Tekken 5 Wang FAQ (v1.0, 20th March, 2005) Copyright 2005 Tariq mukhttar email: leblackdragon@yahoo.com _________________________________________________________________________ Version 1.0 20th March 2005 _________________________________________________________________________ TABLE OF CONTENTS: ------------------ 01) Wang 01.1) Win Poses 02) Key 03) Move List 03.1) Standing 03.2) While Crouching 03.3) While Rising from Crouch 03.4) While Crouch Dash 03.5) During Side-Step 03.6) Reversal 03.7) Neutralizer 03.8) 10 Hit Combo 03.9) Throws 04) Crouch Cancel 05) Special Properties 06) Double Slap (b+2, 2) 07) Juggles 07.1) launchers 07.2) Stun Juggle 07.3) Off the Ground Juggles 08) Counter Hits 09) Okizeme 10) Strings 10.1) Getting Close 10.2) String building blocks 10.3) Juggle Interrupt 101.5) Escaping 11) Wall Game 12) Multi-Throw Escape 12.1) King 12.2) Nina Williams 12.3) Anna Williams 12.4) Bruce Erving 13) Credits _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 01) Wang: ------------------ 01.1) Win Poses: ---------------- 1 = Bows, Laughs 2 = Performs Kata 3 = Looks around, "Xiaoyu! Is dinner ready yet? I'm straving." 4 = Walks away, "All that talent..." ? = ? ? = ? _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 02) Key: -------- Input: 1 = Left Punch Button 2 = Right Punch Button 3 = Left Kick Button 4 = Right Kick Button u,d,f,b = Tap Up, Down, Forward, Back U,D,F,B = Hold Up, Down, Forward, Back Hit Level: H = Hits High M = Hits Mid L = Hits Low Properties: D = Input can be Delayed ! = State Reset, Returns to Neutral position J = Juggle Status: This is derived from when your attack is blocked. FD = Frame Disadvantage FN = Frame Neutral FA = Frame Advantage GC = Guard Crush NGC = Guard Crush when Near P = Push's Opponent away Misc: qcf = Quarter Circle from Down to Forward hcb = Half Circle Back FC = From Crouch Position RC = Rising from Crouch position SS = Side-Step FDFA = Face Down, Feet Away FUFA = Face Up, Feet Away FDFT = Face Down, Feet Towards / = Or [ ] = Slide, press sequence very quickly _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 03) Move List: -------------- Syntax: Move Name Button/Hit Level/Property(Frame, Guard, Push Status) -> Optional Move Branch 03.1) Standing: --------------- G-Clef Cannon 1H, 1M, 1MJ (FD) Jab to Right High Kick 1H, 4H (FD) Spin Behind 2H, b (FA) Right Straight to Left High Kick 2H, 3M (FD) Triple Spin Razor 4H, 4L, 1MJ (FD) Triple Spin Kick 4H, 4L, 4H (FD) Triple Spin Low 4H, 4L, d+4L Mountain Splitter 1+2M (FD) Power Punch f+2M (FD) Rising Heaven Kick f+4MJ (FD, GC) Energy Blast f+1+2M (FD, P) Heavy Uppercut f+1+4MJ Pearly Gates df+1M, 1MJ (FD) Slow Power Punch df+2M (FD) Slow Power Punch Combo df+2M, 1MJ (FD, GC) Snap Kick df+3M (FD) Medium Power Punch df+1+2M (FD) Furioes Tiger d+2M, 1+2M (FD) Gaint Slayer d+3L, 4H (FN) Sweep to Razor's Edge d+4L, 1M (FD) Sweep to High Kick d+4L, 4H (FD) Sweep to Low Kick d+4L, d+4L (FD) Rising Tide d+1+2M (FD, GC) Crumbling Tower