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Tekken 5: Wang FAQ

by leblackdragon

              Tekken 5
       Wang FAQ (v1.0, 20th March, 2005)
       Copyright 2005 Tariq mukhttar
       email: [email protected]

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Version 1.0       20th March 2005
_________________________________________________________________________

TABLE OF CONTENTS:
------------------
01) Wang
  01.1) Win Poses
02) Key
03) Move List
  03.1) Standing
  03.2) While Crouching
  03.3) While Rising from Crouch
  03.4) While Crouch Dash
  03.5) During Side-Step
  03.6) Reversal
  03.7) Neutralizer
  03.8) 10 Hit Combo
  03.9) Throws
04) Crouch Cancel
05) Special Properties
06) Double Slap (b+2, 2)
07) Juggles
  07.1) launchers
  07.2) Stun Juggle
  07.3) Off the Ground Juggles
08) Counter Hits
09) Okizeme
10) Strings
  10.1) Getting Close
  10.2) String building blocks
  10.3) Juggle Interrupt
  101.5) Escaping
11) Wall Game
12) Multi-Throw Escape
  12.1) King
  12.2) Nina Williams
  12.3) Anna Williams
  12.4) Bruce Erving
13) Credits
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01) Wang:
------------------


01.1) Win Poses:
----------------
1   =   Bows, Laughs
2   =   Performs Kata
3   =   Looks around, "Xiaoyu! Is dinner ready yet? I'm straving."
4   =   Walks away, "All that talent..."
?   =   ?
?   =   ?

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02) Key:
--------

Input:
1       =       Left Punch Button
2       =       Right Punch Button
3       =       Left Kick Button
4       =       Right Kick Button
u,d,f,b	=       Tap Up, Down, Forward, Back
U,D,F,B =       Hold Up, Down, Forward, Back

Hit Level:
H       =       Hits High
M       =       Hits Mid
L       =       Hits Low

Properties:
D       =       Input can be Delayed
!       =       State Reset, Returns to Neutral position
J       =       Juggle

Status:
This is derived from when your attack is blocked. 
FD      =       Frame Disadvantage
FN      =       Frame Neutral
FA      =       Frame Advantage
GC      =       Guard Crush
NGC     =       Guard Crush when Near
P       =       Push's Opponent away

Misc:
qcf     =       Quarter Circle from Down to Forward 
hcb     =       Half Circle Back
FC      =       From Crouch Position
RC      =       Rising from Crouch position
SS      =       Side-Step
FDFA    =       Face Down, Feet Away
FUFA    =       Face Up, Feet Away
FDFT    =       Face Down, Feet Towards
/       =       Or
[ ]     =       Slide, press sequence very quickly
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03) Move List:
--------------
Syntax:
Move Name        Button/Hit Level/Property(Frame, Guard, Push Status)
   -> Optional Move Branch


03.1) Standing:
---------------
G-Clef Cannon                                   1H, 1M, 1MJ (FD)
Jab to Right High Kick                          1H, 4H (FD)
Spin Behind                                     2H, b (FA)
Right Straight to Left High Kick                2H, 3M (FD)
Triple Spin Razor                               4H, 4L, 1MJ (FD) 
Triple Spin Kick                                4H, 4L, 4H (FD)
Triple Spin Low                                 4H, 4L, d+4L
Mountain Splitter                               1+2M (FD)
Power Punch                                     f+2M (FD)
Rising Heaven Kick                              f+4MJ (FD, GC)
Energy Blast                                    f+1+2M (FD, P)
Heavy Uppercut                                  f+1+4MJ	
Pearly Gates                                    df+1M, 1MJ (FD)	
Slow Power Punch                                df+2M (FD)
Slow Power Punch Combo                          df+2M, 1MJ (FD, GC)
Snap Kick                                       df+3M (FD)
Medium Power Punch                              df+1+2M (FD)
Furioes Tiger                                   d+2M, 1+2M (FD)
Gaint Slayer                                    d+3L, 4H (FN)
Sweep to Razor's Edge                           d+4L, 1M (FD)
Sweep to High Kick                              d+4L, 4H (FD)
Sweep to Low Kick                               d+4L, d+4L (FD)	
Rising Tide                                     d+1+2M (FD, GC)	
Crumbling Tower                                 d+3+4L (FD)
False Lift                                      db+2M (FD)
Spinning Low Kick                               db+3L (FD)		
Tiger Mountain                                  db+4L, 2M (FD, GC)
Cobra Fang                                      db+1+2M (FA)
Jagged Edge                                     b+2M, 1H (FD)
Evading Kick                                    b+4M (FD)
Pinwheel Punch                                  b+1+2M (FD, GC)
Dancing Monkey Kick                             uf+4M (FD)
Foot Stomp                                      uf+3+4M (FD) 
Crouching Cobra                                 fF+2M (FD)
Swivel Kick                                     fF+4H (FN, GC)
Dragon Power Punch                              bB+1+2	
Leaping Side Kick                               fff+3M (FA, GC)
Dragon Thrust                                   df+1+3+4M  


