[title of faq] - Jin Kazama / Devil Jin FAQ
[ v./rev. ] - v.0.1 beta
[ revision # ] - revision on: March 1, 2005
[ system ] - Arcade / Playstation 2
[ author ] - Khang Tran
[ updates at ] - http://www.gamefaqs.com/
[ contacts ] - e-mail: hoaile12@hotmail.com
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________________ _________________________________________________________
| C r e d i t s / / c o n t r i b u t o r i e s |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Christina Hsieh Kanaris <>
- My comfort and my best friend. Thanks for always being there and thank
you for being in my life.
Tekken Zaibatsu <http://www.tekkenzaibatsu.com/>
- A non-official Tekken site, but it's one of the best out there for Tekken
related material. Credit to them for the profile information, also the
code and secrets listed at the bottom.
_________________ ________________________________________________________
| V. and R e v. / / H i s t o r y |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Version 0.1 [march 1, 2005] (tue.)
- Faq was created today, with updates here and there. Added some
additional information about Jin. Compiled most of the moves for Jin
and hope to start on Devil Jin when I have more time.
________________ _________________________________________________________
| N o t i c e / / C o p y r i g h t s |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Copyright İ 2002-2005 Khang Tran
This FAQ and everything included within this file cannot be reproduced
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The latest version of this FAQ can be found at:
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________________ _________________________________________________________
| I N D E X / / |
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
PART 01. P R O L O G U E : T E K K E N 5 & J I N
PART 02. G A M E E N G I N E & E L E M E N T S
PART 03. J I N K A Z A M A ' S S P E C I A L A R T S
PART 04. D E V I L J I N ' S S P E C I A L A R T S
PART 05. V S. T I P S, T R I C K S, H I N T S, M I S C.
PART 06. E P I L O U G E : T E K K E N 5 & J I N
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
// PART 01.
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
After the conclusion of The King of Iron Fist Tournament 4, an intense battle
between father and son, Kazuya and Jin, took place at Honmaru in the Mishima
Zaibatsu headquarters. Jin emerged as the victor and Heihachi turned his back
on Kazuya.
"What a pathetic wretch... Worthless coward!"
The battle between Heihachi and Jin began. Filled with anger, his black wings
spread, Jin defeated Heihachi. Just as Heihachi thought he was doomed, Jin
regained control of himself.
"You have my mother, Jun Kazama, to thank for your life." Jin said as he took
flight.
The sounds of battle gave way to silence as Heihachi lay spread out on the
ground. The silence was soon interrupted by approaching aircraft.
The roar of the aircraft increased and the sound of something being ejected was
heard. A group of Jacks crashed through the ceiling. At first, Heihachi
suspected that Kazuya was responsible for the intrusion but realized that
Kazuya was just as bewildered by the sudden attack.
"Why are you here?" yells Heihachi as the wave of Jacks approaches. Heihachi
and Kazuya battle waves of Jacks but reinforcements appear as fast as the Jacks
are destroyed.
Heihachi starts to lose his breath. Kazuya betrays Heihachi, throwing him into
the middle of the army of Jacks, and uses the opportunity to escape from
Honmaru. Shortly after, Honmaru is devastated by a huge explosion.
Close by, the battle is watched by a man dressed in black. He raises his hand
to his ear and speaks into his radio.
"Heihachi Mishima is dead..."
At that moment, a Jack attacks from behind but it cut in half instantly as the
man disappears.
Honmaru is completely destroyed, a raging inferno in it's place. A pile of
debris was blown apart as something emerged from the earth, unseen.
The next day, news of Heihachi Mishima's death spread rapidly across the globe.
Most people believed that Heihachi's death would bring about the end of the
Mishima Zaibatsu, but behind the scenes someone else had taken control, and
business went on as usual.
A month later, it was announced that the Mishima Zaibatsu will hold the King of
Iron Fist Tournament 5.
- Tekken Zaibatsu
[ Character Profile - Jin ] -----------------------------------------------
Name : Jin Kazama
Catchcopy : Fatal Lightning
Origin : Japan
Gender : Male
Age : 21
Fighting Style : Traditional Karate
Height/Weight : 180 cm / 75 kg
Eye/Hair Color : black / black
Blood Type : AB
Jin Kazama, son of Kazuya Mishima and Jun Kazama.
After the grueling battle between Kazuya and Heihachi Mishima, Jin takes
flight, leaving Honmaru behind. He is overwhelmed by an evil presence and loses
conciousness.
Jin wakes to an unknown voice and sees a mountiain forest, which appears to
have been ravaged by a giant tornado.
However, Jin had no doubt that he was responsible for the destruction. Upon
returning to Yakushima, Jin was plagued by reoccuring nightmares. Jin could
feel the influence of the devil gene growing stronger.
