Jin Kazama/Heihachi Mishima Tag Team Strategy Guide - Guide for Tekken Tag Tournament

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Subject: Update of Jin/Hei faq by chucky..(Tekken Tag Tournament.)

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The Ultimate Jin Kazama/Heihachi Mishima Tag Team Strategy Guide
For Tekken Tag Tournament on Arcade or Playstation 2. Vision 3.1 written by
Chucky. [email protected]
22/07-99-12/05-2000 This file must be viewed in monospace typeface.
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Copyright 1999, 2000.

No part of this FAQ may be reproduced for sale, compilation, or any other form
of commercial/non-personal distribution without express permission from the
author. Reproduction of this FAQ in any form by game magazines is a direct
violation of the applicable copyright laws. Copies of this FAQ and the
information within may be freely distributed throughout the Tekken community.

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Table of contens:
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--------------
1.0 -prologue-
--------------
--------------
2.0 -Commands-
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       -Abbreviations-
       -Throws-
       -Crouch Dashing-
       -Throw game-
--------------------------------
3.0 -Why the Jin/Heihachi team?-
--------------------------------
           -Introduction of Jin Kazama-
           -Introduction of Heihachi Mishima-
           -Jin Kazama Strengths and Weaknesses-
           -Heihachi Mishima Strengths and Weaknesses-
           -Jin Kazama Basics-
           -Heihachi Mishima Basics-
-------------------------------------
4.0-Jin Kazama profile and
in-depth analyze of moves and throws-
-------------------------------------
                             -Profile-
                             -Storyline-
                             -Movelist-
                             -Special Attacks-
                             -Throws-
                             -Strings-
                             -Devil Jin-
------------------------------------
5.0-Heihachi Mishima profile and
In-depth analyze of moves and throws-
------------------------------------
                               -Profile-
                               -Storyline-
                               -Movelist-
                               -Special Attacks-
                               -Throws-
                               -Strings-
-------------------------------
6.0 -Basic strategy for
Jin Kazama and Heihachi Mishima
-------------------------------
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7.0 -Credits-
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1.0 prologue
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Well this should be your ultimate strategy guide for the Jin Kazama/Heihachi
Mishima team, this guide is appealing to the person who knows the basics on how
to play Tekken, otherwise I suggest you find a basic TTT guide on the net so
you would know things like how to get up from the ground the right way or how
to crouchdash, the person don't have to be a total encyclopaedia in Tekken but
as said above has to know the basics in the Tekken series.

In this Jin/Heihachi Tag Team guide you will only find strategy against other
players in VS mode and not how to beat the computer or how to get the fastest
time in time attack, what It will teach you however is how to be a successfully
Jin/Heihachi team + gamestrategy, in-depth analyze of each move Jin or Heihachi
possess, juggles, okizme and much more, with that said let's get on with the
guide.

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2.0 Commands:
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f -  tap forward    F -  hold forward
b -  tap back       B -  hold Back
u -  tap up         U -  hold up
d -  tap down       D -  hold down

d/f - tap down and forward     D/F -  hold down and forward
d/b - tap down and back        D/B -  hold down and back
u/f - tap up an forward        U/F -  hold up and forward
u/b - tap up and back          U/B -  hold up and back

-Abbreviations-

QCT      - quarter circle toward  (d,d/f,f)
QCB      - quarter circle back  (d,d/b,b)
CD       - crouch dash  (f,N,d,d/f)
BS       - back spring  (b/f) (instant recover from "hard knocdown" attack)
SS       - sidestep  (u,d)
TR       - tech roll  (either 1,2,3,4 must be pressed the
           moment you land on the ground)
FC       - full crouch
N        - neutral  (no directions pressed on the joystick)
WS       - while standing (from a crouching position)
~        - the command must be done right after,(no delay)

1=Left Punch   3=Right Punch
2=Left Kick    4=Right Kick
5=Tag Button

-Levels-

h  = High Move
m  = Medium Move
l  = Low Move
sm = Special Medium
U  = Unblockable

-Throws-

f-throw    = forward throw
b-throw    = back throw
ls-throw   = left side throw
rs-throw   = right side throw

-Crouch dashing-

When playing with the Jin/heihachi team the first thing you must understand is
that crouch dash is what makes Jin and Heihachi so strong(Electric/Wind God
Fist, Hell Sweeps and crouchdash guessing games), and to be successful with
both Jin and Heihachi you got to learn to perfect the art of crouch
dashing(f,N,d,d/f(D/F), as they both very much rely on the crouch dash motions
like Jin's Standing Tsunamikicks/Hell Sweep(s) mix-up and his EWGF/WGF, also
Heihachi needs his crouch dash mix-up to survive like his EWGF/WGF and his
powerfull Hell Sweeps.
While doing a crouch dash motion Jin or Heihachi will go under any high
attacks, making It a very ideal way to get an attack in on your opponent, when
doing the crouch dash motion it's also possible to delay the punch/kick at the
end for about a quarter of a screen by holding D/F.

-Throwgame-

Throws has always played an important role in the Tekken series and in
TekkenTagTournament it's no different, use throws to suprise people off guard
or on opponents who like to block standing all the time,(much more on the throw
game later in the guide.)

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3.0 Why the Jin/Heihachi team?
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In Tekken Tag Tournament you have the choice of choosing from over 30
characters from Either Tekken 3 or returning ones from Tekken 2, so with 30+
characters why should you choose Jin and Heihachi for a team?, well first of
all Jin and Heihachi are a special team like Paul/Law or Nina/Anna King/Amor
King and so on, meaning that when teamed up together they can do a special move
that no one else can, besides that Jin/Heihachi seam to work incredibly good
together, with a combination of speed, power, and both being able to
crouchdash, also having some of the best jugglepotential in TTT both offensive
and defensive, the Jin/Heihachi team may in the right hands be a dangerous
mixture of two of the the most powerfull characters in the entire game IF you
learn to control them right, and that's what this guide is made to help you
with.

The first thing you should know when playing the Jin/Heihachi team is that they
share over 8 identical moves(after all Heihachi is Jin's grandfather), the
Shining Fists(1,1,2)the Demons Slayer(1,2,2)the EWGF/WGF(f,N,d,d/f(D/F+2)the
Thunder God Fist(f,N,d,d/f+1)the Demon Scissors(4~3)The Tsunami
kicks(WS+4,4)and the left Tsunami kick(f,f+3) but don't let that looks of the
moves fool you, even though the moves look almost alike, the damage, level and
priority is far from the same, also Jin and Heihachi(Mishimas) possess some of
the very best moves in TTT, that's right IM talking about Heihachi's
Electric/Wind God Fist(f,N,d,d/f(D/F+2) and Jin's Demon Steel Pedal(b+4) and
they both share the somewhat hated shining fists(1,1,2) NASTY!!, if you learn
to master and use these moves and alot of other there other moves correctly,
combined with tactics and cleverness your on a sure way to victory with your
Jin Kazama and Heihachi special team.

Differences from Tekken 3 to Tekken Tag Tournament:
-Jin-
new moves:
DSP(b+4)
Corpse Thrust(d/b+1)
Parting Wave(b+1)
Devil Stance, (can only be preformed with Heihachi on team)(b+1+2,2,2,3)

Changes from T3 to TTT:

EWGF/WGF now hits sm if buffered a tag afterwards.                           
The Hell Sweeps now has to connect as a counter or Jin has to be up very close
to his opponent for the Hell Sweep(s) to juggle.
Jin can now tag to Heihachi on: EWGF/WGF,Tooth Fairy,the last part of the
Laserscraper and the Standing Uppercut.

-Heihachi-
new moves:
Dark Thrust(WS+2)
Alter Splitter(b+1)
1-2 jabs to kick(1,2,4)
Demon Executor(1,2,2,1+2,SS)

Changes from T3 to TTT:

The EWGF/WGF now hits special mid instead of mid, and therefore inreverserble.
The Hell Sweeps can now be blocked low anytime during the sweeps and cause
Heihachi to loose his stance
Heihachi's standing right kick now stuns on counterhit.


-Introduction of Jin Kazama-

Jin is mixture of Kazuya and Jun, Jin got his power from his farther and his
speed from his mother and juggle starters from both, and with both power, speed
and good jugglepontential combined together Jin is a very powerfull character
to look out for, besides his powerfull juggle starters and his 5+ tag moves he
also posses 3 moves witch stuns his opponent on couterhits, and a reversal that
makes Jin's arsenal almost perfect and definitely one of the best characters in
Tekken Tag Tournament, but remember when played right a Jin player can be
devastating and almost impossible to beat, while in the wrong hands nothing
more than a sack of potatoes getting tossed around.

So how do you learn to be devastating with Jin?, well that is where I come in
and hopefully you will learn something, if you want to learn It all you have to
read the guide carefully as I later on will try explain every move that is in
Jin's arsenal, but don't forget that this is also a guide for Heihachi and
learns you how to play well as a team.


-Introduction of Heihachi Mishima-

While Heihachi lacks the speed and good defensive play that Jin possesses, he
suddenly makes up for It with his power and devastating jugglestarters, people
often disagree with the powers of Heihachi and says that Heihachi isn't much to
cheer about and he can't even reach the level of the other characters in TTT,
well that couldn't be more untrue, in fact he can be one of the deadliest, if
you play him right. Be sure to read the guide fully so you will understand all
of his strengths as well as his flaws, Of course Heihachi has his Strengths and
weaknesses like every other character in the game. And below you will find some
of his mayor Strengths and weaknesses.


-Jin Kazama Strengths and Weaknesses-

Strengths:

To be successfully with Jin you must perfect all of his moves knowing exactly
when to strike, Jin's main power lie in his Laser Scraper combo(b,f+2,1,d+2) in
juggle combos, if you manage to get a EWGF/WGF or a Standing Uppercut in on
your opponent you can juggle for over 50 points of energy, but used alone the
Laser Scraper combo is way to easy to break out of(much more on that later on
in the guide.

Also his new move the Demon Steel Pedal(b+4) plays an very important role in
Jin's arsenal and totally blows all the competition away the main priorities
about is that it's quick to throw out and has great recover time, and It will
stop ANY attack your opponent uses, and if you manage to hit your opponent with
a counterhit you have the option to juggle for 50-60 points worth of damage, It
also work great as a okizme weapon SWEEET!!.

Besides the stun juggle starters he has his Standing Uppercut(WS+2) witch you
can use if you successfully block a low attack pop em' up in the air for huge
damage potential, he also posses the Shining Fists witch is identical to
Heihachi's use em as a poking weapon or just to retaliate as they come out
lighting fast, and if you want to go for a bit of the cheesy stuff throw out
the Hell Sweeps which are forcing your opponent to block low or high, try out a
mean guessing game which the White Heron Combo making your opponent guess
whether to block high or low?, Jin also possesses a reversal that makes him
able to reverse mid and high attacks witch only Paul,Nina,Anna and Wang also
has in TTT, and now in TTT he's even given a low parry making his defense even
stronger.

Jin also plays an excellent throw game as he can reach longer than the most
other characters and posses the stonehead throw witch is also in Heihachi's
arsenal witch require both left and right punch at the same time to break out
of, and don't forget when teamed up with "old daddy cool" Jin has the ability
to go into his Devil Jin possession.(scary sh*t!!)

Weaknesses:

Jin's biggest Weakness is probably his ordinary Electric/Wind God Fist witch
hits high making It very dangerously just to throw out as the opponent has a
1000 ways to punish you  if he ducks It, another downside with Jin's WGF is if
you land a counterhit the opponent will fly half across the screen making It
impossible to juggle afterwards(the EWGF will not however.), so the only way to
make It hit medium is to go into Jin's Devil Stance(read on later in this
guide), his Hell Sweeps has also been toned down and now have to hit as a
counter or Jin has to be very close to the opponent if not he will stagger
making It possible for the opponent to retaliate against Jin afterwards,
another big flaw about Jin is if the opponent blocks Jin's side step move the
Tooth Fairy(SS+2) you will find yourself to be in a world of troubles, as the
opponent has the ability to retaliate against you or even throw you as this
move takes forever to recover.


-Heihachi Strengths and Weaknesses-

Strengths:

As the no.1 juggle master of the entire game, most of your strategy when
playing as Heihachi should be to either be offensive and go for juggles during
almost the whole fight, or to play defensive and wait for your opponent to make
a mistake and retaliate with a combo starter, both strategies works excellent,
I my self play a very offensive Heihachi pressuring the opponent during the
whole fight, but as said above you can also play Heihachi defensively and catch
up on opponent's mistakes.

Heihachi has been given three new moves witch two of them is very usefull, his
new AlterSplitter which stuns then opponent long enough for you to get a throw
in or a quick attack, his other move the Dark Thrust works kind of like
Kazuya's Gut Punch, if you land a counterhit the opponent will be stunned long
enough for you to throw out Heihachi's Power Punch(d,d/f,f+2) or a juggle,
Heihachi's best Move and definitely one of the  best move in TTT for that
matter is his Wind God Fist witch hits special medium in TTT but then again
can't be reversed, the WGF is the move your opponent will hate you for as if
you learn to use It at the right time It will hit nine out of ten times for big
frustration for your opponent oh and don't forget that this IS the best tag
move in the entire game heheh, then there is the Tile Splitter witch is similar
to Paul's and the ultra fast Shining Fist which have mayor priority and hey
don't forget about the Hell Sweeps.

Heihachi has quite a few ways to juggle the opponent. His main ones include The
Wind God Fist, witch should be your most used juggle starter, the Demon
Uppercut which should be executed from a distance and last the Twin Pistons
which can be used very well both offensive and defensive. Heihachi also has one
of the meanest okizme in TTT, learn to use his power, his strong "tagjuggles"
and okizme right and your on a great winning streak.

Weaknesses:

One of Heihachi's main weakness in TTT is that both his Wind God Fist and his
Hell Sweeps has been tweaked a little down from Tekken 3, also a lack of an
reversal, this often forces you to play a more offensive gameplay unlike Jin
who play defense very well, again Heihachi has his Demon Breath  witch is also
not as fast as in Tekken 3 It work's sort of like a reversal but is not quick
enough to catch in between strings of punches and kicks, Heihachi has got his
Auto Reversal though, which only works when you get hit by a mayor counter
right kick then Heihachi will automatically reverse It if you press f at the
same time, but that isn't much usefull as It only takes about 10 procent more
damage to the opponent as to Heihachi(more about Heihachi's Auto Reversal later
in the guide).

Also his lack of a sidestep move isn't the best although you can use his Demon
Breath for Side Stepping but It doesn't even compare to other characters like
law's or Nina's side step attacks, so if your get to sidestep around your
opponent go for a throw instead, as said above his Wind God Fist has also been
slightly toned down It now hits "special mid" like Kazuya's witch means if you
hit a crouching opponent he will just wiffer back and not be juggled, but it's
pretty safe to throw out anyway as the opponent can't retaliate afterwards as
Heihachi recovers to fast, but the good thing about It hitting sm now is now
it's inreverserble, Also his Hell Sweeps are toned down quite a bit, It now has
to be a counterhit for the hole string to go in, if It isn't a counter the
opponent can throw Heihachi of the stance any time and he will stagger back and
the opponent can  retaliate against you with a quick attack, other than that
Heihachi is a very powerfull character indeed.


-Jin Kazama Basics-

Unlike Heihachi Jin is a very quick character and players both offensive and
defense very good, below I will try and describe Jin's main priority moves
Jin's new move in TTT the Demon Steel Pedal(b+4)),his Shinning Fists witch are
similar to Heihachi's the Demons Paw, and Jin's best(only) low attack The Hell
Sweep(s) all the move are vital to Jin and necessary if Jin must survive
against an expert player.