03.2) While Crouching:
----------------------
Sweeping Cartwheel                              df+4L, 3M (FD)	


03.3) While Rising from Crouch(RC):
-----------------------------------
Gravity Punch                                   2M, 2M, 2LD (FD)
Skyscraper Kick                                 4M (FD, GC)


03.4) While Crouch Dash:
------------------------
Heavy Power Punch                               qcf+2M (FD)


03.5) During Side-Step:
-----------------------
- These moves can be initiated any time during Side-Step.
Parting Sweep                                   4L (FD)	
Horse Tamer                                     1+2M (FA)


03.6) Reversal:
---------------
- Cannot parry elbows and knees.
Attack Reversal                                 b+1+3/b+2+4


03.7) Neutralizer:
------------------
- Time with enemy attack
- Cannot parry elbows and knees

Neutralizer                                     b+1 
  -> Swallow's Tail                               -> 1
  -> Massive Dragon                               -> 2
  -> Circling Dragon                              -> 3	
  -> Flash Flood                                  -> 4	


03.8) 10 Hit Combo:
-------------------
#1      2H, 1M, 1M, 4H, 4L, 1M, 1M, 3L, 4H, 2M
#2      2H, 1M, 1M, 4H, 4L, 1M, 2M, 1M, 4L, 2M


03.9) Throws:
-------------
Headlock Toss                                   1+3        Damage: 35
Body Slam                                       2+4        Damage: 35
Crushing the Dragon (from Left)                 1+3/2+4    Damage: 40
Golden Mountain (from Right)                    1+3/2+4    Damage: 40
Reverse Neck Throw (from Back)                  1+3/2+4    Damage: 50
Wanning Moon                                    df,df+2+4  Damage: 15

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05) Crouch Cancel:
------------------
***Incomplete***
- These moves lag can be cancelled by pressing down into a crouch state.

Quick Somersault Kick                           BU/U/UF+4
High Somersault Kick                            UF+4
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06) Special Properties:
-----------------------
***Incomplete***
Additional properties of moves that are unmentioned. 

Pinwheel Punch                                  b+1+2
        -> Auto-Parry and Attacks all Hi, Mid attacks

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07) Juggles:
------------
Some juggles have more than one follow-up. They are listed easiest first. 
Some are added becuase they just look good.
- Not all characters can juggled the same way. Some are harder than 
  others. While some require altering the juggle.