"It is only a matter of time before I am completely overcome by the devil gene".
Although he has no direction, Jin begins his journey guided only by fate...
[ Character Profile - Devil Jin ] -----------------------------------------
Name : Devil Jin
Catchcopy : Fatal Lightning
Origin : Japan
Gender : Male
Age : Unknown
Fighting Style : Advanced Mishima Style Karate, Kazama Style Defense
Height/Weight : 180 cm / 75 kg
Eye/Hair Color : Red / Black
Blood Type : Unknown
Jin, overcome by the devil gene.
With the destruction of Honmaru, Jinpachi was finally released from his long
imprisonment. Seeming to coincide with this event, the Devil Gene within Jin
became activated.
Two months later, Jin was completely taken over by the Devil Gene, transforming
into an evil destructive life form.
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
// PART 02. G A M E E N G I N E & E L E M E N T S
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
This section outlines the basic controls for all characters:
[ Controller Layout ] -----------------------------------------------------
ub u uf Jump Up-Back Jump Up Jump Up-Forward
\ | /
b -- n -- f Walk Back / Block Neutral Walk Forward
/ | \
db d df Crouch / Low Block Crouch Offensive Crouch
Note when facing left, the controls are reversed. :) One other thing
though, looks like Namco has taken out the back jump and the crouch
walk backwards. So remember that.
[ Button Layout ] ---------------------------------------------------------
LP RP Left Punch Right Punch
LK RK Left Kick Right Kick
[ Commands ] --------------------------------------------------------------
1 left punch 2 right punch
3 left kick 4 right kick
5 tag button any any button but tag
f tap forward F hold forward
d tap down D hold down
b tap back B hold back
u tap up U hold up
d/f tap down forward D/F hold down forward
d/b tap down back D/B hold down back
u/f tap up forward U/F hold up forward
u/b tap up back U/B hold up back
qcf quarter circle forward qcb quarter circle back
hcf half circle forward hcb half circle back
[ Notations ] -------------------------------------------------------------
FC full crouch animation WS while standing up
N joystick in neutral iWS instant WS (d~d/b_d/f+any)
SS side step either way SSW side step walk
SSR side step to right SSL side step to left
T/DSS Triple/Double Sidestep WR while running
{ } escape command [ ] optional command
, followed by # hold last/previous command
+ at the same time ~ immediately after
> or < delayed input ( _ ) or (or another name for a move)
* or ° push and hold button = next in sequence
cmd command (throw, etc.) : just frame input (on exact frame)
dmg damage for an attack #ppt properties (see move listings)
[tag] move may be tagged rng range (i.e. high, mid, low)
[ Grounded Positions ] ----------------------------------------------------
PLD or FU/FA play dead position face up & feet away
KND or FU/FT knockdown position face up & feet towards
SLD or FD/FA slide position face down & feet away
FCD or FD/FT face down position face down & feet towards
[ Moves Properties ] ------------------------------------------------------
BT your back turned to the opponent
FF face forward towards opponent
OB forces opponent's back to face you
OC forces opponent into crouch
OS forces opponent's side to face you
OSB forces opponent's side to face you when blocked
OG while opponent is guarding
JG juggle starter
BN bounce juggle starter
RC recover crouching after a move (can go into WS afterwards)
RCj joystick modifier, need to hold D during the move to RC
RN while running
CH requires a counter hit
DS double over stun (escape by tapping f/TAG within 20 frames of impact)
(ex. Kazuya WS+2 counter hit), you can usually launch opponent
FS fall back stun (escape by tapping f/TAG within 20 frames of impact)
(ex. Kazuya WS+2), you can usually launch opponent
MS minor stun (in most cases doesn't lead to guaranteed hits)
(ex. Kazuya d/f+1, Paul SS+3)
LS lift stun
GS gut stun
KS kneel stun (in some cases you get a free launcher)
(ex. Kuma d/f+1+2, Kazuya f+4)
HS hunch over stun
TS trip stun
CS crumple stun (animations vary, a jab will usually start a combo)
(ex. Bryan b+2,1, Kazuya b+4)
CF crumple fall (opponent slowly falls to KND position)
(ex. Craig u/f+1+2, Yoshimitsu b+1+4)
CFS crumple fall stun (slow crumple stun to the ground, combo possible at
time) (ex. Kazuya f+1+2, Law f+2~1)
BS low block stagger or block stun (to attacking character)
(ex. Law d/b+4)
FL the following attack floats your opponent
SH stagger hit (escape by holding d within 20 frames of impact)
(ex. Devil d/f+2)
GB guard break (usually one or two hands go up in the air)
TC technically crouching during the move
TJ technically jumping during the move
GC guard crouch, opponent recovers in crouching guard
