I am going to add sections for each character for Jin to team with; just wait and see some of the tag juggles. ======================================================================= CONTENTS: -Why another Jin strategy guide? -Introduction to Jin -Legend -Throws -Special Moves -Unblockables -Strings -Frame Data -Devil-Jin Possession -The Infamous Wave Dash -Move Analysis -Unconventional moves -Juggles -Tag Juggles/Partner Advice -Heihachi -Hwoarang -Paul -Okizeme -Strategies -The subtle art of sidestep -Credits -Disclaimer ======================================================================= WHY ANOTHER JIN FAQ? ======================================================================= Well, I've seen a lot of faqs for Jin, both good or not so good. Red Kings is a great. This faq is made to go hand-in-hand with his. I used his as a guideline, as this is my first faq. So you can think of this as the quick version of his with some stuff of my own. Now, I don't know everything about Jin, but I will try to include everything I feel should be mentioned. If there is anything that I am missing, feel free to contact me at email@example.com. ======================================================================= INTRODUCTION TO JIN ======================================================================= Jin Kazama is the son of Jun and Kazuya. Because of this, naturally he has a mixed fighting style of the two, thus creating a character with speed, finesse, and agility combined with brute strength and power. This is a very deadly combination. Jin is, IMHO one of the best characters in TTT, being an excellent tag partner for just about every character. Jin isn't a very hard character to learn either, provided you have Tekken knowledge. ======================================================================= LEGEND ======================================================================= Layout 1 - left punch 1 2 5 2 - right punch O O O 3 - left kick O O 4 - right kick 3 4 5 - tag d - down u - up l - left r - right D - hold down U - hold up L - hold left R - hold right QCF - quarter circle forward QCB - quarter circle back HCF - half circle forward HCB - half circle back TGF - Thunder Godfist WGF - Wind Godfist EWGF - Electric Wind Godfist RFF - Right Foot Forward ( Hwoarang ) WD - wave dash CD - crouch dash FC - full crouch SS - sidestep CH - counter hit CC - crouch cancel "/" - diagnal motion "+" - at the same time "~" - input second command immediately after first "," - one after the other "_" - or "() and " - optional input (or follow-up) "#" - hold position before button is pressed ":" - slight pause (in ten-strings only) "N" - neutral position "!" - unblockable "(WS)" - while rising ======================================================================= THROWS ======================================================================= NAME POSITION COMMAND ESCAPE DAMAGE ======================================================================= Bitch Kicks front 1+3 1 10,20 Reverse Throw front 2+4 2 30 Stone Head [tag*] front ff+1+2 [~5] 1+2 33 Wrist Chuck front d/f+2+3 2 38 Complicated Wire front qcf+1+3 1 35 Ultimate Tackle front (FC_d/b)+1+2 1+2 5 =Ultimate Punches 1,2,1,(2,1_1,2) 1_2 5,5,5,5,5 =Cross Arm Lock 1+2 1+2,2,2,2,2,2 25 =Punches to Arm Lock 1,2,1,1+2 5,5,5,25 Shoulder Flip left 1+3_2+4 1 12,19 Over the Limit right 1+3_2+4 2 40 Chicken Butcher back 1+3_2+4 n/a 60 * special tag to Jun-Jun finishes with a Reverse Arm Bar-total damage 40 ~ special tag throw from Ling Xiaoyu to Jin ( 2~1~5 )-Jin finishes with a Stonehead ======================================================================= SPECIAL MOVES ======================================================================= NAME RANGE COMMAND DAMAGE ======================================================================= Double Punch hh 1,2 6,10 Shining Fists hhm 1,1,2 6,8,18 Demon Slayer hhh 1,2,2 6,10,18 Shoot the Works hhm 1,2,3 6,10,25 =Axe Kick hhmm 4 6,10,25,30 =Rising Kick hhmm f+4 6,10,25,10 One Two Knee hhm 1,2,4 6,10,12 Knee m f+4 12 White Heron lh 1+4 5,10 =WH to Punch Smhh 2 5,10,10 =WH to P to Kick Smhhh 4 5,10,10,21 =WH to P to Sweep SmhhL d+4 5,10,10,14 Twin Pistons [tag] mm WS+1,2  10,15 Twin Lancer mm d/f+1,2_f+1+2,2_WR+1+2,2 10,16 Thunder Godfist [TGF] m f,N,d,d/f+1 29 =Mid Kick mm 3 29,20 =Hell Sweep mL 4 29,12 Wind Godfist [WGF,tag]h f,N,d,d/f+2  25 Electric WGF [EWGF] h f,N,d~d/f+2 [tag] 25 Hell Sweep L f,N,d,d/f+4 18 =Spinning Demon Lm 4 18,15 Corpse Thrust m d/b+1 24 Parting Wave m b+1 15 Upper m d/f+2 15 Demon Backhand Spin hh 2,2 10,18 Demon Backhand h b+2 12 =DB to Kick hh 3 12,15 Overhead Shot m f+2 18 =OS to Knee mm ~4 18,10 Uppercut [tag] m WS+2  18 Demon Paw m f,f+2 27 Tooth Fairy [tag] m SS+2  16 Laser Cannon mmm b,f+2,1,2 18,14,24 Laser Scraper [tag] mmm b,f+2,1,d+2  18,14,15 Split Axe Kick m f,f+3 23 Spinning Roundhouse h f+3 35 Crouchdash Slash Kick m f,N,d,d/f,f,u/f+3 30 Leaping Slask Kick m (WR_f,f,f)+3 30 Can Can Kicks Smh d+3+4 5,20 Demon Steel Pedal M b+4 21 Standing Tsunami Kicksmm (d/f_f,N,d,d/f,f)+4,4 10,16 Tsunami Kick mm WS+4,4 13,18 Spinning Demon hLLm u/f+4,4,4,4 25,15,12,25 Demon Scissors m 4~3 25 Lightning Force n/a b+1+2 n/a h and m Attack Reversen/a b+(1+3_2+4) varies Chicken n/a f+(1+3_2+4) varies Corpse Splitter M (u/b_u_u/f)+2+4 24_30_34 ======================================================================= UNBLOCKABLES ======================================================================= Lightning Godfist *!* b+1+4 40 Lightning Screw Godfist*!* B+1+4 80 ======================================================================= STRINGS ======================================================================= COMMAND/RANGE HITS DAMAGE ======================================================================= b+2,4,4,4,4,2,1+4,2,1,4 11 12,10,10,8,6,6,5,5,5,21,20 h"h"hL"mmlhh"Ml b+2,4,4,4,4,2,1+4,2,d+3+4 11 12,10,10,8,6,6,5,5,5,21,21 h"h"hL"mmlhh"lh f,f,2,1,2,2,3,4,4,1,2,1 10 7,8,6,7,6,11,5,5,8,30 hh"hh"mm"L h m m f,f,2,1,2,2,3,4,4,3,2,1 10 7,8,6,7,6,11,5,5,25,30 hh"hh"mm"LL"m! 3,2,4,3,1+4,2,2,1,2 10 15,6,10,10,7,5,7,10,15,30 hh"mhlhh"mmm f,f,2,1,4,4,2,4,3,2,1 9 7,8,7,10,5,7,5,25,30 hh"mm"lm"L"m! 3,2,4,3,1+4,2,1,3 9 15,6,10,10,7,5,7,21,20 hh"mhlhh"mm 3,2,4,3,1+4,2,1,4 9 15,6,10,10,7,5,7,21,12 hh"mhlhh"Ml b+2,4,2,1,2 5 12,10,10,15,30 h"h"m"m"m b+2,4,2,1,d+2 5 12,10,10,15,15 h"h"m"m"m ======================================================================= FRAME DATA-From Tekken Zaibatsu ======================================================================= The following is from http://tekkenzaibatsu.com. I don't know much about Frame Data, but I know it is wanted. ----------------------------------------------------------------------- It is VERY IMPORTANT to note that sometimes you can block before you can actually input a command, this is often the case with minor stuns and guardbreaks. Thus a -12 for example doesn't necessarily mean you can't block for 12 frames. Most moves with a disadvantage of 8 or less can be considered safe moves as it takes at least 8 for your opponent to execute a standard jab and in some cases your opponent will not even be within jab range and you have to add on whatever amount of frames it take for him to dash within hitting range. Eddy has to ability to shorten recovery time after certain moves with Side Step or Recover Crouching cancels. Each of the Frame Data List columns contain specific move information. To keep it all as organized as possible we have divided the list in Basic Arts, Grappling Arts, Special Arts and Unblockable Arts. -Command Column Pretty self explanatory, this is how you execute the listed move. The directions are in relation to which way your character is facing of course. -F Hit Column Indicates how many frames it takes for a move to hit after you have finished the command. This does not included the number of frames it takes to input the command. -B Adv Column The number of frame advantage or disadvantage when the move is blocked. Meaning the amount of frames it takes before you can input a new command. Positive numbers are advantages over your opponent, negative numbers indicate a disadvantage and KD indicates the opponent gets knocked down. This can either be a juggle, stun or any other kind of knock down. -H Adv Column The number of frame advantage or disadvantage on a hit. Keep in mind a hit does not necessarily results in an advantage over the opponent. Frame advantage on stagger moves reflects the amount of stagger frames, this does not equal the number of frames your opponent cannot block attacks. -C Adv Column The number of frame advantage or disadvantage on a counter hit. Keep in mind a counter hit does not necessarily results in an advantage over the opponent. The source for the Frame Data is a Japanese guide, called "Tekken Tag Tournament The Master" by SoftBank Publishing. We have noticed this source is not error free, especially the Basic Techniques seem to contain some inconsistencies with the Special Techniques using the same moves. We try to correct this as much as we can but if you notice something that absolutely seems wrong to you, don't be afraid to drop us a line. ======================================================================= THROW DATA ======================================================================= 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 d/f+2+3 11 x x x qcb+1+3 11 x x x ======================================================================= SPECIAL MOVE DATA ======================================================================= COMMAND F HIT B ADV H ADV CH ADV ======================================================================= 1,2 10 x -3 -5 +9 +10 +9 +10 4 x -7 +4 +4 = ~1+4,2 x x x x -6 0 x +3 +11 x +3 +11 = 4 x -12 KD KD = d+4 x -26 KD KD 1,1<2 10 x x +3 +1 -17 +9 +1 KD +9 +9 KD 1,2<2 10 x x -3 -5 -12 +9 +10 +1 +9 +10 +1 