d+3+4L (FD) False Lift db+2M (FD) Spinning Low Kick db+3L (FD) Tiger Mountain db+4L, 2M (FD, GC) Cobra Fang db+1+2M (FA) Jagged Edge b+2M, 1H (FD) Evading Kick b+4M (FD) Pinwheel Punch b+1+2M (FD, GC) Dancing Monkey Kick uf+4M (FD) Foot Stomp uf+3+4M (FD) Crouching Cobra fF+2M (FD) Swivel Kick fF+4H (FN, GC) Dragon Power Punch bB+1+2 Leaping Side Kick fff+3M (FA, GC) Dragon Thrust df+1+3+4M 03.2) While Crouching: ---------------------- Sweeping Cartwheel df+4L, 3M (FD) 03.3) While Rising from Crouch(RC): ----------------------------------- Gravity Punch 2M, 2M, 2LD (FD) Skyscraper Kick 4M (FD, GC) 03.4) While Crouch Dash: ------------------------ Heavy Power Punch qcf+2M (FD) 03.5) During Side-Step: ----------------------- - These moves can be initiated any time during Side-Step. Parting Sweep 4L (FD) Horse Tamer 1+2M (FA) 03.6) Reversal: --------------- - Cannot parry elbows and knees. Attack Reversal b+1+3/b+2+4 03.7) Neutralizer: ------------------ - Time with enemy attack - Cannot parry elbows and knees Neutralizer b+1 -> Swallow's Tail -> 1 -> Massive Dragon -> 2 -> Circling Dragon -> 3 -> Flash Flood -> 4 03.8) 10 Hit Combo: ------------------- #1 2H, 1M, 1M, 4H, 4L, 1M, 1M, 3L, 4H, 2M #2 2H, 1M, 1M, 4H, 4L, 1M, 2M, 1M, 4L, 2M 03.9) Throws: ------------- Headlock Toss 1+3 Damage: 35 Body Slam 2+4 Damage: 35 Crushing the Dragon (from Left) 1+3/2+4 Damage: 40 Golden Mountain (from Right) 1+3/2+4 Damage: 40 Reverse Neck Throw (from Back) 1+3/2+4 Damage: 50 Wanning Moon df,df+2+4 Damage: 15 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 05) Crouch Cancel: ------------------ ***Incomplete*** - These moves lag can be cancelled by pressing down into a crouch state. Quick Somersault Kick BU/U/UF+4 High Somersault Kick UF+4 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 06) Special Properties: ----------------------- ***Incomplete*** Additional properties of moves that are unmentioned. Pinwheel Punch b+1+2 -> Auto-Parry and Attacks all Hi, Mid attacks _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 07) Juggles: ------------ Some juggles have more than one follow-up. They are listed easiest first. Some are added becuase they just look good. - Not all characters can juggled the same way. Some are harder than others. While some require altering the juggle. 07.1) launchers: ---------------- df+1, 1 -> b+2, 1 -> b+2, 1 -> f+1+2 Hit#: 7 Damage: 66 -> df+1+2 Hit#: 7 Damage: 83 -> 2 -> b+2, 1 -> b+2, 1 -> f+1+2 Hit#: 8 Damage: 69 1, 1, 1 -> b+2, 1 -> b+2, 1 -> f+1+2 Hit#: 8 Damage: 69 4, 4, 1 -> b+2, 1 -> b+2, 1 -> f+1+2 Hit#: 8 Damage: 86 -> d+2, 1+2 Hit#: 9 Damage: 93 f+4 -> 2 -> b+2,1 -> b+2,1 -> f+1+2 Hit#: 7 Damage: 56 -> b+2, 1 -> b+2,1 -> df+1, 1 Hit#: 7 Damage: 58 f+1+4 -> UF, 4 -> b+2,1 -> b+2,1 -> f+1+2 Hit#: 7 Damage: 98 d+4, 1 -> b+2, 1 -> b+2, 1 -> d+2, 1+2 Hit#: 7 Damage: 61 d+1+2 -> UF, 4 -> b+2, 1 -> d+2, 1+2 Hit#: 6 Damage: 67 -> b+2,1 -> f+1+2 Hit#: 7 Damage: 70 db+2 -> 1 -> b+2, 1 -> d+2,1+2 Hit#: 6 Damage: 52 db+4, 