******** ******* ** ** ** ** ******* ** ** ******** ******* ** ** ** ** ******* *** ** ** ** ** ** ** ** ** ** * ** ** ***** **** **** ***** ** * ** ** ***** **** **** ***** ** * ** ** ** ** ** ** ** ** ** * ** ** ******* ** ** ** ** ******* ** *** ** ******* ** ** ** ** ******* ** ** ADVANCE Version: 1.6 (05-22-02) -Cleaned up the Class 5 mess. In some places, I said something about a Class 5 juggle. This was a misconception on my part as the true effects of Class 5 juggles are the same as Class 4. Version: 1.5 (05-15-02) -Finished Juggle Section all except for example juggles for Nina. If you've got some, please send them to me or post on www.TekkenZaibatsu.com's GBA board. Version: 1.2b (04-22-02) -Finished Moves List and added Juggle section. Version: 1.0b (04-20-02) -First Draft, Most of Move List finished. by Bloodspoor & King's Spawn This guide is an attempt at being the most complete guide for the Gameboy Advance version of Tekken. We'll try to keep everything as short and printable as possible while going into as much detail as possible. You may distribute, print, and read this piece of work at your leisure. Please do NOT claim that this is your work as it, clearly, is not. Do not post this on any other sites without permission from Bloodspoor or King's Spawn. All characters and the Tekken name are copyrights and trademarks of Namco. All strategies are copyright Gregory Daily/Diego Alvarado. ++++++++++++ ++Contents+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++ -Controls and Conventions -Move List -Juggle Combos -Strategies -Codes ++++++++++++++++++++++++++ ++Controls & Conventions+++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++ ############################################## # ___________________________ # # /Change/ \ Throw\ # # |------ __________ -------| # # / _ |----------| _ \ # # | _| |_ |----------| _ /K\ | # # | |_ _| |----------| /P\\_/ | # # | |_| |----------| \_/ | # # \ Pause O |__________| / # # \_ O Change(also) _/ # # \_______________________/ # # # # P = Punch K = Kick # # Change = Tag Throw = Throw # # # ############################################## P - Punch K - Kick T - Throw C - change, tag f - forward F - Hold Forward b - back B - Hold Back d - down D - Hold Down u - up U - Hold Up qcf - quarter circle forward qcb - quarter circle backward hcf - half circle forward hcb - half circle backward c - Counter Hit (the c will be typed after the properties) JG - juggle starter FC - Full Crouch ws - While Standing (getting up from a crouch position) SS - Side Step N - Neutral + - Buttons/Direction must be pressed together. ~ - Buttons/Directions must be hit IMMEDIATELY after. _ - Or (when used between moves, either can be done) < - Moves following this can be delayed. = - Means that these moves have different paths. -(New to Tekken Advance)- PS - Pop Stun. The opponent will bounce over his head. FB - Fall Back Stun. The opponent simply falls backwards. CS - Crumple Stun. The opponent grabs their stomach then, falls backward. EC - Extended Crumple Stun. Opponent grabs their stomach long before falling. GS - Gut Stun. The opponent grabs their stomach for a second. RB - Reel Back Stun. The opponent reels back for a second. SG - Side Gut Stun. The opponent grabs their side for a second. TB - Turn Back Stun. The opponent is forced to reveal their backside. -(Stun Descriptions)- Pop Stun. As described before, you bounce to unbelievable heights and are open for any juggle follow up. Fall Back Stun. This stun is one of the more common stuns in the game. Usually, it offers little to no follow up juggles. Crumple Stun. Similar to the Fall Back Stun but usually, you can follow up with a quick jab to start a combo. It depends on the recovery time of the move that caused the stun. Gut Stun, Side Gut Stun and, Reel Back Stun. All of these stuns take away the ability to block from the opponent for about « of a second. This stun allows nearly infinite standing combos. These infinite combo threads will not be posted