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Tekken Info


















Table of contents

~Basic Moves
-Side stepping
-Reversals
-Chicken
-Buffering
-Okizeme
-Blocking

~Who to use?
-Nina Williams
==Why?
==Moves to use
-Julia Chang
==Why?
==Moves to use

~Basic strategies
-Keep it simple
-Mix it up
-Counter hits and side steps
-Reversals and chickens
-Parrying, Blocking and more side stepping

~Types of characters
-The Lumber J.A.C.K.s
-The Manji Clan
-Williams' Cyrofreeze
-The -angs
-Martial Artist Wannabes
-Mishimas and Kazamas
-The Genetic Freaks
-Street Brawler Rejects
-The Demonic Three+1
-The Mashers' Club Dream

~Links
-Tekkenzaibatsu.com
-GameFAQs.com
-Others






**********
**Basics**
**********


Controller settings

N = Bring the d-pad to a neutral position
u = tap up
d = tap down
f = tap forward
b = tap backwards
U = hold up
D = hold down
F = hold forward
B = holdbackwards
QCB = quarter circle back or d, d/b, b
QCF = quarter circle forward or d, d/f, f
HCF = half circle forward or b, d/b, d, d/f, f
HCB = half circle backwards or f, d/f, d, d/b, b
anything with / is done togetther, like d/f if down forward.
Left Punch-Right Punch-Tag
Left Kick-Right Kick
Is...
1-2-5
3-4

SS is sidestep
WS is while standing... meaning getting up from a crouch
WR is while running
CD is crouch dash, executed f, N, d, d/f
+ is tapped or held at the same time
anything in []'s is to be held till we tell you not to :P
FC is in a full-crouching position
~ means FAST tap!
< means delayed tap...
Snake dash/Light dash/Wave dash these mean those a-hole crouch dashes canceled and done again... imagine 2,000 consecutive, almost simoultaneous crouch dashes and you have the light/wave dash... imagine canceling them into side steps then starting them off again and you have snake dashes. etc. etc.

Side Stepping
By Pressing either u or d you get the sidestepping movement going up or down. VERY crucial to any game... ussually SS+2 and SS+4 are pretty good, and try to land things like SS+1+2


Reversals
Somebody once told me that by learning how to do reversals, I was ensured the win. That was crap advice. Although reversals are pretty useful in tekken, chickens are there to prevent you from doing them too often. ^_^

Chickens
Use these, chickens are the reversals to reversals. Like for example, Julia's f+1+2(shove it up), if you buffer [f+1]+3, and the opponent counters, then his reversal will be countered. More information on buffering in the next section.

Buffering
These are simply pre-inputing commands for the next move. For example, if Bob's(Hwoarang ^_^) simple throw is 2+4, then he can buffer like this: Bob uses 2(standing right jab), and hold's that [2] then presses 4, or [2]+4 it will result in... first Bob will do a standing right jab, then he will do his throw.

Okizeme
For lack of a better word to say this, we use Okizeme instead of saying "Moves that keep opponents on the ground". This is done by doing moves that hit grounded opponents and using them over and over, therefore not letting the opponent ever get off the ground to battle with you. It is, in effect, cheap. But that's a part of the game, so nyah. :P A good example is Nina's FC_d, d/f+4(Wipe off the floor) which hits grounded opponents and keeps them there.

Blocking B, or D/B will result in blocking. This is pretty good to get rid of those annoying as hell 10-hit-strings. To say the least, the 10-hit-strings are crap. No need for them... ever! Watch out for throws and unblockables. This kind of thing is crucial to turtlers, who block all day and wait for the right time to attack, like Paul. Blocking isn't as good as parrying or side stepping, IMVHO, and should not be used as a replacement.






Who to use?