WS+1,2 13 x -6 -7 +5 KD +5 KD (d/f+1,2 f+1+2,2 WR+1+2,2) 13 x -2 -5 +9 +6 +9 +6 f,N,d,d/f+1 23 -14 (-1_KD) (-1_KD) = 3 x -14 KD KD = 4 x -20 KD KD d/b+1 21 -4 KD KD b+1 18 -2 +8 +8 = ~d/f x x x x = 1 23 -14 (-1_KD) (-1_KD) = 3 x -14 KD KD = 4 x -20 KD KD = 2 12 -7 KD KD = 4,4 20 x -26 -14 (-5_KD) KD KD KD 1,2,3 10 x x -3 -5 +10 +9 +10 KD +9 +10 KD = 4 x 0 +11 +11 = f+4 x -5 +6 +6 1+4,2 12 x x x -6 0 x +3 +11 x +3 +11 = 4 x -12 KD KD = d+4 x -26 KD KD 2,2 10 x 0 -13 +9 -2 +9 -2 b+2,3 17 x -13 -1 -2 +1 -2 +1 f+2,4 17 x -2 -6 +8 +5 +8 +5 WS+2 14 -12 KD KD f,f+2 15 -11 KD KD SS+2 18 -17 KD KD f,N,d,d/f+2 12 -7 KD KD f,N,d,d/f,2 13 -4 KD KD f~N,d~d/f+2 11 +4 KD KD b,f+2<1<2 15 x x -7 -3 -5 -5 -1 KD KD KD KD b,f+2<1<d+2 15 x x -7 -3 -10 -5 -1 KD KD KD KD f+3 21 -4 KD KD f,f+3 20 -11 KD KD f,N,d,d/f,f,u/f+3 22 +17 KD KD (WR_f,f,f)+3 22 +17 KD KD d+3+4 14 x -31 -10 -19 KD -19 KD f+4 11 -7 +4 +4 b+4 16 -4 -2 KD (d/f_f,N,d,d/f) +4,4 13 x -9 -15 +2 -4 +2 -4 WS+4,4 11 x -3 -15 +8 -4 +8 -4 f,N,d,D/F+4,4 20 x -26 -14 (-5_KD) KD KD KD u/f+4,4,4,4 15 x x x -24 -26 -26 -10 KD KD KD KD KD KD KD KD 4~3 37 x KD KD -When a Tag is buffered after SS+2 (SS+2~5) and move is blocked, the B Adv is - 12. -If the fisrt part of u/f+4,4 is done with u+4 the B Adv is -12. -The f,N,d,d/f+1 only knocks down on a clean hit. Otherwise the B Adv is -1. ======================================================================= UNBLOCKABLE DATA ======================================================================= COMMAND F HIT B ADV H ADV CH ADV ======================================================================= b+1+4 43 x KD KD B+1+4 63 x KD KD ----------------------------------------------------------------------- ======================================================================= DEVIL-JIN POSSESSION-From Exar Kun ======================================================================= I didn't know enough about the DJ Possession to write anything, so Exar Kun helped me out. The following is his. ----------------------------------------------------------------------- Devil Jin Possession can be done only when Jin is teamed with Heihachi. It's executed by pressing b+1+2(electric block),2,2,3. When done correctly, Jin's body will become enveloped in lightning and it will begin to pulse around him. His stance will also change to that of Heihachi's. Possession will end after doing a move, walking back, tagging, jumping or ducking, everything else you can do. In Devil Jin mode he can't do the b+1+2 electric block. The fact that it's so easy to get knocked out of makes the possession seem useless but it isn't. It's best executed after you have knocked your opponent down or are at range. While in Devil mode Jin's WGF executes in 11 frames and even if blocked gives a +27 frame advantage. His d/b+1 in Jin mode id replaced with 1+2 in Devil Mode and this stuns on a hit. I've not seen his full hell sweep but I know it goes on for three hits. The WGF also launches much higher and you're cover much better so that doing(Devil Jin) WGF, (E)WGF, (E)WGF becomes much easier. Case in point, in Castel's Devil Jin Tribute he did (Devil Jin)WGF,(reverted to Jin mode),WGF,TGF! ----------------------------------------------------------------------- ======================================================================= THE INFAMOUS WAVE DASH-From Exar Kun ======================================================================= I give credit to Exar Kun for this section as well. I believe this is from his Kazuya faq, so keep that in mind. It's still perfectly useful. ----------------------------------------------------------------------- This is VERY effective if done right. This is one of the techniques made up, I believe in Korea. Now when you crouch dash you can cancel it simply by inputting a 'f' command. Therefore after you cancel the dash you can simply do more crouchdashes and cancel them to get a sort of continuous crouchdash going on. This is wavedash. Now with Kazuya this isn't as effective as, it is for Heihachi and Jin as they both have EWGF, he doesn't have that much he can do out of it using a the forward you buffer by doing the crouch dash except a f,f+1+2 throw. However if you wait a split second you'll get the opportunity to do a WS move as Kazuya rises which is very good. Also by doing wavedash you can cover a lot of ground very quickly as well as have your opponent guessing as to what you're going to do, and if they try to retaliate you have Wind Godfist or one of your WS moves. Notto mention that it looks very cool. I find this pretty hard to do quickly as my Wave is not nearly as fast as those of the Korean champs but it's a good tool for you to learn to use. One more thing, ALL crouchdash capable characters are able to wavedash. Command: f,n,d,d/f,n~f,n,d,d/f,n~f,n,d,d/f. Basically you're canceling one crouch dash with the 'f' command of starting anewone. The Wave Dash command while useful requires a complete understanding of what you can do from it. Don't just Wave Dash for dashings sake. Know what you can do out of it and use the attacks. Also be ready to cancel it and dash back or sidestep. This is what really makes wavedash useful, the advantage it's speed can get you. With Kazuya wave isn't as effective as with Jin and Heihachi as I said before since Kazuya doesn't depend as much on (E)WGF. ======================================================================= ANALYSIS OF THE MOVES ======================================================================= Below is my thoughts and opinions on Jin's moves. It's organized as MOVE NAME - COMMAND - RANGE - DAMAGE and a certain amount of *s (* being useless and ***** being great. -Left Right Punches (1,2) -hh- 6,10 - ** I don't use this very often, but its speed makes for some good uses, such as in poking strategies. In overall combat though, I don't really recommend it. -Flash Punches Combo (1,1,2) -hhm- 6,8,18 - ***** This is probably the best punch combo in the game. It's fast (hense the name) and is good at keeping an opponent back as well as put him/her in the right position for a follow-up move. If the first 1 connects all three hits are gauranteed, always a plus :D. -Demon Slayer Combo (1,2,2) -hhh- 6,10,18 - ** Even though slightly more damageing than the flash punches, because there is a serious delay between the 2,2 it definitely SHOULD NOT be overused. -Shoot The Works (1,2,3) -hhm- 6,10,25 - ***** This small string is extremely useful. It is fairly speedy, and if it connects it can serve as a good juggle starter; if blocked it has a stagger effect that puts you in less danger than your opponent. I use this move, among others, as a starting move for the match. -Shoot The Works High (1,2,3,4) -hhmm- 6,10,25,30 - ** I don't particularly advize anyone to use this, the above is much better. The slight delay between the 2,3 and the big delay between the 3,4 just makes this technique dangerous against a skilled opponent. It does have a pretty good stabber effect, though. -Shoot The Works Mid (1,2,3,f+4) -hhmm- 6,10,25,10 - *** I feel pretty much the same about this move as the above. The reason why I rated it slightly higher is because there is a smaller delay between the 3,4 making it only slightly harder to counter. I -One Two Knee (1,2,4) -hhm- 6,10,12 - ***** This is very useful. It is extremely fast and is good at putting distance between you and your opponent. -White Heron (1+4,2) -Smhh- 5,10,10 - *** This is a great move, but really only useful in juggles. -White Heron, High Kick (1+4,2,4) -Smhhm- 5,10,10,21 - *** I feel pretty much the same with this as the above. The difference though is that this is better suited for combat. -White Heron, Sweep (1+4,2,d+4) -SMhhL- 5,10,10,15 - *** This is pretty muck the same as the others, but it can be used as a juggle starter. -Left Roundhouse (f+3) -h- 35 - ***** This can be very useful, depending on how you use it. Jin does an auto- sidestep with this move, making it great for a counter. It has a stagger effect if blocked, so you don't need to worry about that. It's also very damageing. The only problem is that if it is ducked you're kinda screwed. -Right Roundhouse (4) -h- 30 - ** I don't recommend this move much at all. IMO it just takes too long to execute frame wise. -Knee Kick (f+4) -m- 12 - ***** This move is extremely useful. It is very quick, recovers well, and it good at putting distance between you and your opponent. -Overhead Shot (f+2) -m- 18 - *** This move on its own isn't that great. It takes too long to execute, but it's pretty useful on a ducking/rolling/rising opponent. If it hits as a CH it can lead to some pretty sweet okizeme, too. -Overhead Shot to Knee (f+2~4) -mm- 18,10 - **** This is much better than the Overhead Shot in all-out combat. It is extremely fast, recovers well, and puts distance between you and your opponent. -Flip Kick (4~3) -m- 25 - * Personally, I don't think this move is useful at all. It really only connects if your opponent doesn't get up, or if you predict and time his movements well. -Demon's Paw (f,f+2) -m- 27 - ***** This is a great move and one Jin players use a lot. It does good damage, works great with a CH, is good in all-out combat, and a great juggle ender. -Left Axe Kick (f,f+3) -m- 23 - *** This move is pretty good, but is easy to see coming. It's very useful on CH though, as it can serve as a juggle starter. -Right Axe Kick (df+4,4_WS+4,4_f,N,d,df+4,4) -mm- 10,16_13,21 - ***** This is a great move. It recovers fairly well, puts distance between you and your opponent, serves well with okizeme, and is a good juggle ender. -Right Mid Kick (df+4_WS+4_f,N,d,df+4) -m- **** On its own, this move isn't real great, still useful at times, but its true strength comes in its okizeme purposes. It acts a lot like b+4, but doesn't knock the opponent back quite as far, allowing you to follow it with more okizeme easier. -Twin