in this guide at this time. Perhaps later, we'll add a few but most likely, it'll not happen. As for the two versions of the Reel Back Stun, One is a standing animation and the other is more of a crouching animation. The standing version allows the opponent to block afterwards MOST of the time. Turn Back Stun. This stun is incredible. It turns your opponent around, and usually allows you to follow up with a juggle starter. So as to not confuse you, We'll only be putting JG up after a move if it is a juggle starter that is not a stun. +++++++++++++++ ++Move List++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++++++ -(Ling Xiaoyu)- Basic moves: P,P Bayonet hh P,d+P Bayonet McTwist hh f+P,P April Showers hm RDS f+P,D/F+P May Flowers hm P+K Bird's Flock m b+P Storming Flower m KB d/f+K Nutcracker l FSc d/b+K Knee Cracker ! D/F+P Belly Chop m d/f+P Belly Chop Backward m RDS u/f+K Cyanide m b+K Phoenix Twin Kick hh RDS d/f+P+K Thunder Strike ! u+P Single Fan m RDS U+P Single Fan Forward m u+P+K Double Fan Forward mm =P Hydranger m =P Fortune Cookie m =K Ginger Snap - SS d+P Sunset Fan mmm D+P Flapping Wings mmm AOP f+K Cloud Kick h f,F+P+K Front Layout m f,F+P,P X Marks the Spot mm f,F+K Racon Swing m RDS ws P Sunflower m RDS ws P~F Sunflower Wake up Call m ws K Skyscraper Kick m fc D/F+P,P Lotus Twist mm fc D/F+P~D/F Quick Shady Lotus m RDS fc K,P,P,K Fire Dancer Lhhm fc d/f+K,K Double Map Sweep LL fc D/B+P+K Low Back Turn - RDS b+P+K Rain Dance - RDS =K Mistrust m =d+K Back Circle Breaker L RDS =D+K Back Circle Breaker Forward L =d+P+K Spin Tornado - AOP =P+K Spin Tornado Up - f+P+K California Roll - RDS =P+K Cyclone Left m RDS =f,F+K Peg Leg m RDS =P,P,K Dark & Stormy hhm =f,F+P+K Back Layout m RDS d+P+K~P+K Wave Crest Quick m d+P+K Art of Phoenix - AOP =P+K Wave Crest Power m =d+P+K Wave Crest Heavy m =P Left Handful m =f+K,K Flower Garden LL =d+K Knee Stabber L AOP =u+K,K Flower Power mm =u/f+K,K Double Barrel Shotgun mh =K Back Kick m =K~b Back Kick to Rain Dance m RDS =K~P Firecracker L =d Butterfly - RDS =u Jump - =b+P+K Rain Dance - RDS =f+P+K Roll Ball - Throw: T Jade h 10-String: u/f+K, P, P, P+K, P, K, K, K, K, P ---------------------------------- -(Yoshimitsu)- Basic Moves: P,P Zig Zag hm K, Ballerina Kick h =d+K Kangaroo Kick m JG d/f+P Basic Uppercut m JG K~P Kangaroo Kick m JG B+P+K Bad Stomach - =Any Poison Breath ! CS F+P+K Yoshimitsu Flash ! f+P Manji Backfist h TB =P,P,P,P,P,P Stonefist mmmmmm [ws]P Uppercut m =P,P,P Door Knocker hhh RB =F+P Manji Backfist h TB =P,P,P,P,P,P Stonefist mmmmmm [ss]P Shrine m JG d+P+K Indian Stance - =P,P,P,P,P,P Stonefist mmmmmm =K Kangaroo Kick m JG =f_b Vacuum - P+K Flea ! =d Cancel - =u/b_u_b Jump ! =f,f_b,b Running Flea ! =K Kangaroo Kick h JG =d+K Indian Stance - u/f+P+K Poison Wind - FB =b+P Bronze Fist m =P+K Steel Fist m =k Silver Fist m JG =P Gold Fist ! =P+K Kangaroo Kick m JG f,F+P Sword Smash m GS/CSc f,F+K Fubuki m JG f,f,n~K Advancing Kick m GS =P Woodcutter ! f,F+P+K Reverse Cartwheel m RB =P+K Shark Attack h JG =P+K Solar Kick m JG b+P,P,P,P,P,P Slap U Silly hhhhhh D/B+P,P,P,P,P,P Stonefists mmmmmm d/b+K,K,K,K,K,K Manji Low Kicks Llllll =f+K Front Kick m b,B+P Sword Stab ! RB =~P Windmill ! RB d/b+P Quick Slash ! GS =~D/B Death Slash ! CS d,d/f,f+P Moonsault Slayer !! [fc]D/F+K Knee Cap L [fc]d/b,B+P Samurai Cutter l Throw: T Sword Face Smash h 10 String: P,P,P,K,P,P,P,K,P,P ---------------------------------- -(Nina Williams)- Basic Moves: P,P Left, Right Combo hh P,P,K Bermuda Triangle hhh f+P,K Jab Roundhouse hh d/b+K Slicer L =K Geyser Cannon Combo L,m JG d/b+P+K Geyser Cannon m JG b+P+K Power Charge ! CS =u,u Cancel - d+P+K Twisted Mind L f+P+K Blonde Bomb m f+P,F+K Double Smash m f+P,D+K Jab, Sweep h,L =P Uppercut m JG =K High Kick h f+K,K Head Ringer hh K,K High, Low Kicks hl SG =P Uppercut m JG =K High Kick h =D+K Low Kick L SG P,P,P,K Biting Snake hhhL P,P,f+K,K Jab, Jab, High Kickx2 hhhh P,P,D+K,K Jail Crusher hhLh P,P,D+K,P Jail Crusher Uppercut hhLm JG P,P,f+P+K