Nina Williams

Why Nina? Besides being the most beautiful piece of polygonal artwork, IMHO, Nina is a very versatile character. You can play her as a juggler... her d/b+3+4(divine cannon, 20 frames) is a pretty good class 2 juggle starter, as long as you hit it. =( You will probably never get this in in a battle against an expert, but expect to get it in the other 75% of the time. Also, since she has pretty good side stepping moves like SS+2 and SS+4, you can have her as a turtler or side stepper. Also, many of the Nina players I have seen nowadays tend to use her as a CH(that's counter hit) player, which is okay. Also chicken and chicken away. Heh... now on to the moves:


d+3, 2 (Low Kick, Uppercut)
Nina kicks low, then du'h... uses an uppercut. Pretty good short range move, good when doing up-down mix-ups... use sparingly, though, since the uppercut can be easily ducked, then somebody might use EWGF(Electric Wind God Fist) from a crouch dash and BOOM! You're gone.


d+4, 1 (Shin Kick, Jab)
Nina kicks low, then jabs. Awesome kickass move, can get your opponents off-guard. Watch out though, because the jab can be ducked... CD-->EGWF is lethal... Use this a lot in juggles and custom strings


SS+2 (Lift Shot)
Nina side steps, ducks down and then strikes short. Side step and then hit! What better than that? It is quick, it ducks first and if CH, it juggles and that's long enough for you to do the complimentary d+4, 1... Good!


SS+4 (Heel Slicer)
Nina side steps, then does a low, sweeping kick. Another sidestep move, this one comes out pretty slowly, and can be a waste of a move sometimes, but possible knockdown and anti-WGF(not EWGF, though) is a a great plus, and having great tracking helps a LOT! Believe me...


WS+3 (Spider Knee)
Nina rises shortly, then kicks in her knee. You can crouch forward... inch your way to your compettition and then suddenly, when getting up from the crouch... WS+3! That always proves to be a catchy thing. Since no one expects it, that is... You even can get it to hit with experts and stuff. Masters need respect, though, so try not to use it on them, if you don't want to provoke their wrath


d, d/f+4 (Wipe off the floor)
Nina gets down on all 4s, then pivots on her hand in a slow, sweeping motion. Dont' EVER use this move up-close... trust me, it does no good when you have SS+4 in your arsenal... do this at about 4 characters' body width and smack away! Very useful in Okizeme battles... just remember that it starts out and ends VERY slowly.


f, f+3 (Bad habbit)
Nina dashes a bit and then kicks ass... literally. What kind of Nina player doesn't use at least one bad habbit per match?(Lame pun, not meant literally) You know they stuff this in their pants as fast as they can... kick ass with this move... heh, but this is a poke... not meant for serious combo-ing...


d/b+3+4--> u/f+3--> d+4, 1(Juggle)
Bah... this is what you want to connect... the divine cannon to snap-hop kick to shin kick jab... a basic juggle, but I'm only going to teach you one... the rest is up to your imagination to do....




Julia Chang

Why Julia? Why I can use 2 words to sum up why... MAD AXES! Sure enough, this move(a throw) kicks all ass all over the place. Great for battling turtlers and then some. Also, her 4, 4, x combos are pretty good, too... her standing 1 is only 8 frames... Julia WILL kick... not very good with her okizeme game, but on that note she excels in having some of the greatest juggles in history... and of course... her mad axes!


1 (Standing left jab)
Julia jabs... REAL fast, like 8 frames fast. An awful lot of recognition for just one move, huh? Well, this is Julia's best poke, to say the least. You often won't see people finishing this into her 1~1, 1, and that means a LOT.


1~1, 1 (G-clef launcher)
Julia jabs, does a downward smash, then does an up-ward smash. Oftentimes masters and experts alike don't finish this and stop at either the 1~1 or just the 1. This is pretty useful and moderately strong, but the 3rd 1 bounces off when blocked and also leaves you wide open when whiffed.


QCB

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<F+2 (Mad Axes!)
Julia grabs the opposition, smacks em' quick in the face, makes them kiss the ground and tosses them like yesterday's trash. YOU WANT THIS MOVE! Not only is it Julia's fastest and one of her strongest throws, it is easy to do and has the longest range. VERY useful against turtlers and fools. Only 10 frames! USE! A LOT! USE! USE it or I'll mash your head into mush!


4 (Standing right kick)
Julia kicks the opponent. Pretty decent and pretty strong, very few animation frames, use wisely and sparingly.


4, 4 (Spinning razors kicks)
Julia kicks high, then kicks low. Great move to catch dumbarses off-guard. Pretty decent range, and that high-low whing always messe up those indecent, inexperienced scrubs. Overuse this and punish scrubs and mashers alike.