07.1) launchers:
----------------

df+1, 1 -> b+2, 1 -> b+2, 1 -> f+1+2            Hit#: 7 Damage: 66
                            -> df+1+2           Hit#: 7 Damage: 83
        -> 2 -> b+2, 1 -> b+2, 1 -> f+1+2       Hit#: 8 Damage: 69
1, 1, 1 -> b+2, 1 -> b+2, 1 -> f+1+2            Hit#: 8 Damage: 69
4, 4, 1 -> b+2, 1 -> b+2, 1 -> f+1+2            Hit#: 8 Damage: 86
                            -> d+2, 1+2         Hit#: 9 Damage: 93
f+4 -> 2 -> b+2,1 -> b+2,1 -> f+1+2             Hit#: 7 Damage: 56
    -> b+2, 1 -> b+2,1 -> df+1, 1               Hit#: 7 Damage: 58
f+1+4 -> UF, 4 -> b+2,1 -> b+2,1 ->  f+1+2      Hit#: 7 Damage: 98
d+4, 1 -> b+2, 1 -> b+2, 1 -> d+2, 1+2          Hit#: 7 Damage: 61
d+1+2 -> UF, 4 -> b+2, 1 -> d+2, 1+2            Hit#: 6 Damage: 67
                         -> b+2,1 -> f+1+2      Hit#: 7 Damage: 70
db+2 -> 1 -> b+2, 1 -> d+2,1+2                  Hit#: 6 Damage: 52
db+4, 2 -> f+1 -> b+2, 1 -> d+2, 1+2            Hit#: 7 Damage: 64
        -> b+2, 1 -> b+2, 1 -> d+2, 1+2         Hit#: 8 Damage: 73
df+2, 1 -> 1 -> b+2, 1 -> d+2, 1+2              Hit#: 7 Damage: 67
                       -> b+2, 1 -> f+1+2       Hit#: 8 Damage: 70
uf+4 -> 2 -> b+2, 1 -> b+2, 1 -> f+1+2          Hit#: 7 Damage: 58
     -> 4 -> b+2, 1 -> d+2, 1+2                 Hit#: 6 Damage: 64
     -> 4 -> b+2, 1 -> b+2, 1 -> f+1+2          Hit#: 7 Damage: 67
df,df+2+4-> ff-> f+2+4                          Hit#: 2 Damage: 65
              -> df+1,1-> b+2,1->b+2,1->f+1+2   Hit#: 7 Damage: 66
b+1(parry),3 -> 2 -> b+2, 1 -> d+2, 1+2         Hit#: 6 Damage: 48
             -> 2 -> b+2, 1-> b+2, 1-> f+1+2    Hit#: 7 Damage: 51

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07.2) Stun Juggles:
-------------------
d+3+4 -> f+2+4/f+1+3                            Hit#: 2 Damage: 65
d+3+4 -> df, df+2+4 -> f+2+4                    Hit#: 3 Damage: 95
db+1+2->d+1+2->uf,4 -> b+2,1-> b+2,1-> f+1+2    Hit#: 8 Damage: 98

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07.3) Off the Ground Juggles:
-----------------------------
These are juggles initiated after knocking your opponent to the ground.
- Hit count and Damage starts from knockdown.


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08) Counter Hits:
-----------------
- Certain moves effect opponents in a different way as a Counter-Hit.
- Listed are the attacks that on a Counter-Hit allow for further combos.

Move       ->     Effect
1, 1, 1    ->     3rd hit combos
2, 3       ->     2nd hit combos
4          ->     Juggle
1+2        ->     Knockdown
f+2        ->     Knockdown
f+1+2      ->     Knocks down rolling far
d+3, 4     ->     2nd hit combos
db+4, 2    ->     2nd hit combos
b+4        ->     Stun Fall
b+1+2      ->     Knocks down further
fF+2       ->     Stun Fall, FDFA
SS+4       ->     Sweep, FUFA
SS+1+2     ->     Stun Fall

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09) Okizeme:
------------
***Incomplete***
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10) Strings:
------------
***Incomplete***
A sequence of combos and moves that are linked together thru Frame 
Advantage, and Frame Neutral states. Purpose is to continuesly pressure 
your opponent.
- Your objective is to force your opponent into either a crouch or 
  standing position.
- Always start/continue a string with either a Low, or Mid attack.
- When ending a combo with a crouch position, link into "Rising from 
  Crouch" Moves.
- Minimize as much as possible "High" hitting moves.
- Interrupt your strings with a surprise Juggle Launcher, Throw, or Sweep.
- d+4, 1 into SS+1+2 can be cancelled so fast it'll look like a single 
  move that looks like a fake.
- Know which moves end with Wang in a crouch state to initiate faster FC 
  or RC moves.
- If something goes wrong, hold BU/U and jam 3 like crazy (bu/u+3), or 
  have a Reversal timed and hope it's a high or mid, non-elbow retaliation.
- If you're in trouble in a crouching state, you can always High 
  Somersault Kick out of there. Problem is with the initial lag you can 
  be hit out of it with a normal punch... but it still looks cool if it works.
- Also, High Somersault Kick works good as an escape. Say right after 
  a 1, 4.