Lancers (df+1,2_f+1+2,2) -mm- 10,16 - *** This move is about average. Its pretty quick, and is useful in poking strategies. -Twin Pistons (WS+1,2) -mm- 10,15 - *** This move is useful, it puts distance between you and the opponent if blocked, and can be used as a juggle starter. -Rising Upper (WS+2) -m- 21 - *** This is basically the same as the above. -Tooth Fairy (SS+2) -m- 16 - ***** This move is VERY useful. Because it is a SS move, it puts you virtually completely out of danger whan used as a counter, and if it connects it serves as a good juggle starter. The only problem is that it doesn't recover well if blocked. -Can Can Kicks (d+3+4) -Smh- 5,20 - ** This move is OK. It's better than it was in T3. Really its only uses though, are as a juggle starter and okizeme. I don't use it much. -Stun Punch Rush (b,f+2,1,2 or d+2) -mmm- 18,14,24_15 - ***** This is a pretty good technique. It puts distance between you and your opponent if blocked and recovers well. It can be delayed. It causes a double- over stun on CH and can serve as a good juggle starter. It's also useful during juggles. Really its ownly drawback is that any average Tekken player can counter it. -Mid Uppercut (d/f+2) -m- 15 - **** This move is pretty useful. It causes a stagger and can be used as a juggle starter on CH. -Crouch Dash (f,N,d,df) - ****** You can't play Jin without this technique. This can be used to cover ground quickly, and many of Jin's best moves are done out of it: WGF, TGF, ect. -Wind God Fist (f,N,d,df+2) -h- 25 - **** This is probably Jin's best juggle starter. It's fast and I believe it can't be reversed. On CH it causes the opponent to hurdle across the screen. It's also taggable. -Electric Wind God Fist (f,N,d,DF+2) -h- 30 - **** Same as the above, except it causes guard stun and I think it juggles higher. -Thunder God Fist (f,N,d,df+1,3_4) -mm_l- 35(52 on clean hit),20 or 12 - ***** This is one of my favorites of Jin's moves. It does great damage, is a good juggle ender, includes a CD meaning you can get under high hits with it, and it can be delayed. And hey, it's a Mishima trademark. The only problems are the lag time between it and the 3/4 and its poor recovery time. At least 3 puts in some distance between you and your opponent. -Hell Sweep (f,N,d,DF+4,4) -Lm- 18,15 - **** This is another great move. It can be used as a juggle starter and is good with okizeme. The problem is that if it's blocked it causes a stagger. Basically, you're screwed. -Spinning Kicks (uf+4,4,4,4) -mLLm- 25,15,12,25 - ** OK, I rarely use this move. Any average Tekken player will see this coming, and it had the same disadvantages as the above. All it really has goin for it is its tracking ability. -Corpse Splitter (UB_U_UF+2+4) -M- * Uhh… what can I say? There are NO uses for this move. And if there are, I'd like to know. -Stunning Hop Kick (UF,3) -m- ** I rarely use this move, but it stuns. -Running Side Kick (f,f,f+3) -m- 30 - ***** This is one of the best things you can do from the proper running distance. It does good damage and causes guard stun. -Electric Block (b+1+2) *** I don't use this move often, its good at throwing the enemy off. -Spinning God Fist (b+1+4) -!(m)- 40 - **** This is a good move. It's unblockable and very fast considering. -Super Spinning God Fist (B+1+4) -!(m)- 80 - **** This is also a good unblockable. If timed right it will connect and do great damage. Jin also ducks during this move. That's why it's my favorite counter against Devil's 1+2 laserbeam… aaaaahh. -Demon Steel Pedal (b+4) -M- 21 - ***** This is one hell of a move. It's great for okizeme, juggles, and all-out combat. -Parting Wave (b+1) -m- 15 - *** This move isn't that great on its own, but it's great with different follow-up strategies. -Corpse Thrust (d/b+1) -m- 24 - **** The beauty of this move is the fact that Jin ducks, making it great for countering high attacks. It's also a descent juggle ender. -Ultimate Tackle (d_db+1+2) -m- *** This move is great against a turtle; kind of easy to counter, though. Not many ppl know how to counter the following arm-break, however. -Reversal (b+1+3_b+2+4) -h or m- Varies ***(**) This is a great move to do against ppl who don't chicken buffer. But if they do get a chicken in, it will do more harm than good. Don't use this when low on health. -Chicken (f+1+3_f+2+4) -n/a- Varies ********************************** You can never go wrong with the chicken. Just buffer it in after every reversable move. ======================================================================= UNCONVENTIONAL MOVES-By Red King ======================================================================= Below the line is a section of Red King's faq. I tried to do it myself, but admittedly, I liked his a lot more. So the section between the --- lines is completely his. I give him full credit. ----------------------------------------------------------------------- This section of the guide is entirely dedicated to those moves which can be performed with unconventional commands; this includes the moves that can be dash buffered, the moves which came out after a CD, and the b+1 tricks. -Dash buffer- There are several moves that can be dash buffered, but before listing them I will explain for new players what is the dash buffer. The concept is quite simple: whenever a move requires a starting -f- (forward) or -b- (back) stick motion, you can initiate this move after a dash (f,f or b,b) because the system will take the second f or b command of the dash as the f or b command of the move. Obviously the same goes for moves which require a -f,f- (or b,b) motion: in this case you can simply dash forward, hold the -f- direction and press the button command; in this way the move will be performed after the dash to gain a lot of range, so be sure to learn how to perform Jin's moves with the dash buffer technique. Here are the moves: Demon's Paw: go with the dash buffer command whenever you look for range; remember however that it will slower a bit the execution time. Stone Head Throw: another good option after a dash, and a good alternative to the Demon's Paw; if your opponent stands to block the punch attack, throw him with the Stone Head; remember however that most players will try to escape this throw even if it can be more difficult (it requires two buttons) whenever they see Jin dashing fw 'cause it is the most common throw that comes out after a dash. Left Axe Kick: as I told in the Moves section this kick can be easily interrupted, so I don't ever use the dash buffer command 'cause it slowers the kick a bit. Knee: well this could be obvious, but don't underestimate the dash buffered version of the Knee Kick, 'cause it still is one of the best interrupters and with this motion it gets more range. EWGF: this motion is a bit difficult, but if you master it will give the EWGF,(or the WGF) more range making this move perfect to launch sudden attacks (the motion will be f,f,N,d,DF+2); this motion is required if you want to perform some juggles (see the Juggles section). Hell Sweep: this is one of the moves which take more benefits from the Dash buffer; with this motion you can gain a lot of range and perform the Sweep immediately with no CD animation so that this move will become less predict-able (f,f,N,d,DF+4). Any other Crouch Dash(f,N,d,df...)attack: As you may have imagined you can Dash buffer every CD attack, or even only the CD motion. -Crouch Dash unconventional attacks- The Crouch Dash attacks that we have analized in the Moves section, are basically four: the WGF, the TGF, the Hell Sweep and the Right Axe Kick; but as I've mentioned in the CD section, there are other attacks that can be performed after this motion. For some moves the concept is similar to the Dash Buffer one, 'cause the system will take the -f- motion of the CD as the first -f- command of those moves which require a -f,f- command. Here is a list of this moves: Demon's Paw: you can actually perform the Demon's Paw after the CD motion to give some variety to your CD attacks; the command will be f,N,d,df,F+2. Remember however that in this case the Demon's Paw can be sidestepped more easily. Stonehead Throw: you can perform the basic throws after the CD (pressing f, then the basic throw command), but the Stonehead is the quickest one; the command is f,N,d,df,F+1+2. As I told in the Dash Buffer paragraph, a skilled opponent will try to escape this one in most of cases 'cause it is the most common throw after a CD. Left WS Roundhouse: this move comes lot after a CD if you press the -3- button; I don't use it often 'cause it hits high, so it can be easily ducked; however I must say that this is the only move after a Crouch Dash that can NOT be sidestepped on the left. Keep this in mind when you face a sidestepping opponent..... Ultimate Tackle: you can perform this move at any point of the crouch dash, giving the tackle a bit of range; the command to perform it is f,N,d,df+1+2. Run: You can even start a run after the CD by pressing f,N,d,df,f,f. Besides the moves I've listed before, there are some other moves that may involve the CD motion; after a full CD in fact, Jin recovers crouching, this means that you can perform every WS attack. Since Jin's Ws moves are pretty good, this option can be useful to catch off guard your opponent; for example the Rising Uppercut can be well suited to hit an opponent who tried to interrupt the CD with a high attack. The command for these moves is: f,N,d,df,N,WS+....... There is another move that can be performed with a CD motion and that can be useful in some particular situations: the Running Side Kick. Actually it is no longer a "Running" kick 'cause you don't have to run in order to perform it, but the animation is the same of the Running Side Kick so I will call it this way. The command to perform it is a bit tricky, and you should train a lot if you want to