Tekken

Frequently Asked Questions


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PSX TEKKEN FAQ v1.0 by loki

==========================================================================

Copyright 1995 by [email protected]. This FAQ may freely be distributed among
the PSX Tekken community in non-altered form. This FAQ cannot be published
in whole or in part without the author's permission ([email protected]) or
sold for any profit. Any use of this FAQ (after author's consent) must
give proper credit to the contributors. That means all you major magazine
publishers out there!

==========================================================================

PREFACE:
--------

 Here's the PSX Tekken FAQ for all you proud Sony Playstation owners who own
this incredible arcade translation. Many improvements have been made over
the original arcade version in such areas as speed, graphics, animation and
gameplay. There are a total of 18 characters to choose from, all featuring
creatively different costumes and special moves. This FAQ is derived from
the the arcade Tekken FAQ published by Slycer. All moves in here have been
verified and notated in the easiest way to pull them off. This version is
to celebrate the release of Tekken in the US, hopefully this FAQ will
enhance your gaming experience with Tekken.

   Changes since last version:

        - Inclusion of combo section (which includes ground/air):
                - Kazuya
                - Paul
                - Law
                - Yoshimitsu
                - Heihachi
                - Nina
                - Anna
                - Armor King

(note that these combo moves have not been verified so please email me if
 you have consistent problems in executing these combos)

==========================================================================

STORY:
------

 Towards the end of the 20th century, a mysterious challenge went out to
all who were deserving.  No one knows from where it originated, but its
draw was irresistible.  The promise of power and riches beyond those
attainable by the common man all to go to the survivor. From the depths
of the lower earth to the far reaches of the outlands the call escaped
no one. Many perished during the mortal street fights that were only a
preview of the challenges that were to come. Only 8 remain, those with
the true killer instinct, all ready to die, to gain the title of "TEKKEN",
"Lord of the Rave War."

==========================================================================


KEYPAD/BUTTON ABBREVIATIONS:
----------------------------

        F = Forward           LP = Left Punch (square)
        D = Down              RP = Right Punch (triangle)
        B = Back              LK = Left Kick (cross)
        U = Up                RK = Right Kick (circle)
        , = denotes an individual press
        + = designates these must be pressed simultaneously
        taps = designates the keypad must be lightly tapped (not pressed)
        crouches = signifies that your character must perform the move
                   after reaching a crouched position, the low-point of
                   their knee bend, then releasing D and continuing with
                   the button sequence
        hold = designates that the last button should be held until noted
        "()" = notates a grouping of simutaneous button presses
        *stuns* = denotes this move stuns your opponent

 Note: You can set the controllers to setting where the top buttons are
 assigned tasks, this is accessible via the Title Screen/Test Mode/
 Options Mode/Key Config/. You alter the settings by moving the keypad l/r
 until all buttons are assigned w/ the "Free Setting" selected.

        L1 = pressing LP/LK simutaneously
        R1 = pressing RP/RK simutaneously
        L2 = pressing LK/RK simutaneously
        R2 = pressing LP/RP simutaneously

==========================================================================

GENERAL MOVES:
--------------

 Basic Attacks:

        Left Punch: LP
        Right Punch: RP
        Left Kick: LK
        Right Kick: RK
        Low Punch: D + LP [or RP]
        Weak Uppercut: D(crouch), + LP [or RP]
        Low Kick: D + LK [or RK]
        Rising Kick: D(crouch) + LK [or RK]

 Jumping Attacks: (note: U may be substituted by UB/UF)

        Jump High: U
        Jump Low: (tap)U
        High Jumping Punch: U + LP [or RP]
        High Jumping Kick: U + LK [or RK]
        Low Jumping Left Punch:(tap)U + LP [or RP]
        Low Jumping Kick:(tap)U + LK [or RK]
        High Power Sweep: U, (almost down) LK
        High Power Punch: U, (almost down) LP

        (more to be added in future FAQ versions)

 Dashing:

        Forward: F, F
        Backward: B, B

 Running Attacks:  (approx. 1-2 screen lengths from opponent)

        Run: F, F, F (press any keypad to interrupt run)
        Run Tackle: F, F, F (uninterrupted)
        Run Diving Attack: F, F, F, (LP+RP)
        Run Slide Attack: F, F, F, RK
                (except Jack, P Jack, Yoshimitsu, Kunimitsu, Kuma, King,
                 Armor King, and Ganryu)
        Run Kick Attack: F, F, F, LK
                (except Jack, P Jack, Kuma and Ganryu)

 Recovery Attacks:

        (note: there are slight variations between characters. Also if
         your character performs a move that makes them "fall", you can
         perform these moves as you get up)

        Striaght Up: repeatedly tap U
        Roll Forward: repeatledly tap F
        Roll Backward: repeatedly tap B
        Kick Up Attack: B + (LK+RK)
        Forward Diving Roll: F + (LP+RP)
        Back Roll and Forward Attack: B, F + (LP+RP)
                (opponent must be in front of you for forward attacks)

        Only for Jack, P Jack, Kuma and Ganryu
                Kick Up Attack: B + LK + RK (Except for Ganryu)
                Forward Roll, Arm Swing: F + LP + RP
                (can be followed with sitting punches, except for Ganryu)
                Arm Swing: LP + RP
                (can be followed with sitting punches, except for Ganryu)

 Ground Attacks:

        (use any combo of UB/U/UF with RP for placement of pounce,
         any variation of a pounce for a special character will be noted
         in the moves section)

        Low Pounce: U + RP (anytime)
        High Pounce: U + RP (hold both for duration of move)

 10-Attack Strings:

        The 10-Attack Strings are a series of punch/kick attacks characters
        can execute. If successfully executed, these attacks can do a
        considerable amount of damage on your opponent. However, they can
        be escaped, blocked, or counter-attacked (i.e.while your in a 10-
        hitter, your opponent might be able to perform a throw move on you)
        Variations can be performed on the attack strings, yet you must
        follow the notated moves in this faq to achieve the full 10 hits.
        These attacks are impressive to witness and hard to block if part
        of the string connects as moves very from high to low attacks.

 Unblockable Attacks:

        These attacks generally take a while to execute, which allows your
        opponent to knock you out of it's execution. If they do connect,
        these attacks cannot be blocked and do considerable damage. The
        amount of damage is variable when your playing in the 2-player mode
        where handicaps can be adjusted.

 Hard Pounces:

        Normally to execute a pounce attack, you just hit U + RP when your
        opponent is on the ground. This causes you to automatically jump
        into the air and land on your opponent with a pounce attack that is
        usually different from your character's regular ground punch while
        jumping. When normal pounces tend to "home in" on the opponent to
        some extent, heavy pounces have a set range, which is rather short,
        so you must aim correctly if you want to hit the them. Also, hard
        pounces can be done any time, even if they're not on the ground.
        If you do a hard pounce while your opponent is just standing there,
        expect to get hit. Hard pounces are also slower than normal pounces,
        so your opponent has more time to recover before you hit, and there
        is a greater lag time for you after doing a heavy pounce, giving
        your opponent more time to retaliate.

 Throws:

        As most games, all throws must be performed at a very close range.
        Many people have accused Tekken of being cheap because so many throw
        type moves are included in the game. I feel that this makes for much
        more strategic game play and although every player has two basic
        throw moves (LP/LK, RP/RK), the more elaberate throws are harder to
        pull off in the heat of battle against good players. It's very easy
        to see if someone's trying to pull a throw on you, most characters
will be attempting to 'grab' at the air. It's very easy to hit or
        counter- throw them at this point when their unsuccessful grab is
        relaxing and pulling back to their body. Executing a throw move
        while your opponent is performing a jumping attack will cause them
        to be "bounced" back onto the ground unhurt, with their jumping
        attack and your throw attack unsuccessful (damage-wise).

==========================================================================

FIGHTING MOVES:
---------------

 Kazuya Mishima:
 ---------------

   Throws:

        Double Kick hold: (LP+LK)
        Hip Toss: (RP+RK)
        Headbutt: F, F + (LP+RP)

   Moves:

        Dragon Punch: F, D, DF + LP
        Spinning Backhand: F + RP
        Double Punch: LP, RP
        Punch, Spinning Backhand: RP, RP
        Double Punch Spinning Backhand: LP, RP, RP
        Lunging Uppercut: F, D, DF + RP
        Double Walking Uppercut: DF + LP, RP
        Double Jab, Power Punch: LP, LP, RP
        Somersault: UF(hold) + RK, LK
        Axe Kicks: F, F + LK    *stuns*
                   F, RK                *stuns*
        Double Axe Kick: D(crouch/or hold),(release D) RK, RK   *stuns*
        Jump Kick: F, F, F + LK
        Foot Sweep: F, D, DF + RK
        Double Foot Sweep: F, D, DF(hold) + RK, RK
        Jumping Roundhouse/Foot Sweep: UF(tap), RK, RK

   10-Attack String:

        F, F(Hold) + RP, LP, RP, RP, LK, RK, RK, LP, RP, LP

   Hard Pounce:

        Hopback Punch - UB/U/UF + (RP+RK)

   Combos:

        Double Walking Uppercut/LP/Axe Kick : (DF + LP, RP), LP, (F + RK)

        Power Uppercut/Double Axe Kick: (F, D, DF + RP), (F, D, F + RK, RK)

        Double Power Uppercut:  (F, D, DF + RP), (F, D, DF + RP)


 Paul Phoenix:
 -------------

   Throws:

        Shoulder Throw: (LP+LK)
        T-Flip: (RP+RK)
        Rollback Toss: B + (LP+LK)
        Forearm Smash: F, F + (LP+RP)

   Moves:

        Hammer Fist: D + LP             *stuns*
        Hammer Fist/Power Punch: D + LP, F + RP
        Elbow Rush: D(crouch), F + RP
        Ground Punch: D + RP
        Punch, Sweep: RP, D + LK
        Power Punch: D,DF,F + RP
        Punch/High Kick: RP, LK
        Double Jump Kick: U(tap) [or UF/UB(tap)] + LK, RK
        Lunging Jump Kick: F, F + LK
        Lunging Double Jump Kick: F, F + LK, RK
        Lunging Double Jump Kick/Roundhouse: F, F + LK, RK, RK
        Lunging Double Jump Kick/Sweep: F, F + LK, D(hold) + RK, RK
        Forward Flip: F, F + RK *stuns*
        Foot Sweep: D + LK
                    D + RK
        Foot Sweep/Elbow Rush: D + RK, RP

   10-Attack String:

        LP, RP, LK, RP, LP, RP, LP, RK, RP, LP

   Combos:

        Small Jumping Kick/Hammer Fist/Power Punch:
                                        (UF(tap) + RK), (D + LP), (F + RP)

        (note: possible with Double Jumping Kick as well [UF(tap) + LK, RK])

 Marshall Law:
 -------------

   Throws:

        Death From Above: (LP+LK)
        Face Smash: (RP+RK)
        Knee Bash: F, F + (LK+RK)

   Moves:

        Punch/Backhand: RP, RP
        Punch/Elbow/Backhand: F (hold) + RP, RP, RP
        Punch/Punch/Elbow,/Backhand: F(hold) + LP, RP, RP, RP
        Triple Head Kick: LK, LK, LK
        Jump Kick: F, F, F + LK *stuns if blocked*
        Flipkick: D(crouch), U + RK
        Power Flipkick: D(crouch), U + (LK+RK)
        Lightening Flipkick: D(crouch), U(tap) + RK
                (note: all flipkicks can use UB/U/UF)
        High Kick/Lightening Flipkick: RK, U + LK
        Triple Roundhouse: RK, LK, RK
        Low Kick/Triple High Kick: D + LK, LK, LK, LK
        Low Kick/Head Kick/Body Kick: D + LK, F(hold) + LK, LK

   10-Attack String:

        DF(tap) + LP, RP, RP, LP, LK, LK, LK, RK, LK, RK

   Unblockable Attack:

        Dashing Fist: DB + LP + RP (tap U, U to abort attack)

   Combos:

        Flip kick/lotsa LP/and triple RP:
                        (D, U(tap) + RK), (LP, LP, LP, LP), (F + RP, RP, RP)

        (note: a few punches will not connect but enough to do
         multiple damage)

 Nina Williams:
 --------------

   Throws:

        Arm Throw: (LP+LK)
        Reverse Toss: (RP+RK)
        Handstand Toss: F + (LP+LK)
        Elbow Strike: DF, DF + LP
        Chin Bash: D, DF, F + (LP+RP)
                -During Chin Bash:
                        a) Leg Scissors Arm Snap - LK, RK, LK, (LP+RP)
                        b) Sidestep Arm Snap - LP, LK, RP, LP
                  -During Sidestep Arm Snap:
                          a) Falling Arm Snap - RP, LP, LK, RK, (LP+RP)
                          b) Double Arm Snap - LK, LP, RK, (LP+RP), (LP+RP)

   Moves:

        Chi Release: F, F + (LP+RP)
        Punch/Roundhouse: RP, RK
        Punch/High Kick: RP, LK
        Punch/Low Sweep" RP, D + LK
        5 Punch Combo: LP, RP, LP, RP, LP
        Flip Tumble: F, F + RK  *stuns*
        Double Punch/Roundhouse: LP, RP, RK
        Double Punch/ High Kick: LP, RP, LK
        Double Punch/ Low Sweep: LP, RP, D + LK
        Flying Kick: F, F, F + LK
        Triple Kick: DF + LK, LK, LK
        Mid Kick/Punch: DF + LK, RP
        Mid Kick/Punch/Punch: DF + LK, RP, LP
        Mid Kick/Punch/Roundhouse: DF + LK, RP, RK
        Mid Kick/Punch/High Kick: DF + LK, RP, LK
        Mid Kick/Punch/Low Sweep: DF + LK, RP, D + LK
        Triple Kick/Punch: DF + LK, LK, LK, RP
        Mid Kick/Roundhouse: DF + LK, RK
        Triple Kick/Roundhouse: DF + LK, LK, LK, RK
        Mid Kick/Spinning Chop: DF + LK, LP
        Triple Kick/Spinning Chop: DF + LK, LK, LK, LP
        Kick/Spinning Chop/Double Punch: DF + LK, LP, RP, RP
        Kick/Punch/Kick: DF + LK, RP, LK
        Kick/Punch/Roundhouse: DF + LK, RP, RK
        Hop Kick/Low Sweep/High Kick: UF + RK, LK, RK

   10-Attack String:

        LP, RP, LP, RP, LK, LK, RP, LP, RP, RP

   Unblockable Attack:

        Crane Chop: DB, LP + RP (tap U, U to abort attack)

   Combos:

        Mid punch/Punt kick: (D(Tap) + LP), (RK (released D))

 Jack:
 -----

   Throws:

        Blanket: (LP+LK)
        Lifter: (RP+RK)
        Backbreaker: D, DB, B + RP
        Piledriver: DB, F + LP (or D, DF, F + LP)

   Moves:

        Sandwich Clap: F, F + (LP+RP)
        Power Punch: B, DB, D, DF + RP
        Punch/Elbow Rush: RP, LP
        Double Hammer: DF + (LP+RP)
        Reverse Hammer: D(crouch), B + (LP+RP)
        Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
        Double Slap: LP, LP
        Double Slap/Hammer: LP, LP, LP
        Double Uppercut: DF(crouch) + LP, RP
        Triple Uppercut: DF(crouch) + LP, RP, LP
        Crouch Double Slap/Uppercut: D(hold) + LP, LP, LP
        Triple Windmill Punch: D(crouch), F + LP, RP, LP
        Cop a Squat: D + LK + RK
        Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
        Triple Drill Punch: DB + LP, LP, LP
        Triple Drill Punch/Uppercut: DB + LP, LP, LP, RP (timed)
        Mega Crouch Combo: D(crouch) + LP, LP, LP, RP, LP, RP
        Triple Drill Punch/Power Punch: DB + LP, LP, LP, (B, DB, D, DF + RP)

   10-Attack String:

        D + RP, LP, LP, LP, RP, LP, RP, LP, LP + RP, LP + RP

   Unblockable Attack:

        Windup Punch: B, DB, D, DF, rotate controller counterclockwise
                      until Jack reaches the count of 5, then tap LP.
                      - if count isn't at 5, punch can be blocked
                      - if count reaches 5, it is an instant 1-hit kill

   Hard Pounce:

        Cannonball: UF + (LK+RK) (can be followed with sitting punches)

 King:
 -----

   Throws:

        Knee Bash: (LP+LK)
        Suplex: (RP+RK)
        Piledriver: D, DF, F + LP
        Hopping Piledriver: DF, F + (LP+RP)
        Whirlwind Toss: DB, F + LP
                (note: as in my previous FAQ versions: B, DB, D, DF, F + LP
                 can also be used)
        Scissor Flip: DF(tap) + (LK+RK)
        DDT - DB(tap), DB + (LP+RP)

   Moves:

        Kidney Punch: DF(tap), RP
        Hammer Elbow: DF, LP    *stuns*
        Jumping Hammer: UF + (LP+RP)
        Forward Dive: F, F + (LP+RP)
        Double Punch/Uppercut: LP, RP, LP
        Bunch'a'Punches: LP, RP, LP, LP, RP
        High Uppercut: F, F + RP
        Low Uppercut: F, F, RP (hurts opponents on the ground)
        Crouching Uppercut: D, F + RP
        Double Punch/Uppercut: LP, RP, LP
        Big Boot: F, F + RK
        Drop Kick: F, F + (LK+RK)       *stuns blocked*
        Spinning Drop Kick: F, F, F + (LK+RK)           *stuns blocked*
        Spinning Drop Kick/Dive: F, F, F(hold remainder) + (LK+RK), (LP+RP)
        Triple Slide Kick: DF(crouch) + RK, RK, RK      *stuns*

   10-Attack String:

        LP, RP, LP, LP, RP, RK, RK, RK, RK, LP, LK

   Hard Pounce:

        Elbow Drop: UF [or U] + (RP+RK)
        Knee Drop: UF + (LK+RK)

 Yoshimitsu:
 -----------

   Throws:

        Flying 69 Slam: (LP+LK)
        Trip Smash: (RP+RK)

   Moves:

        Tornado Spin: B + LP (can be pressed up to 5x)
                      (If done 5x, Yoshimitsu will become dizzy & colapse)
        Tornado Sweep: DB(hold) + LK (up to 5x, dizzy on the 5th)
                -The Tornado moves are interchangable (ex. 3spins/2sweeps)
                 and are best pulled off if you roll from B into DB
        Twist Hit: F + RP
        Knee Rush: F, F + RK
        Roundhouse/Mid Kick: LK, RK(rolled)
        Kick/Double Roundhouse: RK, RK, RK
        Forward Cartwheel: F, F + (LK+RK)
        Forward Cartwheel/Diving Corkscrew: F, F(hold) + (LK+RK), (LP+RP)

   10-Attack String:

        LP, RP, LP, RK, RK, RK, RK, LP, LP, LP

   Unblockable Attack:

        Sword Slash: DB + LP
        Sword Skewer: B, B + LP

   Hard Pounce:

        Hopback Stomp: UF + (LK+RK)

   Combos:

        Knee hop, LP, RK, Pounce, Sword Slash:
                F, F+RK, LP, RK, U+RP, DB+LP

        (Quite hard if you're not used to it, but the last part is
         usable after any Knock Down attack, and will most often
         connect if done quickly)

 Michelle Chan:
 --------------

   Throws:

        Bridge Slammer: (LP+LK)
        Hook Slammer: (RP+RK)
        Reverse Checklift: RP, B (RP must hit opponent) + (LP+RP)
        Sky Uppercut: DF + RP, LP (RP must hit opponent)

   Moves:

        5 Punch Attack: RP, LP(rolled), LP, LP, RP
        Double-Fisted Body Blow: F, F + (LP+RP) *stuns if blocked*
        Uppercut: D(crouch), RP
        Uppercut/Hammer/Uppercut: D(crouch), RP, LP, LP
        Roundhouse: D(crouch), LK
        Vertical Kick: DF + LK
        Power Vertical Kick: D(crouch), RK
        Sleep Sweep: DF(crouch), RK
        Sleep Sweep/Flying Kick: DF(crouch), RK, LK
        Sweep Kick: D + LK
                    D + RK
        Sweep Kick/Low Kick: D + RK, RK (holding D)
        Sweep Kick/High Kick: D + RK, RK (D released)
        Sweep Kick/Uppercut: D +, RK, LP
        High Kick/Sweep Kick/Uppercut: F + RK, D + RK, LP
        High Kick/Sweep Kick/Low Kick: F + RK, D + RK, RK (holding D)
        High Kick/Sweep Kick/High Kick: F + RK, D + RK, RK (released D)

   10-Attack String:

        RP, LP, LP, RP, LK, LK, LK, RK, RK, LP

   Unblockable Attack:

        Running Uppercut: B, B, B(hold till her left leg rises)
                          Tap LP as her leg is in the air to run/uppercut

   Hard Pounce:

        Hopback Stomp: UF + (LK+RK)

 Lee Chow Lang: (derivative of Law)
 --------------

   Throws:

        Neck Takedown: (LP+LK)
        Face Smash: (RP+RK)
        Knee Bash: F, F(hold) + (LK+RK)

   Moves:

        Punch/Backhand: RP, RP
        Double Punch: LP, RP
        Double Punch/Elbow: F(hold) + LP, RP, RP
        Double Punch/Elbow/Backhand: F(hold) + LP, RP, RP, RP
        Double Punch/Double Backhand: F(hold) + LP, RP, RP, RP
        Uppercut/Punch/Backhand: DF + LP, RP, RP
        Backflip: B, B, B
        Flipkick: D(crouch), UB/U/UF + RK
        Power Flipkick: D(crouch), UB/U/UF + (LK+RK)
        Lightning Flip: D(crouch), UB/U/UF(tap) (non-attack move)
        Lightening Flipkick: D(crouch), UB/U/UF(tap) + RK
        High Kick/Lightening Flipkick: RK, U + LK
        Axe Kick: F, F + LK
        Double Axe Kick: D(crouch), LK, LK
        Low/High Kick: D + RK, RK
        Triple Head Kick: LK, LK, LK
        Triple Low/Mid Kick: D + RK, RK, RK, RK
        Double Kick/Roundhouse: D + RK, RK, LK
        Double Kick/Roundhouse/High Kick: D + RK, RK, LK, RK
        Double Jump Kick/Roundhouse: F, F, LK, RK, RK
        Double Jump Kick/Sweep: F, F, LK, D(hold) + RK, RK
                (for the above two moves, the dbl jump kick may be more
                 consistently pulled off by pressing F, F, F + LK)
        Jump Kick: F, F, F + LK *stuns if blocked*
        High Kick/Roundhouse: RK, LK
        High Kick/Roundhouse/High Kick: RK, LK, RK
        Low Kick/Triple High kick: D + LK, LK, LK, LK
        Low Kick/Head Kick/Body Kick: D + LK, F(hold) + LK, LK
        Spinning Slide: F, F, (LK+RK)
        Multikicks: D(crouch), LK, LK, D(tap), LK, LK... (repeat pressing)
                    (LK, D(tap), LK,... must be performed quickly to work)
                    The multikick will continue while you tap LK, while
                    doing so you can press the following for variations in
                    the move at any time while LK'ing.
                - High Attack: hold U ( Axe kick, Mid Kick)
                - Mid Attack: hold F [or neutral] (Mid Kick, High Kick)
                - Low Attack: hold D (Low Kick, Mid Kick)

   Unblockable Attack:

        Dashing Fist: DB + (LP+RP) (tap U, U to abort attack)

   10-Attack String:

        (tap)DF + LP, RP, RP, LP, LK, LK, LK, RK, LK, RK

 Kuma: (derivative of Jack)
 -----

   Throws:

        Blanket: (LP+LK)
        Headbutt: F + (RP+RK)
        Bear Hug: (RP+RK) (note: will not work on another Kuma)

   Moves:

        Sandwich Clap: F, F + (LP+RP)
        Punch/Elbow Rush: RP, LP
        Double Hammer: DF + (LP+RP)
        Reverse Hammer: D(crouch), B + (LP+RP)
        Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
        Double Slap/Hammer: LP, LP, LP
        Low Double Slap/Hammer: D(hold) + LP, LP, LP
        Double Uppercut: DF(hold) + LP, RP
        Triple Uppercut: DF(hold) + LP, RK, LP
        Triple Windmill Punch: D(crouch), F + LP, RP, LP
        Cop a Squat: D + (LK+RK)
        Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
        Power Punch: B, DB, D, DF + RP
        Mega Crouch Combo: (crouch) + LP, LP, LP, RP, LP, RP

   Hard Pounce:

        Cannonball: UF + (LK+RK) (can be combined with sitting punches)

   10-Attack String:

        D + RP, LP, LP, LP, RP, LP, RP, LP, LP + RP, LP + RP

 Wang Gin Lei: (derivative of Michelle)
 -------------

   Throws:

        Spin Toss: (LP+LK)
        Backlash: (RP+RK)       *stuns*
        Reverse Check: RP, B (RP must hit opponent), (LP+RP)
        Sky Uppercut: DF + RP, LP (RP must hit opponent)

   Moves:

        Palm Rush: F + RP
        Hammer: DF + LP
        Bolwer Smash: DF + (LP+RP)
        Chi Release: F, F + (LP+RP)
        Strong Uppercut: D(crouch), RP
        Punch/Hammer: RP, LP
        Punch/Hammer/Uppercut: RP, LP, LP
        Uppercut/Hammer/Uppercut: D(crouch), RP, LP, LP
        5 Punch Attack: RP, LP, LP, LP, RP
        Sleep Sweep: DF(crouch), RK
        Sleep Sweep/Flying Kick: DF(crouch), RK, LK
        Sweeping Kick: D + RK
        Sweep Kick/Low Kick: D + RK, RK (holding D)
        Sweep Kick/High Kick: D + RK, RK (released D)
        Sweep Kick/Uppercut: D + RK, LP
        Jumping Foot Dive: F, F, F, LK (at least one B,B or F,F away)
        Vertical Kick: DF(tap), LK
        Power Vertical Kick: D(crouch), RK
        High Kick/Sweep Kick/Uppercut: F + RK, D + RK, LP
        High Kick/Sweep Kick/Low Kick: F + RK, D + RK, RK (holding D)
        High Kick/Sweep Kick/High Kick: F + RK, D + RK, RK (released D)

   10-Attack String:

        RP, LP, LP, RP, LK, LK, LK, LK, RK, RK, LP

   Hard Pounce:

        Hopback Stomp: UF + (LK+RK)