# see corresponding footnote
[2] hit modifier (eg RC[2] property applies to 2nd hit)
b Block modifier (eg. OCb opponent crouch on block)
c CH modifier (eg. JGc is a juggle starter on counter hit)
cl Clean Hit modifier (eg. DScl is a double over stun on clean hit)
co crouching opponent modifier (eg. KSco)
cco CH on crouching opponent modifier (eg. FScco)
[ Hit Ranges ] ------------------------------------------------------------
pos position change
l hits low (block d/b)
m hits mid (block b)
h hits high (block b or duck)
L hits low and grounded opponents (block d/b)
M hits mid and grounded opponents (block b)
H hits high and grounded opponents (block b or duck)
Sl hits special low (block d/b)
Sm hits special mid (block d/b or b)
Sh hits special high (block b or duck)
T throw based range (reverse using designated escape commands)
front-p (abbreviated f-pos) front position of opponent (i.e. front of person)
left-p (abbreviated l-pos) left position of opponent (i.e. left of person)
right-p (abbreviated r-pos) right position of opponent (i.e. right of person)
back-p (abbreviated b-pos) back position of opponent (i.e. behind person)
! unblockable hit
<!> unblockable hit which can be ducked
{!}or[!]unblockable hits grounded opponents
*!* unblockable hits big grounded opponents
T throw
( *) damage next to * signifies on a clean hit
x (also --) move is just a feint or no hit/escape(throws)(none)
" indicates block point in string hits
. Pause 1/3 a second between button presses (Tenstring timings only)
[ Extra Combo Conventions ] -----------------------------------------------
w! wall stun hitting your opponent against the wall
W! side wall stun opponent hitting their side against wall
cl clean hit hitting your opponent in very close range
cc crouch cancel tap up while crouching
iWS instant while standing d,d/b,N_d,d/f,N (usually)
CD crouch dash f,N,d,d/f
WD wavedash f~qcf
wgf wind godfist f,N,d,d/f+2
dwgf dash wind godfist f,f,N,d,d/f+2
ewgf electric wind godfist f,N,d~d/f+2
dewgf dash electric wind godfist f,f,N,d~d/f+2
tgf thunder godfist f,N,d,d/f+1
dtgf dash thunder godfist f,f,N,d,d/f+1
big big character combo only works on big characters
( ) missing hit is required for the next hit
NOTE: Jin's character specific conventions, and note you can a WD to perform
a wavedash type move. (i.e. WDoewgf : b+1+2*,d,u,b,f, f~qcf~f,N,d~d/f+2
thf thunder hook fist SEE wgf
whf wind hook fist SEE tgf
owgf omen wind godfist b+1+2*,d,u,b,f, f,N,d,d/f+2
oewgf omen electric wind godfist b+1+2*,d,u,b,f, f,N,d~d/f+2
otgf omen thunder godfist b+1+2*,d,u,b,f, f,N,d,d/f+1
NOTE: You can also perform a WDewgf, WDwgf, and WDtgf.
WDwgf wavedash wind godfist f~qcf+2
WDewgf wavedash electric wind godfist f~qcf~f,N,d~d/f+2
WDtgf wavedash thunder godfist f~qcf+1
[ Character Specific Conventions ] ----------------------------------------
BDS bad stomach Dr. Bosconovitch
FB fall back Dr. Bosconovitch
EFB electric fall back Dr. Bosconovitch
EFF electric fall fake Dr. Bosconovitch
HSP handstand position Eddy Gordo
RLX relaxed position Eddy Gordo
AOP art of phoenix Ling Xiaoyu - Lei Wulong
RDS rain dance stance Ling Xiaoyu
LFF left foot forward Hwoarang
RFF right foot forward Hwoarang
LFS left flamingo stance Hwoarang
RFS right flamingo stance Hwoarang
VTS vale tudo stance Craig Marduk
DSS dragon sign stance Marshall Law
DFS dragon fake step Marshall Law
HMS hit man stance Lee Chaolan - Violet
HBS hunting bear stance Kuma - Panda
ROL prowling grizzly roll Kuma - Panda
CRA art of crane Lei Wulong
SNA art of snake Lei Wulong
TGR art of tiger Lei Wulong
DGN art of dragon Lei Wulong
PAN art of panther Lei Wulong
DRU drunken master Lei Wulong
INS indian sit Yoshimitsu
FLE flea stance Yoshimitsu
DGF dragonfly stance Yoshimitsu
MED meditation Yoshimitsu
CES clockwise evasive spin Julia Chang
KNP kenpo step Feng Wei
SDW shadow stance Raven
CDS crouching demon stance Jin Kazama
ALB albatross spin Steve Fox
DCK ducking Steve Fox
SWY sway Steve Fox, Paul Phoenix
LWV left weave Steve Fox
RWV right weave Steve Fox
FLK flicker Steve Fox
SIT sit down Ganryu - Kuma - Panda
CJM chaos judgment Anna
HPF haze palm fist Asuka
LCT leg cutter Asuka
[ Special Types of Steps ] ------------------------------------------------
Ha Ha Step
-
Fox Step
-
Shadow Step
-
Snake Step
-
[ Tekken Reference of Terms ] ---------------------------------------------
::GENERAL TERMS::
ani (Move Animation) [animation]
- animation is the video output, measured in frames, that you see while
playing Tekken. When I refer to the animation of maneuvers, I am
noting the moves 'startup', 'execution' and 'recovery' animation, each
of which is very important. These animations can be measured in
frames, or 1/60th fractions of a second. Startup, execution and
recovery are described below.
