___ ___ _____ ___ ______ ( ) ( )( ) ( )( ___) ) ( | | | |\ \ | | | ) ___ | | | | | | \ \ | | |( (_ ) ) (___ | | | | \ \| | | )__) | (______)(___)(___) (_____)(_______) __ __ ___ _________ __________ __ __ ____ ____ ( ) ( )( )( ___ )( ____ )( ) ( )( )( ) \ \ / / | | | (___) | | ( ) | \ \/ / | | | | \ \/ / | | | ___ | | | | | \ / | | | | / \ | | | | | | | | | | ) ( | | | | / /\ \ | | | | | | | (____) | | | | (____) | (___)(___)(___)(___) (___)(__________) (____) (__________) Tekkenbro aka AnimalXR2 TJ Sepede animalXR2@hotmail.com Copyright 2003 This is my first FAQ, saying that, I hope you can forgive me for any small mistakes I have made. If you have a serious problem with this FAQ,please email me or notify me on the Tekken 4 board. Any insulting or mean comments through email or on the boards will result in something very bad happening to you. The Ling FAQ written by Avarus is purely brilliant, and while our FAQ's may be similar at some points, all information in here was typed and researched by me and not stolen from any other source. Again I would happy if you did not made any reference on any of the Tekken boards about my FAQ 'stinking' or 'stealing stuff from Avarus'. Thanks again! THINGS THAT ARE COMING: Frame Advantages Descriptions for all of Lings moves Descriptions of all of Lings Combos CONTENTS ```````````````` 1) Legal Stuff 2) Ling Information 3) Key Notations 4) Ling Move List (Includes Grappling, Specials and Unblockables) 5) Ling Combo's 6) Playing a Human 7) Author History 8) Ling Player Mistakes 9) Credits 10) Version History 1) LEGAL STUFF ``````````````````````` By reading this FAQ you, the reader, agree to A. Not modify this FAQ by any means, written or electronic, B. Not to take this FAQ and say it is yours, written or verbally and C. Not take this FAQ and post it on your personal web page without my consent. You may post this FAQ on your web page if you meet the following conditions A. You politly ask for my permission to post this FAQ on your web-page, B. You take this FAQ in it's final or most recent form, C. You do not make any alterations so as to change the view or overall feel of this FAQ. **THIS FAQ IS THE PROPERTY OF GAMEFAQS AND TEKKENBRO** 2) LING INFORMATION ````````````````````````````````` Ling is one of the fastest characters in the game. She has two stances, the Rain Dance Stance and the Art of Pheonix Stance. Both are very different but extremely useful. Using her many different moves takes alot of hard work, but the results are excellent. I often hear 'What?! Your using that weak girl? My (insert character name here) will beat you in a second!'. After most of them have been beaten though, their thoughts change about this 'weak girl'. Speed does come with it drawback though. Any Ling player will have to learn to deal with a lower HP and it's especially difficult for a Jin/Ling player (like myself), Heihaci/Ling, Kazuya/Ling or a King/Ling player. Dispite her drawbacks though, learning and using Ling well is both satisfying and rewarding. Ling has evolved so much since her introduction in Tekken 3. She now has more moves in her RDS arsenal and her speed has been increased so much so that can I find it difficult to go back to her Tekken 3 self. Her looks have also been improved as well as her outfits. Now, overall, Ling is a faster, smarter package in the Tekken series, after all, isn't it embarassing to be beaten by a girl that's not even facing you? 3) KEY NOTATIONS ```````````````````````````` These key notations are universally used by all Tekkeners. Learn these well to avoid confusion. 