[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: [email protected] | .......... This file MUST be viewed in a monospace typeface. | | 1234567890 Please remember this before emailing me =P. | This document looks super awesome when printed from an MS-DOS prompt using the generic text editor, edit.com. It can be viewed with Notepad and also Wordpad and still look great. Make sure "word-wrap" is off, and you are using a mono-spaced typeface... like "courier new". Print from edit.com for best results!! Note to all readers: Also check your page margins, make sure that they are set to 1" margins, and for those of you who do not know what v. and rev. stand for: v. is the abbreviation for version and rev. is the abbreviation for revision. ________________ _________________________________________________________ | C r e d i t s / / c o n t r i b u t o r i e s | ��������������� ���������������������������������������������������������� 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 | ���������������� ��������������������������������������������������������� 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 | ��������������� ���������������������������������������������������������� Copyright � 2002-2005 Khang Tran This FAQ and everything included within this file cannot be reproduced in any way, shape or form (physical, electronical, or otherwise) aside from being placed on a freely-accessible, non-commercial web page in it's original, unedited and unaltered format. This FAQ cannot be used for profitable purposes (even if no money would be made from selling it) or promotional purposes. It cannot be used in any sort of commercial transaction. It cannot be given away as some sort of bonus, gift, etc., with a purchase as this creates incentive to buy and is therefore prohibited. Furthermore, this FAQ cannot be used by the publishers, editors, employees or associates, etc. of any company, group, business, or association, etc., nor can it be used by game sites and the like. It cannot be used in magazines, guides, books, etc. or in any other form of printed or electronic media (including mediums not specifically mentioned) in ANY way, shape, or form (including reprinting, reference or inclusion), without the express written permission of the author, myself. This FAQ was created and is owned by me, Khang Tran. All copyrights and trademarks are acknowledged and respected that are not specifically mentioned in this FAQ. This FAQ was written for GameFAQs (www.gamefaqs.com) only. If you want it to be put up on any other web site then please e-mail me asking for my permission to post this faq on your website. I would be happy to allow you to post this on your site if you ask for permission first. This document is protected by US Copyright Law, and the Berne Copyright Convention of 1976. It is for private and personal use only--it cannot be reprinted in part or in whole, or reproduced in any way or in any form (written or otherwise). It is a free document that cannot be used in any sort of commercial transaction, including selling it or giving it away as a gift. This FAQ cannot be referenced, altered, or used by anybody (including webmasters, publishers, and magazine staff) without my express written permission. This FAQ was created and is owned by me, Khang Tran ([email protected]). It can be found exclusively at (www.GameFAQs.com). All copyrights and trademarks are acknowledged and respected that are not specifically mentioned herein. The latest version of this FAQ can be found at: ----------------------------------------------------------------------- GameFAQs http://www.gamefaqs.com/ ________________ _________________________________________________________ | I N D E X / / | ��������������� ���������������������������������������������������������� � 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 _____________________________________________________________________________ ����������������������������������������������������������������������������� // PART 01. _____________________________________________________________________________ ����������������������������������������������������������������������������� 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. _____________________________________________________________________________ ����������������������������������������������������������������������������� // PART 02. G A M E E N G I N E & E L E M E N T S _____________________________________________________________________________ ����������������������������������������������������������������������������� 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! _____________________________________________________________________________ ����������������������������������������������������������������������������� // PART 03. J I N K A Z A M A ' S S P E C I A L A R T S _____________________________________________________________________________ ����������������������������������������������������������������������������� � 101 / Basics ]������������������������������������������������������������� 101 - move list (short version) 102 - move list (in-depth version; includes move analysis & frame data) 103 - Combos � 201 / Intermediate ]������������������������������������������������������� 201 - wake up games 202 - versus CPU strategy 203 - versus player strategy � 301 / Advanced ]����������������������������������������������������������� 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\_________________________________________________ ���������������������������������������������������������������������������� 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\_________________________________________________________ ���������������������������������������������������������������������������� 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\_____________________________________________________ ���������������������������������������������������������������������������� 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\___________________________ ���������������������������������������������������������������������������� 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\__________________________________ ���������������������������������������������������������������������������� 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\_____________________________________________ ���������������������������������������������������������������������������� 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\____________________________________________ ���������������������������������������������������������������������������� 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 � 1,2 H adv � +9,+9 F hit � 10 Hc adv � --,-- B adv � +2,+1 CH adv � +9,+10 - -WILL BE UPDATED- ----------------------------------------------------------------------------- 103 - C o m b o s S e c t i o n ----------------------------------------------------------------------------- -WILL BE UPDATED- _____________________________________________________________________________ ����������������������������������������������������������������������������� // PART 04. D E V I L J I N ' S S P E C I A L A R T S _____________________________________________________________________________ ����������������������������������������������������������������������������� -WILL BE UPDATED- _____________________________________________________________________________ ����������������������������������������������������������������������������� // PART 05. T R I C K S, H I N T S, M I S C. _____________________________________________________________________________ ����������������������������������������������������������������������������� 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> _____________________________________________________________________________ ����������������������������������������������������������������������������� // PART 06. E P I L O U G E : _____________________________________________________________________________ ����������������������������������������������������������������������������� 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: [email protected]. Thanks for reading and do check periodically for updates. - [K] Tran