exe (Move Execution) [execution]
- the animation (time) during which the most active properties of an
attack or maneuver take place. The execution of Jin's ub+1+2 would be
the time during which his fist may connect against an opponent.
rec (Recovery Time) [recovery]
- the animation (time) during which the after-effects of a maneuver take
place. The recovery of Jin's ub+1+2 would be the time after the punch
might have connected, but before he may perform any other maneuver or
block.
strt (Startup Animation) [startup]
- the animation(time) during which a character prepares to execute his
maneuver. The startup of Jin's ub+1+2 would be the time when ub+1+2 is
input during which he 'charges up' in preparation for his unblockable
attack.
SS(L/R) (Axis Shift) [sidestep]
- In Tekken 4, you may complete an axis shift by performing a sidestep
(which is basically a quick dash to the side). If you tap up on the
controller, your character will move towards the background of the
arena(away from you), if you tap down, he will move towards the
foreground of the arena(closer to you).
SSW (Sidestep Walk) [axis walk]
- In Tekken, you can continue to walk to the side (either left or right)
by tapping and holding up or down. If you tap and hold up on the
controller, your character will move towards the background and
continue to walk until you release up. If you tap and hold down on
the controller, then your character will move towards the foreground
and continue to walk until you release down. This is very useful when
you have to position yourself for a wall combo.
buff (Buffer Technique) [buffering]
- an aspect of Tekken game mechanics that allows you to enter in button
sequences more efficiently. This is how it works: you want to enter
in a sequence consisting of button one and then button one and button
two together. Normally, you would have to tap button one, release it,
and then tap button one and button two at the same time. Buffering is
the ability to PRESS AND HOLD button one(this is the key), and then
tap button two to register an input of both buttons. In this way, you
can get the same result as before while being much more accurate in
the process. NOTE: To complete any, and I do mean ANY, individual
move that requires you to press more than one button, you may press
and hold all but one of those buttons and then tap the last one when
you are ready to complete the move. You can also use buffering to
smoothly cancel one move with another using a modified input sequence.
cbn (Combination) [combo]
- a series of moves that are unblockable and inescapable, given that the
first move (in the series) connects.
con (Connect) [unguarded]
- the result of an attack that is improperly guarded against, and the
most basic way an attack may hit an opponent.
cnm (Counter Move) [counter]
- a move that negates an opponent's move or his recovery from a move.
Specific counter types are explained below.
ARR (Attack Reversal Reversal) [chicken]
- a reversal reversal performed by inputing f+1+3 if a left limb is
reversed or f+2+4 if a right limb is reversed.
CH (Counter Hit) [interrupt]
- an attack that connects either while your opponent is attacking (major
counter), or immediately after his attack while he is still recovering
from it(minor counter), thereby negating his attack or recovery.
pry (Attack Parry) [parry]
- a sort of thrust-block that throws your opponents attack to the side,
and staggers him for a brief period of time. In some situations a
parry allows for a combo by the parrier because of this staggering
effect.
tch (Tech) [techable]
- a special type of counter that can only be used in special situations:
a tech does not negate an attack as other counters do, but instead it
alters the outcome of the attack to the benefit of the player
completing the tech.
tchrol (Tech Roll Recover) [tech roll]
- a tech roll is a quick-recover roll you may perform after many
maneuvers, and it may be used to better your positioning. Any
character may tech-roll after landing face up from a juggle
combination by tapping 1_2 to roll towards the background of the
arena, or 3_4 to roll towards the foreground of the arena.
rev (Reversable) [reversal]
- a special type of counterhit that attacks your opponent while he is
attempting to attack you. You may counter reversals by performing
a chicken.
custrg (Custom String) [custom combo]
- a series of individual moves or portions of strings used to create a
move sequence that blends together so well it is difficult to defend
against or counter.
fr (Frame Rates) [frames]
- the images that are shown to the viewer which make up the video output
(animation) of a video game. Tekken 4 flashes 60 of these images
(frames) every second. Note that fps stands for Frames Per Second.
jug (Juggle Combo) [Juggles]
- a juggle is a series of moves used to hit an airborne opponent.