Demon Steel Pedal:
This is Without a doubt Jin's best move, it's a new move Jin's be given in TTT
and It TOTALLY ROCKS, this move is so overpowered in any way and actually
replaces the Tsunami kicks(d/f+4,4) totally, first of all It hits medium and
almost so low as Ogre's f,f+1+2 meaning that its awesome for okizme, It also
comes out really fast and has an excellent recovery time, It also staggers if
blocked, It is also very quick and easy to do(b+4), secondly this move will
stop ANYTHING! The opponent throws at you, if you get a normal hit your
opponent will just take average damage, and if he blocks It he will staggers
back so Jin can't be retaliated against so, however if you manage to get a
counter hit which is fairly easy as It stops anything you have the option to
juggle afterwards for about 40-50 points worth of damage, and with the great
recovery time Jin has on the Demon Steel Pedal it's fairly safe to throw out.

The DSP also works excellent after a punch or kick reversal or any of Jin's
throws, meaning if the opponent doesn't get up the right way, straight after
the reversal or the throw they will get hit by the DSP for sure, another
excellent thing about the DSP is that you can use It as an okizme weapon, when
you opponent just have been sent to the floor and doesn't Tech roll the first
couple of seconds a hit with the DSP is actually guarantied, and if they have
laid on the ground longer run up to them and if they dare to move an inch they
will eat the Demon Steel Pedal for sure, further more the big guys like
Kuma/Panda True Ogre and the Jacks will always get hit even if they lie still
on the ground,
the DSP is also 100 procent guarantied if you manage to hit your opponent with
a 1+2 in Jin's Devil stance, It also works great to mix up between the Demon
Steel Pedal and the Demon Scissors(4~3) first you run in every time whit the
Demon Steel Pedal and crush them every time they try to rise from the ground
then after a wile they will just lie still then throw out the Demon Scissors
which hit on the ground every time(much more on those tecqunics in the okizme
section later in the guide.)

The only downside of the DSP I can remember of is that it's not safe to throw
out when playing against King as you can't pull an attack reversal
reversal(chicken) on your kicks on Kings kick reversal, also keep in mind when
using the DSP to always have your attack reversal reversal ready when going up
against opponents with reversal like Jin,Paul,Nina,Anna and Wang.

Standing Uppercut:
The Standing Uppercut is definitely one of the best WS attacks in TTT, and
plays an important role in Jin's arsenal, It doesn't hold the power like
Kazuya's Gut Punch(WS+2), but makes up for It that It doesn't have to hit as a
counter, witch makes It easy to juggle afterwards, and Since the Wind God Fist
hits high the Standing Uppercut is without a doubt Jin's best jugglestarter,
this medium hitting move is both quick in execution and also a great "tag"
juggle starter,

The Standing Uppercut can be used as an offensive attack weapon, but the real
power lies in when you use It defensive, since you can only use the Standing
Uppercut in a full crouching animation, one of it's main powers lie in to
retaliate against your opponent if you successfully block low attacks with long
recovery time like Law's Dragon's Tail, Kings Ali Kicks or Paul's Falling
Leaf(heheh), or even if your opponent throws out a rising low attack, it's also
guarantied if your opponent makes an attempted throw against you and your
crouching, then  throw out the Standing Uppercut and pop em' up in the air and
then either "tag" Heihachi out and make him finish the combo, or just finish
the juggle with one of Jin's own combos for about 60-70 procent.

Twin Lancers:
The Twin Lancers is another important move of Jin's, these mid hitting punches
comes out incredibly fast like his Shining Fists and if the first punch of the
Twin Lancers hit so will the next, they also have great recover time, meaning
that your opponent has no chance to retaliate against Jin afterwards, but note
they can be reversed and also perryed by both Law and Lei, so be carefull and
use them wisely.

The Twin Pistons should only be used in close combat as they have almost no
range like the Shining Fists, they seem to work great when you start a round as
they are fast to come and your close too your opponent, also use the Twin
Pistons to get closer to your opponent as Jin sammusetationrusly moves closer
to the opponent and then also making them great for a poking weapon.

Laser Scraper Combo:
To use Jin's skills 100 procent, a great deal of your strategy should involve
around this powerfull punch combo, although tuned down in TTT making It now
easier to escape and less damage it's still one Jin's priority punch combo's
and you can still delay the hole combo making It hard for your opponent to
guess when to reverse It or even if they reverse It just have your attack
reversal reversal ready, if you manage to get a counter in on your opponent you
should easily get a 90-95 procent of your opponent's energy bar unless of
course they know exactly when to break out It, by either doing one of Jin's
damaging combos or let Heihachi finish It. The best way to use the Laser
Scraper is to put out the first two punches(b,f+2,1) and watch if they hit as a
counter, if they do press d+2 or try going for the Wind God Fist to either
"tag" Heihachi out or finish the combo yourself, when throwing out the two
first punches and they doesn't connect as a counter press 2 afterwards but
again always be ready to "chicken" the last hit, as It will knock them far
enough away so they can't retaliate against you also have option of delaying
the last hit tricking the opponent to eat the last hit.

Shining Fists:
The Shining Fists is one of the best moves in Jin's arsenal, it's lighting fast
in execution and have a decent range, the Shining Fists can both be used
defensive and offensive and even as a poking weapon, the first two punches hit
high and the last mid, the punches has good damage and knocks the opponent down
and you should use It mostly when your in close combat, another great potential
 the Shining Fists has is that It works incredibly good as a retaliation move
when you successfully have blocked a high or mid move throw the Shining Fists
out, if the first punch of the series hit the two next are guaranteed, you can
either put all three jabs out but if your opponent blocks It he can retaliate
against you, you can also delay the third hit of the Shining Fists so it's much
safer to just put the first two jabs out and if they try to attack you throw in
the last punch, if the opponent just stand and block start the punches over
again for even more frustration.

Reversal:
Ahh Jin's reversal simply can't survive without It heheh, no seriously Jin's
reversal is very usefull indeed, with the new attack reversal reversal(chicken)
installed it's now less powerfull but still some thing's like the standard
rising kick can't be ARR, also when fighting against a Yoshimitsu player and
manage to reverse the sword It can't either be ARR, use the reversal when you
are sure that people will attack and then afterwards go for a DSP for a almost
guarantied hit.

Demons Paw:
One of Jin's best and most used all around moves, it's fast take good damage
and has great range, throw It out like Paul's Death Fist once in a while if It
hits normal the opponent will just fall to the ground but if It hits as a
counter they will be knocked half across the screen making It possible for a
run follow up, just always have your attack reversal reversal ready when using
It and watch out for Law's b+1+2 perry's, the Demon's Paw also work's great in
juggle endings and even as an okizme weapon, as with Heihachi you can sometime
pull the f,f+(2)(1+2) mix up off when your in close with the opponent tricking
him to a crouch when the Demon's Paw has the same f,f motion as the Stone Head.

White Heron Combo:
Ahh the good old' Jun Kazama classic combo back from Tekken 2 witch Jin now
have, the combo have two purposes either to put out on the ground normally or
to use It in juggles, It actually works best both ways, when using It on the
ground you have the choice of either going for the 1+4,2,4 witch the last hit
hits mid and if the opponent block low he will be knocked down always remember
though to have your attack reversal reversal ready when playing against
Paul,Nina,Anna,Wang and Jin and if your up against King do use It to much as
you can't "chicken" King's reversal, or you can go for 1+4,2,d+4 which hits low
and if your opponent blocks high then making It possible for a immitily 1+4,2,4
combo follow up, note it's quite risky to go for the 1+4,2,d+4, if the opponent
blocks low Jin will stagger and the opponent can retaliate against you, it's
also dangerously if your opponent knows how to low perry, so use It carefully
and don't abuse It or you can be punished bad, now on to the using the White
Heron Combo in juggles, It works great after one Hell Sweep(f,N,d,D/F+4) or the
Can Can kicks and if the Hell Sweep or the Can Can kicks hits as a counter you
can "Tech Roll" the last mid kick making It almost guarantied for a Demon Steel
Pedal(b+4) but instead of completing the hole White Heron Combo you can also
try only to do three parts of the combo(1+4,2) and then go for another ending
like the Demon Steel Pedal(b+4)

Tooth Fairy:
The Tooth Fairy is definitely one of the best SS attacks in TTT, Jin got this
great move which is also a "tag" move from his mother Jun, It hit's medium and
easy to perform as It only recuiqres one button to execute It, throw the Tooth
Fairy out when you have side stepped one of your opponent's moves successfully
then either "tag" Heihachi out to let him complete the juggle or finish It your
self.

The main flaws about the Tooth Fairy is that It has a terrible recovery time,
meaning that if your opponent blocks It, your pretty much f*cked as they can go
for just about any quick attack or throw, also Jin doesn't come as close to the
opponent as Law's SS+3+4 or Nina's SS+1+2 attacks, again making It very risky
if the opponent blocks It as It has so awful recovery time.

Hell Sweeps:
In Tekken 3 Jin's Hell Sweeps couldn't his match the skills of his grandfather,
as Heihachi had the opportunity to mix low sweeps to mid hitting power moves in
over three ways and could even use the Hell Sweeps very effectively in juggles,
now in TTT Heihachi's Hell Sweeps is easy to block because of the new stagger
system, and that makes Jin's Hell Sweeps on almost on the same level, Jin can
also be staggered out of the stance and retaliate against at any time if the
opponent blocks low, further more it's range has been toned down like Paul's
Falling Leaf, meaning that you have to hit with the Hell Sweeps as counter or
to be very close to the opponent for It to even sweep, if you manage to hit
your opponent he will be hit first low then high and fall to the ground and
don't do much damage, so it's better just to put out the first part of the Hell
Sweeps(f,N,d,D/F+4)and then go for a White Heron Combo mix(see juggle section
for more details.) but don't overuse to much as It can be both staggered if
your to far away or the opponent blocks the first hit, or he chooses to low
parry It.


-Heihachi basics-

One thing you should keep in mind when playing Heihachi is that he's not as
fast as the most other character's in TTT, hell I like to see you do a jumping
power bomb at 73 years of age(or just now), so to not make It totally
unrealistic NAMCO decided to slow him down a bit down, he has pretty good
recovery time on most of his moves and has a great mix up of devastating low
and mid hitting power moves.

Wind God Fist.
Well the WGF should be your main choice for a juggle starter, the WGF has
always played an important role in Heihachi's arsenal, and has always been the
move with highest priority in Tekken 1,2 and 3, in though tuned down to a
special mid in TTT it's still the best move in TekkenTagTournament in my
opinion, that's right Paul players better than the Death fist, what makes the
WGF so excellent is that first of all it's a crouchdashing move, meaning that
Heihachi will go under any high attacks, you can also delay It for about a
quarter of a screen, and now in TTT it's even a tagmove so you can juggle for
more damage, when you compare Heihachi's WGF to Jin's WGF, there is a world of
difference as Jin's WGF hits high making It a highly dangerous move meaning you
can duck It and retaliate against him, also when you connect with Jin's WGF and
as counterhit the opponent will fly half across the screen making It impossibly
to juggle afterwards, well fortunately this is not the case with Heihachi's
Wind God Fist.

As said above the first thing you should know about Heihachi's WGF is that It
now hits special mid, I decided to rate It a five star anyway cause it's still
Heihachi's and probably the games best all around move, as said above in TTT
it's been toned down quite a bit, meaning that if the opponent ducks he just
stackers back when hit instead of popping up in the air, this dos not mean that
Heihachi can retaliated afterwards, cause if the opponent gets hit while
crouching he will be pushed back so far and Heihachi will recover so fast that
the opponent can't counter against you, also if the opponent blocks the Wind
God Fist Heihachi is in no danger as he recovers very fast, another good thing
about It that you can now throw the Wind God Fist out and "tag" Jin in
afterwards for huge combo potential, note that the WGF is reversible so always
have your Attack Reversal Reversal ready and get your opponent ready for a
"chicken", so in my opinion all in all the Wind God Fist is the move with
highest priority in TekkenTagTournament.

Tile Splitter:
I decided to rate the Tile Splitter and Hammer Punch separately as the Tile
Splitter alone has so many potentials that  it'll shock you and defentenly
deserves a place on the "top 5 best moves of Heihachi", first of all it's an
evil okizme tequiniqe, use It when people try to get up from the ground, you
can actually kill a "newbee" in Tekken just by using this move as they won't
know how to get up right hee hee, It also works great after a Stone Head throw
for more damage, It also quite usefull as a poking weapon as It is fast hit's
mid and has decent range and  also works great after juggles and last It will
always hit the big guys Kuma/Panda, Gunjack,Jack2,Pjack and True Ogre when
there on the ground.
Much more on this move in the okizme section.

Demons Breath:
The Demons Breath is one of the best moves in Heihachi's arsenal, this
powerfull mid hitting move comes out lighting fast and is easy to do as It
requires no joystick motion, although it's been toned down quite a bit it's now
a little slower than in Tekken 3, but still one of the fastest attacks in TTT,
and though the speed of the Demons Breath has been toned down, the recover
however is now much faster, meaning that you can now use It in juggles
forexsample f,f+2,-1+2-,f+1,b+2,1, if you hit with the Demons Breath as a
counter the opponent will fly half across the screen making It possible for a
f,N,d,d/f+3(d+3) or a d+4 follow up, note that this is in no way guarantied as
you can now BS It in TTT for a instant recover, the Demons Breath should be
mainly used to counter opponents when they try to attack but note that It can
be reversed so always have your attack reversal reversal ready, the Demons
Breath sort of works like a reversal, It works great if your opponent blocks an
attack you throw out, then throw It out for a superfast retaliation move but
only use It when in close against your opponent cause It has almost no range,
this move should be used a least a couple of times during a fight.

Twin Pistons:
The Twin Pistons is another of Heihachi's good moves, although the damage is
Very much toned down from back in Tekken 2 It still rocks, it's best used
defensively, It hit's mid and if the first punch goes in the other is
guarantied, it's best used when you block an attack from your opponent that has
slow recovery quickly throw It out and juggle your opponent up in the air for a
fat 60+ combo, you can also use the Twin Pistons offense but that's not the
greatest idea cause if the opponent block he can easily retaliate of It with
just about any quick move.

Hell Sweeps:
In Tekken 3 Next after the Wind God Fist the Hell Sweeps was Definitely
Heihachi's best weapon(and most evil), the Hell Sweeps has always played a big
role in Heihachi's arsenal It was best used in Tekken 3 the only bad thing to
say about It was that It could be lowcancalled at all times, now in TTT it's
not as usefull cause if you want the hole combo to connect as to be a counter,
and if it's not a counter the only thing you have to do is to block down and
Heihachi will be thrown out of the stance, when used in juggles It can take
very good damage but also works great on ground, after a Hell Sweep you can
either do one or two more or break into a medium attack, going into a mid
attack after just one Sweep isn't the greatest idea though, as It can be easily
spotted, it's best used after a second Sweep and then to a Dragon Uppercut as
you can always put a Demon Breath in after the Dragon Uppercut unless It hits
as a counter, but also works great after a third, also note that if you just
keep throwing out Hell Sweeps and relying on them to much the opponent will
catch to your pattern and punish you at the end so be careful and use them
wisely, and also note that the third hit of the Hell Sweeps will no longer hit
a laying opponent as It did in Tekken 3, Even though the Hell Sweeps no longer
works as good as in Tekken 3 it's still a very usefull move in Heihachi's
arsenal.