 Anna Williams: (derivative of Nina)
 --------------

   Throws:

        Arm Throw: (LP+LK)
        Reverse Toss: (RP+RK)
        Handstand Toss: F + (LP+LK)
        Elbow Strike: DF, DF + LP
        Chin Bash: D, DF, F + (LP+RP)
                During Chin Bash:
                        a) Leg Scissors Arm Snap - LK, RK, LK, (LP+RP)
                        b) Sidestep Arm Snap - LP, LK, RP, LP
                  During Sidestep Arm Snap:
                          a) Falling Arm Snap - RP, LP, LK, RK, (LP+RP)
                          b) Double Arm Snap - LK, LP, RK, (LP+RP), (LP+RP)

   Moves:

        Knife Strike: D(crouch), F + LP
        Side Knife Strike: D(crouch), F + RP
        Flipkick: D(crouch), UB/U/UF + RK
        Lightening Flipkick: D(crouch), UB/U/UF(tap) + RK
        Chi Release: F, F + (LP+RP)
        Hand Sweep: DF(crouch) + RP
        Triple Slap: B + LP, LP, LP
        Flip Tumble: F, F + RK  *stuns*
        5 Punch Combo: LP, RP, LP, RP, LP
        Double Punch/Roundhouse: LP, RP, RK
        Double Punch/ High Kick: LP, RP, LK
        Mid Kick/Punch: DF + LK, RP
        Mid Kick/Punch/Roundhouse: DF + LK, RP, RK
        Mid Kick/Punch/Punch: DF + LK, RP, LP
        Mid Kick/Punch/High Kick: DF + LK, RP, LK
        Mid Kick/Punch/Low Sweep: DF + LK, RP, D + LK
        Triple Kick/Punch: DF + LK, LK, LK, RP
        Mid Kick/Roundhouse: DF + LK, RK
        Triple Kick/Roundhouse: DF + LK, LK, LK, RK
        Mid Kick/Spinning Chop: DF + LK, LP
        Triple Kick/Spinning Chop: DF + LK, LK, LK, LP
        Punch/Roundhouse: RP, RK
        Triple Kick: DF + LK, LK, LK
        Kick/Spinning Chop/Double Punch: DF + LK, LP, RP, RP
        Kick/Punch/Kick: DF + LK, RP, LK
        Kick/Punch/Roundhouse: DF + LK, RP, RK
        Hop Kick/Low Sweep/Kick: UF + RK, LK, RK
        Flying Kick: F, F, F + LK       *stuns if blocked*

   10-Attack String:

        LP, RP, LP, RP, LK, LK, RP, LP, RP, RP

   Unblockable Attack:

        Crane Chop: DB, (LP+RP) (tap U, U to abort attack)

   Combos:

        Mid punch/Punt kick: (D(Tap) + LP), (RK (released D))

 P. Jack: (derivative of Jack)
 --------

   Throws:

        Blanket: (LP+LK)
        One Arm Lifter: (RP+RK)

   Moves:

        Punch/Elbow Rush: RP, LP
        Lightening Hammer: D + LP
        Lightening Hammer/Power Punch: D + LP, F + RP
        Double Hammer: DF + (LP+RP)
        Reverse Hammer: D(crouch), B + (LP+RP)
        Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
        Sandwich Clap: F, F + (LP+RP)
        Double Slap: LP, LP
        Double Slap/Hammer: LP, LP, LP
        Double Uppercut: FD(hold) + LP, RP
        Triple Uppercut: FD(hold) + LP, RK, LP
        Lightning Hammer/Power Punch: D + LP, F + RP
        Low Double Slap/Uppercut: D + LP, LP, LP
        Triple Windmill Punch: D(crouch), F + LP, RP, LP
        Cop a Squat: D + LK + RK
        Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
        Winding Uppercut: B, DB, D, DF + LP
        Power Punch: B, DB, D, DF + RP
        Triple Drill Punch: DB + LP, LP, LP
        Triple Drill Punch/Uppercut: DB + LP, LP, LP, RP(timed)
        Triple Drill Punch/Power Punch: DB + LP, LP, LP, (B, DB, D, DF + RP)
        Mega Crouch Combo: (Crouch) + LP, LP, LP, RP, LP, RP

   10-Attack String:

        D + RP, LP, LP, LP, RP, LP, RP, LP, LP + RP, LP + RP

   Unblockable Attack:

        Windup Punch: B, DB, D, DF, rotate controller counterclockwise
                      until Jack reaches the count of 5, then tap LP.
                      - if count isn't at 5, punch can be blocked
                      - if count reaches 5, it is an instant 1-hit kill