Attacks that are made upon an airborne opponent are effectively
unblockable. Specific juggle types are explained below.
bncjug (Bounce Juggle) [bounce starter]
- a type of juggle in which the juggled character bounces off of the
ground (example: Bryan's u/f+4).
fltjug (Float Juggle) [float, floater]
- a type of juggle in which the juggled character immediately falls
towards the ground after the juggle starter (example: any characters
grdt3).
hghjug (High Juggle)
- a type of juggle in which the juggled character is launched
significantly higher than in a normal juggle (example: Hwoarang's
f,N,d,d/f+4).
nmljug (Normal Juggle)
- the most common type of juggle in which the juggled character is
launched upward (example: Jin's d/f+2).
multhr (Multi Throw) [throw combo]
- a grappling move that may have an alternate outcome via input from the
user.
pokptrn (Poking Pattern) [poke]
- a continuous, repeated series of fast attacks that forces your
opponent into a defensive state (similar to, but not the same as a
custom string).
stgr (Stagger Attack) [stagger hit]
- many attacks(most notably parries) stagger your opponent. The
recovering positions after a staggering attack vary, but all staggers
make it impossible for a staggered character to block attacks for a
brief period of time. The are few differences between the technical
aspects of a staggering attack and a stunning attack (see 'stun').
strg (String Combo) [string, move-string]
- a preselected set of moves that may be chained together to create a
single move sequence (not to be confused with a "combo").
stn (Stun Attack) [stun]
- all attacks cause stun whether it is guard stun (which sometimes makes
it impossible to reverse or parry during attack strings) or connect
stun (recovery). When I talk about the stunning characteristics of a
move I mean to say that this move causes either a significantly longer
stun or that it has special stun properties such as Jin's b,f+2 on
major counter. This move causes a stun in which your opponent doubles
over and slowly falls face-first onto the ground, allowing for
combinations.
::FRAME DATABASE::
Command Column [input]
- Pretty self explanatory, this is how you execute the listed move. The
directions are in relation to which way your character is facing of
course.
F Hit Column [F hit] {F}
- Indicates how many frames it takes for a move to hit after you have
finished the command. This does not included the number of frames it
takes to input the command.
B Adv Column [B adv] {B}
- The number of frame advantage or disadvantage when the move is
blocked. Meaning the amount of frames it takes before you can input a
new command. Positive numbers are advantages over your opponent,
negative numbers indicate a disadvantage and KD indicates the opponent
gets knocked down. This can either be a juggle, stun or any other kind
of knock down.
H Adv Column [H adv] {H}
- The number of frame advantage or disadvantage on a hit. Keep in mind a
hit does not necessarily results in an advantage over the opponent.
Frame advantage on stagger moves reflects the amount of stagger
frames, this does not equal the number of frames your opponent cannot
block attacks.
Hc Adv Column [Hc adv] {Hc}
- The number of frame advantage or disadvantage on a hit when the
opponent is in a crouched position. Frame advantage on stagger moves
reflects the amount of stagger frames, this does not equal the number
of frames your opponent cannot block attacks.
CH Adv Column [CH adv] {CH}
- The number of frame advantage or disadvantage on a counter hit. Keep
in mind a counter hit does not necessarily results in an advantage
over the opponent.
NOTE: If you really want to master your favorite characters you should
definitely take a look at the frame information. You will instantly see what
are the bad moves to use and which moves would be prime retaliation options.
Tekken 4 runs at 60 frames per second.
It is VERY IMPORTANT to note that sometimes you can block before you can
actually input a command, this is often the case with minor stuns and guard
breaks. Thus a -12 for example doesn't necessarily mean you can't block for
12 frames (After Jin's Kazama Fury for example you can block almost
instantly yet you cannot move for nearly half a second). Most moves with a
disadvantage of 8 or less can be considered safe moves as it takes at least
8 for your opponent to execute a standard jab and in some cases your
opponent will not even be within jab range and you have to add on whatever
amount of frames it take for him to dash within hitting range. Christie has
the ability to shorten recovery time after certain moves with a side step or
using recover crouching cancels.
::TYPES OF PLAYERS::
Masher
- someone who doesn't really know how to play Tekken. They get on the
game, pick a character, and then they attempt to win by hitting
the buttons and yanking on the joystick as fast as possible.
Novice, Newbie (noob)
- someone who is familiar with basic Tekken tactics, but simply lacks
the knowledge to be proficient in it.
Scrub
- someone who is good at doing one thing with one character, or repeats
the same moves over again repetitively.