2 -> f+1 -> b+2, 1 -> d+2, 1+2 Hit#: 7 Damage: 64 -> b+2, 1 -> b+2, 1 -> d+2, 1+2 Hit#: 8 Damage: 73 df+2, 1 -> 1 -> b+2, 1 -> d+2, 1+2 Hit#: 7 Damage: 67 -> b+2, 1 -> f+1+2 Hit#: 8 Damage: 70 uf+4 -> 2 -> b+2, 1 -> b+2, 1 -> f+1+2 Hit#: 7 Damage: 58 -> 4 -> b+2, 1 -> d+2, 1+2 Hit#: 6 Damage: 64 -> 4 -> b+2, 1 -> b+2, 1 -> f+1+2 Hit#: 7 Damage: 67 df,df+2+4-> ff-> f+2+4 Hit#: 2 Damage: 65 -> df+1,1-> b+2,1->b+2,1->f+1+2 Hit#: 7 Damage: 66 b+1(parry),3 -> 2 -> b+2, 1 -> d+2, 1+2 Hit#: 6 Damage: 48 -> 2 -> b+2, 1-> b+2, 1-> f+1+2 Hit#: 7 Damage: 51 _________________________________________________________________________ 07.2) Stun Juggles: ------------------- d+3+4 -> f+2+4/f+1+3 Hit#: 2 Damage: 65 d+3+4 -> df, df+2+4 -> f+2+4 Hit#: 3 Damage: 95 db+1+2->d+1+2->uf,4 -> b+2,1-> b+2,1-> f+1+2 Hit#: 8 Damage: 98 _________________________________________________________________________ 07.3) Off the Ground Juggles: ----------------------------- These are juggles initiated after knocking your opponent to the ground. - Hit count and Damage starts from knockdown. _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 08) Counter Hits: ----------------- - Certain moves effect opponents in a different way as a Counter-Hit. - Listed are the attacks that on a Counter-Hit allow for further combos. Move -> Effect 1, 1, 1 -> 3rd hit combos 2, 3 -> 2nd hit combos 4 -> Juggle 1+2 -> Knockdown f+2 -> Knockdown f+1+2 -> Knocks down rolling far d+3, 4 -> 2nd hit combos db+4, 2 -> 2nd hit combos b+4 -> Stun Fall b+1+2 -> Knocks down further fF+2 -> Stun Fall, FDFA SS+4 -> Sweep, FUFA SS+1+2 -> Stun Fall _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 09) Okizeme: ------------ ***Incomplete*** _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 10) Strings: ------------ ***Incomplete*** A sequence of combos and moves that are linked together thru Frame Advantage, and Frame Neutral states. Purpose is to continuesly pressure your opponent. - Your objective is to force your opponent into either a crouch or standing position. - Always start/continue a string with either a Low, or Mid attack. - When ending a combo with a crouch position, link into "Rising from Crouch" Moves. - Minimize as much as possible "High" hitting moves. - Interrupt your strings with a surprise Juggle Launcher, Throw, or Sweep. - d+4, 1 into SS+1+2 can be cancelled so fast it'll look like a single move that looks like a fake. - Know which moves end with Wang in a crouch state to initiate faster FC or RC moves. - If something goes wrong, hold BU/U and jam 3 like crazy (bu/u+3), or have a Reversal timed and hope it's a high or mid, non-elbow retaliation. - If you're in trouble in a crouching state, you can always High Somersault Kick out of there. Problem is with the initial lag you can be hit out of it with a normal punch... but it still looks cool if it works. - Also, High Somersault Kick works good as an escape. Say right after a 1, 4. Gravity Punch 2M, 2M, 2LD (FD) Sweeping Cartwheel