--------------------------------------------------------------------------------
-Jin Kazama Profile and in-depth analyze of Moves and Throws-
--------------------------------------------------------------------------------

Name             : Jin Kazama
Country of Origin: Japan
Fighting Style   : Advanced Mishima Style Karate Kazama Style Defense
Age              : 19
Height           : 6'
Weight           : 169 lbs.
Bloodtype        : Ab
Occupation       : Martial Arts
Hobby            : Forest Bathing
Likes            : Mothers Precepts
Dislikes         : Deceiving Others

-Jin Kazama Movelist-

Movename:             Command:          Level:     Damage:

1-2 jabs              1,2               h,h        6,10
1-2 jabs to knee      1,2,4             h,h,m      6,10,12
Demon Slayer:         1,2,2             h,h,h      6,10,18
Shining Fists         1,1,2             h,h,m      6,8,18
Arching Roundhouse    4                 h          30
Standing Uppercut     WS+2(5)           m          18
Twin Pistons          WS+1,2(5)         m,m        10,15
Twin Lancers          d/f+1,2           m,m        10,16
893P                  f+2               m          18
893P Knee Kick        f+2,4             m,m        18,10
Tooth Fairy           SS+2              m          16
Wind God Fist         f,N,d,d/f+2(5)    h,sm on tag25
Electric Wind God Fistf,N,d,D/F+2(5)    h sm on tag30
Thunder God Fist      f,N,d,d/f+1       m          35
(TGF to Side Kick)    (3)               m          20
(TGF to Hell Sweep)   (4)               l          12
Demon's Paw           f,f+2             m          27
Laser Scraper         b,f+2,1,2(d+2)(5) m,m,m      18,14,24(15)
Shoot the works       1,2,3,4           h,h,m,m    6,10,25,30
Shoot the works upper 1,2,3,f+2         h,h,m,m    6,10,25,10
White Heron Combo     1+4,2,4           m,h,h,m    5,10,10,21
White Heron Combo low 1+4,2,d+4         m,h,h,l    5,10,10,14
Demon Steel Pedal     b+4               m          21
Standing Tsunamikicks f,N,d,d/f+4,4     m,m        ??
Hell Sweeps           f,N,d,D/F+4,4     l,m        15,18
Hopping Kicks         u/f+4,4,4,4       m,l,l,m    25,15,12,25
Running Side Kick     f,f,f+3           m          30
Can Can Kicks         d+3+4             m,m        5,20
Knee                  f+4               m          12
Corpse Thrust         d/b+1             m          24
Demon Scissors        4~3               m          25
Arching left          f+3               h          35
Parting Wave          b+1               m          24
Double Axe Kick       d/f+4,4           m,m        10,16
Rising Double Axe KickWS+4,4            m,m        13,21
Left Axe Kick         f,f+3             m          23
Spinning God Fist     b+1+4             U          40
SuperSpinning God Fistb+1+4             U          80
Reversal              b+1+3orb+2+4      0          0
Corpse Splitter       u/f(u)(u/b)+2+4   0          0
Electric Guard        b+1+2             0          0
Ultimate Tackle       WC+1+2            0          5
(UT to Arm Bar)       1+2               0          25
(UT to MountedPunches)2,1,2,1,2         0          5,5,5,5,5
(UT to punches to AB) 2,1,2,1+2         0          5,5,5,25
Devil Stance:         b+1+2,2,2,3       0          0
(in stance)WGF:       f,N,d,d/f+2       m          ?
(in stance)CS.withstun1+2               m          ?
(in stance)Hell Sweepsf,N,d,D/F+4,4     l,m,m      ???
(in stance)7-string   1,2,2,3,2,4,3  h,h,h,h,h,m,h 3,4,5,13,4,4,17
Note:only with
Heihachi on team.


-Throws-

Throwname             Command           Position   Damage   Escape
Bitch Kicks           1+3               f-throw     30       1
Shoulder Toss         2+4               f-throw     30       2
Striking Shino Rage   d/f+2+3           f-throw     35       2
Complicated Wire      QCB+1+3           f-throw     35       1
Stone Head            f,f+1+2           f-throw     33       1+2
Arm Breaker           1+3or2+4          l-throw     40       1
Run Around            1+3or2+4          r-throw     40       2
Mop The Floor         1+3or2+4          b-throw     60       *


-Jin Kazama Special Attacks-

Movename:             Command:              Rating:            Comments:
Shining Fists         1,1,2                 *****              3rd punch can be
                                                               Delayed.
Strengths:
The Shining Fists is definitely one of the best moves in all around and easily
rank within top.5 best moves in TTT, there come out lighting fast and
priority's almost any other move, the Shining Fists can both be used defensive
and offensive and for sure as a poking weapon, the first two punches hit high
and the last mid punch and will always knock the opponent down, the great
potential the Shining Fists has, is that It works both incredibly good as a
retaliation and as a poking move, if the first two punches of the series hit
the last is guarantied, you can either put all three jabs out but if your
opponent blocks It he can retaliate against you, you can then try to delay the
third hit of the Shining Fists so it's much safer to just put the first two
jabs out if they block try throwing them out again, if they then try to attack
you they will mostly always hit and then throw in the last punch and the
opponent will be knocked down.

Weaknesses:

The Shining Fist's has very few weaknesses, a small but one to look out for is
against fast characters like xiaou and the changs, the have some very fast
attacks witch will priority the Shining Fist's. also note if you throw all
three punches out and the opponent blocks It, you can be retaliated easily as
the have very bad recovery.


Movename:             Command:              Rating:               Comments:
Demon Slayer          1,2,2                 **                    Third punch
                                                                  Can be
delayed
Strengths:
Well the Demon Slayer is very similar to the Shining Fists in damage and can
also be delayed, but other than that the Demon Slayer is a move to stay away
from.

Weaknesses:
You can't use the Demon Slayer as a poking move as with the Shining Fist's, It
does also has terrible recover time like the Shining Fists, so if the you throw
them all three punches out and the opponent blocks It your in allot of
troubles, the three main flaws of the Demon Slayer is that It doesn't knock the
opponent down on the ground and is not as fast as the Shining Fists meaning
that you can not use them to retaliate with, also all three punches hits high
making It very easy for the opponent to duck It all and retaliate against you
afterwards, so you should always go for the Shining Fists when you see your
chance and not rely to much on the Demon Slayer.

Movename:             Command:              Rating:               Comments:
Standing Uppercut     WS+2                  *****                 Tag Move.

Strengths:
The Standing Uppercut is definitely one of the best SS attacks in TTT, and
plays an important role in Jin's arsenal, It doesn't hold the power like
Kazuya's Gut Punch(WS+2), but makes up for It that It doesn't have to hit as a
counter, witch makes It easy to juggle afterwards, and Since the Electric/Wind
God Fist hits high the Standing Uppercut is without a doubt Jin's best
jugglestarter, this medium hitting move is both quick in execution and can lead
to very big juggle damage.

The Standing Uppercut can be used as an offensive attack weapon, but the real
power lies in when you use It defensive, since you can only use the Standing
Uppercut in a full crouching animation, one of it's main powers lie in to
retaliate against your opponent if you successfully block low attacks with long
recovery time like Law's Dragon's Tail, Kings Ali Kicks or Paul's Falling
Leaf(heheh), or even if your opponent throws out a rising low attack, it's also
guarantied if your opponent makes an attempted throw against you and your
crouching, then  throw out the Standing Uppercut and pop em' up in the air and
then either "tag" Heihachi out and make him finish the combo, or just finish
the juggle with one of Jin's own combos for about 60-70 procent.

Weaknesses:

Not to many weakness about the WS+2, but here's some if you have to be
critical, Jin has to be fully crouch when doing the WS+2, not really a weakness
though, and always remember to buff a chicken against opponents with attack
reversal.

Movename:             Command:              Rating:               Comments:
Demon Steel Pedal     b+4                   *****                 N/A

Strengths:
This is Whiteout a doubt one of Jin's top.3 best moves, it's a new move Jin's
be given in TTT and It TOTALLY ROCKS!!, this move is so overpowered in any way
and actually replaces the Tsunami kicks(d/f+4,4) totally, first of all It hits
medium and almost so low as Ogre's f,f+1+2 and It comes out really fast and has
an excellent recovery time, It also staggers if blocked and It can even be used
as an okizme weapon, It is also very quick and easy to do(b+4), secondly this
move will stop ANYTHING! The opponent throws at you, if you get a normal hit
your opponent will just take average damage, and if he blocks It he will
staggers back so Jin can't be retaliated against so, however if you manage to
get a counter hit which is fairly easy as It stops anything you have the option
to juggle afterwards for about 40-45 points worth of damage, and with the great
recovery time Jin has on the Demon Steel Pedal it's fairly safe to throw out.

The DSP also works excellent after right punch and kick reversals or any of
Jin's throws, meaning if the opponent doesn't get up the right way, straight
after the reversal or the throw they will get hit by the DSP for sure, another
excellent thing about the DSP is that you can use It as an okizme weapon, when
you opponent just have been sent to the floor and doesn't Tech roll the first
couple of seconds a hit with the DSP is actually guarantied, and if they have
laid on the ground longer run up to them and if they dare to move an inch they
will eat the Demon Steel Pedal for sure, further more the big guys like
Kuma/Panda True
Ogre and the Jacks will always get hit even if they lie still on the ground,
the DSP is also 100 procent guarantied if you manage to hit your opponent with
a 1+2 in Jin's Devil stance, It also works great to mix up between the Demon
Steel Pedal and the Demon Scissors(4~3) first you run in every time whit the
Demon Steel Pedal and crush them every time they try to rise from the ground
then after a wile they will just lie still then throw out the Demon Scissors
which hit on the ground every time(much more on those techniques in the okizme
section later in the guide.)

Weakness:
The only downsides of the DSP I can remember of is that it's not safe to throw
out when playing against King as you can't "chicken" your kicks on Kings
special kick reversal, also keep in mind when using the DSP to always have your
attack reversal reversal(chicken) ready when going up against opponents with
reversal like Paul,Nina,Anna,Wang and Jin, also be aware that It can be side
stepped so be careful when using It.

Movename:             Command:              Rating:               Comments:
Twin Pistons          WS+1,2                *                     N/A

Strengths:
Jin also share this move with his grandfather but Heihachi's vision is 10.000
times more use usefull, so there isn't much good to say about this very weak
move.

Weakness:
Jin can only throw his Twin Pistons out from a crouch and they don't take much
damage, an on top of that they have to hit as a counter to juggle, they also
don't knock the opponent as far in the air as Jin's other WS move the Standing
Uppercut does, so when you are in a crouch an have the opportunity to throw a
move out go for the Standing Uppercut instead.


Movename:             Command:              Rating:               Comments:
Twin Lancers          d/f+1,2               ****                  N/A

Strengths:
The Twin Lancers is another important move in Jin's arsenal, these mid hitting
punches comes out incredibly fast like his Shining Fists except these hit mid
and doesn't knock down,  if the first punch of the Twin Lancers is a counterhit
the next punch is guarantied, also use the Twin Pistons to get closer to your
opponent as Jin sammusetationrusly moves closer to the opponent and then also
making them great for a poking weapon., they also have great recovery time,
meaning that your opponent has no chance to retaliate against Jin afterwards,
the Twin Lancers seem to work really great when your starting a round as they
are fast to come out and only very few moves will come out faster than the Twin
Lancers.

Weakness:
The Twin Lancers main weakness is that they don't have much range so they
should only be used in close combat, also note they can be both reversed and
perryed by Law ,Lei and Bryan, so be careful and use them wisely.


Movename:             Command:              Rating:               Comments:
893P(to knee)         f+2(4)                **                    N/A

Strengths:
The attack has a little more range than the other of Jin's punches, as Jin
reaches him arm longer out than normally, It hits mid and is ok fast so use It
to punish crouching opponents, in TTT you can now put in a knee after the 893P
making It a small combo.

Weakness:
The main problem with this move is  that you have to be in a neutral position
otherwise you will often end up doing the first part of the Laser Scraper combo
instead(b,f+2), also this move don't take much even with the knee follow up so
don't use this move to often unless your tired of looking at Jin's other moves
or just want to show of in a flashy juggle.


Movename:             Command:              Rating:               Comments:
Tooth Fairy           SS+2                  *****                 Tag Move.

Strengths:
The Tooth Fairy is definitely one of the best SS attacks in TTT, Jin got this
great move which is also a tag move from his mother Jun, It hit's mid and is
easy to perform as It only requires one button to execute It(when side
stepping), throw the Tooth Fairy out when you have side stepped one of your
opponent's moves successfully then either "tag" Heihachi out to let him
complete the juggle or finish It with Jin himself.

Weakness:
The main flaws about the Tooth Fairy is that It has a terrible recovery time,
meaning that if your opponent blocks It, your pretty much f*cked as they can go
for just about any quick attack or throw, also Jin doesn't come as close to the
opponent as Law's SS+3+4 or Nina's SS+1+2 attack.


Movename:             Command:              Rating:               Comments:
Wind God Fist         f,N,d,d/f+2           *****                 Tag Move.
                                                                  sm on tag.
Strengths:
Well It seem like Jin is one of the few characters who's been powered up
instead of tweaked in TTT, Jin's WGF now hits sm instead of high as It did in
Tekken 3 IF you buffer a tag in afterwards, this means that you don't have to
worry about: 1.people ducking It and retaliating against you, 2.even if the WGF
hit as counter the opponent won't fly half the screen away, 3.you can't reverse
a sm attack. the Wind God Fist is one frame slower to come than Heihachi's but
launches the same height and take the same damage as Heihachi's WGF, so Jin's
WGF is now right up besides his DSP and Shining Fists the Mishimas has always
been feared for there WGF's like Paul has from his Death Fist so take advantage
of that is a superb juggle starter both for ordinary and tag juggles use It
wisely though.

Weakness:

The Wind God Fist is one frame slower to come than Heihachi's and doesn't hit
as low, but launches the same height and take the same damage as Heihachi's
WGF, if you should give Jin's WGF another weakness(and believe me the WGF
doesn't have many) It would be if you don't put "tag" in afterwards It then
hits high and opponent can duck It and retaliate against Jin, and if you land a
WGF from the side of the opponent It won't juggle unless it's electric.


Movename:             Command:              Rating:               Comments:
Electric WGF          f,N,d,D/F+2           *****                 Tag Move.
                                                                  sm on tag.
Electric Wind God Fist.
Jin also has a more powerfull vision of the WGF, to do It you must press and
hold D/F and right after press 2, the EWGF takes about 5 points more in damage
than the normal WGF, but the main priority is that It launches a bit higher
than the normal WGF so you can do juggles you couldn't do with the normal
WGF(eks.3*EWGF), the EWGF still hit's high but on counter attacks the opponent
won't fly half across and Jin will be still be able to juggle his opponents,
also if the EWGF is blocked the opponent will stagger backwards.

Weaknesses:

Hmmm, none really unless if you don't buff in a tag afterwards it's hit's high
and Jin can be retaliated against.


Movename:           Command:           Frames:      Rating:       Comments:
Thunder God Fist    f,N,d,d/f+1(3)(4)  16           **            N/A

Strengths:
The Thunder God Fist is also done with the crouch dash motion(f,N,d,d/f) making
at a long distance move, this one will also will go under any high attack as
Jin are crouch dashing, but more importantly the Thunder Uppercut takes about
as much as Paul's Death Fist on a clean hit making It worth some times throw
out just for the damage, also this move hits mid so the opponent can duck It.

Weakness:
The recover time after the TWGF however is terrible, especially bad when
followed up by a mid or low kick during the time for the Thunder God Fist
animation to the mid or low kick you can be hit by almost any quick attack,
another big flaw and the reason I decided to only rate It two stars is that
it's very slow to come out in comparison to Jin's EWGF/WGF.


Movename:             Command:              Rating:               Comments:
Demon's Paw           f,f+2                 *****                 N/A

Strengths:
One of Jin's best and most used all around moves, it's fast take good damage
and has great range, throw It out like Paul's Death Fist when you see your
chance, if It hits normal the opponent will just fall to the ground but if It
hits as a counter they will be knocked half across the screen making It
possible for a run follow up, the Demon's Paw also work's great in juggle
endings and even as an okizmeweapon, as with Heihachi you can sometime pull the
f,f+(2)(1+2) mix up off when your in close with the opponent tricking him to a
crouch when the Demon's Paw has the same f,f motion as the Stone Head throw.