Intermediate
- a WIDE range of players (basically anyone who doesn't fit into the
other categories).
expert
- expert level players demand control of everything: their player, their
opponent's player, EVERYTHING: they achieve control over their own
character by practicing until they have him down to a science; and
they achieve control over their opponent's character by forcing him
into situations in which he has very limited choices, and then they
make an assumption as to which choice their opponent will make. Note
that an expert level player in one location may or may not be an
expert level player in another locale because the skill levels of the
two locations may be very different.
::TYPES OF TACTICS::
poking [pokers, poking tactics]
- the process of using very fast, usually low-damage attacks to knock an
opponent out of his attack (very effective when used in conjunction
with "turtle" tactics). In high-level play, poking becomes a series of
fast moves that entices an opponent to make a mistake, therebye
allowing for a high-damage counterattack (like df+2, for example).
pit bull [pit bull tactics]
- a "pit bull" is a player who gets right up in your face and attacks,
and attacks, and attacks (basically a poker who doesn't ever let up).
turtle [turtle tactics, turtler]
- a strategy that involves waiting for the best time to attack by
avoiding and/or your opponent's attacks until he leaves himself open
to your attack.
NOTE: WILL BE REVISED IN FUTURE UPDATES!
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
// PART 03. J I N K A Z A M A ' S S P E C I A L A R T S
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
101 / Basics ]ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
101 - move list (short version)
102 - move list (in-depth version; includes move analysis & frame data)
103 - Combos
201 / Intermediate ]ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
201 - wake up games
202 - versus CPU strategy
203 - versus player strategy
301 / Advanced ]ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
301 - -WILL BE UPDATED-
-----------------------------------------------------------------------------
101 - M o v e L i s t (S h o r t V e r s i o n)
-----------------------------------------------------------------------------
__________________________
|G R A P P L I N G A R T S\_________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Throw Name Command Position dmg/rng escape
Bitch Kicks (1+3_f+1+3) front 35 {1}
Thunder Reverse (2+4_f+2+4) front 35 {2}
Oar Crush qcb+1+3 front 35 {1}
Throat Smash u/f+1+2 front 40 {1+2}
JF Throat Smash u/f+1+2:u/b+3+4 front 42 {1+2}
Scales Flip (2+4_f+2+4) left 43 {1}
Shoulder Helix (2+4_f+2+4) right 40 {2}
Hip Dislocator (2+4_f+2+4) back 50 {--}
__________________
|B A S I C A R T S\_________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Basic Arts Name Command Stance dmg/rng #ppt
Jab 1 7/h -
Down Jab d/b+1 RC 5/Sm -
Crouch Jab FC+1 RC 5/Sm -
Straight 2 9/h -
Down Straight d+2 RC 8/m -
Crouch Straight FC+2 RC 8/Sm -
Face Kick 3 19/h -
Crouch Spin Kick FC+3 RC 12/L -
Advancing Kick 4 17/h -
Crouch Shin Kick FC+4 RC 10/l -
______________________
|S P E C I A L A R T S\_____________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Special Arts Name Command dmg/rng #ppt
Twin Thrusts 1,2 7,12/hh -
= Inner Axe = 3 25/m JG
= Roundhouse = <4 22/h GB KND
Kazama Fury 1,3,2,1,4 6,10,10,10,10/hhmml MS
= Lingering Soul = ~d+1+2 - #2
Vertical Kick Combo 1,3~3 6,22/hm GB SLD
= Blade Kick = d/f+3 13/m CSc MS
= Lingering Soul = ~d+1+2 - #1 #2
Teaser Low Combo 1,d+3 7,7/hL -
<new move> f,N,d,d/f+1 22/m JG
<new move> f,N,d/f+1 22/m JG
Mid Thrust d/f+1 12/m -
= Side Crusher = <4 15/m -
= Stature Sweep = 4~4 13/l PLD
Rising Lancer WS+1<2 12,16/mm OC
Corpse Thrust d+1 24/m KND