Double Explosion hhm P,P,P,P,f+P+K Double Explosion 2 hhhhm [ws]P,P Uppercut, Jab mh d/f+K,K Side Kick, High Kick mh [fc]d/b+K,P Low Kick to Chop mh RB d+K,P Low Kick to Uppercut Lh JG d+K,D+K Left, Right Low Kicks LL SG d/f+K,P,P Leg Slicer Combo mhh RB d/f+K,f+K Flash Kick Starter mh =K,d+K High, Low Finish hL SG =K,K High Finish hh =K,P,P,F+P+K Blonde Bomb Combo hhhm d/f+K Creeping Snake Starter m GS =f+P Jab h =P,K Creeping Snake hL SG =f+K High Kick h =D+K Low Kick L =K High Kick h =P,P,f+P+K Assault Bomb hhm u/f+K,K,K Can Opener hLh RB f,f,N~K Kneel Kick M RB =T Throw Cancel h f,F+K Bad Habit m GS/CSc d,D/F+P Shut Up m JG d,D/F+K Wipe the Floor L FB [ss]P+K Spiral Explosion m Throws: T Interrogation d,d/f,f+T Backhand Slap =P,K,P,T Arm Snap =K,P,K,K,K Triple Slaps =P,P+K,P,K,T Neck Crusher =P,K,K,P,P+T Leg Stretch Arm Lock =P,P,K,P Arm Breaker =P,P,K,T,T Double Arm Breaker =K,P,P,K,T Falling Arm Breaker d,d/f,f+P+K Crab Hold =P+K,P,K,T Commando Arm Lock =P+K,K,K,T Heel Hold =P,P,K,K Double Snap =P,P,K,P+K,T Double Heel Hold 10 String: P,P,P,P,K,K,P,P,P,K ---------------------------------- -(Forrest Law)- Basic Moves: P,f+P Left, Right Jabs hh f+K,u+K High Kick to Somersault hm JG K,K,K Shaolin Spin Kicks hhh u/b_u_u/f+K,K Backflipper mm JG P,P,P,P,P Machine Gun Arrow hhhhh RB f+P,P Quick Rave War hh RB F+P,P,P Rave War Combo hmh RB f+K,K,K Triple Head Kick hhh =f+K Mid Kick m GS d/b+K Dragon's Tail l d/f+K Mid Kick m GS D/F+K,K,K Step in Combo mlh RB (U/B_U_U/F)+K Somersault Kick m JG f+P+K Dragon Hammer m FB/PSc d/b+P+K Power Punch ! CS =u,u Cancel - b+P+K Tricky Step - =P Backhand m =d/f+P Uppercut m JG =K Low Kick l SG d+K,u+K Low Kick to Somersault lm JG d+P,K Low Punch to Somersault mm JG u+K,K Jump Kick to Somersault mm JG K,u+K Crescent Kick Combo hm JG [fc]K,K Double Impact Lm JG D,U/B_U_U/F+K Catapult Kick m D,U/B_U_U/F+P+K Rainbow Kick M d/b+P,K,K Junkyard Kicks mlm JG b+P>P>P Dragon Storm hmm JG d+K Low l SG =K High Kick h =u+K Somersault m JG =f+K Mid Kick m GS =K High Kick h =u+K Somersault m JG =f+K Mid Kick m GS =K High Kick h =u+K Somersault m JG f+K~P Poison Arrow m [ws]P Dragon Uppercut m JG b+K,K Side Kick to Somersault hm JG [ws]K,K Front Kick to Somersault mm JG d,d/f,f+P Power Jab h [fc]d/f,d,D/F+K Slide Kick L Throw: T Dragon's Fire 10 Strings: d/f+P,K,P,P,K,K,K,K,K,K d/f+P,K,P,P,K,K,K,d+K,K,K ---------------------------------- -(Gun Jack)- Basic Moves: P,P,P Jack Hammer hhm f+P,P Cross, Elbow hm GS =P Uppercut m JG u+P+K Giant Foot Stomp ! FB =P+K Pump - =P+K Double Pump - P+K Hammer m FB =P+K Double Hammer m b+P Piston Gun Assault m f+P+K Cut Saw m CS =P+K Low Cut m FB =P Cross Cut Blast m f,F+P+K Sliding Attack M d+P+K Double Axe m d/f+P+K Thunder Slap L FB d/f+P,P,P,P Rushing Uppercut mmmm d/b+P,P,P,P,P Machine Gun Punches lllll =d/f+P Machine Gun Blast m D/B+K,K,K,K,K,K Cossack Dance LLLLLL SG [fc]P+K Take Down L [fc]D/F+P+K Low Cut Saw l FB [fc]d/b+P,d/f+P One, Two Blast Lm [fc]d/b+P,P,P,P Hammer Rush 1 LLmm RB =d+P Low sweep L =f+P High sweep h =P Uppercut m RB [fc]d/f+P,P Hammer Rush 2 mm =d+P Low sweep L =f+P High sweep h =P Uppercut m RB [fc]d/f+K Hammer Rush 3 m RB =d+P Low Sweep L =f+P High sweep h =P Uppercut m RB =P Uppercut m JG f,f+P,P,P Windmill Punches mmm =P Backhand h TB f,N~K~P Dark Greeting ! CS [ws]P Killing Uppercut m JG [ws]P+K,P+K Double Hammer Alternate mm b,d/b,d,D/F+K Debugger L FB b,d/b,d,D/F+P Megaton Blast m b,d/b,d,D/F+P+K Windup Uppercut m JG Throw: T Volcano JG 10 String: d+P,P,P,P,P,P,P,P,P+K,P+K Juggles: Come Back Later. ---------------------------------- -(Hwoarang)- Basic Moves: LFF P,P Migraine hh =d+K Low Kick L SG =K Home Surgery h RB =f+K Side Kick m GS =K Jumping Hook Kick h f+P Rusty Knife m GS/RFF =F Cancel RFF - d/f+P Body Blow m K,K,K,K Hoot Feel hhhm RFF K,K Right Kicks hh =F Hard Rocker - RFF =K Kick to Right Flamingo h RFS =d+K Blizzard L =b+K Kick to LFF h LFF =f+K Kick to RFF h RFF K,f+P+K Rude Boy hm GS K,P+K Axe Murderer hm GS/RFF f+P+K Hook Kick h RB =K Grand