master it; you must do: f,N,d,df,f,uf+3. You must press the button as soon as the stick reaches the uf position, or you will perform the standard uf+3 kick which is completely different. This version of the Kick has the same properties of the "Running" version, and you can get the same guaranteed hits after it, but I must say that the timing is a bit harder. Read the Running Side Kick paragraph for other informations about this kick. -The b+1 trick- There is a little trick that regards the left jab that many Tekken players don't know; before analyzing it I have to say that only Jin and Lei can do this trick. When you perform a standing left jab Jin will deal a small amount of damage, and you will have no advantage for the following move; if you press b+1, the animation will be the same of the standard jab but the damage inflicted will be greater and you will have a big advantage for the next move. This advantage will give you the opportunity to throw your opponent, or to hit him with some guaranteed moves; here are the moves (guaranteed) you can do after the b+1. b+1, 1+3 throw 43 damage+ground hit , 2+4 throw 43 damage , f,f+1+2 Stone Head throw 46 damage , 1,1, delayed 2 (Dld. Flash Punches) 42 damage, hard against Heihachi , f+4 23-28 damage , 2,2 46 damage -Quick Ws motion- Jin has some of the best Ws attacks in the game, and even if these attacks must be started from the crouching position, there is a way to perform them actually without the crouching animation. In order to do it you must press the -df- or - db- direction and then press the button; for example the command to perform a quick Rising Uppercut is db_df,N 2. You must wait a split second before the db_df command before executing the move or you will perform a crouching move. Be careful not to press d instead of db_df or your character will sidestep. I use this quick Ws motion often, and mostly after a sidestep. ---JUGGLES--- Almost every character in the game (with few exceptions) can inflict a considerable amount of damage, after having launched the opponent in the air, by hitting (juggling) him with other moves; since this kind of damage is 100/100 guaranteed (you can't block while in the air) you can well understand how important the concept of juggle is. At high level of play juggles will happen less frequently, so you should learn how to deal the maximum amount of damage every time that you juggle your opponent. Obviously some characters have more ways than others to juggle their opponent, and other characters deal more damage; Jin is a really good juggler, and even if he doesn't have very quick launchers (such as the hopkick) he can inflict a big amount of damage after almost every juggle starter. Let's take a look to Jin's juggle starters: Rising Uppercut (WS+2): the best juggle starter 'cause it launches a bit higher then the other starters and allows you to perform easily some really good damaging juggles; after it you can easily perform a TGF. WGF (f,N,d,df+2): a good juggle starter, but since it juggles only when it connects not on CH you will not use it too often. It juggles high and after it you could even perform a TGF but in this case the timing is really more difficult then the one required after the Rising Upper. EWGF (f,N,d,DF+2): to my opinion this is Jin's second best starter; it deals more damage than every other starter, it juggles on every hit, and after it you can even perform a TGF; even in this case the timing required is very difficult to learn. Twin Pistons (WS+1,2): this move launches high enough in the air to perform some good damaging juggles, but the firs hit must be on CH. Tooth Fairy (SS+2): another good starter, 'cause it can be easily executed after a sidestep, it juggles high, but its recovery time is longer then the above mentioned moves, so you will be able to juggle with less moves after it; on CH it juggles higher. Can Can Kicks (d+3+4): this is one of the worst juggle starters, and you will use it only at short range and during short recovery times; after it you will not be able to juggle with anything better then the White Heron, so if you have the choice, use other juggle starters. Mid Upper (df+2): this move juggles only on CH (even if you get a chance to juggle your opponent even when it doesn't connects on CH, see Moves Section); when it happens, this move juggles high enough to perform damaging juggles (you can even perform a TGF but the timing is really hard). Stun Punches Combo (b,f+2,1,d+2): I just mention it as a starter but you will never juggle someone better then average with it. There are other moves that, even if they don't launch your opponent in the air, they will allow you to perform some small and average damaging juggles; the most common of these starters is the Hell Sweep. Here is the list of these unconventional juggle starters: Hell Sweep(f,N,d,DF+4): after this move you can perform some average-damaging juggles, mostly the one involving the White Heron Combo. You can even do a Stun Punches Combo after it, but the timing is too hard do it consistently. White Heron Combo (1+4,2,d+4): After the last sweep you can perform the same juggles that you can do after the Hell Sweep. Spinning Kicks (uf+4,4,4..): If the second or third sweep connect, you can juggle your opponent mostly with the White Heron. Left Axe Kick (f,f+3): Whenever it happens that this kick connects you can perform some short juggles. -The Stun Punch juggles- The Stun Punch can be considered an unconventional juggle starter, 'cause whenever it connects on CH you will have the opportunity to juggle your opponent during the "double over stun" animation. I will mention only the juggles you can perform after the first punch of the Stun Punches combo because the stun after the second punch can be easily escaped. After the first punch you may choose to launch your opponent in the air, or to hit him while he is falling on the ground. In the first case you can launch him with the Can Can Kicks (the easiest option), or you can go for the most damaging option and try an EWGF; in this case the timing is hard, so you must train a lot in order to do it consistently. I can only give a couple of hits about the right timing: first of all if you hit your opponent from afar with the Stun Punch, you will have a little more time to perform the EWGF(in some cases you can even launch him with a very fast and perfectly timed WGF); in the second place you should start the EWGF motion as soon as Jin's right heel touches the ground. If you choose to hit your opponent while he is falling on the ground, I suggest you to learn how to hit him with a TGF which is the most damaging option. -Electric Block juggles- The Electric Block is a pretty useless move, but in some particular scenarios it can be used to juggle your opponent; this happens whenever you use the block against flying moves such as King's 1+4; the Electric Block will bounce up and you will be able to juggle him. Remember however that in most cases you won't have enough time to do it as reaction, so if you want to use it you should guess what move your opponent will do. -Flip-over juggles- The concept of flip-over is quite simple: hitting your opponent with certain attacks or from a side you will make him flip-over and land face down; since your opponent can not tech-roll when he lands face down, this is one of the few cases when a ground hit is guaranteed. The most common scenario when you can do a flip-over juggle is when you juggle your opponent from a side with a Tooth Fairy or a Rising Upper: if you hit him with a move you will make him flip. However you must be careful because when your opponent is in the air facing the ground, he will not juggle in the common way; he will not bounce upwards, instead he will bounce downward after any successive hit so you must learn the right timing or each juggle. In some cases if you hit him with the wrong move your opponent may re-flip so he will land on the ground face up, so be careful. -Face down sweep juggles- Another way to juggle your opponent is to tap the left kick (3) when you lay on the ground face down; Jin will perform a sweep which once connected will allow you to juggle your opponent. This will not happen too frequently and you must be careful, cause whenever your opponent blocks the sweep you will be opened to a WS attack. -Diving stun juggles- This is another juggle opportunity that will happen whenever you perform a dive after a having rolled FW while getting up. The dive will guard stun your opponent if he blocks it, so you will have the chance to hit him with a guaranteed jab which will juggle him. Be careful however because during the roll animation you are vulnerable to mid, low and some high attacks. ----------------------------------------------------------------------- ======================================================================= JUGGLES ======================================================================= The following is a list of my favorite Jin juggles. This list is far from complete. Each list starts with a juggle starter, followed by the actual juggle hits. I tried to list them from easiest to hardest. Enjoy, there are some real crowd pleasers below. WS+2 ------ 1,1+4, d/f+4,4 1,1+4,2,4 1,1+4,2, f,f+2 1,2,4, f,f+2 f+4, b,f+2,1,2 4,4~3 TGF,3 EWGF, b,f+2,1,2 WGF,1+4,2, f,f+2 U/F,4, b,f+2,1,2 EWGF, f,f+2 4, f,f+2 U/F,4, 1+4, d/f+4,4 U/F,4, 1, f,f+2 EWGF, EWGF b,f+2,1,2, df+4(4) b,f+2,1,d+2, f,f+2 b,f+2,1,2, f,f+2 WGF_EWGF ------ 1,1+4, d/f+4,4 1,1+4,2,4 1,1+4,2, f,f+2 1,2,4, WGF b,f+2,1,d+2, f,f+2 b,f+2,1,2, df+4(4) b,f+2,1,2, f,f+2 TGF,3 EWGF, EWGF WS+1,2 on CH ------ 1,1+4, d/f+4,4 1,1+4,2,4 1,1+4,2, f,f+2 b,f+2,1,d+2, f,f+2 b,f+2,1,2, df+4(4) b,f+2,1,2, f,f+2 SS+2 ------ 1,1+4, d/f+4,4 1,1+4,2,4 1,1+4,2, f,f+2 b+2,4,2,1,2 (on CH only) 1,2, b,f+2,1,2 2, b,f+2,1,2 2, 1+4,2, f,f+2 b,f+2,1,2, df+4 d+3+4 ------ 1+4,2, f,f+2 