Jin Kazama/Heihachi Mishima Tag Team Strategy Guide - Guide for Tekken Tag Tournament
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To:Subject: Update of Jin/Hei faq by chucky..(Tekken Tag Tournament.) ------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- Table of contens: -------------------------------------------------------------------------------- -------------- 1.0 -prologue- -------------- -------------- 2.0 -Commands- -------------- -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 ------------------------------- ------------- 7.0 -Credits- ------------- -------------------------------------------------------------------------------- 1.0 prologue -------------------------------------------------------------------------------- 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. -------------------------------------------------------------------------------- 2.0 Commands: -------------------------------------------------------------------------------- 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.) ------------------------------------------------------------------------------- 3.0 Why the Jin/Heihachi team? -------------------------------------------------------------------------------- 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. ------------------------------------------------------------------------------- 27.0 strategy: ------------------------------------------------------------------------------- ------------------------------------------------------------------------------- 28.0 Credits: -------------------------------------------------------------------------------- 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.