Theft m d+K,K Firecracker Lh JG b+K Nosebleeder h RFF d/b+K Crippler L SG =~K Feint Heel Drop m FB f,F+P+K Torpedo Kick m RB f,N,K Left Flamingo - LFS =~K Cheap Shot m GS P~K Flying Eagle mm d+K,K Low Kick, Roundhouse lh RFF u/f+K,K,K Hunting Hawk mmh u/b+K Jump Kick h LFS f,F+K Rip Off m RFF [ws]K,K Tsunami Kick mm RFF f,N,d,D/F+K Sky Rocket h JG f+K,K Machine Gun Kicks hm GS =K Machine Gun Kick m GS =K Launcher h JG =d+K Low Kick l SG =K,K Hook, Middle hm f+K,K,K,f+K Left Right Combo Kicks hmmh RFS =K Total Outrage m d+P+K Dynamite Heel ! CS b+P+K Disrespect - =K Plasma Blade m JG P+K Switch Stance - RFF RFF P,f+P Migraine hm GS/LFF P,P,f+P Big Fists hhm GS/LFF P,K,K Reverse Kick Combo hhh LFF P,b+K Punch, Spin Kick hm FB/RFF K,K Reverse Kicks hh LFF K,f+K Chainsaw Kick hm FB/RFF b+K Misdemeanor h RFF f,N,K Right Flamingo - RFS f,N,K,K Grand Theft m JG/RFF f,F+K Screw Kick m LFF =K Back Side Kick h RFF b+P+K Low Sweep l SG/RFF =K Teaser h LFF P~K Backlash h LFF f+K Cheap Shot h LFS =B Disrespect - =d/b+K Low Spin l FB/LFF =d/f+K Low Kick L SG/LFF f,F+P+K Ripoff h RFF LFS P Trick Jab h LFF f+P Backhand m GS/RFF u+K Step Kick h RFS d+K Cutter Right l LFF d/f+K Cutter Left l LFF f+K Snap Kick m RFF b+K Spin Kick h LFF K,K,K Rocket Launcher mmh JG/LFF K,K,f+K,K Cannon Kicks mmhm RFF P+K Power Blast ! CS u_d_b_f Movement - LFS RFS P Right Punch h RFF u+K Step Kick h LFS d/f+K Right Cutter l SG/RFF d+K Left Cutter l FB f+K Snap Kick m FB/LFF b+K Spin Kick h FB/RFF K Right Kick m u_d_b_f Movement - RFS Throw: T Bring It On 10 String: [RFS]f+P,P,K,K,K,K,K,K,K,K ---------------------------------- -(Heihachi Mishima)- Basic Moves: P,P Double Punch hh = K = Roundhouse h = f+P = High Backfist h = f+P~P = Demon Executioner m KND = f+P~(u_d)+P = Demon Executioner cancel, sidestep P,P,P Shining Fist hhm PP) Class 2 The only saving grace of this move is that the hits can be delayed. Other than that, you can see it coming from miles away. Recovery time is slow if whiffed. Dragon's Tail (d/b+K) Class 4 Follow ups are hard to come by with this move but they exist. Slide Kick ([fc]d/f,d,D/F+K) Class S The only follow up we know of is the lightning kick which is done by hitting throw. Sample Juggles: U/F+K, [ws]K, P, d/b+P,K,K b+P,P,P, U/F+K, P, U/F+K,K b+P,P,P, P, F+P,P,P, f+P+K f+P+K, d,d/f,f+P, f+K~P b+P,P,P, F+P,P,P, d/b+P,K,K d/b+P+K, P, d/b+P,K,K b+P,P,P, P, b+P, P, f,f, d+P,K b+P,P,P, P, d/b+P, F+P,P,P, [fc]d/f,d,D/F+K ---------------------------------- -(Gun Jack)- Amazingly, Gun Jack is an uber-good juggler in this game. The only downside to this is that almost all of his starters are either too predictable or have horrendous recovery time. Also, he doesn't have that many. Jab Elbow Smash (f+P,P,P) Class 3 The beauty of this move is that the last hit, the launcher, is usually unexpected. Also, he avoids high hits on the last hit. Hammer (P+K) Class 4 We don't suggest you use this as a juggle starter but rather be on the look out for it so you can follow up with the cossack dance or debugger. Cut Saw (f+P+K) Class 3 For Gun Jack, this move has good recovery. However, the combos that follow it are few and far between. Low Cut (f+P+K,P+K_[fc]d/f+P+K) Class 4 Other than using this for finishing the Cut Saw, it's not that useful as a launcher. However, you can do some follow ups. Thunder Slap (d/f+P+K Class 4 This move has a slow execution time but it hits low and some people might not see it coming. Juggles afterwards, again are kinda weak as it's a class 4. Tripple Uppercut ([fc]d/f+K,P,P) Class 3 I find this to be Jack's best launcher as all hits are mid and recovery time is good. It allows some of Jack's best juggles. Dark Greeting (f,N~K~P) Class 3 Wow! Jack has a class 3 unblockable launcher. This is just astonishing. Not much here. Killing Uppercut ([ws]P) Class 3 Damn, it seems that Jack only has Class 3 and 4 Juggle starters. Oh well, this is good for following up after blocking low. Recovery time is ok. Nothing to write home about. Windup Uppercut (b,d/b,d,D/F+P+K) Class S Yes, Jack DOES have a really good launcher. This is possibly the highest launcher in the game. This move has very little recovery time and has a push back property to it. Volcano (T) Class 1 We belive that this is the only class 1 throw in the game. Since it's a throw, you don't need to worry about recovery time. Just wether they duck or not. Sample Juggles: T, P,P,P T, f,f+P,P,P T, f+P, f+P, f+P, f+P+K,P f+P,P,P, df+P,P,P,P, b,d/b,d,d/f+K df+P+K, [fc] db+P,df+P df+P+K, [fc] df+P,P,P, f+P+K,P+K f~N~K~P, f+P, f+P, f+P, b,d/b,d,d/f+K f+P,P,P, d+P,P,P,P [fc] df+K,P,P, f+P, f+P, f+P, f,f+P+K [fc] d/f+K,P,P, f+P, f+P, f+P, f+P+K,P+K [fc] d/f+K,P,P, f+P, f+P, f+P, f+P+K,P [fc] d/f+K,P,P, f+P,P, f+P,P, b,d/b,d,d/f+K b,d/b,d,d/f+P+K, [fc]d/f+K,P,P, f+P, f+P+K,P ---------------------------------- -(Hwoarang)- Hwoarang is the best skilled juggler in this game. No doubt in my mind. You'll see why if you look at the last combo listed below. High speed, low recovery time, lots of mixups make him perfect for juggles. Firecracker (d+K,K) Class 2 This is a very basic, easily avoidable, low-high launcher. Because the whole thing can be blocked low, the usefulness of this move is reduced greatly. Feint Heel Drop (d/b+K,K) Class 4 Mixing this up with the crippler (d/b+K) makes this move a bit more useful. Unfortunatly, the follow ups are few. Sky Rocket (f,N,d,d/f+K) Class 1 For a very breif moment, this move avoids high hits which is good only against jabs and Mishima Wind God Fists. Although there is a slight push back when blocked, you are vulnerable long enough to get smacked anyway. It can also be ducked. Machine Gun Kicks (f+K,K,K,K) Class 3 If blocked, this move offers a heafty push back stun but the last kick can be ducked completly and then countered. Dynamite Heel (d+P+K) Class 4 Yes, another unblockable but this one is special. It allows for his best juggle in the game. Also, it's pretty easy to catch someone with. Plasma Blade ([BK]K) Class 2 This move is great if you find yourself with your back to the opponenet. It comes out fast and allows decent follow up. Chainsaw Kick ([RFF] K,f+K) Class 4 Misdemenor ([RFF] b+K) Class 4 Not so great but it does combo with a few moves. Grand Theft ([RFF] f,N+K,K) Class 2 This is a big launcher that comes from a flamingo feint. It's fast and fairly powerful. Cutter ([Any Flamingo] d+K) Class 4 This move offers some trickiness while giving the same properties of the Dynamite Heel. Step Kick ([Any Flamingo] u+K) Class 4 Very hard to combo from as you land in the opposite flamingo but there are a few follow ups. Rocket Launcher ([LFL]K,K,K) Class 3 This move mirrors the last three hits of the Machine Gun Kicks. Sample Juggles: f~K, u+K, P, f+K,P, [iws]K,K f,N,d,d/f+K, P+K, P~K [RFF]f,K~K, P,K~f, P, k,f+K [RFF]f~K, d+K, d/f+K,K, P, f+P, b+K [RFF](ch)f~K,K, P~K f,N,d,d/f+K, U/F+K, U/F+K, f,N,d,d/f+K f,N,d,d/f+K, P+K, F+K,P, P, f+K,P, u/f+K f,N,d,d/f+K, f,F+P+K, d/f+K,K, u+K [RFF](ch)f~K,K, d+P+K D+P+K, d/f+K,K, P, f+K, P, f,F+P+K, d/b+K ---------------------------------- -(Heihachi Mishima)- Heihachi is an excelent juggler in this game as he has been in the past and, I'm sure, in the future. Like Paul, his juggles often consist of your average combo fare with power hits finishing them off however, unlike Paul, his in-between hits are more powerful. This makes his juggles one of his best offensive weapons. Learn his combos and learn them well. Deamon Breath (P+K) Class S This move is an amazing as it is not only very fast but, it allows for hell sweep follow ups on a counter hit if you're fast enough and plenty of other follow ups on a normal hit. The reason this is an S class is that it differs on a counter hit but it is still possible to follow up if you're quick. Demon Shout (F+P,P) Class S This move has the same properties of the counter hit Deamon Breath. It's not your average juggle starter but when using Heihachi, he can do a quick Hell Sweep follow up. Right Splits Kick (F+Kc) Class 