Weaknesses:
The Demon's Paw doesn't have many weaknesses just always have your attack
reversal reversal ready when using It and watch out for characters like
Law,Lei,Bryan and ganryu who has punch perry's.


Movename:             Command:              Rating:               Comments:
Laser Scraper         b,f+2,1,2(d+2)        *****                 Tag
Move.(only
                                                                  last partd+2)
To use Jin's skills 100 procent, a great deal of your strategy should also
involve this very powerfull punch combo, it's main priority lies in juggles, It
can easily take half the life bar away from your opponent when used from Jin's
EWGF/WGF or his WS+2 It also works great with other jugglestarters like DSP on
counter,  try go for b+4(counter),d/f+1,b,f+2,1,2 about 50%, it's also extreme
dangerous when tag from Heihachi's EWGF/WGF or his f,f+2 cause the opponents
life bar won't be able to fill up even if the opponent tag out, try fcs. This
one, start with Heihachi:f,n,d,d/f(D/F)+2,5,b,f+2,1,d+2,f,f+2,5(either slide or
dive) about 60% of the life bar when no recovery fill up without the slide or
dive used.

The best thing to do when using the Laser Scraper on the ground is to put out
the first two punches(b,f+2,1) and watch if they hit as a counter, if they do
press d+2 unless the opponent escapes It, or try going for the Wind God Fist to
either "tag" Heihachi out or finish the combo yourself, when throwing out the
two first punches and they doesn't connect as a counter press 2 afterwards but
again always be ready to "chicken" the last hit, as It will knock them far
enough away so they can't retaliate against you also have option of delaying
the last hit tricking the opponent to eat the last hit.

Weaknesses:

As said above the Laser Scraper Combo does best in the air, so use in juggles
only unless your sure It will connect as a counterhit, plus the fact that if
the two first hits of the combo are blocked when done on ground the last punch
can be sidestepped.


Movename:             Command:              Rating:               Comments:
White Heron Combo     1+4,2,4(d+4)          ****                  N/A

Ahh the good old' Jun Kazama classic combo back from Tekken 2 witch Jin now
have, the combo have two purposes either to put out on the ground normally or
to use It in juggles, It actually works good both ways, when using It on the
ground you have the choice of either going for the 1+4,2,4 witch the last hit
hits mid and if the opponent block low he will be knocked down always remember
though to have your attack reversal reversal ready when playing against
Paul,Nina,Anna,Wang and Jin and if your up against King do use It to much as
you can't "chicken" King's reversal, or you can go for 1+4,2,d+4 which hits low
and if your opponent blocks high then making It possible for a immitily 1+4,2,4
combo follow up, note it's quite risky to go for the 1+4,2,d+4, if the opponent
blocks low Jin will stagger and the opponent can retaliate against you, it's
also dangerously if your opponent knows how to low perry, so use It carefully
and don't abuse It or you can be punished bad, now on to the using the White
Heron Combo in juggles, It works great after one Hell Sweep(f,N,d,D/F+4) or the
Can Can kicks and if the Hell Sweep or the Can Can kicks hits as a counter you
can "Tech Roll" the last mid kick making It almost guarantied for a Demon Steel
Pedal(b+4) but instead of completing the hole White Heron Combo you can also
try only to do three parts of the combo(1+4,2) and then go for another ending
like the Demon Steel Pedal(b+4) or the Demon's Paw(f,f+2) as It take more
damage but then again the ending can always "Tech Rolled".


Movename:             Command:              Rating:               Comments:
Hell Sweeps           f,N,d,D/F+4,4         ***                   N/A

In Tekken 3 Jin's Hell Sweeps couldn't his match the skills of his grandfather,
as Heihachi had the opportunity to mix low sweeps to mid hitting power moves in
over three ways and could even use the Hell Sweeps very effectively in juggles,
now in TTT Heihachi's Hell Sweeps is easy to block because of the new stagger
system, and that makes Jin's Hell Sweeps on almost on the same level, Jin can
also be staggered out of the stance and retaliate against at any time if the
opponent blocks low, further more it's range has been toned down like Paul's
Falling Leaf, meaning that you have to hit with the Hell Sweeps as counter or
to be very close to the opponent for It to even sweep, you can however do the
Hell Sweep(s) at about the same speed as an EWGF and It will knock down even if
your far away but It won't juggle, if you manage to hit your opponent he will
be hit first low then high and fall to the ground and don't do much damage, so
it's better just to put out the first part of the Hell Sweeps(f,N,d,D/F+4)and
then go for a White Heron Combo mix(see juggle section for more details.) but
don't overuse to much as It can be both staggered if your to far away or the
opponent blocks the first hit, or he chooses to low parry It so use them
wisely.


Movename:             Command:              Rating:               Comments:
Hopping Kicks         u/f+4,4,4,4           **                    N/A

Back in Tekken 3 you could either use the Hopping Kicks against new bees who
know how to block em and keep getting perfects or as an okizme weapon if your
opponent tried to get up, using the Hopping Kicks against a pro Tekken player
would often result in getting the kick's low parried after the second or third
hit, now in TTT The hopping Kicks should mainly be used as an okizme weapon or
after juggles as they now have totally lost their potential as your opponent
only have to block the two first hits and then Jin will stagger and the
opponent can retaliate against you.


Movename:             Command:              Rating:               Comments:
Can Can Kicks         d+3+4                 ****                  N/A

Another one of Jun's Tekken 2 moves, but Jin's vision doesn't hold the same
power as Jun's did, as in Tekken 2 you couldn't block the Can Can kicks
standing making them a high priority move like Paul's Falling Leaf, now in
Tekken 3 and Tekken Tag Tournament you can block the Can Can kicks both
standing and crouching making the almost useless offensive and if you miss with
the Can Can kicks the recovery time is so bad that just any move your opponent
throws at you will connect, and further more they also lacks the range, but the
good thing about the Can Can kicks is that they are very quick so they are
great to use defensively and they always juggle making It worthwhile as an
retaliation move,


Movename:             Command:              Rating:               Comments:
Corpse Thrust         d/b+1                 ***                   N/A

One of Jin's new moves in TTT, the Corpse Thrust comes out slow making It easy
for your opponent to see and block, It can however be used as a okizme weapon
when your opponent tries to get up, or if the opponent is crouching as It hit
mid, It can also be used in juggles.


Movename:             Command:              Rating:               Comments:
Double Axe Kick       d/f+4,4               **                    N/A

Almost totally replaced by Jin's new move the DSP, the Double Axe Kicks is
however in juggle endings and standard attack and okizme, but again you might
as well go the DSP as It has ten times the priority, both in speed, power and
in okizme techniques, in Tekken 3 they were however very usefull, but in TTT
they are simple outpoured by the DSP.


Movename:             Command:              Rating:               Comments:
Parting Wave          b+1                   **                    N/A

The Parting Wave is another new move for Jin in TTT which I hardly ever use,
after the b+1 you can either do a TWGF,WGF or a Hell Sweep follow up.


Movename:             Command:              Rating:               Comments:
Reversal              b+1+3orb+2+4          *****                 N/A

Ahh Jin's reversal simply can't survive without It hehee, no seriously Jin's
reversal is very usefull indeed, with the new attack reversal reversal(chicken)
installed it's now less powerfull but still some thing's like the standard
rising kick can't be ARR, also when fighting against a Yoshimitsu player and
manage to reverse the sword It can't either be ARR, use the reversal when you
are sure that people will attack and then afterwards go for a DSP for a almost
guarantied hit.


Movename:             Command:              Rating:               Comments:
Corpse Splitter       u/f(u)(u/b)+2+4       *                     N/A

The only time this move is guarantied is if you successfully get Jin's 7 hit
Unblockable string in on your opponent while in Jin's devil stance, then
afterwards quickly do the Corpse Splitter on your opponent while he is still
grounded, otherwise I can't think of a time to use this totally useless move, I
guess Namco put It in the game for not totally wiping the Tekken 2 gameplay
out(in Tekken 2 all the characters had this move) but in Tekken 3 and TTT only
Jin and King has this move, oh yeah in TTT Jin is now surrounded by lightning
when doing this??.


--------------------------------------------------------------------------------
14.0 Jin Kazama Throws:
--------------------------------------------------------------------------------

Throw Name:           Command:            Rating:     Escape:
Bitch Kicks           1+3                 **          1

Jin got this throw from his father, Jin grabs his opponent in the arm then
kicks the opponent in the head while moving the leg over to the left and then
quickly rams it to the right striking the opponent in the head again on the way
back, this throw only requires a one button escape motion(1) which makes It
fairly easy to escape, not to use to often, a d+3 is guarentied afterwards.


Throw Name:           Command:            Rating:     Escape:
Flip Toss             2+4                 ***         2

Jin also got this throw from his farther although Jin does one more spin around
the back during the animation, Jin grabs his opponent in the arm then twisting
his opponent over the back in two quick tosses, , like the Bitch Kicks this is
a throw you shouldent use to often, since it's easy to escape, but somehow
people seams more often to escape the Bitch Kicks than the Flip Toss, i like
sometime to run right over to the opponent after you have knocked them down and
they TR, and then buffer the throw(hold 2, then press 4) it's really fast this
way and sometimes catches them of guard, but don't become predicteble or you
will get punished, a d+3 is guarentied afterwards.


Throw Name:           Command:            Rating:     Escape:
Stone Head            f,f+1+2             *****       1+2

Jin grabs the opponent in the back of the head and lands a deep headbutt and
the opponent fall on his back. The Stone Head is definitely Jin's best throw,
since It requires the 1+2 escape, try mixing it up with the 2+4 throw if they
get used to the 1+2 escape, after the throw try quickly to go for the DSP as if
the opponent doesn't get up immediately after the DSP will hit, also when in
close try to mix the Stone Head throw up with the Demons Paw since It requires
the same f,f motion for extra frustration, if they stand they will eat the
throw, and if they crouch the will get hit by the Demos Paw, after the Stone
Head throw a U/F+3 is guarentied if the opponent TR, very strange but it will
keep the opponents on there toes and think twice about Tech Rolling, Heihachi
also got this throw.


Throw Name:           Command:            Rating:     Escape:
Striking Shiho Rage   d/f+2+3             **          2

Jin got this throw from his mother, but in TTT Jun's vision is much better as
It requires the 1+2 escape, not to much to say about this throw it's easy to
escape, takes 35% which is 5% procent more than the other of Jin's one button
escape throw, but it's harder to do because of the joystick motion, the only
purpose I can't think off to use the Striking Shiho Rage is to "show off" like
with the Complicated Wire and because It takes 5% more, after the throw try go
for a DSP.


Throw Name:           Command:            Rating:     Escape:
Complicated Wire      QCB+1+3             ***         1

Unlike the normal 1+3 or 2+4 throw, i use this throw often as a DSP is almost
guarantied after and It takes 5% procent more and better yet It looks cooler,
not to much to say about this throw either, easy to escape and you have to do a
QCB joystick motion.


Throw Name:           Command:            Rating:     Escape:
Arm Breaker           1+3or2+4            **          1

Jin's left side throw, Jin grabs the opponent by the shoulder and throws him to
the floor, not to much to say about this throw either easy to escape and does
40 in damage.


Throw Name:           Command:            Rating:     Escape:
Mop the floor         1+3or2+4            ***         0

Jin's backthrow, Jin grabs his opponent from the back and twist his arm around
left and right for about ten times, and then snaps It (ouch!!), this throw is
Jin's most damaging 60% and can't be escaped, the only problem is that it's
very hard to get in on your opponent as you has to SS to times around the
opponent for It to connect.


Throw Name:           Command:             Rating:    Escape:
"Tag throw"           2+5                  ***        2

The Tag throws mainly purpose is to tag out in a fancy sort of way or mainly
just to show of as It looks very cool, Since the "tag" throw is so easy to get
out when It only requires 1 button to get out of, it's not the best way to
"tag" out, every character in the game has this throw.


-Devil Jin-

The only time Jin can go in to his Devil Stance is when teamed up with
Heihachi, when playing as Jin do: b+1+2 for his guard stance then quickly do
2,2,3 and lightning will now surround Jin and he will take Heihachi's stance,
and you will now be in Jin's Devil Stance, you now have the choice of going for
a mid hitting WGF!!, a 3 hit Hell Sweep combo, a more powerfull vision of his
d/b+1 punch, a 7 hit Unblockable string and a inescapable f,f+1+2 stonehead
throw with a little more damage than the normal one(37%), note while Jin is
performing one of the above moves he will loose damage and after one move he
will return to the normal Jin, if you try to SS or move back, jump or tag out
Jin will immediately go out of his stance to the normal Jin, however Walking
forward, dashing forward and dashing backwards won't throw Jin out of the Devil
stance.

1. b+1+2,2,2,3(stance)
2. f,N,d,d/f+2(mid hitting WGF)
3. 1+2(corpse thrust with stun)
4. f,N,d,D/F+4,4(Hell Sweeps extenuation)
5. 1,2,2,3,2,4,3(7 hit string)
6. f,f+1+2(inescapable Stone Head throw)


-Jin Kazama Strings-

Strings has always been a unique feature through out all the Tekken's, I
remember when I was just a scrub back in the days of TEKKEN 2 and I learnt all
the strings at home on my PSX, and thought I was then unbeatable heheh, well
those days are long gone, strings on pro level is total useless!!, they just
have to many ways of being broken, especially when you know exactly how they
goes, of course if your new to TEKKEN I suggest you sit down for a few and
learn IM, also so know what they hit and where to block/interrupt, a nice
feature about the strings in TEKKEN though is to use them on scrubs, they don't
know where to block or interrupt so there likely to lose about half of there
life bar just to a freaking string, but again and I can't stress this enough!!
DON'T use em on pro players or you will get punished, Jin has most strings in
all of TTT, but as said above no matter how many strings you got, they are
useless in high level play.