   Hard Pounce:

        Low Cannonball: UF, (LK+RK) (can be combined with sitting punches)

 Armor King: (derivative of King)
 -----------

   Throws:

        Knee Bash: (LP+LK)
        Suplex: (RP+RK)
                - Ariel Piledriver: (while Suplex is performed, no later
                  than when your opponent is vertical) D, D, D + (LP+RP)
        Piledriver: D, DF, F + LP
        Hopping Piledriver: DB, F + (LP+RP)
        Whirlwind Toss: DB, F + LP
                (note: as in my previous FAQ versions: B, DB, D, DF, F + LP
                 can also be used)
        Scissor Flip: DF(tap) + (LK+RK)
        DDT - DB(tap), DB + (LP+RP)

   Moves:

        Kidney Punch: DF, RP
        Hammer Elbow: DF, LP    *stuns if blocked*
        Double Punch/Uppercut: LP, RP, LP
        Bunch'a'Punches: LP, RP, LP, LP, RP
        Dragon Punch: F, D, DF + LP
        High Uppercut: F, F + RP
        Low Uppercut: F, F, RP
        Power Uppercut: F, D, DF + RP
        Crouching Uppercut: D, F + RP
        Jumping Hammer: UF + (LP+RP)
        Side Body Blow: DF(tap), RP
        Forward Dive: F, F + (LP+RP)
        Big Boot: F, F + RK
        Drop Kick: F, F + (LK+RK)
        Spinning Drop Kick: F, F, F + (LK+RK)
        Spinning Drop Kick/Dive: F, F, F(hold) + (LK+RK), (LP+RP)
        Triple Slide Kick: DF(crouch) + RK, RK, RK      *stuns*
        Multi Slide Kicks:      *stuns*

   10-Attack String:

        LP, RP, LP(rolled), LP, RP, RK, RK, RK, LP, LK

   Hard Pounce:

        Elbow Drop: UF [or U] + (RP+RK)
	Knee Drop: UF + (LK+RK)

 Ganryu: (derivative of Jack)
 -------

    Throws:

	Cresent Throw: (LP+LK)
	Shoulder Throw: (RP+RK)
	Reverse Toss: B + (RP+RK)

   Moves:

	Double Chop: LP, LP
	Double Hammer: DF + (LP+RP)
	Double Chop/Hammer: LP, LP, LP
	Reverse Hammer: D(crouch), B + (LP+RP)
	Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
	Sandwich Clap: F, F + (LP+RP)
	Punch/Elbow Rush: RP, LP
	Double Slap: FD(hold) + LP, RP
	Triple Slap: FD(hold) + LP, RP, LP
	Crouch Double Slap/Uppercut: D(hold) + LP, LP, LP
	Triple Windmill Punch: D(crouch), F + LP, RP, LP
	Power Punch: B, DB, D, DF + RP
	Sumo Palm Rush: D + RP
	Double Palm Rush: D + RP, RP
	Rising Palm: DF + RP
	Hundred Hand Slap: F + LP, RP, LP, RP, LP, RP, LP, RP
	                   (can also be started with RP)
	Mega Crouch Combo: D(crouch) + LP, LP, LP, RP, LP, RP
	Sumo Foot Stomp: D + RK

   Hard Pounce:

	Low Cannonball: UF, (LK+RK)


 Kunimitsu: (derived from Yoshimitsu)
 ----------

   Throws:

        Flying 69 Slam: (LP+LK)
        Trip Smash: (RP+RK)

   Moves:

        Tornado Spin: B(hold) + LP (can be pressed up to 5x)
                      (If done 5x, Yoshimitsu will become dizzy & colapse)
        Tornado Sweep: DB(hold) + LK (up to 5x, dizzy on the 5th)
                -The Tornado moves are interchangable (ex. 3spins/2sweeps)
                 and are best pulled off if you roll from B to DB
        Twist Hit: F + RP
        Knee Rush: F, F + RK
        Roundhouse/Mid Kick: LK, RK
        Kick/Double Roundhouse: RK, RK, RK
        Forward Cartwheel: F, F + (LK+RK)
        Forward Cartwheel/Diving Corkscrew: F, F + LK + RK, F, F + (LP+RP)

   7-Attack String:

        LP, RP, LP, RK, RK, RK, LP

   Hard Pounce:

        Hopback Stomp: UF + (LK+RK)

   Combos:

        Double Power Uppercut:  (F, D, DF + RP), (F, D, DF + RP)


......................................................................
marc n. chu ([email protected])   ^_^    kerner optical, marin county, ca

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