4 This move is only a juggle starter on a counter hit. It's good for hitting crouching characters but it's fairly slow. Twin Pistons (d/f+P,P) Class 2 Heihachi's classic twin pistons are back and just as deadly as ever. Both hit mid and if you get a counterhit with the first hit, the second is free. Always good for putting the pressure on as it pushes them back pretty far but be careful as some characters can juggle you if they block it. Hell Axe (u/f+K,K) Class S Again, this is just a move that Heihachi can take advantage of with his Hell Sweep. Nothing more than that though but extra damage is extra damage. Lightning Hammer (d+P+K) Class 4 Still, another Unblockable that can be juggled after. It's slow, powerful and Heihachi can really take advantage of Class 4 juggles. Demon Uppercut (f,f+P) Class 2 BIG uppercut that hits mid but I don't suggest doing this unless you're about 1.5 character distances away. It's pretty slow but he ducks high attacks for a split second so it's easy to get a counter hit off at times. Wind God Fist (f,N,d,D/F+P) Class 2 Perhaps this move is over used by many but it's for good reason. It hits mid, it's fast as could be and there's almost no recovery if blocked. Fast characters can get a quick jab in but that's about it. I hate to say abuse this but unless your Com or friends sidestep a lot, it's safe to abuse this move without much problem. Jumping Low Kick (f,N,d,D/F+P+K) Class 4 Heihachi recovers crouching so his follow ups aren't as easy as if he were standing but that doesn't mean it's impossible. Mix this move up with the Jumping Mid Kick (f,N,d,d/f,[F+K_N,P+K]) for maximum results. Hell Sweep (f,N,d,D/F+Kc,K,K) Class 4 Note that if the first kick is a counter hit, you don't need to get any more hits off to start the juggle. The Hell Sweep is a great move because of it's range and that it hits low and grounded characters. You gotta love that! In addition to that, Heihachi is usually low enough to avoid high hitting moves while preforming this. Dark Thrust ([WS]Pc) Class 4 Even though you need a counter hit to start this juggle, it's fairly easy to get one in the heat of a battle. Just try it and you'll see. In my opinion, it's Heihachi's best WS move in Tekken Advance. Sample Juggles: ewgf, P, ewgf, P, dewgf wgf, P,b+P, P,b+P,P ewgf, P+K, P,b+P, f,n,d~d/f+K,P f,n,d,d/f+K, d+P, f,n,d~d/f+K,P ewgf, P, ewgf, P, qcf+K,K SSR ewgf, P, P, tgf ewgf, P+K, P,b+P, ewgf (big) f,n,d,d/f+K, d+P,P ewgf, tgf, f~n~d~D/F+K,K,P, d+P (big) ewgf, ewgf, ewgf, ewgf ewgf, P,P, P,P, P,P, tgf ---------------------------------- -(Paul Phoenix)- Paul has a rather large ammount of combos in this game but they are pretty straight forward with power hits finishing them off. His best two finishers are his Deathfist (qcf+P) and Sway to Rapid Fire to Jawbreaker to Gutbuster_Stone Breaker (qcb+K,P,P_K). Just keep in mind that Paul does the msot damage while his opponent is on the ground...but a few extra free hits are always good and good fun. Hammer of the Gods (f+P+Kc) Class 4 Because of the nessicary counter hit and Paul's somewhat slow recovery time, this isn't the best juggle starter in his arsenal. Also, his follow ups aren't all that great but as I've said before, extra damage is extra damage. Shredder (u/f+K,K) Class S This move is great if the first hit misses or if you just do a hop kick (u/f+K). Otherwise, they're a bit far away and the combos are few from there. Hop Kick (u/f+K) Class 2 After this move, almost anything is possible. In my opinion, this is one of Paul's best juggle starters. It's fast, pops them up high, and does a decent ammount of damage. Neutron Bomb (f,f+K,K) Class 2 This is only a combo starter is the first hit misses. Aside from that, it's pretty much the same as the hop kick. Bone Breaker* (d+K,P) Class 4 If you look above, you'll see a star next to the name of this move. That's because I didn't know what to call just the first part of it. For this to be a juggle starter, you have to omit the last