1+4,2,4 1+4, d/f+4,4 1, d/b+1 1,1+4, d/f+4,4 1,1+4,2,4 1,1+4,2, f,f+2 1+4,2, EWGF df+2 on CH ------ 1,1+4, d/f+4,4 1,1+4,2,4 1,1+4,2, f,f+2 TGF,3 b,f+2,1,2, df+4,4 b,f+2,1,d+2, f,f+2 b,f+2,1,2, f,f+2 ======================================================================= UNCONVENTIONAL JUGGLES ======================================================================= 1+4,2,d+4 or f,N,d,DF+4 ------ 1+4,2, df+4,4 1+4,2,4 1+4,2, f,f+2 1+4,2, EWGF df+4, 1+4, df+4,4 f,f+3 ------ 1+4,2, df+4,4 1+4,2, f,f+2 1+4,2, EWGF b+4 on CH ------ 1+4,2, df+4,4 1+4,2,4 1+4,2, f,f+2 1+4,2, EWGF df+4, 1+4, df+4,4 -Stun Punch juggles- b,f+2 on CH ------ EWGF(WGF), TGF,3 the most difficult juggle in the game EWGF(WGF), b,f+2,1,2 , f,f+2 EWGF,.....any standard juggle after the EWGF d+3+4,....any standard juggle after the d+3+4 TGF,3 b,f+2,1,2 -Electric Block juggles (against flying moves)- B+1+2 ------ 1,1,2 1,2,2 1,2, d/f+4,4 1+4,2, f,f+2 1,2, WGF 1,2, f,f+2 1, b,f+2,1,d+2 1, b,f+2,1,2 b,f+2,1,d+2 b,f+2,1,2 -Flip-over juggles- SS+2, 2,(flip) ------ b,f+2,1,2, 4~3 b,f+2,1,2, f,N,d,DF+4 SS,WS+2 ------ TGF(flip),3, 4~3 f+4(flip), b,f+2,1,2 4~3 df+1(flip), b,f+2,1,2, 4~3 2, b,f+2,1,2, 4~3 EWGF(flip), 4~3 -Face down sweep juggles- FCD,3 ------ 1+4,2,4 1+4,2, WGF 1+4,2, f,f+2 WS+4, 1+4, df+4,4 WS+4, 2, f,f+2 1+4,2, df+4,4 WS+2, df+1, f,f+2 -Dive stun juggles- f,f+1+2 (on the ground) ------ 2, b,f+2,1,2 2, b,f+2,1,d+2 f+4, 1+4,2, f,f+2 ======================================================================= TAG JUGGLES/PARTNER ADVICE ======================================================================= One of the coolest new abilities in Tekken Tag Tournament is the ability of one character to start a juggle, tag out, and have the partner continue it. This creates some of the most impressive and flashy gameplay you will ever see. Below I not only have tag juggles listed for each character, but a rating for each of Jin's partner possibilities. Each section will start with Jin starting the juggles, followed by the partner starting. The rest should be the familiar format (these ARE NOT ordered in difficulty). For now, I'm only going to include Heihachi because I wanted to start this but I'm very busy with school, so I guess I'll need some help. In the end, I hope to have tag juggles with every character. Hope this CURRENTLY small section will help (I know there a lot of Jin/Hei players :D). ----------------------------------------------------------------------- HEIHACHI - ***** ----------------------------------------------------------------------- Jin, as I've said, makes a good partner for any character, but I believe that Heihachi is the best to tag him together with. In my opinion Heihachi was practically made to go with Jin. They tag in and out together very easily, are both power characters, compliment each other nicely, and hey, they're both Mishimas. What else do you want? :D WS+2 ------ WGF~5, f,f,N+4 WGF,WGF~5, f,f,N+4 b,f+2,1,d+2~5, f,f,N+4 1, b,f+2,1,d+2~5, f,f,N+4 ~5, 1, d/f+1,2~ f,f,N+4 ~5, 1,1, d,d/f,f+2 EWGF_WGF ------ WGF~5, f,f,N+4 WGF,WGF~5, f,f,N+4 b,f+2,1,d+2~5, f,f,N+4 1, b,f+2,1,d+2~5, f,f,N+4 ~5, 1, d/f+1,2~ f,f,N+4 ~5, 1,1, d,d/f,f+2 SS+2 ------ WGF~5, f,f,N+4 WGF,WGF~5, f,f,N+4 b,f+2,1,d+2~5, f,f,N+4 1, b,f+2,1,d+2~5, f,f,N+4 ~5, 1, d/f+1,2~ f,f,N+4 ~5, 1,1, d,d/f,f+2 d+3+4 ------ 1, b,f+2,1,d+2~5, f,f,N+4 b,f+2,1,d+2 ------ WGF~5, f,f,N+4 WGF,WGF~5, f,f,N+4 b,f+2,1,d+2~5, f,f,N+4 1, b,f+2,1,d+2~5, f,f,N+4 ~5, 1, d/f+1,2~ f,f,N+4 ~5, 1,1, d,d/f,f+2 *********************************************************************** ws+2_WGF_EWGF ------ ~5, b,f+2,1,2_d+2 ~5, b,f+2,1,d+2, f,f+2 ~5, b,f+2,1,d+2~5, f,f,N+4 1, d/f+1,2~5, f,f,N+4 WGF_EWGF~5, b+4_f,f,N+4 f,f+2 ------ 1,1, d/f+1,2~5, f,f,N+4 ~5, b,f+2,1,2_d+2 ~5, b,f+2,1,d+2, f,f+2 ~5, b,f+2,1,d+2~5, f,f,N+4 WGF_EWGF~5, b+4_f,f,N+4 d/f+1,2 ------ ~5, b,f+2,1,2_d+2 ~5, b,f+2,1,d+2, f,f+2 ~5, b,f+2,1,d+2~5, f,f,N+4 1, d/f+1,2~5, f,f,N+4 WGF_EWGF~5, b+4_f,f,N+4 ----------------------------------------------------------------------- HWOARANG - ***** ----------------------------------------------------------------------- Jin and Hwoarang make an excellent team as well. This one focuses a lot more on speed and finesse rather than pure power. A big advantage with these two is the way they can tag each other in and out. This is because they both juggle very well, and we all know the best time to tag is during a juggle while you're invulnerable. ws+2 ------- ~5, f+2, d+4~4 ~5, f+4,1, d+4~4~5, f,f,N+4 1, b,f+2,1,d+2~5, f,f,N+4 WGF_EWGF ------- EWGF, EWGF~5, f,f,N+4 ~5, f+2, d+4~4 ~5, f+4,1, d+4~4~5, f,f,N+4 1, b,f+2,1,d+2~5, f,f,N+4 SS+2 ------- ~5, f+2, d+4~4 ~5, f+4,1, d+4~4~5, f,f,N+4 1, b,f+2,1,d+2~5, f,f,N+4 d+3+4 ------- 1, 1+4,2, EWGF~5, f,f,N+4 1+4,2,d+4_f,d,d/f+4 ------- 1+4,2, EWGF~5, f,f,N+4 f,f+3 ------- 1+4,2, EWGF~5, f,f,N+4 b+4 on CH ------- 1+4,2, EWGF~5, f,f,N+4 *********************************************************************** d+4~4 ------- 2, f+2, d+4~4~5, f,f,N+4 f+4,1, d+4~4~5, f,f,N+4 ~5, 1, 1+4, d/f+4~4 ~5, EWGF, EWGF ~5, 1, b,f+2,1,d+2~5, f,f,N+4 ~5, 1, b,f+2,1,d+2, f,f+2 ~5, 1, 1+4,2, f,f+2 CD+4 ------- 3~4, d+4~4~5, f,f,N+4 ~5, TGF,4 CD+4~5, f,f,N+4 3+4, F+4~4~5, f,f,N+4 ~5, b+4, 1+4,2, f,f+2 ~5, b+4, 1+4, d/f+4~4 [RFF] F+4~4 ------- 2, f+3,2, d+4~4~5, f,f,N+4 f+3,1, CD+4~5, f,f,N+4 ----------------------------------------------------------------------- PAUL - ***** ----------------------------------------------------------------------- Paul and Jin make an excellent team because of the fact that they can play fairly similarly. Both are undoubtedly power characters, taking away huge amounts of health from an unsuspecting opponent very quickly. They both have the capability to reverse, which is a big part of many peoples styles. And when you add in Paul's pesky deathfist you know you can win :D. ws+2 ------- ~5, 1, f,f,1, qcf+2 ~5, 1, f,f,1, f+1+4 ~5, QCB+3,2,2 ~5, QCF+1~5, f,f,N+4 ~5, 1, 1, QCF+2 WGF_EWGF ------- ~5, 1, f,f,1, qcf+2 ~5, 1, f,f,1, f+1+4 ~5, QCB+3,2,2 ~5, QCF+1~5, f,f,N+4 ~5, 1, 1, QCF+2 b,f+2,1,d+2 ------- ~5, 1, f,f,1, qcf+2 ~5, 1, f,f,1, f+1+4 ~5, QCB+3,2,2 ~5, QCF+1~5, f,f,N+4 ~5, 1, 1, QCF+2 SS+2 ------- ~5, 1, f,f,1, qcf+2 ~5, 1, f,f,1, f+1+4 ~5, QCB+3,2,2 ~5, QCF+1~5, f,f,N+4 ~5, 1, 1, QCF+2 1+4,2,d+4_f,d,d/f+4 ------- 1+4,2~5, f,f,N+4 1+4,2~5, f,f+4 f,f+3 ------- 1+4,2~5, f,f,N+4 1+4,2~5, f,f+4 b+4 on CH ------- 1+4,2~5, f,f,N+4 1+4,2~5, f,f+4 d+3+4 ------- 1, 1+4,2, EWGF~5, f,f,N+4 *********************************************************************** QCF+1 (CH) ------- ~5, b,f+2,1,2, EWGF ~5, b,f+2,1,2, f,f+2 ~5, ewgf~5, f,f,N+4 ~5, 1, d/b+1 ~5, 1+4,2, f,f+2 ~5, 1+4,2, d/f+4,4 f,f+1+2~5 ------- b+4 b+1+4 ======================================================================= OKIZEME-By Red King ======================================================================= Once again, I liked Red Kings section more, especially the way he included all the ground positions. So I give the following sections: Okizeme/Stategies full credit to Red King. ----------------------------------------------------------------------- The word okizeme is used to represent all those "infamous" techniques that Tekken players use to inflict damage against a downed or getting up opponent; if one doesn't know how to get up, Okizeme can inflict more damage then any juggle or unblockable moves; is for this reason that I consider knowing how to get up properly a basic skill, and more than often, these techniques can be used to recognize a good Tekken player from a just average one. A well planned Okizeme can become a dangerous guessing game even for those players who know how to get up, and if used properly it can give you those spare points of damage which will allow you to win the match. Jin possesses some well suited moves for okizeme tactics, but before I go further I have to explain a basic concept about Okizeme: Okizeme starts with the move with which you knock down your opponent; I will try to explain what I mean. The most important thing about it is that you should exactly know how your opponent will land when you knock him down: will he land face up or will he land face down? And feet towards you or head towards you? This kind of knowledge can give you the advantage for the following guessing game; and getting up is THE guessing game in Tekken 3. Before analizing the moves you can perform during Okizeme, we must consider the possible ground positions and all the possible options your opponent have to get up: Possible ground positions (I will use the abbreviations used by tragic in his TEKKEN3 MANUAL): Play dead(PLD) : face up, head towards you Slide(SLD) : face down, head towards you Face down(FCD) : face down, feet towards you Knock down(KND) : face up, feet towards you Possible getting up options: -Tech-roll: your opponent can get up as soon as he hits the ground (as long as he lands in PLD or Knock Down positions) simply pressing the punches(roll TW the stage) or the kicks(roll TW the screen). -Roll(Fw or Bw): after having landed, your opponent may choose to roll towards you or backwards (pressing -f- or -b-); during the first part of the roll animation he is vulnerable to mid and low attacks and even to some high one. After the roll he may attack you with a low or mid kick (3 or 4 after the roll) which will came out with different speed depending to the starting ground position; as long as your opponent doesn't use Ling, Lei or Hwoarang, he can even perform the dive(remember that he can juggle you after the fw roll and dive if you block it). -Rise: your opponent can rise from the ground and block both high or low simply pressing up on the stick/pad. During the first few frames of the rising animation he is vulnerable to low connecting attacks, so if you hit him during these frames he will not be able to block. -Ground Roll: your opponent can decide to roll