Gravity Punch                                   2M, 2M, 2LD (FD)
Sweeping Cartwheel                              df+4L, 3M (FD)	

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11) Wall Game:
--------------
- Wall Carry is a combo design spefically for the job of getting your 
  juggled opponent as close to the wall as possible, while ensuring that
  you doesn't lag afterwards in order to continue punishing.
- Wall punisher is the most damaging attack you can do to a wall stunned
  opponent.

Wall Carry:
uf+4-> b+2, 1-> b+2, 1-> b+2, 1             Hit#: 7 Damage: 54

Wall Punisher:

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12) Multi-Throw Escape:
------------------------
- Number(s) denote actual opponent input
- Number(s) in following bracket [N] is escape input button(s)

12.1) King:
-----------
Pile Driver: Bends you over, locks your arm, and slams your head down
Standing Heel Hold Combo: Grabs a leg and drags you
qcf+2+3[2] ###> 1+2[1+2] ###> 1
            #
            ##> 1[1]
            #
            ##> 1+2[2]

Arm Breaker Combo: Breaks elbow over shoulder
qcf+1+4[1] ###> 1+2[1]
            #
            ##> 1+2[2] ###> 4
            #
            ##> 2[1+2] ###> 2[1]
                        #
                        ##> 1+3[2]

Reverse Arm Slam Combo: Grabs Arm, Throws you over shoulder
fDF+1+3[1] ###> 2[1] ###> 3+4[1] ###> 1 ###> 2[1]
                                         #
                                         ##> 3[2]

Reverse Special Stretch Bomb Combo: Locks elbows and turns
fDF+1+2[1+2] ###
	       #
fDF+2+4[2] ######> 2 ###> 3+4[2] ###> 1 ###> 2[1]
               #                         #
u/d -> 2+4[2] ##                         ##> 3[2]


Mexican Magma Drive: Starts with spin hop
3+4, 1+4[1] ###> 2+4[1]
             #
             ##> 3+4[2] ###> 1[1]
             #	         #
             #	         ##> 3[2]
             #
             ##> 1 ###>2[1] ###> 2[1+2]	          ##> 1+2[1] ###> 2+4[1]
                             #	                  #
                             ##> 1+2[1] ###> 3+4 ###> 1+2[1+2]
                                         #
                                         ##> 2 ###> 3+4[2] ###> 1 ###> 2[1]
                                         #
                                         ##> 3[2]

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12.2) Nina Williams:
--------------------
Backhand Slap Combo: Grabs arm, back fists
qcf+1+2[2] ###> 3[1+2]
            #
            ##> 2[2] ###> 1[2]
            #         #
            #         ##> 1[2]
            #
            ##> 1[1] ###> 3[1]
                      #
                      ##> 2[2]

Betrayer: Steps backs, grabs and kicks leg
qcb+1+4 ###> 2[2] ###> 1[1]
         #         #
         #         ##> 1[2]
         #
         ##> 1[1] ###> 3[1]
                   #
                   ##> 2[2]

Crab Hold Combo: Grabs torso with legs
qcf+3+4 ###>3[1]
         #
         ##> 4[2] ###> 3[1]
                   #
                   ##> 1[2]

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12.3) Anna Williams:
--------------------
Chin Bash: Grabs arm, back fists
qcf+1+2[2] ###> 3[1+2]
            #
            ##> 1[1] ###> 3[1]
            #         # 
            #         ##> 2[2]
            #         #
            #         ##> 2[1+2]
            #
            ##> 1+3[2] ###> 4[2]
			#
                        ##> 1+2[1]

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12.4) Bruce Erving:
-------------------
Clinch: Grabs you, reverses sides
f, dDF+2, 3[2] ###> 3+4[1]
                #
                ##> 4[2]

Right Knee Kick: Grabs you, reverses sides, Knees you
f, dDF+1, 4[1] ###> 1+2[1]
                #
                ##> 3[2] ###> 1[1] ###> 2
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13) Credits:
------------
01) Khalid Al-Dhamer for allowing our weekly gathering at his place
02) Ryuuko for his extreme patience with my bad temper
03) Busterwolf for bringing to my attention additional King Multi-Throws
04) Tekken Zaibatsu Forums