punch. This move is great for catching someone off guard with a low move. I belive this and the following are Paul's only low-hitting juggle starters. Hang Over* (d+P,K,P) Class 4 Just as with the bone breaker, this one requires you to omit the last punch. For more info, see the above caption. Thruster (d,d/f,f+K) Class S This move is great. Not only is it a Class 2 launcher on a normal hit but, upon a counter hit, it's one of two moves in this game that allow for a Change Combo! Because of the slow stun animation before they fall into a Class 4 starter, you can Change characters and finish the combo! Stone Breaker ([ws]P_QCB+K,P,K_[fc]d/f+P,K) Class 2 I like this move. It's quite good considering that you can do it from a crouching position. In the case of the combo versions of this move, upon a counter hit, you get extra damage before the juggle starts. God Hammer Punch (d,d/b,b+P+Kc) Class 3 Only upon a counter hit does this move cause a juggle starter but it's pretty easy if you know your spacing and can anticipate when your opponent will attack. Turn Thruster ([ss]Pc) Class 3 The perfect juggle starter. Not only do you evade getting hit but you do lots of damage with your follow ups. Since in this game, side stepping is greatly rewarded, Paul only takes advantage of it with this move. The fact that this move needs to have a counter hit doesn't effect its usefulness one bit. Sample Juggles: u/f+K, u/f+K,K, P, f+P+K WS+P, d/b+P, P, d/b+P, FC,d/f+P,K u/k+K, P, f,f, P, P, P, qcf+P d+K, WS+K, d+P,P WS+P, P, d/b+P, P, P, f,f+P u/f+K, P, iWS+K, P, qcf+P (ch) qcb+P, f,f, d+P, d+P,P WS+P, f+P+K, d+P,P (ch) qcf+K, u/f+K, P, UF,K, qcb+K,P,P ---------------------------------- -(King)- King's not the greatest juggler but he does have some power which makes up a bit for his lack of high numbers. Not much flash here, either. King is a no nonsense character and it shows in his combos. On the other hand, King is one of the few characters that allows a Tag Combo! Check below to find out how to get them started. Moonsault Body Press (b+P+K) Class S *Sigh* Yet another unblockable that can be comboed after. Not much can be done but one of the easier combos I've come up with is included in the examples. Jaguar Lariat (f+P+K) Class 4 Yep. There's another one of those pesky unblockable combo starters. Sheesh! There's just too many ways to exploit this game! Nothing big here but I thought it worth mentioning. Capital Punishment (u/f+P) Class 4 It would seem that most of King's juggle starters are Class 4. Just keep reading for the upper class starters. As for this one, It's ok when you're at about 3 character's distance from the opponent or when they're getting up. Downward Elbow (d/f+Pc) Class 4 On a counter hit, this move offers a small window for a juggle but it's not the best. I guess it's to compensate for there not being a face down animation in this game. Still, some combos are possible from this. K's Flicker (f,F+Pc) Class 2 This move is ok. It launches the opponent high enough for just about anything but it's slow execution time and nessicary counter hit hinder it a bit. Deadly Boomerang ([ss]K) Class S The same combos are possible as from his Moonsault Press. Crouching Uppercut ([ws]P) Class 2 Good move for when you find yourself in a crouching position. Most any combo is possible from this move. Leg Breaker ([fc]d/f+P) Class 4 Good, Low-hitting move but it's quite slow. The following combos are as you would expect from a Class 4. Atomic Blaster ([bk]P+K) Class S *See the Jaguar Lariat for what this move is capable of. Blind Kick ([bk]Kc) Class 4 This move works well for when an opponent thinks they've got you where they want you. Because you need a counter hit, it loses it's effectivness. Stomach Smash (f,f,N+Pc) Class S This is the other move that allows for Change Combos. This is King's best juggle starter but the nessicary counter hit really sucks it's usefulness away. Black Bomb (f,N,d,d/f+P) Class S This move is Class S because it has different