1= Square (Left Punch) 2= Triangle (Right Punch) 3= X (Left Kick) 4= Circle (Right Kick) f= Light tap forward F= Hold forward b= Light tap backwards B= Hold backwards u= Light tap upwards U= Hold upwards d= Light tap downwards D= Hold downwards N= Put the directional pad in neutral /= Press the buttons on either side of this line together (only used on the directional pad) += Press the buttons on either side of this sign together (only used on the right pad) ~= Press the buttons after this line very quickly >=Delay slightly before pressing the buttons after this sign = =This move is the 'follow up' to the move above it. Inputing these commands will increase the damage to your opponent _=The moves on either side of this line are interchangeable qcf= Quarter Circle Forward (d,d/f,f) qcb= Quarter Circle Back (d,d/b,b) HCF= Half Circle Forward (b,d/b,d,d/f,f) HCB= Half Circle Back (f,d/f,d,d/b,b) FC= Full Crouch. A move inputed while in the crouch position WR/WS= While Rising/While Standing. A move inputted while rising from a crouch position WC= While crouching. A move inputted while still in the crouch position SS= Side Step. Input this move while side stepping SSL= Side Step Left. A move inputted while side stepping left only SSR= Side Stepping Right. A move inputted while side stepping right only iWS= Instant While Rising (d, d/b, N) CD= Crouch Dash (f, N, d, d/f) CH= Counter Hit CL= Clean Hit AOP= d+1+2, Lings' Art of Phoenix Stance RDS= b+3+4, Lings' Rain Dance Stance HIT RANGES h= High Range Attack. Crouch to avoid, can block by Stand Guarding m= Mid Range Attack. Will hit a crouching opponent,can block by Stand Guarding l= Low Range Attack. Block by crouching, a well timed jump can avoid sm= Special Mid Attack. Can block by crouching. != Unblockable attack. FRAME READING + = The number after the + shows the frame advantage over your opponent - = The number after the - shows the frame disadvantage you have against you opponent --= The move used is an evaisive move and doesn't hit the opponent ~ = The move does not connect to a crouching opponent KD: The opponent is knocked down. This includes juggles BLOCK: Show the frame advantage/disadvantage when the move is blocked HIT: Shows the frame advantage/disadvantage on a standing hit CROUCH: Shows the frame advantage/disadvantage on a crouching hit. COUNTER: Shows the frame advantage/disadvantage on a counter-hit. 4) LING MOVE LIST ``````````````````````````` Note: I am still working on the Frame data, you will start to see more in version 0.3 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ GRAPPLING ARTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RUBY (front) 2+4 DAMAGE: 30 ESCAPE: 2 JADE (front) F+2+4 DAMAGE: 10, 20 ESCAPE: 2 DRAGON FALL (front) D/F+2+4 DAMAGE: 30 ESCAPE: 2 DISLOCATOR (front) qcb+2 DAMAGE: 35 ESCAPE: 2 HUMAN HURDLE (front) f+2~1 DAMAGE: 4 ESCAPE: 2 [Ling goes into RDS after this throw] NECK SQUEEZE SLAP (any) RDS f,f+3+4 DAMAGE: 17, 30 ESCAPE : -- [Ling needs to be around three shouder lenghs away from the enemy] HOP 'N' THROW (any) RDS f,f+(1+3_2+4) DAMAGE: VARIES ESCAPE: 2 CRADLE THROW (front) AOP (1+3_2+4) [~D] DAMAGE: VARIES ESCAPE: 1+2 [ Pressing D will cancel the throw] ARM FILP (left) (F+2+4_2+4) DAMAGE: 45 ESCAPE: 1 DUMP THE BUCKET (right) (F+2+4_2+4) DAMAGE: 38 ESCAPE: 2 CRANK UP (back) (F+2+4_2+4) DAMAGE: 50 ESCAPE: -- ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ SPECIAL ARTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BAYONET: 1,2,1 DAMAGE: 4,7,17 RANGE: hhm BLOCK: +1 0 +9 HIT: +7 +6 KD CROUCH: ~ ~ KD COUNTER: +7 +6 KD BAYONET