on both sides and change ground position (from face up to face down) or he can roll and rise; in the first case he will be able to rise, roll or attack, in the second case he can only block or attack. -Attack: your opponent can attack you with a mid or low kick almost from every ground position, but these attacks will came out with different speed, depending from the starting ground position. -Lightning kick: if your opponent is laying on the ground in KND position he can even perform a low kick, which has good speed but suffers a long recovery time; Hei, Bryan, Ogre, True Ogre, Kuma and Gun Jack can't perform this kick. -Lay on the ground: obviously your opponent may choose to lay on the ground, which in most case can be the safest option: you can hit him with a ground hit, but in most cases this hit will push him far enough to let him get up safely. Ok, we have analized the possible options, so now we can go straight to Jin's okizeme moves; as I told before, in the Move Analysis section, the main weapons for okizeme are: the White Heron, the Flip Kick, the Right Axe, the Hell Sweep and obviously low poking moves such as the left low jab or the right low kick. I will now consider some basic okizeme strategies based on your opponent ground position: -Opponent in PLD position: Your opponent will end in this position after the Twisting Wrist Toss (d,db,b+1+3) and after the right Side Throw. When your opponent is in a PLD position every hit that he takes during the rising animation will make him recover with his back TW you; this can give you a very important advantage , 'cause he can't block. Even if you hit him with a fast attack while he is performing an attack from the PLD position, you will be able to interrupt the attack and make him recover BK. In these case , the most useful interrupter is the low jab, 'cause if you connect you can juggle with a WS+2 (Rising Upper); the good thing about the low jab is that it is so fast that you will have better chances to hit your opponent(you can perform it twice). Another good attack you can perform is the Right Axe Kick, but it will push your opponent too far to juggle him; a well timed Overhead Blow (f+2) or Knee Kick can be devastating, 'cause your opponent will be pulled TW you (this is a sort of glitch) facing the wrong direction so that you can hit him with a Stun Punch Combo. If your opponent rolls back you can try to hit him with a Demon's Paw (ff+2) or with a Right Axe (df+4,4) at the beginning of the roll animation. If you think he is going to attack after the roll, then the best option is to run after him then sidestep on the left: both the low kick or the mid one can be sidestepped in this way if he tries to perform them after a roll from the PLD position. If you don't want to take the risk of the sidestep (the timing can be tricky), you can easily anticipate any attack with a Demon's Paw (f,f+2); if you want to show some skill you can even anticipate the attacks with a dash buffered EWGF (f,f,N,d,DF+2) and juggle your opponent. If you think that your opponent is going to block after the roll, then you can run after him and perform the Running Side Kick(f,f,f+3) so that he will take the guaranteed hit after it, or you can pursue him with a Crouch Dash and start a guessing game. Note that Lei can perform another attack when in PLD position, his 3+4: be careful and try to anticipate it with a White Heron or sidestep it on the right. If your opponent lays on the ground, hit him with a Hell Sweep or with a Flip Kick. -Opponent in SLD position: Your opponent will end in the SLD position after the standard right throw (Flip Toss); from here you should guess what your opponent is going to do: if he rises, you can juggle him with a White Heron or hit him with a Right Axe Kick in the first part of the rising animation. If he rolls back you can dash after him and immediately do a White Heron, which, if timed correctly, will hit your opponent during the first part of the roll animation. If you don't want to guess whether you opponent is going to roll or not (or you think that he is going to block after the roll), you can wait until he starts the roll and then perform a Running Side Kick (f,f,f+3 or f,N,d,df,f,uf+3); you will be able to take advantage of the guard stun and hit him with well timed Demon's Paw. If you think that your opponent is going to attack after the roll, try to anticipate him with a Demon's Paw. If your opponent simply attacks you with a mid or low kick, the best option is to sidestep on the right and crouch: in this way you will effectively sidestep a possible mid kick and block the low one (which can not be sidestepped at all), and in both cases juggle with a Rising Upper. A low kick will interrupt both the rising animation and the attacking one, but it will deal poor damage. -Opponent in KND position: This is the most common ground position, and your opponent will lay in this way after most of your juggles. As for all the other ground positions, if your opponent rises, the best option is the White Heron which will juggle and deal good damage; this move is also good to stop your opponent if he tries to roll back. In most cases you will start your okizeme tactics a little distant from your opponent (the last hit of a juggle will make him fly away), so I found that is better to make a step to shorten the distance and in the case that my opponent tries to hit me with a low or mid kick, immediately dash out of range and juggle with a WGF(EWGF). If your opponent gets confident and tries a FW roll (maybe to perform a dive) immediately stop him with a fast low-mid move (even an EWGF will work). Remember that while in this ground position your opponent can perform the lightning kick. If you think that your opponent is going to stay on the ground, you should hit him with a Flip Kick or a Hell Sweep; keep in mind that there are some juggles which will hit a non tech-rolling opponent, so if you think that your opponent is going to lay on the ground DO them. -Opponent in FCD position: Jin doesn't have many moves that will make your opponent end in this position, but since his reversal has one animation that will do it, I will analize even this ground position. The most important thing about this position is that in most cases, if your opponent lays on the ground a Hell Sweep will completely MISS, so be careful or you will be juggled with the standard low sweep (FCD,3). If your opponent rolls back you will hardly hit him during the roll animation, so I suggest you to run after him and perform a Running Side Kick. If your opponent rises you can hit him with an immediate Right Axe Kick or with a White Heron. -Tech-rolling opponent: Tech-roll is a new feature of Tekken 3 and it can be useful to avoid ground hits; the bad news is that your character recovers crouching and during some frames of the tech-roll animation (32 frames in total), he is vulnerable to low (between 20-21 frames) and mid (between 21-32 frames) attacks. So whenever your opponent tech-rolls, you should try to hit him during those frames, and since he can't block mid for a long period (compared to the other one), you should focus on fast mid attacks; the Right Axe Kick is very good at this task, even though a well timed Demon's Paw can do more damage. Hitting your opponent every time he tech-rolls is a good way force him to stay on the ground, which is exactly what you need to start your okizeme tactics. -Other ground positions: In some cases, such as the left side throw, the Striking Shiho Rage throw and some reversal animations, your opponent will end laying with a side TW you; in these cases you should learn how he will get up and how he will react to a direct attack (for example after the Shiho Rage throw your opponent will get up back turned). However you can always sidestep and get in a more comfortable position.... -Other advices for okizeme: Remember that even if you don't succeed in hitting your opponent WHILE he is getting up, you can always hit him AFTER he got up. Even in this case in fact, you can start a guessing game full of Throws, Uppers, low kicks, Right Axe Kicks, Hell Sweeps and so on... ---SOME STRATEGICAL ADVICES--- If you have read this guide to this point (I hope so...), you will have understood that Jin has all the weapons to give some hard time to every character in the game; however as I told in the preface, knowledge has spread during these years, so some old concepts that could have been useful in the past, now must be revisited. -Custom Strings and Set Up moves: Let's start with some considerations about the CUSTOM STRINGS: even if I think that the concept of "set up moves" is very important, I have to say that custom strings as we know them, are nowadays completely useless. To explain what I mean, I will take for example some custom strings mentioned in the BEST strategy guide (dedicated to Jin) I found on the net, the incomparable Slikatel's one. In the custom strings section he lists a "decent amount of pre-configured custom strings": d/f+1,2, d+1, WS+2 d/f+1,2, d+1, WS+1,2 d/f+1,2, d+1, WS+4, b,f+2,1, d/f+1,2, d+1, d+4, WS+4,4 d/f+1,2, d+1, WS+4, f,f+2 d/f+1,2, d+1, WS+1, d/f+1, d/f+4,4 d/f+1,2, d+1, d+4, D+1+2.... d/f+1,2, d+1, WS+1, 1,2,4 d/f+1,2, d+1, WS+2, f+4 etc.... Let's go step by step: the first move is a Twin Lancers, and I must agree that it is a good set up move (if it connects on CH); after it we have a low jab and then, in most cases a WS move; well against a skilled opponent this string is useless and most important it can be a sort of suicide: If your opponent blocks the Twin Lancers, he can EASILY anticipate the d+1 with an average fast attack, due to the recovery time of the Twin Lancers. If your opponent is not so reactive you go on and perform the d+1; if he blocks the d+1 he can EASILY anticipate the following WS attack even with a HIGH move; so even