properties depending on how you hit with it. If it's a normal hit, the move is a Class 4. If, however, you hit with a counter hit, it's a Class 2 "bounce" juggle starter. Charge Backhand (d/b+P+K) Class S I'm not 100% sure if this move can be followed up but it is my belief that it can be. I belive a Black Bomb hits after it but I'm not sure right now. Sample Juggles: b+P+K, T, [fc]d/f+K,P (ch)f,f,n+2, f,f,n+2, f,f,n+2, f,f,n+2, f,f,n+2, f,f,n+2 ---------------------------------- -(Jin Kazama)- Jin is another huge comboer. His abilities are second only to Hwoarang's and tied with Heihach. Being able to bring an opponent from low to high with the White Herron (P+K,P), really makes his juggability impressive. Keep this move in mind when you don't think you can juggle someone. Demon Steel Pedal (b+Kc) Class 4 A counter hit is needed but not hard to come across with this move as it's deceptivly fast and hits mid. Double Lift Kick (d+P+K) Class 2 This move can catch an opponent when they least expect it and in this game, it's quite a good launcher. Roundhouse to Hellsweep (u/f+K,K) Class 4 This move requires you to miss with the first hit in order to pull off a quick hell sweep. Same properties as the hell sweep from there. See below. Shoot the Works (P,P,K,K_f+K) Class 4 If you omit the last hit of this combo, you can follow up with your own Class 4 juggle. 3 Ring Circus Combo (P+K,P,d+K) Class 4 Just like the Hellsweep on the last hit. Mix it up with the normal 3 Ring Circus (P+K,P,K) to play mind games with the enemy. Left Splits Kick (f,f+K) Class 4 This move functions exactly the same as the third hit of Shoot the Works combo. Also, just like Heihachi's version of this same move. Laser Scraper (b,f+P,P,d/f+P) Class 2 One of Jin's most abused moves, this can cause some serious damage but can leave you quite open if you whiff. Wind God Fist (f,N,d,d/f+P) Class 2 This is one of the better launchers in Jin's move list but it suffers one very major flaw. It hits high and therefore can be ducked and countered if they see it coming so I suggest you go for the Electric Wind God Fist (f~N~d/f+P). This version has faster recovery and sends the opponent just a tad higher into the air. Also, upon counter hit, it doesn't send them across the screen. Thunder God Fist to Hellsweep (f,N,d,d/f,N+P,d+K) Class 4 Same as Hellsweep. Check below for slight more info reguarding this move. Hellsweep (f,N,d,d/f+K) Class 4 Jin's main low-hitting juggle starter, as you can see from above. This move is quite good and in Tekken Advance, there's an Electric Hellsweep (f~N~d/f+K)! The electric version is just like the Electric Wind God Fist in that it comes out faster and the recovery is slightly better. Uppercut ([ws]P) Class 2 This move has the same properties of the last hit of Jin's Laser Scraper with one minor difference - it is preformed from a crouched position and needs no other input before hand. Good for countering a high move. Sample Juggles: ewgf, P, ewgf, P, wgf (CH)b+K, d/f+P, b,f+P,P,P ewgf, P, tgf,K ewgf, d/f+P, ewgf, ewgf f~n~d~d/f+k, P+K,P, b,f+P,P,P ewgf, P, f,f+P, P, wgf wgf, tgf, [P]+K,P, ewgf (big) ewgf, ewgf, [P]+K,P, b,f+P,P,P ewgf, b,f+P,P,d+P, tgf ewgf, b,f+P,P,d+P, b,f+P,P,P ---------------------------------- +++++++++++ ++Credits++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ +++++++++++ Well, that's it for now. I'll update this FAQ as I see fit but as far as I'm concerned, it's complete. I would have liked to include a Finisher section but this has taken so much time off my hands already. Perhaps in the future, I'll add it but who knows? Special thanks to Namco for bringing this bundle of gaming goodness! -King's Spawn for his site, www.justframe.com and for many of the excelent combos that are featured in this FAQ. -Castel for bringing the many Tekken fans across the globe one step closer together via his site, www.tekkenzaibatsu.com. -BloodSpoor's girlfriend for being there whenever he needs her. -God for giving us something to live for.