Crouching Demon b+1 (CDS stance) -
<new move> 1+2 5,5,5,7/mmmm MS
Demon Hell Thrusts f+1+2 10,21/hh GB KND
= Lingering Soul = ~d+1+2 - #1 #2
Lancer 2,1 10,10/hm -
= Side Crusher = 4 15/m -
= Stature Sweep = 4~4 13/l PLD
Rear Thrust - Roundhouse 2,4 10,14/hh GB
Right Elbow f+2 22/h -
Torso Thrust f,f+2 24/m PLD
Electric Wind Hook Fist f,N,d/f+2 30/h GB KND
Wind Hook Fist f,N,d,d/f+2 25/h KND
Quick Upper d/f+2 15/m JGc
<new move> d/b+2,2<3 12,15,21/mhm #3 CFS FSc[1]
Backfist - Side Swipe b+2,3 12,21/hm KND
= Lingering Soul = ~d+1+2 - #1 #2
<new move> b,f+2<1<2 18,10,24/mhm KND
Ground Pounce u+2 18/M OC
Demon Paw u/f+2 18/m MS
Final Upper Thrust WS+2 15/m JG
Lateral Kick f+3 16/m -
= Spin Heel Kick = <4 18/m GB KND
Vertical Kick f+3~3 22/m GB SLD
= Blade Kick = d/f+3 13/m CSc MS
= Lingering Soul = ~d+1+2 - #1 #2
Axe Kick f,f+3 25/m GB JG
= Kazama Fury = 1,3,2,1,4 6,10,10,10,10/hhmml MS
= Lingering Soul = ~d+1+2 - #2
= Vertical Kick Combo = 1,3~3 6,22/hm GB SLD
= Blade Kick = d/f+3 13/m CSc MS
= Lingering Soul = ~d+1+2 - #1 #2
Heaven Gate Kick d/f+3 15/m MS
= Lingering Soul = ~d+1+2 - #1 #2
= Spin Heel Kick = <4 18/m GB KND
Devious Kick - Left Blade d+3,3 7,10/lm MS
<new move> d/b+3 21/h KND
Inner Roundhouse - Shin Kick b+3,4 15,15/hl MS PLDc
Spinning Roundhouse (u/b_u/f)+3 30/h KND
Demon Roundhouse (WS_f,N,d,d/f)+3 28/h PLD
Leaping Slash Kick (WR_f,f,f)+3 30/m GB KND
Demon Lift Kick d+3+4 5,15 JG
Twisting Demon Scissors (4~3_WS+4~3) 28/M OCb KND
Battle Kick f+4 21/M MS CFSc
Stature Sweep f,N,d,D/F+4 18/l JG
= Lingering Soul = ~d+1+2 - #1 #2
= Twisting Demon Scissors = (~3_3+4) 21/M OCb KND
Tsunami Kick (f,N,d,d/f,f+4_WS+4) 13/m -
Outer Axe Kick f,f+4 19/M KS OCb
Hell Gate Kick d/f+4 33/m KND
= Lingering Soul = ~d+1+2 - #1 #2
Demon Sweep d+4 15/L -
Shin Kick d/b+4 15/l MS PLDc
Spin Heel Kick b+4 18/m GB KND
Snap Lift Kick (u_u/f)+4 13/m JG
Delayed Hop Kick u/f,N+4 25/m JG
Lingering Soul b+1+2 - #2
= Soul Step Reversal b+1+2°~f,f,b+(3_4) varies/- -
Lingering Soul Taunt 1+3+4 - -
Parry b+(1+3_2+4) - -
[ Property Listings ] -----------------------------------------------------
#1 The move must hit in order to do Lingering Soul.
#2 First attack or attack string will cause guard damage. While Jin's fists
are glowing he cannot block and attacks will be CH.
#3 First hit on counter causes FS, second hit is CF when first hit is CH.
Third hit causes CF if first is not CH.
#4 Lingering Soul Omen lasts about 5 seconds. After executing one of the 4
special moves the Omen will end.
#5 Regular Lingering Soul properties (#2) apply for the time Jin's fist are
glowing (not the full 5 seconds).
________________________________________________
|L I N G E R I N G S O U L O M E N S T A N C E\___________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Special Arts Name Command dmg/rng #ppt
Lingering Soul Omen b+1+2°,d,u,b,f -/- #4 #5
= Omen Wind Hook Fist f,N,d,d/f+2 30/h GB
= Omen Stature Sweep f,N,d,D/F+4 22/l -
= Omen Twin Thrusts - Inner Axe 1,2,3 7,12,25/hhm GB JG
= Omen Kazama Fury 1,3,2,1,4 10,13,13,13,13/hhmml HS
= Omen Lead Thrust - Vertical Kick f+1,3~3 hm/10,30 GB
= Omen Blade Kick 3 m/17 CFSc GS
= Lingering Soul ~d+1+2 --/-- #1 #2
[ Property Listings ] -----------------------------------------------------
#1 The move must hit in order to do Lingering Soul.
#2 First attack or attack string will cause guard damage. While Jin's fists
are glowing he cannot block and attacks will be CH.
#3 First hit on counter causes FS, second hit is CF when first hit is CH.
Third hit causes CF if first is not CH.
#4 Lingering Soul Omen lasts about 5 seconds. After executing one of the 4
special moves the Omen will end.
#5 Regular Lingering Soul properties (#2) apply for the time Jin's fist are
glowing (not the full 5 seconds).