Mc TWIST 1,d+2 DAMAGE: 4,10 RANGE: hm BLOCK: +1 -2 HIT: +7 +9 CROUCH: ~ +9 COUNTER: +7 +9 [Ling will be in RDS after she completes this move] BAYONET Mc TWIST 1,D+2 DAMAGE: 4,10 RANGE: hm BLOCK: +1 -3 HIT: +7 +8 CROUCH: ~ +8 COUNTER: +7 +8 BAYONET Mc TWIST COM. 1,d+2,1+2 DAMAGE: 4, 10, 24 RANGE: hmm BLOCK: +1 -2 -12 HIT: +7 +9 KD CROUCH: ~ +9 KD COUNTER: +7 +9 KD BELLY CHOP d/f+1 DAMAGE: 10 RANGE: m BLOCK: -1 HIT: +10 CROUCH: +10 COUNTER: +10 [Ling will go into RDS after this move] ALTERNATE BELLY CHOP D/F+1 DAMAGE: 10 RANGE: m BLOCK: -3 HIT: +8 CROUCH: +8 COUNTER: +8 STORMING FLOWER d/b+1 DAMAGE: 25 RANGE: m BLOCK: -6 HIT: KD CROUCH: KD COUNTER: KD [Damage increases to 37 on a clean hit. On counter hit, Ling will automatically go into a False Salute Taunt (1+3+4)] SINGLE FAN u+1 DAMAGE: 5 RANGE:m BLOCK: -3 HIT: -3 CROUCH: -2 COUNTER: +1 [Ling will go into RDS after this move] ALTERNATE SINGLE FAN U+1 DAMAGE: 5 RANGE: m BLOCK: -10 HIT: -10 CROUCH: -9 COUNTER: +1 GREAT WALL b+(1_2) DAMAGE: 10 RANGE: m BLOCK: 0 HIT: +1 CROUCH: +1 COUNTER: +1 [Ling will only go into RDS if the move hits] ALTERNATE GREAT WALL B+(1_2) DAMAGE: 10 RANGE: m BLOCK: 8/14 HIT: -3/+3 CROUCH: -3/+3 COUNTER: -3/+3 FLAPPING WINGS d+1 DAMAGE: 7,7,7 RANGE: mMM BLOCK: -7 HIT: +3 CROUCH: +3 COUNTER: +3 ALTERN. FLAPPING WINGS D+1 DAMAGE: 7,7,7 RANGE: mMM BLOCK: -7 HIT: +3 CROUCH: +3 COUNTER: +3 [Ling will go into AOP after this move] CARTWHEEL DODGE f+1+2 DAMAGE:-- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- DOUBLE FAN u+1+2 DAMAGE: 5,8 RANGE: mm BLOCK: -1 HIT: -7 CROUCH: -7 COUNTER: -15 =HYDRANGEA = 2 DAMAGE: 12 RANGE: m BLOCK: -4 HIT: +5 CROUCH: +5 COUNTER: +5 =FORTUNE COOKIE =2>1 DAMAGE: 12, 25 RANGE: mm BLOCK: -4 -10 HIT: + KD CROUCH: +5 KD COUNTER: +5 KD =GINGER SNAP =3+4 DAMAGE: -- RANGE: -- BLOCK: -5 HIT: +5 CROUCH: +5 COUNTER: +5 X MARKS THE SPOT f,f+1+2,1+2 DAMAGE: 12, 27 RANGE: mm BLOCK: -2 -5 HIT: + -3 CROUCH: +5 -3 COUNTER: +5 -3 BIRDS FLOCK 1+2 DAMAGE: 24 RANGE: m BLOCK: -5 HIT: KD CROUCH: KD COUNTER: KD APRIL SHOW.TO BELLY CH. 2,1 DAMAGE: 8, 10 RANGE: hm BLOCK: -2 -5 HIT: +6 +6 CROUCH: +7 +6 COUNTER: +6 +6 [ Ling will go into RDS at the completion of 1] APRIL SHOW.~ALTER. BC 2,D/F+1 DAMAGE: 8,10 RANGE: hm BLOCK: -2 -3 HIT: +6 +8 CROUCH: +7 +8 COUNTER: +6 +8 FORTUNE COOKIE f,f+2>1 DAMAGE: 12,21 RANGE: mm BLOCK: -5 -10 HIT: +6 KD CROUCH: +6 KD COUNTER: +6 KD SUN FLOWER WS+2 DAMAGE: 12 RANGE: m BLOCK: -3 HIT: +7 CROUCH: +7 COUNTER: KD [Ling will be in RDS after this move] SUN FLOWER WS+2~F DAMAGE: 12 RANGE: m BLOCK: -5 HIT: +6 CROUCH: +6 COUNTER: KD BUTTER THE BREAD d/f+2 DAMAGE: 15 RANGE: m BLOCK: -6 HIT: +5 CROUCH: +5 COUNTER: +5 SHADY LOTUS FC,D/F+2 DAMAGE: 10 RANGE: Sm BLOCK: -4 HIT: +7 CROUCH: +7 COUNTER: +7 [Ling will be in RDS at the completion on this move] LOTUS TWIST [RDS] FC,d/f+2,1 [~d/f] DAMAGE: 10, 15 RANGE: Sml BLOCK: -4 -10 [-7] HIT: +7 +6 [+9] CROUCH: +7 +6 [+9] COUNTER: +7 +6 [+9] [Going into RDS is optional. It depends if you input the d/f] CROSS LIFTING PALMS d/f+2,1 DAMAGE: 15,12 RANGE: mm BLOCK: -14 HIT: KD CROUCH: KD COUNTER: KD PUNT KICK d/f+3 DAMAGE: 17 RANGE: m BLOCK: -10 HIT: +6 CROUCH: +22 COUNTER: +6 CLOUD KICK f+3 DAMAGE: 25 RANGE: h BLOCK: -15 HIT: KD CROUCH: ~ COUNTER: KD GUARD BREAKER d/b+3 DAMAGE:-- RANGE: ! BLOCK: +4 HIT: +4 CROUCH: +4 COUNTER: +4 RACCOON SWING f,f+3 DAMAGE: 13 RANGE: m BLOCK: -5 HIT: +6 CROUCH: +6 COUNTER: +7 [Ling will be in RDS at the completion of this move] PIROUETTE KICK [AOP] u/f+3 [d+1+2] DAMAGE: 30 RANGE: m BLOCK: -12 [-5] HIT: KD [KD] CROUCH: KD [KD] COUNTER: KD [KD] [Going into AOP