if the Twin Lancers hits, your opponent can block the d+1 and anticipate you from there. Let's take for example a Jin vs Jin scenario: The P1 wants to performs the custom string df+1,2 ,d+1, WS+2,; that's what may happen: -P2 blocks the Twin Lancers and performs a Flash Punches Combo: P1 will take all the combo in his face(the same thing would happen if the df+1,2 hits not on CH; P2 would have blocked the second hit and anticipate P1 with a fast attack). -P2 blocks the df+1,2, waits, blocks the d+1 and performs a Right Axe Kick (or a Flash Punches Combo): P1 takes the attacks in his face. -P2 takes the df+1,2 on CH then blocks(hopely) the d+1 and attacks with a fast attack: P1 takes the attack in his face once again. -P2 takes the df+1,2 ,the d+1 and the WS+2: well, P2 is definitely not a good player. The most important rule in Tekken3 which makes the custom strings almost useless is that if your opponent blocks a d+1, d+2, d+4 and other poking attacks, he will always have a good advantage for the following attack. Most of the strings above mentioned start with the Twin Lancers, but I can tell you for sure that if it doesn't connect on CH, your opponent can ALWAYS anticipate you after having blocked the second hit. Obviously if the Twin Lancers connect on CH you will have a good advantage but your opponent will surely know it and in most cases, he will try to block the following attack; since it will be a d+1(in the custom string case), he will be able to block and counter you from there. Most people feel comfortable after a d+1 (even if blocked) and try a WS attack: sometimes this can be one of the reasons of their defeats; obviously if the d+1 hits you will have the advantage, and you will be able to perform the WS move, but at a high level of play your opponent will almost surely block it. That's why I don't consider custom strings useful as long as you are playing against a good opponent. Instead I would like to stress the importance of a good SET UP game: the concept is similar to the custom string one: you perform an attack which will give you a reasonable chance to hit your opponent with another move. The purpose of a set up move is to fool your opponent and force him to make a mistake; in most cases a guessing game is involved in this process, cause in Tekken3 there is a counter move for each attack (with some exceptions like guaranteed hits). I will make an example to explain what I mean: You perform a Twin Lancers and hit your opponent on CH; now Jin is at the perfect distance to perform a Stun Punch; if your opponent performs a move which is not very fast, the Stun Punch will connect on CH( and this is exactly what you want). Your opponent however may anticipate you with a low jab (remember that he recovers crouching after the 2nd hit of the Twin Lancers); in this case you can wait, make him whiff, and punish him during the short recovery time, or you can try to anticipate him with a Right Axe Kick; obviously your opponent may decide simply to block after being hit by the Twin Lancers, and in this case you can throw him and go for okizeme. In all the cases your opponent will be forced to think fast and play defensively. As you may have noticed, your opponent has always one option to counter your strategies, but if he makes a mistake you will be able to inflict him a good amount of damage. A good set up move has often some "stun" properties, will give you a slight advantage or will put you at the perfect distance to perform another move. I will list some (to my opinion) good set up moves: Flash Punches - the first two hits Twin Lancers - when it connects on CH Shoot the Works - if blocked One-Two Knee - if it connects Knee Kick Right Mid Kick Overhead Blow - both if blocked or if it connects Running Side Kick - if blocked You should practice and make some experimentations to find the proper way to use these or other moves to build your own set up strategies; however try to never create a pattern 'cause you will become predictable and this is the worst mistake you can make. -Poking: Poking is a term used to indicate fast attacks with very high priority which will interrupt most of your opponent attacks. These kind of attacks will deal in most cases low damage, but will sometimes frustrate your opponent giving you a good psychological advantage. Jin has many good poking attacks and some of them can even inflict good damage or set up for other moves; I will list some of them: 1 1,1 1,2 (,3_,4) d+1 d+4 f+4 df+4 df+1 (not exactly a poking move, but kinda of..) The most important thing about pokes is that, as you may have read in the custom string section, in most cases you must stop whenever your opponent blocks one of these attacks, otherwise you will be anticipated (it will always happen after a d+1_2 or d+4). Whenever you hit with one of these moves you will have a slight advantage for the following attack, so in most cases if you perform two consecutive pokes and your opponent tries to attack, you will hit him twice; obviously you must choose compatible pokes, or you will miss with the second one: for example if you poke with a f+4(which will push back your opponent) you should follow with a df+4 instead of a d+1, cause the second one is very short and could miss. As you may have noticed some poking attacks can be even useful set up moves, so be sure to master their utilization. Another good way you can use some (not all) pokes is as "set up" for set up moves....hem, even if it sounds strange it is possible. The concept is simple: if you hit with a poke, you will have a little advantage, so you can try to perform one of your favorite set up moves. Note that THIS IS NOT A CLASSIC CUSTOM STRING, 'cause you will go on with the attack only if you hit (probably on CH) with the first move; otherwise you must stop or you will be countered easily. As I wrote for the set up moves, do not create patterns or a good opponent will kill you in seconds. Finally, remember that pokes are the best interrupters that your character has, so use them for what they are. -Spacing and Recovery times: ======================================================================= As I told in the introduction I consider the knowledge of spacing and timing really basic skills. The concept of spacing embraces ,not only the right position to take during the match in order to use your favourite moves, but also the ability to read your opponent game style and make him whiff with some (most) of his moves. Jin is very good at this 'cause his fw and bw dash are wide and quick, not to mention his sidestep to which I will dedicate an entire section; furthermore many of Jin's moves can be dash buffered(or CD buffered) to gain more range and this can be very useful to make your spacing strategies more deadly. Dashing in and out, however, must be done with skill (due to the long recovery time that the bw dash has) or you will be hit in the process. For this reason you should learn the range of your opponent moves (at least the range of the moves that he uses more often) and try to take advantage of it. I think that Jin is a good all round character, but it can be more deadly if use at mid range; from this distance you will be able to dash out (sidestep) most of your opponent attacks and punish him, or you will be able to counter him with Jin's fast hitting moves. Obviously you won't be able to dodge all of your opponent' attacks, so at this point, the knowledge of recovery times becomes invaluable. When I say recovery times I don't want to mean only those recovery times that will allow you to hit your opponent for free (you have to know them if you want to inflict the maximum damage to your opponent), but all the recovery times that give you even only a slight advantage (or disadvantage) for the following move. If you know when your attacks will have priority, you will be able to set offensive strategies more accurately and with less risks. -Psychological domination: Well by now you should know most of Jin's best weapons and strategies, but none of them can give you better chances to win than a "psychological domination." If you are a good T3 player you may have noticed how, against an even-skilled player, the match often turns out in a poke war in which, as the good old Abrar wrote, "both players try to get the upper hand". It may happen that one of the two players succeed in this early in the match, maybe with a powerful juggle, but believe me, this is the exception, not the rule. The subtle balance in these matches is not dictated by moves or strategies, but dictated by psychology; I have won (and lost)loads of matches which were entirely in my opponent's hands by gaining a psychological advantage, obtained maybe just blocking two or more consecutive attacks or escaping one or two throws at the right moment. So I suggest you to try to remain calm for the entire match, even when things turn bad for you; since Jin (as almost every other character) can easily extinguish half of your opponent life-bar (even more with some juggles), the match is, if you don't "psychologically" give up, balanced till the last point of damage. For this reason, whenever you are very near to victory, don't hurry, don't take useless risks, wait for the right opportunity and strike. Another good way to gain psychological advantage is to punish your opponent whenever he makes a mistake or you read his game; hitting him during all his long recovery times, ducking under a throw attempt, staying out of range or side-stepping his best attacks, blocking consistently his low-mid pokes, can put on him a lot of psychological pressure; maybe he will attack sconsiderately with his most powerful moves(which is good) or better he may stop to attack, too frightened to retaliate, giving you the opportunity to dictate the game and.... "get the upper hand". Other good psychological agents are okizeme (see Okizeme section) and unexpected Reversals (see related paragraph in the Moves section). Obviously if your opponent is skilled he will try the same "psychological trick" against you.... ---THE SUBTLE ART OF SIDESTEP--- I think that among all the innovation that Namco has made in this chapter of Tekken, the most important is the Sidestep. This brillant feature adds depth to the game, giving the player the opportunity to build spectacular and effective gamestyle to face aggressive opponents with effectiveness and style. Since I started to play, sidestep has been my favourite move, and even if some characters are better than others in the sidestepping game, I always try to include it as an important part of my gamestyle. Luckly Jin has a very good sidestep (quick and deep), so when I started to play him (he was my first character) it didn't take me long to find a proper use for it. The most important thing about sidestep is that, obviously, it gives you, whenever you successfully sidestep an incoming attack, the chance to hit your opponent; even in this case some characters have better moves to use after a sidestep, and again Jin is one of them: his Tooth Fairy (maybe the best SS attack in the game), his Rising Upper, and his EWGF (the normal WGF won't juggle from the side) are really good at this task. Remember that you may interrupt the sidestep animation with any stick motion or with the pressing of any button, but you will not be able to block in the very first part of this animation (between 1-11 frames). However sidestepping is not as easy as it seems, 'cause most moves have a natural way to be sidestepped (you must SS them on one direction only), and some of them can't be sidestepped (almost) at all. Before starting to analyze how to deal with each character and their most common attacks, I want to explain the difference between the various ways to sidesteps. A first and universal consideration should be made for what concerns the position at which you will end after a SS: as long as you aren't performing an "interrupted" SS, the nearer you are (to your opponent) at the moment that the SS takes place, the deeper your sidestep will be; another parameter that will influence the depth of your SS is the range of the attack you are going to sidestep: the longer the range, the deeper the SS (the SS of a very long-ranged attack such as Hei's f,f+2 for example, will make you end behind your opponent). The first way to sidestep is the most common one, that is when you sidestep anticipating your opponent's attack (you start the SS before your opponent starts his attack); this SS requires obviously some guessing skills, and should be performed from short-mid range, 'cause at the long one your opponent's attack may trak and hit even if the direction you choosed for the SS was correct. This kind of SS can be dangerous, 'cause you must rely only on your guessing skills. The second way to perform a SS is to do it as reaction; it is the most difficult way to sidestep an attack and some moves can't be sidestepped in this way; you need good reflexes and still a bit of guessing skills. As I told before, some moves have a natural direction on which you have to choose if you want to successfully sidestep; however there is a way to side-step that may give you the opportunity to sidestep some attacks even on the wrong side. IN order to do this you have to perform the SS motion and at a point of its animation hold back (-b-) with the stick/pad. In this way the sidestep will be less deep(you actually stop at that point), but you will move very slightly bw, so that your final position will be less by side but little more distant from you opponent. With the powerful technology I have in my hands I will show you a visual example of the difference between a stopped SS and a normal one (please forgive me...): Starting position After a "stopped" SS After a normal SS _ _ _ _ P1 O_ _O P2 P1 O_ P1 O_ _ _ _O P2 _O P2 I will make an example of a possible scenario in which a stopped SS could be useful: -A Jin vs Jin match: P1 is going to perform a Demon's Paw(f,f+2); P2 can sidestep it easily on the right, but in the case that P1 makes a feint and performs a Hell Sweep he would be hit by the sweep(that must be sidestepped on the left); so P2 decides to sidestep on the left, which is not the natural direction to sidestep the Demon's Paw; in this case, if he holds back during the SS (and stops it) he will be able to sidestep even the Demon's Paw (or in the worse case block it) otherwise he will be hit. This concept is more difficult to explain than to do, so don't get scared by my complicated explanations (uhh..my english) and just try it in practice mode. As you may have understood this way to sidestep can be very usefull when you face a character which has a lot of moves which must be sidestepped on one direction and just one or two (dangerous) which should be sidestepped on the other side. -Attacking after a sidestep: As I told before, Jin has some really good attacks he can perform after a successful sidestep, but obviously some of them will be more suited for certain situations. The most usefull attacks in Jin's arsenal, in the case of a SS, are: the Tooth Fairy, the Rising Upper, the EWGF, his Throws and the Flash Punches Combo; let's analyze the different cases. The utilization of each move is dictated by the distance from your opponent at which you will end after the SS, so I will consider each move separately; I assume that you perform them after having successful sidestepped an incoming attack. Tooth Fairy: you should use it whenever you perform a deep sidestep and end at mid distance from you opponent; be sure to perform it during a long recovery time and not in fron of your opponent, 'cause if blocked, you will be hit for free. Rising Upper: you should use this upper whenever you end near to your opponent 'cause it lacks the range of the Tooth Fairy; remember to learn how to perform it quickly after a sidestep 'cause it is Jin's best juggle starter. EWGF: very usefull when it comes to juggle after a "Stopped" SS cause it is very quick and juggles even on CH; the only drawback of this move is that you have to train properly if you want to perform it whenever you need it. Flash Punches Combo: the ultimate punishment for all those moves which have very short recovery times, the best attack after a short SS cause will almost always anticipate your opponent. Throws: throws work well after every kind of sidestep as long as you end at short distance; otherwise you will waste a good opportunity to inflict some damage to your opponent. -Offensive sidestep: The most obvious use of the sidestep is the defensive one, but there is another way you may use it, that is in the offensive game. This strategy consist in get close to your opponent (with a fw dash) and perform a sidestep (or two) even when you think that he is not going to attack. In this way you can achieve two main objectives: first of all this can be the most effective way to get close to your opponent, since the sidestep may dodge pokes and defensive moves; in the second place, if you do it correctly you will make any following attack less likely to be sidestepped. After a the sidestep you should perform a fast attack or a throw. I have noticed that most players tends to duck when you get close in this way, so you can perform a quick WS+2 and juggle them; after a few successful attempts your opponent will inevitably stand and block, so that you can throw them (the Striking Shiho Rage is a very good option 'cause you can delay the throw and perform it during the crouching animation) or hit with an Hell Sweep. A reactive player will try to anticipate you with a quick mid poke (cause if you perform the WS+2 you may duck a high attack) or try to dash bw, in this case you can perform an EWGF, a Flash Punches Combo or, if you think that his attack will be faster then yours, you can block or even try a Reversal. As I told before, if you sidestep correctly, your attack will be less likely to be sidestepped; this will happen when you sidestep in the direction that your opponent may choose to sidestep that attack; I will make an example: If you perform an EWGF your opponent will be able to sidestep it on the left; but if you sidestep on right (which is his left...) before performing the EWGF you will probably hit your opponent even if he makes the SS; I say probably 'cause if you start the EWGF too late your opponent may sidestep it. ----------------------------------------------------------------------- ======================================================================= CREDITS ======================================================================= -well, it's obvious that most of the credit has to go to Red King (I put in all that time in making this just to realize that his is better, so definitely check his out). -Exar Kun for the help he gave me with the Devil-Jin Possession and Wave Dash sections -the moderators at Tekken Zaibatsu for the Frame Data -my pal Owen for his tight Lei play -my friend Bill for the great King matches he has given me -my friend Andy, as he is a fellow Jin player -my friend Jeff, who's got great okizeme with Heihachi -all the guys at the Tekken Salute/Zaibatsu message boards for hundreds of interresting Tekken conversations -and finally, to Namco for making my absolute favorite game ======================================================================= DISCLAIMER ======================================================================= This guide is meant to be freely distributed on the web without any change as long as it is for personal use; if you want to take any part of this guide and use it in another context please e-mail me beforehand at firstname.lastname@example.org(have I mentioned that address enough?). This faq is (c) of Jim Fitzpatrick, Tekken is (c) Namco.