10 hits.
_________________________________________________________________
f,f,N__ 2  __  1 __  2 __  2 __  3 __  4 __  4 __  1 __  2 __  1       
Command.
     __ h  __  h __  h __  h __  m __  m __  l __  h __  m __  m        Level.
     __ 7  __  8 __  6 __  7 __  6 __  11__  5 __  5 __  8 __  30       Damage.
_________________________________________________________________

10 hits.
_________________________________________________________________
f,f,N__ 2  __  1 __  2 __  2 __  3 __  4 __  4 __  3 __  2 __  1       
Command.
     __ h  __  h __  h __  h __  m __  m __  l __  l __  m __  U        Level.
     __ 7  __  8 __  6 __ 7  __ 6  __  11__  5 __  5 __ 25 __  30       Damage.
_________________________________________________________________

9 hits.
___________________________________________________________
f,f,N__  2 __  1 __  4 __  4 __  2 __  4 __  3 __  2 __  1             
Command.
     __  h __  h __  m __  m __  l __  m __  l __  m __  U              Level.
     __  7 __  8 __  7 __  10__  5 __  7 __  5 __  25__  30             Damage.
___________________________________________________________

10(11) hits.
____________________________________________________________________
b+2__  4 __  4  __  4  __  4  __  2  __ 1+4 __  2  __  1  __ (3)__(4)  
Command.
h  __  h __  m  __  l  __  m  __  m  __ lh  __  h  __  m  __  m __ l    Level.
12 __  10__  10 __  8  __  6  __  6  __ 5,5 __  5  __  21 __  ? __ ?    Damage.
____________________________________________________________________

10 hits.
__________________________________________________________
b+2__  4 __  4 __  4  __  4  __  2  __ 1+4 __  2 __ d+3+4              
Command.
h  __  h __  m __  l  __  m  __  m  __ l,h __  h __ l,h                 Level.
12 __  10__ 10 __  8  __  6  __  6  __ 5,5 __  5 __ 21,21               Damage.
__________________________________________________________

5 hits.
_____________________________
b+2__  4 __   2 __   1 __   1                                          
Command.
h  __  h __   ? __   ? __   ?                                           Level.
12 __  10__   ? __   ? __   ?                                           Damage.
_____________________________

10 hits.
___________________________________________________
3 __  2 __  4 __  3 __  1+4 __  2 __  2 __  1 __  2                    Command.
h __  h __  m __  h __  l,h __  h __  m __  m __  m                    Level.
25__  6 __  10__  10__  7,5 __  7 __ 10 __ 15 __ 30                    Damage.
___________________________________________________

8(9) hits.
_________________________________________________
3 __  2 __  4 __ 3 __  1+4 __  2 __  1 __ (3)__(4)                     Command.
h __  h __  m __ h __  l,h __  7 __  21__  m __ l                      Level.
25__  6 __  10__ 10__  7,5 __  7 __  21__  ? __ ?                      Damage.
_________________________________________________



--------------------------------------------------------------------------------
-Heihachi Mishima Profile and in-depth analyze of moves and Throws-
--------------------------------------------------------------------------------

Name             : Heihachi Mishima
Country Of Origin: Assumable Japan (though the Japanese Government denies It)
Fighting Style   : Mishima Style Fighting Karate
Age              : 73
Height           : 5,11
Weight           : 179 lbs.
Blood Type       : B
Occupation       : Leader Of The Mishima Financial Empire
Hobby            : Meditation, Bathing
Likes            : Rule the world
Dislikes         : Nothing


-Heihachi Mishima Move List-

Movename:             Command:          Level:     Damage:

1-2 jabs              1,2               h,h        5,8
1-2 jabs to S.Kick    1,2,4             h,h,h      5,8,18
Demon Slayer          1,2,2             hhh        5,8,18
Demon Executor        1,2,2,1+2SS       hhm        5,8,22
Shining Fists         1,1,2             hhm        5,8,18
Standing Kick         4                 h          18
Death Fist            QCT+2             m          30
Wind God Fist         f,N,d,d/f+2(5)    sm         25
Electric Wind God Fistf,N,d,D/F+2(5)    sm         30
Thunder Uppercut      f,N,d,d/f+1       m          35
Demon Uppercut        f,f+2(5)          m          30
Tile Splitter to D.F. d+1,2             mm         15,26
Jumping Mid Kick      f,N,d,d/f+3       m          35
Jumping Low Kick      f,N,d,D/F+3       l          21
Hop Kick              u+4               m          15
Demons Boar           b+2               m          25
Demon Breath          1+2               m          22
Dark Thrust           WS+2              m          24
Twin Pistons          d/f+1,2(5)        mm         8,21
Leaping Side Kick     f,f,f+3           m          30
Right Splits Kick     f+4               m          27
Left Splits Kick      f,f+3             m          24
Tsunami Kick          WS+4,4            mm         12,21
Low Kick              d/b+3             l          12
Hell Axle             u/f+3,4           mm         17,22
Demon Backfist        f+2               h          21
Demon Scissors        (u/f)4,3          mg         25
Rising Sun            u/f+ 4,4          hl         25,15
Alter Splitter        b+1               m          22
Lightning Hammer      d+1+4             u          70
Demons Massacre       f+1,b+2,1         hmm        6,21
Hell Sweep            f,N,d,D/F,4,4,4   lll        17,14,14
Geta Stomping         d+4               g          25
Charching Hard        f                 r          Damage varies
Shadow Step           b,b+3+4           0          0
Taunt                 2+3+4             0          0
Charching             1+2+3+4           0          0


-Throws-

Throwname             Command           Position   Damage   Escape
Neck Breaker          1+3               f-throw     30       1
Jumping Power Bomb    2+4               f-throw     30       2
Stonehead             f,f+1+2           f-throw     33       1+2
Headbutt Carnival     f,f+1+4           f-throw     29       1+2
Neck Chopper          1+3 or 2+4        ls-throw    40       1
Freefall              1+3 or 2+4        rs-throw    46       2
Atomic Drop           1+3 or 2+4        b-throw     60       *
Tag Throw             2+5               f-throw     ?        2


--------------------------------------------------------------------------------
18.0 Heihachi Mishima Special Attacks
--------------------------------------------------------------------------------

Movename:             Command:          Rating:      Comments:
Death Fist            QCT+2             ***          ARR with Nina use f+2+4,
                                                     Jin and Paul use u/f+2+4.
Strengths:
The Heavy Power Punch is one of Heihachi's better moves, although it's not as
powerfull as Paul's Deathfist it's still hold it's own, its main power in TTT
lies in when your opponent "tags" his partner in, if you time It just when they
tag in they wont be able to block and the move you throw will always be a
counterhit, so timed just right you can make your opponent eat a 62+ counterhit
Death Fist, It also serves It purpose in juggles tri fcs. WS+2(counter)Death
Fist, great damage for a two attack combo.

Also use It when your opponent is recovering from a missed attack, you can also
try to put It out randomly hoping your get a counterattack in on your opponent
when It hits clean It takes about 62 points of your opponents lifebar, also
watch out for reversals and always do the counterreversal(chicken) when playing
against opponents with attackreversals.

Weaknesses:

Not as powerfull as Paul's Deathfist, but somewhat faster though, also It can 
be quite annoying cause you have to be in neutral position otherwise you
probably end up getting a EWGF/WGF especially on bad sticks.


Name:                 Command:     Range:      Rating:      Comments:
Shining Fists         1,1,2        h,h,m       *****        3rd punch can be
                                                            Delayed.
Strengths:
The Shining Fists is definitely one of the best moves in all around and easily
rank within top.5 best moves in TTT, there come out lighting fast and
priority's almost any other move, the Shining Fists can both be used defensive
and offensive and for sure as a poking weapon, the first two punches hit high
and the last mid punch and will always knock the opponent down, the great
potential the Shining Fists has, is that It works both incredibly good as a
retaliation and as a poking move, if the first two punches of the series hit
the last is guarantied, you can either put all three jabs out but if your
opponent blocks It he can retaliate against you, you can then try to delay the
third hit of the Shining Fists so it's much safer to just put the first two
jabs out if they block try throwing them out again, if they then try to attack
you they will mostly always hit and then throw in the last punch and the
opponent will be knocked down.

Weaknesses:

The Shining Fist's has very few weaknesses, a small but one to look out for is
against fast characters like xiaou and the changs, the have some very fast
attacks witch will priority the Shining Fist's. also note if you throw all
three punches out and the opponent blocks It, you can be retaliated easily as
the have very bad recovery.


Movename:             Command:              Rating:               Comments:
Demon Slayer          1,2,2                 **                    N/A

Strengths:

Almost the same as Jin's Except Heihachi can't delay the third punch and Jin's
Demon Slayer takes about 2% more in damage than Heihachi's, the Demon Slayer is
very similar to the Shining Fists in damage and can also be delayed, and like
the Shining Fist if the first punch hit the two next are also guarantied.

Weaknesses:
You can't use the Demon Slayer as a poking move as with the Shining Fist's, It
does also has terrible recover time like the Shining Fists, so if the you throw
them all three punches out and the opponent blocks It your in allot of
troubles, the three main flaws of the Demon Slayer is that It doesn't knock the
opponent down on the ground and is not as fast as the Shining Fists meaning
that you can not use them to retaliate with, also all three punches hits high
making It very easy for the opponent to duck It all and retaliate against you
afterwards, so you should always go for the Shining Fists when you see your
chance and not rely to much on the Demon Slayer.


Movename:             Command:          Rating:      Comments:
Wind God Fist         f,N,d,d/f+2       *****        Tag move.
                                                     Can't be reversed.
Well the WGF should be your main choice for a juggle starter, the WGF has
always played an important role in Heihachi's arsenal, and has always been the
move with highest priority in Tekken 1,2 and 3, in though tuned down to a
special mid in TTT, but the good thing about It is that you don't have to worry
about attack reversal reversal any more as It can't be reversed, so it's still
one of the best moves in TekkenTagTournament in my opinion, that's right Paul
players better than the Death fist, what makes the WGF so excellent is that
first of all it's a crouchdashing move, meaning that Heihachi will go under any
high attacks, you can also delay It for about a quarter of a screen, and now in
TTT it's even a tagmove so you can juggle for more damage, when you compare
Heihachi's WGF to Jin's WGF, there is a world of difference as Jin's WGF hits
high making It a highly dangerous move meaning you can duck It and retaliate
against him, also when you connect with Jin's WGF and as counterhit the
opponent will fly half across the screen making It impossibly to juggle
afterwards, well fortunately this is not the case with Heihachi's Wind God
Fist.

As said above the first thing you should know about Heihachi's WGF is that It
now hits special mid, I decided to rate It a five star anyway cause it's still
Heihachi's and probably the games best all around move, as said above in TTT
it's been toned down quite a bit, meaning that if the opponent ducks he just
stackers back when hit instead of popping up in the air, this dos not mean that
Heihachi can retaliated afterwards, cause if the opponent gets hit while
crouching he will be pushed back so far and Heihachi will recover so fast that
the opponent can't counter against you, also if the opponent blocks the Wind
God Fist Heihachi is in no danger as he recovers very fast, another good thing
about It that you can now throw the Wind God Fist out and "tag" Jin in
afterwards for huge combo potential, note that the WGF is reversible so always
have your Attack Reversal Reversal ready and get your opponent ready for a
"chicken", so in my opinion all in all the Wind God Fist is the move with
highest priority in TekkenTagTournament.

Movename:             Command:          Rating:      Comments:
Electric WGF          f,N,d,D/F+2       *****        Tag move.
                                                     Can't be reversed.
As like Jin, Heihachi has a more powerfull version of the WGF, to do It you
must press and hold D/F and right after press 2, the EWGF takes about 5 points
more in damage than the normal WGF, but the main priority is that It launches a
bit higher than the normal WGF so you can do juggles you couldn't do with the
normal WGF(eks.3*EWGF), if the EWGF is blocked the opponent will stagger
backwards.


Movename:             Command:          Rating:      Comments:
Thunder Uppercut      f,N,d,d/f+1       **           52 points at clean hit.

The Thunder Uppercut is much slower to come out than the Rising Uppercut, It
hit's mid and if you get a clean hit you take about 52 point of your opponents
lifebar, the Thunder Uppercut should mainly be used if your opponent is going
for a throw or throwing out allot of high attacks as Heihachi ducks lower down
than the hell sweeps, the Dragon Uppercut can  also be delayed as the rising
uppercut.


MoveName:             Command:          Rating:      Comments:
Demon Uppercut        f,f+2             ***          Tag Move.

The Demon Uppercut is Heihachi's highest luncher It has good range and hits
mid, but is easy to see coming and Heihachi can be counted a million ways, it's
best used a at distance as It comes out very slow, another way to use It is in
very close and force your opponent to guess whiter you are going for the Demon
Uppercut or the Stonehead as the joystick motion f,f is the same.


Movename:             Command:          Rating:      Comments:
Tile Splitter         d+1               *****        N/A

I decided to rate the Tile Splitter and Death Fist separately as the Tile
Splitter alone has so many potentials that it'll shock you and defentenly
deserves a place on the "top 5 best moves of Heihachi", first of all it's an
evil okizme tequiniqe, use It when people try to get up from the ground, you
can actually kill a "newbee" in Tekken just by using this move as the wont now
how to get up right hee hee, It also works great after a Stone Head throw for
more damage, It also quite usefull as a poking weapon as It is fast hit's mid
and has decent range and  also works great after juggles and last It will
always hit the big guys Kuma/Panda, Gunjack,Jack2,Pjack and True Ogre when
there on the ground.
Much more on this move in the okizme section.


Movename:             Command:          Rating:      Comments:
Tile Splitter to D.F. d+1,2             ***          ARR the D.F.with Nina
f+2+4
                                                     Paul/Jin with u/f+2+4.
The reason for the  follow up to the hammerpunch is if the first part of the
Tile Splitter hits as a counter your opponent gonna eat the next hit whiter
he's crouching or standing for a 52+ points nasty combo, like the Death Fist
its main purpose lies in when your "tags" in if the eat the first hit(the Tile
Splitter) they will automatically eat the next as when a person "tags" in It
will always be a counterhit, or if your opponent tries to back roll after a
throw, in general is better to just use the first of the two hits unless your
sure you can get a counterhit, cause if your opponent blocks the first
part(d+1) you can retaliate with a quick attack making It a very dangerous
follow up, you can however use It as bait against people with attack reversal
cause if they block the first hit of the combo its dead easy to reverse the
Death Fist, so  simply use your attack reversal reversal.


Movename:             Command:          Rating:      Comments:
Jumping Mid/Low Kick  f,N,d,d/f(D/F)+3  ***          Staggers when blocked
                                                     High.
The Jumping Mid/Low Kick is another evil moves of Heihachi's as your opponent
has to guess whether to block mid or low, It should be used at a distance as It
is takes very long time for It to come out, in Tekken 3 a great setup for the
Jumping Mid/Low Kick would be if the Demon Breath hit counter the opponent
would be blast a mill away a land on his back so he couldn't quick rise and
then throw out the kick, low for a quick kick but if you want to inflict even
more damage you could do the midkick if you thought your opponent would try to
get up, you could do this evil setup mid or low a few times and your opponent
wouldn't not know whether to get up and block the low kick or eat a devastating
mid attack, well unfortunately this is not the case anymore as in TTT you can
now "quick rise" when you get hit with It, keep in mind though not to overuse
this to much as It is very easy to sidestep It especially if you put It out a
distance from your opponent you could very easy end up getting punished bad,
also note when you hit with It, It now staggers when blocked high.


Movename:              Command:          Rating:     Comments:
Demon's Boar           b+2               **          Can't be Reversed.

Heihachi had this move as part of a tenhit string combo back in Tekken 2 now It
can be used separately, if you just hit normal your opponent will not be
knocked down down, but if you manage to land a counter hit the opponent will
fly across the screen setting you for a run and if your opponent does get up
fast run over them for a easy extra 19 points of damage, other than that there
is not to much to say about this move, It takes forever for this move to come
out and can be spotted a mile away, the only two reasons that you ever want to
use this move is if you think your opponent will try to reverse It, as It is
100% inreverserble, and  if you opponent is crouching as It hit medium and
takes decent damage note the is much more powerful ways to punished a crouching
opponent as the Demon Upper cut and the Twin Pistons as you can juggle the
afterwards for over twice the damage, if you land the Demon's Boar on a
blocking opponent It pushes them far enough away and Heihachi recovers to quick
for them to retaliate against you.


Movename:              Command:          Rating:     Comments:
Demons Breath          1+2               *****       Opponent can Back Spring.
                                                     after a DB on counter.
The Demons Breath is one of the best moves in Heihachi's arsenal, this
powerfull mid hitting move comes out lighting fast and is easy to do as It
requires no joystick motion, although it's been toned down quite a bit it's now
a little slower than in Tekken 3, but still one of the fastest attacks in TTT,
and though the speed of the Demons Breath has been toned down, the recover
however is now much faster, meaning that you can now use It in juggles
forexsample f,f+2,-1+2-,f+1,b+2,1, if you hit with the Demons Breath as a
counter the opponent will fly half across the screen making It possible for a
f,N,d,d/f+3(d+3) or a d+4 follow up, note that this is in no way guarantied as
you can now BS It in TTT for a instants recover, the Demons Breath should be
mainly used to counter opponents when they try to attack but note that It can
be reversed so always have your attack reversal reversal ready, the Demons
Breath sort of works like a reversal, It works great if your opponent blocks an
attack you throw out, then throw It out for a superfast retaliation move but
only use It when in close against your opponent cause It has almost no range,
this move should be used a least a couple of times during a fight.