4, 4, 1 (Spinning razors kicks to uppercut)
Kicks high, kicks low then... does an uppercut? Yes, use this move a lot... punish those scrubs and make them scrub your toilet! The high-low-mid always gets them. Try not to use this against masters or decent turtlers, as this sometimes leaves you all blank and open.


1~1, 3, 4 (Mini-G-clef to shooting arrows kick)
Julia throws a jab, smashes vertically, sweeps and then jumps up forward and kicks. WTF? Why did I put this in here? To especially tell you this: Never EVER use this move... well, against even little experienced players... they can kill you faster than a standing right kick if you use this, so don't!


d/f+2, 1 (Slow punch to slow punch/throw)
Julia does a punch, then throws the opponent into the air. Yay.. this move works ocasionally... but use only like 1-2 times a round. Careful when using it!


f, f+1 (The infamous ELBOW!)
Julia dashes a bit, then does an elbow. Another reason why Julia players are SO very hated sometimes, is this! Quick recovery, swift start and knockdown are all you need to be convinced that this is a kick arse move. The downfall is this move only takes 10 damage... >_< Poke with this when needed.


f+1+2 (Shove it up)
Julia takes a step forward and hits with both hands in a sort of cresent motion. Use, then chicken! Use this, then buffer f+1 into [f+1]+3 and you have a kick arse move... just shove it up you candy arse, jabroni!

d+4, 1 (Razors edge)
Julia sweeps, then uppercuts. Useful ONLY when used in okizeme and juggling, sometimes. Simple, yet pretty powerful. Try to use 3+4, SS, 3+4~d+4, 1, since the triple side-step kicks a lot of arse...


d, d/f, 1
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(Lightning Bolt)
Julia does a super-quick jab and then an elbow. Use this when at about 2 characters' length away from your opponent. It surprises them like whop! Beware, though... if you do it wrong, you might end up doing a flash uppercut... XD


d/f 4, 2, 1 (Mountain Crusher)
Julia does a short kick, fist, then an elbow. Works, really... does some damage, too... you can whiff the kick, and still hit with the punch or maybe the elbow. If the fist misses, try to finish it prematurely and maybe come in with a QCB, f+2 mad axes...


WS+2, 2_3+2, 2 (Tequila Sunrise)
Julia does an uppercut, and then does an elbow. Woohoo! This move r00xx00r! It is so surprising after a lightning bolt that you can catch virtually anybody off-guard. For 1 round, at least... when the lighting bolt-->Tequila Sunrise gets old and moldy, get to using your mad axes again. XD


d/f+1+2 (Double underhook suplex)
Julia hooks the arms of the opponent and suplexes him around. Meh... after seeing and doing mad axes for the 9283102312312312312312833th time, this would be an apprpriate change of pace... and certainly could be your victory. Once opponents start EXPECTING mad axes, and know the button to unlock it, use this, and it will leave them staring for DAYS.









********************
**Basic strategies**
********************




Keep it simple


Basically what this means is that you don't have to use ten hit strings like King's 1, 2, 1, 2, 2, 4, 4, 4, 2, 2 to win battles. All you really need are simple moves, juggling abilities, skills, reaction times, experience and stuff like that. You can't train for them or whatnot, but you have to be able to 'feel' it. Using Nina's d/b+3+4-->u/f+3-->d+4, 1-->d+4, 1-->d+3, 2-->d+3, 2 and okizeme with d+3, 2 and d+4, 1 you will be able to finish at least 85% of an opponent's lifebar before they are able to do anything... meaning what? Just CD+3-->QCF+3+4, 3+4, 3, 4, 1+2 and they're finished. That, of course, was her crouch dash-ed bad habbit to takedown to armlock, since bad habbit stuns. Maddening, isn't it? And if after the juggle and okizeme, they manage to tag out, the bad habbit linker will get them, and bad, since they shouldn't be expecting it.


Mix it up


What this means is that if you have gotten into the habbit of using the same d+3, 2 and d+4, 1 combos that you should not KEEP using them. Variate everything... like if someone expects the QCF/CD+3+4, 3+4, 3, 4, 1+2... then use u/f+1+2 or d/f, d/f+2 or 2+4, 1, 2, 1, 2, 1, 3 instead. If you've used the divine cannon for the umpth-teenth time, then start using SS+2 as your juggle starter... then maybe after 6 of those, change back or whatnot. Masters and some everyday players can adapt VERY quickly, so attack often and swiftly. Most experienced players tend to end their combos short, so as not to get reversed or whatnot. Just dont use the same 4, 4, 1 with Julia and expect to win EVERY match you play, except for those God-forsaken EGWFs... heh... I know I don't...