df+4L, 3M (FD) _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 11) Wall Game: -------------- - Wall Carry is a combo design spefically for the job of getting your juggled opponent as close to the wall as possible, while ensuring that you doesn't lag afterwards in order to continue punishing. - Wall punisher is the most damaging attack you can do to a wall stunned opponent. Wall Carry: uf+4-> b+2, 1-> b+2, 1-> b+2, 1 Hit#: 7 Damage: 54 Wall Punisher: _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 12) Multi-Throw Escape: ------------------------ - Number(s) denote actual opponent input - Number(s) in following bracket [N] is escape input button(s) 12.1) King: ----------- Pile Driver: Bends you over, locks your arm, and slams your head down Standing Heel Hold Combo: Grabs a leg and drags you qcf+2+3[2] ###> 1+2[1+2] ###> 1 # ##> 1[1] # ##> 1+2[2] Arm Breaker Combo: Breaks elbow over shoulder qcf+1+4[1] ###> 1+2[1] # ##> 1+2[2] ###> 4 # ##> 2[1+2] ###> 2[1] # ##> 1+3[2] Reverse Arm Slam Combo: Grabs Arm, Throws you over shoulder fDF+1+3[1] ###> 2[1] ###> 3+4[1] ###> 1 ###> 2[1] # ##> 3[2] Reverse Special Stretch Bomb Combo: Locks elbows and turns fDF+1+2[1+2] ### # fDF+2+4[2] ######> 2 ###> 3+4[2] ###> 1 ###> 2[1] # # u/d -> 2+4[2] ## ##> 3[2] Mexican Magma Drive: Starts with spin hop 3+4, 1+4[1] ###> 2+4[1] # ##> 3+4[2] ###> 1[1] # # # ##> 3[2] # ##> 1 ###>2[1] ###> 2[1+2] ##> 1+2[1] ###> 2+4[1] # # ##> 1+2[1] ###> 3+4 ###> 1+2[1+2] # ##> 2 ###> 3+4[2] ###> 1 ###> 2[1] # ##> 3[2] _________________________________________________________________________ 12.2) Nina Williams: -------------------- Backhand Slap Combo: Grabs arm, back fists qcf+1+2[2] ###> 3[1+2] # ##> 2[2] ###> 1[2] # # # ##> 1[2] # ##> 1[1] ###> 3[1] # ##> 2[2] Betrayer: Steps backs, grabs and kicks leg qcb+1+4 ###> 2[2] ###> 1[1] # # # ##> 1[2] # ##> 1[1] ###> 3[1] # ##> 2[2] Crab Hold Combo: Grabs torso with legs qcf+3+4 ###>3[1] # ##> 4[2] ###> 3[1] # ##> 1[2] _________________________________________________________________________ 12.3) Anna Williams: -------------------- Chin Bash: Grabs arm, back fists qcf+1+2[2] ###> 3[1+2] # ##> 1[1] ###> 3[1] # # # ##> 2[2] # # # ##> 2[1+2] # ##> 1+3[2] ###> 4[2] # ##> 1+2[1] _________________________________________________________________________ 12.4) Bruce Erving: ------------------- Clinch: Grabs you, reverses sides f, dDF+2, 3[2] ###> 3+4[1] # ##> 4[2] Right Knee Kick: Grabs you, reverses sides, Knees you f, dDF+1, 4[1] ###> 1+2[1] # ##> 3[2] ###> 1[1] ###> 2 _________________________________________________________________________ ######################################################################### _________________________________________________________________________ 13) Credits: ------------ 01) Khalid Al-Dhamer for allowing our weekly gathering at his place 02) Ryuuko for his extreme patience with my bad temper 03) Busterwolf for bringing to my attention additional King Multi-Throws 04) Tekken Zaibatsu Forums