Movename:             Command:           Rating:     Comments:
Dark Thrust           ws+2               ****        Stuns on counter.

Finally Heihachi got a WS move heheh, and the Dark Thrust is one of the best WS
in TekkenTagTournament, and is definitely the best of the new moves Heihachi
has been given in TTT, though not as fast It holds the same power as Kazuya's
gutpunch, It you hit with It normally It just takes 24 procent, but on counter
It stuns and your able to make fat juggle damage, throw It out like Kazuya's
gutpunch and hope for a counterhit, you can also use the Dark Thrust as an
retaliation move but the move has to have very long recovery time as the Dark
Thrust is bit time to come out so if you block a low attack it's better to just
stick with the much faster Tsunami Kicks.


Movename:              Command:          Rating:     Comments:
Twin Pistons           d/f+1,2           *****       Tag Move.

The Twin Pistons is another of Heihachi's better moves, although the damage and
priority is slightly toned down from Tekken 3 It still rocks, it's best used
defensively, It hit's mid and if the first punch goes in the other is
guarantied, it's best used when you block an attack from your opponent that has
slow recovery quickly throw It out and juggle your opponent up in the air for a
fat 60+ combo, you can also use the Twin Pistons offense but that's not the
greatest idea cause if the opponent block he can easily retaliate of It with
just about any quick move.


Movename:              Command:          Rating:      Comments:
Hell Sweeps            f,N,d,D/F+4(4)(4) ****         Staggers when
                                                      Blocked low.
In Tekken 3 Next after the Wind God Fist the Hell Sweeps was Definitely
Heihachi's best weapon(and most evil) now in TTT they have been toned down like
the WGF but still very usefull, like the WGF the Hell Sweeps has always played
a big role in Heihachi's arsenal, they ruled ultimately in Tekken 3 and the
only bad thing to say about the Hell Sweeps was that they could be lowcancalled
at all times, now in TTT they are not quite as strong, cause if you want the
hole combo to connect the first Hell Sweep have to hit as a counter if not all
that the opponent has to do is to block low and Heihachi will be thrown out of
the stance, when used in juggles though, the Hell Sweeps can take very good
damage but also works great on ground, after a Hell Sweep you can either do one
or two more or break into a medium attack, going into a mid attack after just
one Sweep isn't the greatest idea though, as It can be easily spotted.

If the Hell Sweeps hits as a counter to do two Sweeps and then to a Dragon
Uppercut as It takes the most damage and can be follow up by a Geta Stomp(d+4)
or a Tile Splitter(d+1) if the opponent doesn't Tech Roll, if you not hit with
the Hell Sweeps as a counter always go for two or three and to the Tsunami
Kicks as they knock the opponent further away and has much recover, but again
chances are very small to get the hole combo in as all It takes for the
opponent is to hold down and then Heihachi will be thrown out of the stance and
can very easily be retaliated against, also you should note that if you just
keep throwing out Hell Sweeps and relying on them to much the opponent will
catch to your pattern and punish you at the end so be careful and use them
wisely, and also note that the third hit of the Hell Sweeps will no longer hit
a laying opponent as It did in Tekken 3,so even though the Hell Sweeps no
longer holds the power they did in Tekken 3, they are still very usefull moves
in Heihachi's arsenal.


Movename:             Command:            Rating:     Comments:
Rising Sun            u/f+4,4             *           N/A

The Rising Sun is a sort of like Kazuya/Jin's Triple Round House Spin Kick only
not half as usefull as It only hit two times instead of four, also it's very
very easy to see coming and if the opponent blocks the first hit he can easily
low perry the next, this is one of Heihachi's move I hardly never use and I
can't think of a single reason for you to use It, although it's fun to
frustrate people who never tried the game before at an arcade.


Movename:             Command:            Rating:     Comments:
Alter Spiltter        b+1                 **          N/A

The Alter Spiltter is sort of like the Tile Splitter only you can't hit an
opponent when he's trying to get up, it's pretty fast in execution so It should
be safe to put out, but don't overuse It to though as you can be punished bad
if the opponent catches on to It, when you just get a normal hit It doesn't
take energy from the opponent and they can often retaliate against you
afterwards with a quick attack, so it's main purpose is to land a counterhit
then the opponent moves slightly backwards and is stunned for a moment you now
have the option for either going for a throw or a quick attack, if you choose
to go for throw, the Stone Head would probably be the best, as the opponent is
a bit away from you and the Stone Head throw requires you to dash foreword and
is harder to escape than the normal throw as the opponent has to 1+2 at the
same time note that the throws is  that is not by any chance guarantied, but
seams to work great as people often gets confused.

You can also try going for an attack such as the Power Punch witch take a great
deal of damage and hits mid so the opponent can't crouch It, or the Twin
Pistons, Demon Uppercut or Wind God Fist if you feel like juggling, a third
possibility is to wait for just quarter of a second then if the opponent tries
to retaliate do the Hammer Punch to Power Punch as It is a very quick move to
come out and is likely to hit as a counter attack.


Movename:             Command:            Rating:     Comments:
Rights Splits Kick    f+4                 *           N/A

Almost just as useless as the Rising Sun, I can't really think of a good reason
to use this move either.


Movename:             Command:            Rating:     Comments:
Left Splits Kick      f,f+3               **          Stuns on a Counterhit.

Now where really getting some where, unlike the Right Splits Kick the Left
Splits is somewhat better, use It if the opponent is a bit away from and comes
rushing in or simply try throwing It out ones in while but to much as It it's
kinda slow move, if It connect on a counterhit It stuns which means you can you
can juggle them up for a devastating 90+combo, this is definitely Heihachi's
answer to Kazuya's stun punch back in Tekken 2.


Movename:             Command:            Rating:     Comments:
Lightning Hammer      d+1+4               ****        UNBLOCKABLE.

Well this move seams to work incredible well in TTT, use It mainly if you think
your opponent gonna "tag" or after juggles(much more about this move in the
Okizme section.) The Lightning Hammer is Heihachi's Unblockable move, use It
mostly to catch slow opponent's of guard, a good setup move to use is when a
opponent quick rises or roll backwards after a juggle or a throw, but do not
overuse this move as It is very easy to get punished, also when Heihachi is in
this "stance" and the opponent hit's you with a right kick they will
automatically get caught in his "auto reversal". Overall if you ask me
Heihachi's has the best Unblockable move in the entire game.


Movename:             Command:            Rating:     Comments:

Tsunami Kick          WS+4,4              ***         N/A

The Tsunami Kick's is a "Heihachi Classic", it's best used when having
successfully blocked a low attack or if you duck a throw quickly throw out
these powerfull kicks.


Movename:             Command:            Rating:     Comments:
Demons Massacre/Lair: f+1,b+2,1(4)        ***         The second hit
                                                      Staggers when blocked.
The Demon Massacre is best used after a juggle starter like the EWGF/WGF, the
Demon Uppercut or the Twin Pistons, if you use them outside juggles, just throw
out the first two hit's when in close, if they hit they will just take average
damage, however if your opponent the two first hits, try throwing out the Twin
Pistons cause if they don't do anything else but block they will eat the Twin
Pistons and again you can juggle them up for a 50+combo, there is not however
much idea in using the Demons Lair as It is basically just a delayed vision of
the Demons Massacre.


Movename:             Command:            Rating:     Comments:
Hell Axle             u/f+3,4             ***         Staggers when blocked.
                                                      Second kick of the Hell
                                                      Axle is Unblockable
                                                      If delayed.
The Hell Axle Kick's Should mainly be used to catch opponent's of guard, or
when they try to rise from the ground quickly throw them out and your opponent
will eat both kicks, not many poeple know this, but if you throw out the first
u/f+3 and the opponent blocks it, the last kick is autually Unblockable!! if
you delay it till right after the first kick has hit, this is however no easy
task at all and it take alot of pratice to do it constantly, also try mixing
the Hell Axle kicks  up with the throws when in close as they both hit mid to
get in your opponent's face forcing them to guess whiter to block mid or low,
the Axle kicks can also be used to get back into fighting range as they have
incredible long range.


Movename:             Command:            Rating:     Comments:
Demon Backfist        f+2                 *           N/A

What a crappy move, well this move has been around since TEKKEN 1, but why i
don't know,There is not to much to say about this move, It hit's high, it's
slow to come out and won't juggle the opponent, so stay away from this sucky
move.

Movename:             Command:            Rating:     Comments:
Geta Stomp            d+4                 ***         Hit's downed
                                                      Opponent's only.
The Geta Stomp is another "Heihachi Classic" all the way back from TEKKEN 1,
you can only use It when the opponent is down on the floor, so if you are
playing against a "Tekken pro" it's  not a move you get to use very often as
they will often try to "Tech Roll", in TEKKEN 3 the Geta Stomp was guarentied
after a Demon Breath, but now in TTT you can "back Spring" afterwards a "Hard
Knockdown", it also works great as an okizme move, after a juggle witch end
with a Thunder Uppercut try throwing out the Lighting Hammer(d+1+4) afterwards,
when hit a couple of times the opponent will stay on the ground and try to
punish you if you miss, then throw out the Geta Stomp for exstra damage.

Movename:             Command:            Rating:     Comments:
Demon Executor        1,2,2,1+2(u,d to ss)*           N/A

The Demon Executor is another useless move of Heihachi's, the first punches of
the three jabs series hit's high and then end's in the Demon Breath It is now
possibly to sidestep after the Demon Breath, I can't think of a single reason
to use this move at any time, It better to just stick with the Demon Breath as
It has ten time's the priority's.


Movename:             Command:            Rating:     Comments:
Demon Scissors        (u/f)4,3            ***         If missed, damage is
                                                      5 points to Heihachi.
The Demon Scissors is another "Heihachi Classic", is main purpose is to hit
people who like to lay on the ground for to long, it worked much better in
TEKKEN 2, there you couldent TR, and after some juggles the Demon Scissors was
guarentied, now in TEKKEN 3 and TTT you can TR, and if the opponent does, while
your doing the Demon Scissors Heihachi will land on the ground, resulting in a
5% damage to yourselv(guess "Hatch" is to old for that sh*t anymore) the only
time the Demon Scissors is guarentied, is if you manage to flip the opponent
over, note if you do a u/f motion at the same time as you press 4, the Demon
Scissors will come out instantlly.


-Heihachi Mishima Throws-


Throw Name:           Command:            Rating:     Escape:
Neck Breaker          1+3                 **          1

Heihachi grabs the opponent in a headlock, holds them for a while sparks fly
and then snaps their neck greeaaaeecch!!(this sounded much way more nasty back
in TEKKEN 2), the Neck Breaker is a standard throw, I hardly never use it for
two resons, it doesn't take much damage and is easy to escape(1), a move you
shouldn't use to often, unless your feeling evil, as it takes about 1 min to
execute like Ogre's 2+4 throw boring!! your opponent will hate you for it, a
d+3 is guarentied afterwards.


Throw Name:           Command:            Rating:     Escape:
Jumping Power Bomb    2+4                 ***          2

Heihachi grabs around the opponent's waste, lifts them up and then jump up into
the air and slams them down on the ground, like the Neck Breaker this is throw
you shouldent use to often, since it's easy to escape, but somehow people seams
more often to escape the Neck Breaker than the Jumping Power Bomb, i like
sometime to run right over to the opponent after you have knocked them down and
they TR, and then buffer the throw(hold 2, then press 4) it's really fast this
way and sometimes catches them of guard, but don't become predicteble or you
will get punished, a d+3 is guarentied afterwards.


Throw Name:           Command:            Rating:     Escape:
Stone Head            f,f+1+2             *****       1+2

Heihachi grabs the opponent in the back of the head and land's a deep headbutt
and the opponent falls to the ground, the Stone Head is definitely Heihachi's
best throw, since It requires the 1+2 escape, try mixing it up with the 2+4
throw if they get used to the 1+2 escape, also when in close try to mix the
Stone Head throw up with the Demon Uppercut since It requires the same f,f
motion, if they stand they will eat the throw, and if they crouch the will be
juggled, after the Stone Head throw a U/F+3 is guarentied if the opponent TR,
very strange but it will keep the opponents on there toes and think twice about
Tech Rolling.


Throw Name:           Command:            Rating:     Escape:
Headbutt Carnival     f,f+1+4             *           1+2

Heihachi grabs the opponent in the back of the head and land's a deep headbutt
while sparks fly and the opponent fly across the screen. The Headbutt Carnival
is a move that you should avoid at all costs, the only reason if even given 1
star is because from time to time It can be fun to "juggle" the Headbutt back
and forward from the opponent's, now about the throw first of It can only be
used on certain characters Jin,Paul,Lei,Heihachi and Kuma and they can reverse
It at all time, the damage of the throw is also less than the Stone Head throw,
so only use this throw for fun and NOT in tournamentplay.


Throw Name:           Command:            Rating:     Escape:
Neck Chopper          1+3or2+4            ***         1

Heihachi grabs the opponent from the left side and takes the opponent down on
his knee and raises his arm while sparks fly and strikes down on the opponent's
chest. Since Heihachi has no sidesteps move, you gonna have to go for a throw
if you want to inflict damage during a sidestep, Heihachi has a pretty good
sidestep so getting in a sidethrow shouldn't be to hard, note that the throw
can be broken easy just by pressing 1.


Throw Name:           Command:             Rating:    Escape:
Freefall              1+3or2+4             ***        2

Heihachi grabs the opponent from the right side and lift's him up in one arm
and slams him down on floor. Like the Neck Chopper use as an alternate way to
inflict damage since Heihachi have no sidesteps attack, note that is also very
easy to escape since It only requires one button.


Throw Name:           Command:             Rating:    Escape:
Atomic Drop           1+3or2+4             ***        *

Heihachi grabs the opponent from the back and lift's him up while sparks fly,
and then drop him on his knee. The Atomic Drop can not be escaped but it's not
often you get to use this throw since you got to either sidestep twice or the
opponent got to come out with a long hitting attack while your sidestepping.
However if you manage to pull this of you get a throw that is inescapable with
a good damage for about 60+ damage.


Throw Name:           Command:             Rating:    Escape:
"Tag throw"           2+5                  ***        2

The Tag throws mainly purpose is to tag out in a fancy sort of way or mainly
just to show of as It looks very cool, Since the "tag" throw is so easy to get
out when It only requires 1 button to get out of, it's not the best way to
"tag" out, every character in the game has this throw.


-Heihachi Mishima Strings:

Strings has always been a unique feature since TEKKEN 1, I remember when I was
just a scrub back in the days of TEKKEN 2 and I learn all the strings at home
on my PSX, and thought I was then unbeatable heheh, well those days are long
gone, strings on pro level is total useless!!, they just have to many ways of
being broken, especially when you know exactly how they goes, of course if your
new to TEKKEN I suggest you sit down for a few and learn IM, also so know what
they hit and where to block/interrupt, a nice feature about the strings in
TEKKEN though is to use them on scrubs, they don't know where to block or
interrupt so there likely to lose about half of there life bar just to a
freaking string, but again and I can't stress this enough!! DON'T use em on pro
players or you will get punished, Heihachi has four strings in total, one of
them is the same string as Jin's, but Heihachi's seams to be way more harder to
perform at the beginning of It(f,f,N) but with a little practice you should
nail It down in no time, the other three of them can be blocked exactly the
same way..WTF!! well no matter if they could be blocked in ten different ways
they would still be useless in high level play.