Counter hits and side steps


WHAT'S THIS? I thought Yoshi's sword thing did only 90 damage... how in the heck did it kill me instatly? I should really get off this instant coffe... Ever hear that before? Yep... sometimes some moves, when hit with either major or minor counter, damage is increased... moderately, or not, at times... Side stepping and quick moves, like Julia's standing 1 and Lee's f+4 are killer to these things. Imagine... a Paul scrub who does deathfist... hoping to kill you and then... huh? 'But my deathfist is fast... fast, I tell you, fast! How did that weak kick hit me? Deathfist? Huh? No! Deathfist! No... waaaaa...' I could just imagine it... making a 16-year old cry with Nina's SS+2-->d+4, 1, d+3, 2... over and over again... use these a lot! Also, side stepping is a great way to get out of a-hole-ic combos like Baek's seemingly unending flurry of kicks. Watch out for good-tracking moves and roundhouse kicks and anything that spins... those can be deadly to your side stepping game. Do this sparingly, or your opponent might just want to open a can of Hell sweep- whoop ass on your arse!


Reversals and Chickens

I'll give you the example of Wang, whose reversal can't be chickened. You're playing Wang against a Paul scrub and can anticipate an incoming deathfist(heh...) what do you do? Reverse! Just use the tried-and-true method of inputing b+1+3 or b+2+4 and WHAM! You've got him, babe... his hit won't hit, and your hit will damage like a *****... also, chickening, like Julia's f+1+2 to [f+1]+3 will crap out these reversals. Any time you see a slow coming move, peek at the opponent's hand to see if he's going to chicken... if not, REVERSE! He's toast if he doesn't chicken... and about chickening... use slow-ass moves that do ass-butt damage like Julia's f+1+2 with chickens for added damage. Very useful so as not to give off... a scrubby impression to your local masters.


Parrying, Blocking and more side stepping


Whippin' ass is more than just flashy moves, reversals, countering and attacking... there is also this little thing we call blocking. Although ublockables and throws might mess up your game with these, whip as much up as possible so as to be sure to beat down the competition. d/f makes an auto-low-parry, which helps a lot, especially against Julias. Heh... Side stepping will also help improve your overall defensive game... so it IS up there with blocking and parrying... just beware of very skilled players and always block, parry or side step till you find an opening, and attack that opening. Me = out!








The Lumber Jacks
The Lumber Jacks... why? They all are HUGE ass mother-****ers, meaning they kick some arse and they all lumber along their ways. 1/2 of them are Jacks, so I HAD to call them jacks... also, They all have their slightly variated version of f+1+2... which is good, since they play relatively the same. They all, I think, have pretty decent x+1+2 attacks... x meaning variable... and they all deal out and can sustain more damage. Not fast, but powerful, and long-lasting.
//Prototype Jack, GunJack, Jack 2, Kuma, Panda, Ganryu\\


The Manji Clan
The Manji clan, or the mitsus, are the two tekken fighters with weapons. TONs of unblockables, and b+1, 1, 1... and d+4, 4, 4... and d/b+2, 2, 2... are their 'signature' moves. Quick, powerful, effective... almost everything you need... some moves are rather slower than others, but mostly they ROCK!
//Yoshimitsu, Kunimitsu\\


Williams' Cyrofreeze
The Williams sisters... I love them with a burning passion. ;;�_� sorry, just had to get that out. They both have d+1, WS+4 and d+4, 1 and d+3, 2 as their signature moves. Nina has an awesome juggle launcher(Divine cannon) but takes up 20 frames, but Anna has those 'Law' kicks... another note is that they're very versatile... they have average health/stamina, both quick and slow attacks, multipart throws, juggles, short and long combos, and many, many moves.
//Anna Williams, Nina Williams\\