after the kick is optional] SPIN KICK TO HOOK KICK d+3,4 DAMAGE: 8,18 RANGE: Lh BLOCK: -13 -15 HIT: +6 KD CROUCH: +6 ~ COUNTER: +5 KD FIRE DANCE D+3,2,1,4 DAMAGE: 8,6,6,12 RANGE: Lhhm BLOCK: -15 0 0 -18 HIT: -4 +7 +5 KD CROUCH: -4 ~ ~ KD COUNTER: -4 +8 +5 KD [After the D+3,2 Ling will be in RDS] SPINNER DODGE (3+4_d+3+4) DAMAGE: -- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- DIVE ROLL f+3+4 DAMAGE: -- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- FRONT LAYOUT f,f+3+4 DAMAGE: 25 RANGE: M BLOCK: -3/+2 HIT: +12/+19 CROUCH: +15/+18 COUNTER: +12/+18 [Depending on the opponents and Ling's position, she could be in RDS at the completion of this move] SCISSOR KICK [AOP] 4~3 [d+1+2] DAMAGE: 30 RANGE: M BLOCK: +2 [-7] HIT: +3[-6] CROUCH: +3 [-6] COUNTER: KD [KD] STEP KICK f,f+4 DAMAGE: 25 RANGE: m BLOCK: +1 HIT: KD CROUCH: KD COUNTER: +7 =RUN UP BACKFLIP= 4 DAMAGE: -- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- [The opponent needs to block the f,f+4] =ART OF PHOENIX = d+1+2 DAMAGE: -- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- NUT CRACKER d/b+4 DAMAGE: 10 RANGE: L BLOCK: -12 HIT: +7 CROUCH: +7 COUNTER: KD TOE KICK d/f+4 DAMAGE: 11 RANGE: m BLOCK: -4 HIT: +7 CROUCH: +7 COUNTER: +7 SKY SCRAPER KICK WS+4 DAMAGE: 14 RANGE: m BLOCK: -11 HIT: KD CROUCH: KD COUNTER: KD CYANIDE [AOP] u/f+4 [~d+1+2] DAMAGE: 25 RANGE: m BLOCK: -1 [-16] HIT: +10 [-5] CROUCH: +11 [-4] COUNTER: KD [KD] [ Inputing d+1+2 is optional] FLOWER BED FC,d/f+4 DAMAGE: 6 RANGE: L BLOCK: -7 HIT: +4 CROUCH: +4 COUNTER: +4 [Ling will automatically go into AOP after this move] FLOWER GARDEN FC,d/f+4,4 DAMAGE: 6,10 RANGE: LL BLOCK: -7 -6 HIT: +4 +5 CROUCH: +4 +5 COUNTER: +4 +5 PARTING SWEEP SS+4 DAMAGE: 16 RANGE: L BLOCK: -13 HIT: -2 CROUCH: -2 COUNTER: KD TWIN PHOENIX [RDS] b+4 [~B] DAMAGE: 13, 15 RANGE: hh BLOCK: -11 [-16] HIT: 0 [-5] CROUCH: ~ ~ COUNTER: 0 [-5] [Twin Phoenix will leave Ling in RDS, you can avoid this by pressing ~B to put her back in her basic stance] HYPNOTIST WALK b+1+2 DAMAGE: -- RANGE: -- BLOCK: ~ HIT: ~ CROUCH: ~ COUNTER: ~ =SPIN STICKER= 2 DAMAGE: 25 RANGE: m BLOCK: +1 HIT: KD CROUCH: KD COUNTER: KD CROUCHING RD STARTER FC, d/b+3+4 DAMAGE: -- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- [Ling will be in RDS] PHOENIX STARTER d+1+2 DAMAGE: -- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- [Ling will be in AOP] HIGH PARRY 1+4 DAMAGE: -- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- FALSE SALUTE TAUNT 1+3+4 DAMAGE: -- RANGE: -- BLOCK: -- HIT: -- CROUCH: -- COUNTER: -- GREETINGS TAUNT 2+3+4 DAMAGE:-- RANGE: -- BLOCK: +19 HIT: +19 CROUCH: +19 COUNTER: +19 WALL JUMP b,b,u/b DAMAGE: 15 RANGE: m BLOCK: 0 HIT: KD CROUCH: KD COUNTER:KD [Depending on the opponents poition, Ling may be in RDS at the completion of this move] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ RAIN DANCE ARTS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ REMEMBER: LING IS UNABLE TO BLOCK WHILE IN RDS ART OF PHOENIX STARTER d+1+2 DAMAGE: -- RANGE: -- [Ling will be in AOP after this move] RAIN ELBOW 1 DAMAGE: 22 RANGE:N/A [Ling will still be in RDS after this move] REVERSE SLAP 2 DAMAGE: 10 RANGE: h [Ling will still be in RDS after this move] DARK AND STORMY 2,1,4 DAMAGE: 10, 10, 15 RANGE: hhm FORTUNE ROLL 3 DAMAGE: 16 RANGE: m [Ling will still be in RDS after this move] TURN AROUND KICK (f_b)+3 DAMAGE: 25 RANGE: h PIG LEG f,f+3 DAMAGE: 20 RANGE: M [Ling will still be in RDS after this move] BACK CIRCLE BREAKER d+3 DAMAGE: 15 RANGE: L [Ling will still be in RDS after this move] ALTER. CIRLCE BREAKER D+3 DAMAGE: 15 RANGE: L