-----------------------------------------------------------------
f,f,N__ 2  __ 1  __  2 __ 2  __ 3  __ 4  __ 4  __ 1  __  2 __  1    Command.
     __ h  __ h  __  h __ h  __ m  __ m  __ l  __ h  __  m __  m    Level.
     __ 7  __ 8  __  6 __ 7  __ 6  __ 11 __ 5  __ 5  __  8 __  30   Damage.
-----------------------------------------------------------------

-----------------------------------------------------------------
d/f+3__  2 __  2  __ 4  __  4 __ 1  __  4 __  1 __  2  __  1        Command.
  m  __  h __  h  __ l  __  l __ m  __ h  __  h __  m  __  m        Level.
  17 __  5 __  6  __ 8  __  8 __ 5  __ 10 __  5 __  6  __  26       Damage.
-----------------------------------------------------------------

_________________________________________________________________
d/f+3__ 2  __  2 __ 4  __  4  __ 1  __  4 __  1 __  2  __  4        Command.
  m  __ h  __  h __ l  __  l  __ m  __  h __  h __  m  __  m        Level.
  17 __ 5  __  6 __ 8  __  8  __ 5  __  10__  5 __  6  __  35       Damage.
_________________________________________________________________


d/f+3__ 2  __  2 __ 4 __  4  __ 1   __  2 __  1 __  2  __  1        Command.
   m __ h  __  h __ l __  l  __ m   __  h __  m __  m  __  m        Level.
  17 __ 5  __  6 __ 8 __  8  __ 5   __  5 __  8 __  21 __  25       Damage.
_________________________________________________________________


-------------------------------------------------------------------------------
24.0 okizme.
-------------------------------------------------------------------------------

-Jin-
Jin has three good okizme moves, the Hell Sweep(f,N,d,D/F+4), the Demon
Scissors(4~3) and the ultimate okizme of all okizme moves the Demon Steel
Pedal(b+4), if Tekken 3 Jin didn't have as good okizme weapons as his
grandfather but now with the b+4 move Jin rules the okizme techniques better
than any one in TTT, you can always get a guarantied hit with the DSP within
the two first seconds after, if the opponent doesn't get up in time, also
there's allot of moves the b+4 is good after and will always hit unless the
opponent gets up either by Tech Rolling or Back Springs, forexsample if you hit
with the Hell Sweep or the Can Can kicks on a counter hit, the opponent has no
chance of "Tech Rolling" and you can 99 procent for sure get DSP in after, It
also works great after a d/b+1, run over to the opponent a throw out the DSP,
if the opponent has been lying for over two seconds or so on the ground and
move, cause if they do they will be hit for sure with the DSP, as It hit almost
as low as Ogre's f,f+1,2, throw out the Demon Scissors or the Hell Sweep witch
both hit on the ground, you can use Jin's d/f+4,4 if the opponent tries to get
up, but again go for a DSP instead as It hits lower, takes more damage and have
ten the priorities as the Tsunami Kicks.


-Heihachi-
well if you ever played a good heihachi player your most likely to have been
exposed to some okizme of his, if there's anything Heihachi is good at besides
juggles It has to be okizme there is so many ways to keep your opponent at the
ground once you get em down, forexsample if you get your opponent with a
stonehead you can always follow up with a d+1 if they don't "Tech Roll" if they
manage to get up quick they will probably try to block high if they expect the
tile splitter therefor try go for a d+3 witch hit low, do that a couple of
times and if start to block low hit them with a tile splitter for nasty
"throwdamage". Now a thing I discover in TTT was that his Unblockable move the
"lighting Hammer" seams to be somewhat more usefull than in Tekken 3, there is
some pretty good things to say about this move, first of all if you hit with
It, It takes about 90-110 points of damage, comes out pretty fast for a an
Unblockable move and has good range, now how to use this move in okizme, try
use It when your opponent has little energy left and you suspect they will
"tag" out when the opponent comes running in It has pretty chance of hitting
them for nasty damage, another good way to use It is if you manage to get a
double hell sweep to dragon uppercut in try immediately to go for a "lighting
Hammer", this seams to work incredibly well, the first couple of times then the
opponent will usually try to just stay on the ground afterwards an wait for you
to miss with the "Lighting Hammer" and then retaliate against you, then wait
with the "Lighting Hammer" and go for a "Geta Stomp" instead for 25 points.

-------------------------------------------------------------------------------
26.0 Juggles:
-------------------------------------------------------------------------------

-Jin-

To be effective with Jin you must perfect all his juggle starters and when
exactly to strike, his most effective ones include the WS+2,EWGF/WGF,DSP(on
counter hit) and his ss+2, in juggles Jin probably has the most effective punch
combos in all of TTT, the Laser Scraper Combo mix-up, they cause massive damage
and can be put in just about all of his juggle starters, Jin I not an as
effective juggler as Heihachi(but hey who the hell is??) but Jin can suddenly
hold his own when It comes to juggles.

Jin can juggle from:
Standing Uppercut(WS+2)
EWGF/WGF(f,N,d,d/f(D/F)+2)
Tooth Fairy(SS+2)
Twin Pistons(WS+1,2 last hit only)
Hell Sweep(f,N,d,d/f+4)
DSP(b+4,counter hit only)
Can Can Kicks(d+3+4)

Juggle                                        Hits:     Damage:     
Difficulty:

WS+2:

             f+4, d/+1,2                      4         40          Easy
             U/F,4, d/f+4,4                   4         51          Easy
             1,2,4, f,f+2                     5         46          Medium
             U/F+4, 1+4,{2},d+4               5         52          Medium
             b,f+2,1,d+2, f,f+2               5         59          Medium
             b+2,4,2>1,2                      6         54          Hard
             U/F,4, 1+4, d/f+4,4              6         58          Hard
             f,N,d,d/f+2, f,f, 1+4,2, f,f+2   6         ??          Hard
             U/F,4, 1, f,f+2                  4         ??          Hard
             f,N,d,d/f+1,3                    3         ??          V. Hard
             b,f+2>1,2, f,f+2                 5         71          V. Hard


f,N,d,d/f+2: 1, 1,1,2                         5         46          Easy
             1, 1,2,2                         5         46          Easy
             1,2, d/f+4,4                     5         47          Easy
             d/f+4, b+4                       3         43          Medium
             1,2, f,N,d,d/f+2                 4         46          Medium
             1,2, 1+4,{2},d+4                 6         48          Medium
             1, 1+4,2,4                       6         51          Medium
             1, b,f+2,1>2                     5         57          Medium
             1,2,4, f,f+2                     5         53          Medium
             f,N,d,d/f+2, d/f+4,4             4         58          Medium
             1, 1,1, f,f+2                    5         49           Hard
             1,2, 1,1,2                       6         50           Hard
             1,2, 1, f,f+2                    5         50           Hard
             1, 1+4,2, f,f+2                  6         54           Hard
             f,N,d,d/f+2, d/f+4,4             4         58           Hard

             b+2,4,2>1,2                      6         61           Hard
             b,f+2,1,d+2, f,f+2               5         66           Hard
             b,f+2,1,d+2, d/f+4,4             6         66           Hard
             1,2,4, EWGF                      5         52         V. Hard
             EWGF, d/b+1                      3         57         V. Hard
             EWGF, EWGF                       3         57         V. Hard  ^
             EWGF, 1, d/b+1                   4         60         V. Hard
             EWGF, 1, EWGF                    4         60         V. Hard  ^
             f+4, b,f+2,1>2                   5         62         V. Hard
             1,2, b,f+2>1>2                   6         62         V. Hard

f,N,d,D/D+2: b+4, f,f, 1+4,2, EWGF            6         66         V. Hard
             b+4, f,f, 1+4,2, f,f+2           6         67         V. Hard
             EWGF, 1+4,2, EWGF                6         69         V. Hard  ^
             EWGF, 1+4,2, f,f+2               6         70         V. Hard
             EWGF, b,f+2>1,2                  6         73         V. Hard
             b,f+2>1,2, f,f+2                 5         71         V. Hard
             b,f+2>1,2, EWGF                  5         ??         V. Hard
             b+4, EWGF                        3         ??         V. Hard
             4, EWGF                          3         ??         V. Hard
             EWGF, b+2,4,2                    5         ??         V. Hard
             EWGF, f,N,d,D/F+4, EWGF          4         ??         V. Hard  ^
SS+2,        1,2,4                                   4         31          
Easy
             1, d/f+1,2                              4         33          
Easy
             1, d/f+4,4                              4         33          
Easy
             2,2                                     3         35          
Easy
             1, 1,1,2                                5         36          
Easy
             1, b+2,4,2                              5         36          
Easy
             1, 1, d/f+4,4                           5         36          
Easy
             1, 1,2,2                                5         37          
Easy
             1,2,3                                   4         37          
Easy
             1,2, d/f+4,4                            5         38          
Easy
             1,2, f,f+2                              4         38          
Easy
             1+4,2,4                                 5         40          
Easy
             1+4, 2,2                                5         41          
Easy
             1+4, 1,2,2                              6         41          
Easy
             2, f,N,d,d/f+2                          3         37        
Medium
             1, f+4, d/f+4,4                         5         39        Medium
             1, 1,2,3                                5         40        
Medium
             1, d/f+2, d/f+4,4                       5         40        
Medium
             1,2,4, b+4                              5         41        
Medium
             1, 1+4,2,4                              6         42        
Medium
             2, 2, f,f+2                             4         44        
Medium
             1,2,4, f,f+2                            5         44        
Medium
             1, 1+4,2, f,f+2                         6         45        
Medium
             1, b,f+2,1>2                            5         48        
Medium
             1, 1, f,N,d,d/f+2                       4         35          Hard
             1,2, f,N,d,d/f+2                        4         37          Hard
             1,2, b,f+2>1,d+2                        6         48          Hard
             3,2,4, f,f+2                            5         49          Hard
             1, d/f+2, f,f+2                         4         40        V.
Hard
             1,2, b,f+2,1,2                          6         ??        V.
Hard
             f,N,d,d/f+1,3                           3         ??        V.
Hard

d+3+4:

             1+4, d/f+4,4                           6         47           Easy
             1+4,2,4                                6         49           Easy
             1+4,2, f,f+2                           6         52         
Medium
             1+4,2, f,N,d,d/f+2                     6         51           Hard
             1, b+2>1>2                             6         57           Hard


CH b+4:

             d/f+1, 1,1,2                          5         56           Easy
             d/f+1, 1, d/b+1                       4         55          Medium
             b,f+2,1,d+2, f,f+2                    5         72          Medium
             d/f+1, 1, 1+4, d/f+4                  6         55           Hard
             d/f+1, b,f+2,1,2                      5         68           Hard
             f~b+4, 1+{4},2, f,N,d,d/f+2           5         66         V. Hard
             f~b+4, 1+{4},2, f,f+2                 5         67         V. Hard

f,N,d,D/F+4:

             d/f+4,4                          3         34           Easy
             1+4, 1+4,2                       5         43           Easy
             1+4,2,4                          5         46           Easy
             1+4,2, f,f+2                     5         49          Medium
             d/f+4, 1+4, d/f+4,4              5         42           Hard
             1+4, 2,2                         5         47           Hard
             f,N,d,d/f+2, d/f+4,4             4         55         V. Hard
             b+4, 1+{4},2, f,N,d,d/f+2        5         57         V. Hard
             b+4, 1+{4},2, f,f+2              5         58         V. Hard
             b,f+2,1,2, f,f+2                 5         ??         V. Hard
             f,N,d,d/f+2, 1+4,{2},4           5         ??         V. Hard

[1+4,2,]d+4: d/f+4,4                          3         30           Easy
             1+4, d/f+4,4                     5         36          Medium
             1+4,2, f,f+2                     5         41          Medium


Tag juggles:
As said earlier in the guide the good thing about tag juggles with Jin is that
his EWGF/WGF will hit sm instead of high meaning that the opponent can't duck
under It and retaliate against Jin, but you can however also use the normal
EWGF/WGF it's just safer when buffed a tag afterwards.

Some of my favorite Tag juggles:

1. Jin: f,N,d,d/f(D/F)+2,5,Heihachi:1,f,N,d,D/F,4,4,N,1(d+1 or if opponent
"Tech Roles" d+1+4, not guarantied)

EWGF/WGF,tag,left punch,two Hell Sweeps to Thunder Uppercut(Tile Splitter or
Lighting Hammer not guarantied)

Nice little tag juggle pretty good damage and no recovery fill up on the
opponent's life bar, if you suspect the opponent will not "Tech Rolles" put in
a Tile Splitter after the Thunder Uppercut for extra damage, if you however
suspect the opponent to "Tech Roll" put in a Lighting Hammer after the Thunder
Uppercut for almost 100% guarantied damage(about 70% extra damage!!)


-Heihachi-
Juggles plays a very important role if you must survive with heihachi, it's
simply his breed and butter, and with his EWGF/WGF you can't go wrong in town,
learn when to exactly strike with the EWGF/WGF and you will be feared with your
Heihachi player, he also has his f,f+2 witch hit crouching opponents unlike the
EWGF/WGF, it's somewhat slower but juggles the opponent a little bit higher,
then there's his Twin Pistons there can also inflict some serious damage, but
Heihachi has way more daily after the last punch in the Twin Pistons so he
can't do most juggles you do from his EWGF/WGF or f,f+2, then there's the Hell
Sweeps but you mostly has to hit as counter with them for them to connect and
juggle but still very usefull. Heihachi doesn't have any class 1 juggles like
Hwoarang or Yoshimitsu but he doesn't really need them either, all juggles
below have been tried out on either medium or large characters and can not by
any way be escaped..(a big thanks to catlord for some of the juggles used.)

Heihachi can juggle from:

EWGF/WGF(f,N,d,d/f(D/F+2)
Twin Pistons(d/f+1,2)
Demon Fist(f,f+2)
Hell Sweeps(f,N,d,D/F+4(4)(4)
Dark Thrust(WS+2)


f,N,d,d/f+2:                                  Hits:     Damage:     Difficulty:

             1,2, 1,2                         5         40          Easy
             1, 1,2,2~1                       5         47          Easy
             1,2, f,N,d,d/f+2                 4         45          Medium
             1, d/f+1, f,N,d,d/f+2            4         45          Medium
             1, d/f+1, d/f+1,2                5         47          Medium
             d/f+2, f,N,d,d/f+2               3         48          Medium
             f,N,d,d/f,F,4, d/f+1,2           4         48          Medium
             QCF+2                            2         49          Medium
             1, f+1,b+2,1                     5         54          Medium
             u/f,N+1, f+1,b+2,1               5         59          Medium
             f,N,d,D/F+4,4,1, d+1             5         60          Medium
             1,2, 1,1,2                       6         49          Hard
             u/f,N+1, 1,2, f,N,d,d/f+2        5         53          Hard
             1+2, f,N,d,D/F+4,4,1             5         65          Hard
             1+2, f+1,b+2,1                   5         67          Hard
             1, 1, 1, QCF+2                   5         50          V. Hard
             1+2, f,N,d,d/f+2                 3         54          V. Hard
             1,2, f,N,d,D/F#+4,4,N+1          6         56          V. Hard

f,N,d,D/F+2:

             EWGF, EWGF                       3         57          V. Hard
             EWGF, 1, EWGF                    4         60          V. Hard
             EWGF, f+1,b+2,1                  5         70          V. Hard
             1+2, 1, f,N,d,d/f+2              4         ??          V. Hard
             f,N,d,d/f+1                      2         ??          V. Hard
             1,2, f+1,b+2,1                   6         ??          V. Hard
             1, f,N,d,d/f+1                   3         ??          V. Hard
             QCF+4, 1, f,N,d,d/f+2            4         ??          V. Hard
             1, EWGF, EWGF                    4         ??          V. Hard

d/f+1,2:

             1,2, d/f+1,2                     6         51          Easy
             1,2, QCF+2                       5         52          Medium
             1, f,N,d,D/F+4,4,1               6         56          Medium


f,f+2:

             1, 1,2,2~1                       5         47          Easy
             QCF+2                            2         66          Easy
             1,2, QCF+2                       4         48          Medium
             1,2, f,N,d,d/f+2                 4         50          Medium
             EWGF, BK 4                       3         62          Hard
             f,N,d,d/f+2, 1, QCF+2            4         68          Hard
             1+2, 1, f,N,d,d/f+2              4         62          V. Hard
             1+2, f+1,b+2,1                   5         72          V. Hard
             EWGF, f,N,d,D/F+4,4,1            5         73          V. Hard
             EWGF, f,N,d,D/F+4,4,4,1          6         ??          V. Hard
             EWGF, f+1,b+2,1                  5         ??          V. Hard
             EWGF, 1, f,f, 1, EWGF            5         ??          V. Hard



CH f,N,d,D/F+4:

             d+1                             2         34           Easy
             f,N,d,d/f+2                     2         40           Hard
             QCF+4, f+1, f,N,d,d/f+2         4         46           V. Hard
             QCF+4, f,N,d,D/F+4,N+4, EWGF    5         53           V. Hard
             QCF+4, f,N,d,D/F+4,N+4, QCF+2   5         56           V. Hard
             QCF+4,f,N,d,D/F+4,4,N+4,QCF+2   6         62           V. Hard

CH f,N,d,D/F+4,N+4: d/f+1,2                  4         47           Medium
                    f+1,b+2                  5         54           Medium
                    1,1,2                    4         48           Hard


CH WS+2:

             1,2, f,N,d,d/f+2                 4         55        Medium
             d+2, WS+4,4                      4         58        Medium
             QCF+2                            2         71        Medium


Tag juggles:

Heihachi has the best tag/juggle starter in TTT, the EWGF/WGF(Jin's EWGF/WGF is
not as fast and hit's high when not buffed a tag, Kazuya and Devil/Angel can't
do EWGF and if they land a WGF on a counerhit the opponent will flip over)
when tagged to Jin with a EWGF/WGF It can easily take more then half of the
opponents lifebar away, the problem with not tagging with the EWGF/WGF is that
if the opponent tags out he can recharge his life bar for about half of what
the juggle has caused, It looks of cause much cooler with no tag afterwards,
and often takes much more skill to perform, so if your just playing for fun I
would suggest you go for an ordinary one with no tag, but if your really
playing to win!! Or just feel like feeling destructive against a Eddy Masher or
something go for the big one as it's way more affective.