The -angs
Heheh.. now this, I like... VERY underestimated, they have secondary uses, besides their nice combos and pretty decent juggling capabilities. Their throws are very good... Mad Axes... Waning moon... they all have the G-clef cannon(1~1, 1) and Spinning razors kicks(4, 4, 1) and some other noteworthy moves. Also, Wang has the ONLY non-chickenable reversal... SCORE!
//Julia Chang, Michelle Chang, Wang Jinrei\\


Martial Artist Wannabes
Wannabes? Naww... that was an understatement... these characters are fast, have great moves... 75% of them have different stances... and most of all their kicks and punches are GREAT! I don't think they need all that much knowlegde to use, anyways... No QCFs, no QCBs, no CDs, no HCFs, no HCBs, just plain old whippin ass... Use these guys, and learn to use them early on... don't miss out on your greatest opportunity EVER! Use them!
//Lee Chaolan, Ling Xiaoyu, Forrest Law, Lei Wulong\\


Mishimas and Kazamas
Considered by many as the top-tier characters... heh... First I'll discuss Jun, cuz she's the odd one out. She's got those leg cutters, her 3+4, d+3+4, and b+3+4 are good... she doesn't have much stamina, but she's got speed, and buff where it counts, baby! Now on to the rest... The Mishimas, I am told(I'm not a Mishima Expert) need mostly only 5 things to survive: EWGF, WGF, TGF, Hell sweeps and Tsunami Kicks. Also, EWGF are only for Jin and Heihachi. Both Jin and Kazuya have good WS+2s and Hei has got a faster EGWF. Jin's (E)WGF hits high, unlike the rests'. Jin's moveset is also more rounded. Kazuya and Jin and(I think) Devil and/or Angel have b+1+4... which is that one unblockable. They all, though, rely heavily on Crouch Dashing, Snake dashing, Light dashing and Wave dashing.
//Kazuya Mishima, Heihachi Mishima, Devil, Angel, Jun Kazama, Jin Kazama\\


The Genetic Freaks
WWF SMACKDOWN! These freaks are wrestlers... they've all got d+3+4, 4, 4... and d/f+3+4, which is a FRANKENSTEINER! King has the disgraceful kick(b+4) and has more multithrows... but rumoredly Armorking has the TGF... I don't know... Roger and Alex have most of their moves, and the wind up punch... and as far as I know, the Kings play differently. They're strong, have average speed and stamina, but have great uses.
//ArmorKing, King 2, Roger, Alex\\


Street Brawler Rejects
Paul Phoenix? Are you sure? Oh yeah... the hair... I thought he was ken... my bad... how about Sagat over there? No? And him? Not him either? Oh, well... I thought they were from street fighter before(except Bryan) because they look so familiar. I categorized them here not for that, though. They ALL have BIG ASS POWER! Bruce has all those elbows and knees... Bryan has all thos awesome kickass WS moves, and Paul... well, he's got the deathfist. They all have different styles of fighting, but they have power, stamina, size(average, unlike the Jacks) and pretty good speed. They can go high-and-low, hit with power, stand back, come at it again... and even more after that.
//Paul Phoenix, Bruce Irvyn, Bryan Fury\\


The Demonic Three+2
The Demonic Three+2? Yep... =P The demonic 3 are Ogre, T. Ogre and Unknown. Mokujin, Tetsujin and Unknown are all random characters, so nyah! Ogre and T. Ogre are partly many characters put together AND a bag of chips. (Ruffles, Doritos, take your pick! @_@) So... and they have... the waning moon!
//Mokujin, Tetsujin, Ogre, True Ogre, Unknown\\


The Mashers' Club Dream
MASHER ALERT! MASHER ALERT! Okay... I got a bit carried away... But these are the characters you DON'T want to start out with... they develope very bad mashing habbits that don't go away no matter how hard you try! Stay away at all costs... never EVER use these unless you can REALLY use them without mashing! NEVER! EVER!
//Eddy Gordo, Tiger Jackson, Baek Doo Son, Hwoarang\\








Links



-=~=- Tekken Zaibatsu.com
Great site, lots of info and Forums to blow your mind.

-=~=- GameFAQs.com
Nice... Pretty good forums and FAQs also.

-=~=- Electric cancel.com
LOTS of match movies and vids.

-=~=- Tekken Central
Good forum, and also nice movies.












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