REVERSE FRONT LAYOUT f,f+3+4 DAMAGE: 17 RANGE: M [Depending on the oponent's and Ling's positions, Ling may end up in RDS] SPINNER DODGE (3+4_d+3+4) DAMAGE: -- RANGE: -- CALIFORNIA ROLL f+3+4 DAMAGE: -- RANGE: -- [Ling will still be in RDS after this move] =REV. KANGAROO KICK= ~3+4 DAMAGE: 25 RANGE: m [Ling will still be in RDS after this move] GUARD BREAKER d+4 DAMAGE: -- RANGE: -- JUGGLE MISTRUST 4 DAMAGE: 16 RANGE: m HIGH & MID PARRY 1+4 DAMAGE: -- RANGE: -- LOW PARRY d+1+4 DAMAGE: -- RANGE: -- SPIN AWAY b~3+4 DAMAGE: -- RANGE:-- SPIN AWAY B~3+4 DAMAGE: -- RANGE: -- FALSE SALUTE TAUNT 1+3+4 DAMAGE: -- RANGE: -- [Ling will still be in RDS after this move] GREETINGS TAUNT 2+3+4 DAMAGE: -- RANGE: -- [Ling will still be in RDS after this move] ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ART OF PHOENIX ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ BUTTERFLY d DAMAGE: -- RANGE: -- [Ling will stay in AOP while doing this move] HANDFULL 1 DAMAGE: 7 RANGE: m PHOENIX COOKIE 2,1 DAMAGE: 12, 15 RANGE: mm QUICK WAVE CREST ~1+2 DAMAGE: 14 RANGE: m HEAVY WAVE CREST d+1+2 DAMAGE: 25 RANGE: m POWER WAVE CREST 1+2 DAMAGE: 16 RANGE: m RDS STARTER b+3+4 DAMAGE: -- RANGE: -- [Ling will now be in RDS] KNEE STABBER 3 DAMAGE: 15 RANGE: L [Ling will stay in AOP after this move is inputted] BARREL SHOTGUN (u/b_u_u/f)+3 DAMAGE: 15 RANGE: m DOUBLE BARREL SHOTGUN (u/b_u_u/f)+3,3 DAMAGE: 15,23 RANGE: mH SCISSORS KICK (u/b_u_u/f)+3,4 DAMAGE: 15,25 RANGE: mm PHOENIX TRIP (u/b_u_u/f),3 DAMAGE: 19 RANGE: L PIROUETTE KICK (U/B_U_U/F)+3 DAMAGE: 30 RANGE: m =ART OF PHOENIX = d+1+2 DAMAGE: -- RANGE: -- ROLL OUT f+3+4 DAMAGE: -- RANGE: -- =ART OF PHOENIX= ~D DAMAGE:-- RANGE: -- RISING PHOENIX 3+4 DAMAGE: 12,8,14 RANGE: N/A FLOWER KICK 4 DAMAGE: 23 RANGE: m =RAIN DANCE STANCE= ~B DAMAGE: -- RANGE: -- FIRE CRACKER 4~3 DAMAGE: 15 RANGE: L =FIRE CRACKER ROLL= (u_d) DAMAGE: -- RANGE: -- FLOWER BED f+4 DAMAGE: 7 RANGE: L Ling will go back into AOP] FLOWER GARDEN f+4,4 DAMAGE: 7,10 RANGE: LL CRANE KICK (u/b_u_u/f),4 DAMAGE: 25 RANGE: m FLYING CRANE KICK (U/B_U_U/F)+4 DAMAGE: 25 RANGE: m FLOWER POWER u+4,4 DAMAGE: 8,12 RANGE: mm [By inputting d+1+2 after the first kick, you can quickly put Ling back in AOP] TRICK FLOWER U+4 DAMAGE: 8 RANGE: mm ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ UNBLOCKABLES ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ PHOENIX STRIKE b+1+2>1+2 DAMAGE: 40 RANGE: ! [By Hypnotist Walking longer, you can increase the damage to 50 then 80] =CANCEL= b,b DAMAGE: -- RANGE: -- 5) LING COMBO'S ````````````````````````` This section is still under construction. Since I currently have no move tips for all of the combo's, you will have to test each move out to see how it works etc. I will be adding more combo's and move tips over the next few updates... Do you have a combo that you think should be in this section? Notify me on the boards. That way, other users can voice their opinions and offer help to improve your combo. If you think you have a combo that needs no changing at all, email me. Remember, you must tell me the starting move, when you like to use it (optional) and any other important information you think I should know about. I will give credit where credit is due. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CROSS LIFTING PALMS COMBOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2,f,f+2,1 DAMAGE: 38 MOVE TIPS: 1,D+2,f,f+2,1 DAMAGE: 39 MOVE TIPS: 2,1,d/f+1,f+3 DAMAGE: 40 MOVE TIPS: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ REVERSE KANGAROO KICK COMBOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U/F,N,4,f,f+3 DAMAGE: 50 MOVE TIPS: f+3+4~3+4,d+1 DAMAGE: 49 MOVE TIPS: 3 DAMAGE: 24 MOVE TIPS: After the Reverse Kangaroo Kick hits the opponent, you must press 3 quickly for it to hit. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WAVE CREST COMBOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 4~3,WS+2,2,1 DAMAGE: 60 MOVE TIPS: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ CYANIDE COMBOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 2,1,1,f,f+3 DAMAGE: 35 MOVE TIPS: ~d+1+1,2,1 DAMAGE: 43 MOVE TIPS: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ X MARKS THE SPOT COMBOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ U/F,N,4,d+4 DAMAGE: 39 MOVE TIPS: d+1+2,1,WS+2,4 DAMAGE: 40 MOVE TIPS: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ART OF PHOENIX MISTRUST COMBOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1,1+2 DAMAGE: 59 MOVE TIPS: D/F+1,f,f+2,1 DAMAGE: 70 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ART OF PHOENIX BARREL SHOTGUN COMBOS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1,d+2,2,1,3 DAMAGE: 36 MOVE TIPS 6) PLAYING A HUMAN ````````````````````````````````` I 've added this section in for a bit of spice and fun. These types of players are written from my experience only. If you have something worth while that you think needs to be here or have a serious problem with any of the things I have said here, email me or post a message on the board. I will give credit where credit is due. First Job: Identifying your opponent There are six basic types of Tekken players. The Masher: Someone who doesn't know a thing about Tekken, they are convinced that pushing 1 000 buttons' a second is going to win them the match. Prove them wrong. Since mashers seem to have a different playing style everytime they press a button it's going to be hard predicting them. Here's a hint. Mashers will always find one or two moves while they will constantly use. Eddy/Christe mashers will most likely stick to their Slippery Kick Combo while Hwoarang mashers will stay with his Machine Kicks and/or Hot Feet Combo. Take a step back and observe to see what moves they are sticking to then, find the weaknesses and exploit them. The Street Fighter: These people take an interest in fighters games, but not particulary Tekken. The Street Fighter espically (Also called The will often play in a 2D environment. They won't Tekkenite or sidestep too often but will block, crouch etc. Most of Average player) them stay with poking and quick jabs, so try and work in a 3D environment. Roll, cartwheel, duck, front layout. Confuse them evasive moves and when the time is right, punish them! The Tekkener: The average player will know the basics of the game-how to jump, duck etc etc. However they lack a certain 'Ooph' in their knowledge of the attacks they use. For example, the average player many not block often and they might use a 'structured' gameplan. That means that they will use a certain opening move etc, contrary from the Master's gameplan the average player will not be able to change their plan in the game, due to their 'lack' of knowledge of some aspects of the game. Find holes in their attack and punish them... The Pitbuller: Attack, attack, attack. If you don't know how to block, counter, parry, interrupt and recover fast, you're not going to last very long indeed.The Pitbuller will most likely stay with quick moves. Make sure you are good with playing a defensive game before versing a Pitbuller. Some Pitbullers act like Turtlers to draw you in, then they pound you with damaging attacks. The Turtler: Will play a defensive game. They know when to duck most high attacks, and will probably (if their character has one) try to parry some attacks. They favour WS and Counter Hit attacks and like to use damaging juggles.The Turtler will know a mistake when they see one. If you verse a turtler (and you happen to be a turler) try to play mind games on them. Use low jabs then set them up for a juggle, dance around the opponent from afar then run in and stop just outside of hitting range. This will force them into corners and tight situations and they are forced to take a more offensive role, which most have trouble playing. The Master: The absolute pride and glory of Tekken. Masters know everything about the game well and will rarely make even the smallest mistake. Masters know what they are doing and can easily and quickly change their game play and setup.Masters' will punish you for making a mistake and are not easily thrown off their game. If you treat them with respect,most likely they'll treat you with respect. Highly unlikely you'll have half a chance beating them unless your a master yourself... 7) AUTHOR HISTORY `````````````````````````````` Since this is my first FAQ, many of you may want to know me better, so here we go! I live in Perth, Australia. I have been interested in Tekken ever since Tekken 2's debut back in the 90's. I played Jun Kazama and Nina Williams alot and when Tekken 3 came out, I began to use Jin Kazama and again Nina Williams. It wasn't until about nine months into Tekken 3 when I started to look for a new character to make my merry couple-team a crowd. I tried Ling and I've never put her down. Unfortunatly, I am considered 'underage' to compete in professional tournaments,( I was only 3 months under the desired age for the Tekken 4 World Tournament) however, I do compete in smaller arcade, friendly and state tournaments. My choice? The speedy Ling of course (I don't use Jin because half the other players use him anyway). I don't consider myself a master of Ling, (maybe bordering on skilled player and expert) but I don't consider myself as a pushover either. My other interests include racing games, swimming and drawing. There you have it! Ask me questions if you want (not too personal though :P). 8) LING PLAYER MISTAKES ``````````````````````````````````````` Here I hope to answer frequent questions asked by Ling players. I may be quoting people from the boards, so if you find here one of your questions you asked on the board and want your name removed, please don't hesitate to tell me. 9) CREDITS ```````````````` Dinaga (Yoshimitsu), for his support, encouraging me to write a FAQ and his concept Header Art. NeoSloane, for making the comment about being beaten by a girl that's not even looking. Thanks man! :P Avarus, for unknowenly pushing me to make my FAQ better and better and better and better............. GameFAQS, for creating a great place for people to talk about their gaming interests. And for posting my FAQ of course! Me, for being so brilliant. Haha, ha....ha *sigh*. 10) VERSION HISTORY ``````````````````````````````` 0.0: (27/1/03) Began typing Ling Faq 0.1: (28/1/03) Added Human Player Section Added more people to Credits section Began Work on Frame Advantages. Fixed small typo and spacing errors. 0.1 (29/1/03) Began improving movelist 0.2 (30/1/03) Finished changes to movelist Changed Introduction and About the Author slightly Started improving Combo section Began testing Ling Combos on PS2 and started writing Move Tips Began and Finished Top Header 0.3 (31/1/03) Began adding Frame Data to FAQ