_________________________________________
|C R O U C H I N G D E M O N S T A N C E\__________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Moves from Crouching Demon Stance only - CDS - b+1
Special Arts Name Command dmg/rng #ppt
Demon Dash Cancel f - #1
Demon Cancel ~d/f - #2
Demon Crouch Dash d/f - #3
Thunder Hook Fist 1 22/m MS
<new move> 2 24/m CFS
Demon Punch Parry ~2 - DS #4
Spinning Roundhouse 3 30/h KND
<new move> 4 15/l JG
[ Property Listings ] -----------------------------------------------------
#1 Only one f tap registers as f,f buffer. For example b+1~f+2 will result in
instant f,f+2.
#2 All regular d/f moves available from this cancel.
#3 All regular crouch dash move available from this cancel.
#4 In order to get the punch parry, the 2 must be input right away.
______________________________
|U N B L O C K A B L E A R T S\_____________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Unblockable Arts Name Command Stance dmg/rng #ppt
Eighth Gate of Hell u/b+1+2 100/!
= Cancel = b,b
_______________________________
|C O M B O S T R I N G A R T S\____________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Combo String Command Hits Dmg/Rng
f+2,3,3,3,2,1,2,3,4,2 10 12,7,7,10,8,8,8,10,18,25/hlmhmmmhlh
-----------------------------------------------------------------------------
102 - M o v e A n a l y s i s (i n - d e p t h V e r s i o n)
-----------------------------------------------------------------------------
Example: move properties / hit range / damage
Twin Thrusts - -- / hh / 7,12
input ğ 1,2 H adv ğ +9,+9
F hit ğ 10 Hc adv ğ --,--
B adv ğ +2,+1 CH adv ğ +9,+10
-
-WILL BE UPDATED-
-----------------------------------------------------------------------------
103 - C o m b o s S e c t i o n
-----------------------------------------------------------------------------
-WILL BE UPDATED-
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
// PART 04. D E V I L J I N ' S S P E C I A L A R T S
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
-WILL BE UPDATED-
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
// PART 05. T R I C K S, H I N T S, M I S C.
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
CODES, SECRETS, HINTS:
- Releasing All Characters
Keep beating Story Mode with different characters until everybody but Devil
Jin is released. There is no hidden 'off screen' characters. What you see
is what you get.
- Activating Theater Mode
The Theater Mode gets opened up after you beat Story Mode once with
whatever character. At that time you are able to listen to the stage
soundtracks, view the movies of the character you just beat Story Mode with
and the attract movies (Arcade Intro, PlayStation2 Intro, and E3/TGS
trailers). As you beat Story Mode with each character the movies will
become available in Theater Mode. Getting all movies requires you the beat
Story Mode with both Kuma and Panda as well as Christie & Eddy (although
Eddy's ending is identical).
- Unlocking Eddy Gordo (Christie Palette Swap)
Eddy is an extra outfit you buy for Christie (500,000G on console instead
of the 400,000G price tag on the arcade version).
- Unlocking Devil Jin
You can unlock Devil Jin by either completing the 'Devil Within' side game
or playing a bunch of games in Arcade Mode, VS Mode or Story Mode. While we
do not have the exact number, 200 or so games in Arcade Mode seems to
unlock him after you have unlocked all the other characters.
- Earning Game Money
You earn money in Arcade Mode, if you play higher ranked CPU opponents you
will be rewarded with a higher amount of G after defeating the opponent.
The money earned per fight in Arcade Mode ranges from 800G to about 4000G.
In Arcade Mode you will also encounter random roulettes which multiply your
winnings.
The fastest way to get some money in the bank at first is to unlock the
endingd for all characters by completing Story Mode with everybody. This
gets you 100,000G per character for the first time through only.
You can also collect money while playing 'Devil Within' and are rewarded an
extra 1,000,000G upon completing the quest.
- Getting Expensive Items For Free
That's right, you can get a bunch of the high priced items for free when
you play 'Devil Within' a second time after you have already completed the
quest. Various expensive items will be scattered around throughout the
game.
- Gaining Ranks Quicky
In order to gain ranks quickly you must play opponents of the same rank as
you are, same as it is in the arcade version. When defeating CPU opponents
of the same rank as your character it usually only requires 3 to 5 wins to
get a promotion.
After your fight has ended in Arcade Mode you can select on of 3 opponents
with the directional pad, you can't always select an opponent with the same
rank but do so when one is available. You;ll have your character rank maxed
out in no time.
- Hidden Story Mode Interludes
Don't always be quick to defeat the Story Mode interlude opponents, in some
cases when you lose you get to see a different movie as part of the story.
S U B M I T T E D I N F O
----------------------------------------------------------------------------
<None>
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
// PART 06. E P I L O U G E :
_____________________________________________________________________________
ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
Hope you enjoyed reading what I've written so far, more updates are sure to
come. If you have anything you'd like to submit to add to this faq or any
grammatical/mathimatical errors you'd like to correct me on (eg. damage fixes
etc.) email me: hoaile12@hotmail.com. Thanks for reading and do check
periodically for updates.
- [K] Tran