Here's some of my favorite Tag juggles:

1. Heihachi:f,N,d,d/f(D/F)+2,5,Jin:b,f+2,1,d+2,f,f+2(5,f,f,N,4 or f,f,N,1+2
slide or dive not guarantied.)

EWGF/WGF,tag,Laser Scraper Combo, Demons Paw,(slide or dive)

Real phatty damage this one, and no recovery on the opponent's life bar!! you
can do the slide or Dive afterwards but it's not guarantied, but you might as
well go for It for extra damage as long as you don't become predictable.


2. Heihachi:f,N,d,d/f(D/F)+2,5,Jin:1,b,f+2,1,2,(5,f,f,N,4 or f,f,N,1+2 slide or
dive not guarantied.)

EWGF/WGF, tag to Jin,left punch,Laser Scraper Combo,(slide or dive)

Almost like the combo above but not as much damage, but somewhat easier to do
cause you put in a left jab right after the tag witch give you more time to
react, the Laser Scraper Combo shall now be delayed, and again the slide or
dive is not guarantied.


--------------------------------------------------------------------------------
31.0 Vs. Other characters in TTT.
--------------------------------------------------------------------------------

-----------
Yoshimitsu:
-----------
Well this is a character in TTT to respect!!, if not played by a total
scrub(4,4,4) he can be one of the deadliest characters in TTT, Yoshimitsu has
always been one of my favorite characters in the Tekken series, other than his
crazy look's he has a deadly arsenal of killer moves, and ton of Unblockable
moves, in TTT his d/f+4 has been fuc*ed allot, it's now slow and lost most of
it's range.
If you meat a high level yoshi your gonna have to struggle to survive I can
tell you that right now, one mistake and your toast, the best way to fight
Yoshi with the Mishimas is simply skill's.

Things to watch out for when playing against.. Yoshimitsu

Standing uppercut, d/f+2:
Yoshimitsu's main jugglestarter, while almost every character in the game
possesses the d/f+2 uppercut, Yoshi's d/f+2 is by far the best and most
usefull, when Yoshi's throws It out he simontanliouselly forward making the
range on the uppercut much longer, in TTT he can now also tag on the uppercut!!
so no matter if the opponent is crouching or standing It will still juggle even
on the big guys like the Jacks,Kuma/Panda or True Ogre, so this is the uppercut
you want to avoid for all coasts, when Yoshi throws It out It will also recover
so freaking
fast that you can't retaliate and if you try you will probably get rewarded
with a second uppercut or a f,f+4 knee, so be very careful and punish Yoshi if
he whiffs this nasty uppercut of his.

Knee Bash, f,f+4:
Ouucchh the Knee Bash is one of the best and fastest moves in TTT, first of all
the knee comes out in like 1 frame or so heh, and knocks down also, It don't
take much damage though, and if blocked you can retaliate against Yoshi, but
high level players won't give a chance to block It much, if you do however, go
for the Shining Fists with Jin and the Twin Pistons with Heihachi.

Yoshi Flash, b+1+4:
Yoshimitsu has a huge arsenal of nasty moves.. But this one tops em' all, the
Yoshi Flash is the fastest move in TTT a freaking 4 frame move, And then it's
Unblockable!! nasty sh*t, the Yoshi Flash has so high priority that if your
skilled enough you could win a entire match using only that move, the Yoshi
Flash kinda works like a reversal if you will, only you have to be more
accurate when using It, a good Yoshi player will simply run right up to your
face and flash you and then combo you for real phatty damage, not to much to
say about this move try to avoid It at all costs, and every time you tag in do
a "tag in cancel" so you won't get caught with the flash.

Bad Breath, b+1+2, any button:
Well the Bad Breath is a move to look out for of course.. when somebody is
using It at all, I haven't fought many Yoshiplayers who uses the Bad Breath
much, I have seen some players use though and when you first get hit by It is
not much fun at all as you can juggle afterwards for serious damage, in TTT you
can now however duck It as It now hits only high in Tekken 3 there was just no
way to escape It, if you just tagged in however and don't "tag in cancel" your
gonna pretty much eat the Bad Breath crouch or not, so be very careful and if
you see Yoshi whiff's with the Bad Breath run over and retaliate against him.

--------------
Nina Williams:
--------------
Nina has always been one of the best characters since Tekken 1, but now in TTT
she's been ripped of almost every good move she used to have or at least they
been toned down so much that they are close to useless, her Divine combo is now
much slower to come out, her d+4,1 now hits sm to h, instead of low to high,
after her d/f+3 kick nothing is now guarantied unless it's a counterhit,
further more her d/f,d/f+1 throw is not taking half the damage as It used to,
she still however have all her annoying pokes, and confusing mix-up, so she's
is to be taken seriously, stay out of her face and she's not much of a match,
as all of her mix-up moves is up and close, so keep your distance and you
should be fine.

Things to watch out for when playing against.. Nina Williams

Divine Combo, d/b+3+4:
Although toned down in TTT, the Divine Combo is still a move to look out for,
It hits medium, and Nina can do phatty damage juggles of It, if your facing a
high level Nina don't try reversing It with Jin, or you will likely be rewarded
with a counter reversal(chicken), as said in TTT It do come out slower so try
read her when she's about to launch It and then retaliate afterwards.

Attack Reversal, b+1+3 or b+2+4:
Nina possesses an attack reversal It reverses exactly the same as Jin's,
including Yoshimitsu's sword, witch Paul cannot reverse with his, the good
thing when fighting opponent's with reversals with the Mishimas is that
sometime when they are expecting a high/mid move to reverse they get the
EWGF/WGF slapped in their face BOOM!!BANG!! No chance of reversing that one as
It hits sm, just keep putting out those "chickens" and you should be fine.
wind god fist

Pokes of all sorts:
Although now official moves, Nina's pokes can be deadly, simply try to stay OUT
of her face although not easy at times, Nina is no good if she's far away, the
best thing to block her poke mix-up is to simply try to learn Nina and her
poking strings, then you'll have a pretty good idea of where to block and
retaliate.

-------------------------
Julia and Michelle Chang:
-------------------------
I HATE,I HATE,I HATE PETER PA.. Ermmhh I mean the Changs of course..
Julia:
Hmm fighting against Julia can be a real bitch, especially if the opponent know
exactly what he/she's doing, there total annoying elbows(hiiiiyaaa!!  grrr)
will priority Jin and Heihachi's 1,1,2, and if they first catch you in a
elbow-juggle say goodbye to 60+ of your lifebar!! So be careful, with the
Mishimas vs. Julia the best thing you can do is to stay out her face and try to
retaliate after a blocked move, use Jin's f,f+2,EWGF/WGF and Heihachi d+1 and
his EWGF/WGF has they have long range and you don't have to get in there face
to often, one of the hardest matches for the Mishimas if the opponent got Julia
down and she are to be taken very seriously.
Michelle Chang:
Errmmm.. Michelle's pretty much the same as Julia,

------------
Lee Chaolan:
------------
Lee is a returning character from Tekken 2, I always thought Lee looked like a
total wuss!!(a freaking horse on the back of his jacket WTF??) oh yeah Lee now
has a black suit in TTT(pathetic!!)what a lame character to bring back to TTT,
anyways looks ain't all, when TTT first came out in the arcades I didn't think
sh*t of Lee(I still don't.) however I learnt that he can be a pretty good match
against you, especially when teamed up with Kazuya they then have a special
team Unblockable, Lee share many of laws move, but have some of his very own
now in TTT, as you probably know Lee didn't make It to TEKKEN 3 probably cause
NAMCO released that he looked like a fu*king fagget or something, but instead
they gave Ogre and True Ogre some of his best moves in TEKKEN 3, so if you know
Ogre/Togre you also know some of Lee's moves.

Allot of Lee scrubs will try catching you with his D+4,4,4,4(they always do,
heheh) so block the first three low kicks, and then reverse the last one with
Jin, this however won't work with high level Lee players(is there some, I
wonder??) they will delay the first three kicks and try to confuse you, and
likely expecting the last kick reversed and counter reverse It, this should
however not be a too difficult fight for the Mishimas overall just stay on
Lee's ass through out the fight and you should be okay.

---------------
Kazuya Mishima:
---------------
Now unlike that pussy Lee, Kazuya is hole other story, Kazuya is by no means a
wuss he always been one the strongest characters since TEKKEN 1, he didn't make
It to TEKKEN 3 but instead Jin was introduced witch is not a bad thing, Kazuya
is all about raw power kinda like his father Heihachi, he's been toned quite
down back Tekken 2, but still one to look out and should always be taken
seriously!! His has no EWGF but It still comes out lighting fast, It also hit's
sm like Heihachi's but will flip on counterhit unlike Heihachi's, also watch
out for his Shining Fist's combo witch has the same priority like Jin and
Heihachi's, his Hell Sweeps can also be a bitch not as much as in TEKKEN 2 when
you could do the low and mid mix up, but unlike Jin and Heihachi's Hell Sweeps
they don't to hit as counter or be up all close so watch yourself, and of
course his much feared Gut Punch witch is escapable in TTT,but still to be
taken seriously.
When fighting Mishimas vs. Mishimas It basically comes down to skills of who's
the better one, Jin and Heihachi ARE better Mishimas than Kazuya, but do not
underestimate him in any way.

--------------------
King and Amor King:
--------------------
The wrestling team is back from the dead in TTT, and they rock!!
King:
In all of the Tekken series, King has always been a character to be taken
seriously, most newbies to Tekken thinks King is all about throws well he's not
I have fought some high level King players, and they easily get by almost
without using throws at all, In TTT King's somewhat cheap 2,1 poke mix-up has
been weakened allot since Tekken 3 it's still effective though so don't fool
around, King also got some new moves for TTT including f+4 a spinning heel kick
witch is fast to come out and hit's mid, he now also has f,f+2+3 a move where
King throws him self on top of you if you are on the ground, when playing
against a scrub-King, and you see him side step he will probably try catching
you with his side step multithrow starter(ss+2+4) so duck under It and punish
him with a WS attack or reverse the throw starter with Jin, sounds weird but
you axially can, King also has a deadly kick reversal witch you can counter
reverse!! so be careful when throwing your kicks out or you will be punished
for your foolishness. On a note I don't think King look as good in the PS2
vision as on the arcade vision, of course graphically better but he just don't
look as tough and brute as in the arcade vision he look's kind of ridiculous
and non frightening in the PS2 vision, SUCKS NAMCO!!.
Amor King:
Amor King what a lame name.. Anyways Amor King is a returning character from
Tekken 2, I remember back then he was one though mother.. He acutely had a
WGF!! What the hell?? and his 2+4 throw took about a million I damage and was
very hard to escape like all throw in Tekken 2, now I TTT I just don't know, I
haven't fought to many Amor Kings to give a complete look on how to fight him,
Amor King has some multi throws of his own in TTT, but multi throws sucks on
high level play, he also has quite a crouch dash moves line-up and a very cool
looking "the people's elbow", oh yeah and also look out for his b+3 kick witch
is very fast but hit's high.
On a note, Amor King has only two different costumes, like most of the other
returning Tekken 2 characters, but on the PS2 vision he has a special new one
if you select him on start.

-----------
Eddy Gordo:
-----------
The king of button mashing is back,
















-------------
Paul Phoenix:
-------------
Oooaaawwhhaaa heh, Always a though match against Paul, Paul doesn't have many
moves but the ones he have is packed!! Including his much feared and hated
Death Fist, one hit will take 72% of your life bar with a clean hit, the Death
Fist have so much priority and you can be punished bad if you try to sidestep
or reverse It at high level play, don't miss with any attacks or you will eat a
Death Fist for sure, also tagging in can be very boring, as soon as you come in
BANG 50+ of your energy bar gone, the safest way is to tag cancel when you tag
out, Paul Players then have to hit very early to catch you with a Death Fist, 
further more he's got a new side stepping move(SS+3) it's hits low and take
fairly good damage, his Falling Leaf combo has now been toned down in TTT, like
Jin's Hell Sweep It now has to hit as a counter or up close to juggle, but
still respect It as high level players will find a way for It to connect, high
level Paul's will also try punishing you with his lighting fast jabs(1,2) if
you try to get in his face, Paul also posses one of the best throws in TTT, his
f,f+1+2,5, after the throw depending on who's on Paul's team they can do
serious damage, fcs. Paul:f,f+1+2 tag to Kuma:b,f+2+3 about 75% or so!!, the
best way to fight Paul with the Mishimas, is to be offensive and stay on his
ass throughout the entire match, if you block his u/f+3+4 go for the 1,1,2 with
Jin, or the Twin Pistons with Heihachi, if his Falling Leaf stagger on you go
for Jin's WS+2 or Heihachi's WS+4,4, and always do a chicken on your high/mid
attacks as Paul posses an attack reversal.











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27.0 strategy:
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28.0 Credits:
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Thanks to:
catlord,mono,vainj,dohee,Hannibal,,thomas,henrik,rolf,mono,morten,brian,lasse,ronny,karl,casper,johhny,frank,mette,gry,louise,maria,filip,claus,all the guys from my mini tourny,the guys at irc,tekkentagtournament.com for the TTT Movenames,to troels for playing Tekken with me when all you really wanted was to play WWF WARZONE, Maya for putting up with all my sh*t and had to listen to
Me talking of TekkenTagTournament 24 hrs a day.(Love you forever.)to the guys
who play Tekken in scala. Tekken Zaibatsu for keeping me updated while TTT was
underway.And to Castel for his kick-ass site and his awesome combo films.


End of document.

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