>=> >=> >=> >=> >=> >> >=> >=> >=> >=> >==> >=> >> >=> >=> >=> >=> >=> >==>>==> >=> >=> >> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >>===>>=> >=> >=> >> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=> >> >=> >> >> >===> >=> >=> >=> >=> >=> >=> >=> >=> >=> >=======> >====> >=> >=> >=> >==>=> >==> >=> >==> >=> >=> >=> TEKKEN TAG TOURNAMENT FAQ by Joseph Christopher version 1.3 Jan. 3, 2000 this faq is copyright 2000-2001 Joseph Christopher I didn't believe there will come a time when I'll have to write something like this just to remind some people of what they all should be knowing by heart :( Anyway, here goes... By gaining access to this faq you agree to the following terms: ___________________________________________________________________________________ =================================================================================== || || || 1) I, Joseph Christopher, the author of this faq, is not in any way || || liable for any harm that anybody thinks came from reading this faq. || || Examples of this harm include physical ones, such as getting mauled || || by someone who lost to you via a technique found in this faq, and || || emotional ones, such as experiencing humiliation upon the use or || || most likely misuse of yet another technique found in this faq. || || || || 2) If this faq was accessed from a source other than gamefaqs.com, nine || || out of ten chances are it is not in its latest update. You must || || therefore read the latest version of this faq first at the said web || || site before sending in any comments, suggestions, and/or corrections. || || As for webmasters, web page contibutors, and all similar personnel, || || posting this faq on any other website requires every last sentence, || || phrase, word, and character contained within this file included and || || unaltered. Keeping this faq as updated as it is on gamefaqs.com is || || preferable, though not required. || || || || 3) This faq is not to be profited from---directly, indirectly, or in || || whatever other way possible. By directly I mean earning less than, || || equal to, or greater than a cent's worth in cash, items, or services || || in exchange for part of or all the contents of this faq. On the || || other hand, by indirectly I mean using a part of or all the contents || || of this faq as a convincing factor for the purchase of another product || || thus directly or again indirectly yielding profit. || || || || 4) You will not use even a single phrase, sentence, or concept found || || anywhere in this faq on your own work, even if you expressed it in || || your own words, without at the very least giving me, Joseph Christopher, || || the author of this faq, full credit for it. If you in any way || || incorporated even a very minute part of the strategies found in this || || faq with your own in your work, then you must at the very least give || || me partial credit for it. || || || || 5) Ignorance of the law excuses no one, therefore if ever anything || || unlawful is done to this faq and/or to me, its author, the appropriate || || legal actions will be taken. If at any point you disagree to this || || or any of the above statements, delete this faq immediately and discard || || any help it has done for you. || || || =================================================================================== ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ * This society does not care if you're the dumbest vegetable on earth, if you do something wrong, someone will make you pay the price! ;) * Lei is to Jacky Chan as Law is to Bruce Lee. Everything from the ability to fight in different stances, being an on-rusher instead of a counter attacker, and knowing how to pack a gun. He's even depicted as a supercop, much like the usual Jacky Chan role in Holywood movies. The only difference, perhaps, is his hair, which is very, very long. Anyway, I enjoy watching his (Jacky's) movies a lot and so I have also learned to love playing as his incarnation in the Tekken world. But Lei can very well still be a good choice of yours for the following reasons: 1. Lei has a total of TWELVE stances excluding the normal one (and beleive me, you'll find a good strategy for ALL of them!) 2. Lei's stances are intertwined (meaning a whole lot of his moves can be made to end up in another stance) 3. Lei can very well mix-up high attacks, low attacks, and sidesteps. 4. Lei can easily link his juggles with his low parry 5. Lei can slide without having to run first 6. Lei can GAIN LIFE during the game! (well, not much, really, but cool enough!) Why read this guide: I. Legend II. General Moves III. Special Moves IV. Throws V. Stances VI. The Razor Rush VII. Combos VIII. Juggles IX. Counters X. Vs. Computer XI. Vs. Human XII. Ending XIII. Credits XIV. Revision History XV. Final Words %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ __ ____ ___ ____ _ _ ____ (_ _) ( ) ( ___) / __)( ___)( \( )( _ \ _)(_ )(__ )__) ( (_-. )__) ) ( )(_) ) (____)() (____)(____) \___/(____)(_)\_)(____/ U - up D - down B - back F - forward N - neutral + - at the same time / - or 1 - Left Punch 2 - Right Punch 3 - Left Kick 4 - Right Kick * for the rest of this faq I will be referring to mid attacks as high ones because there really isn't any difference between them in terms of how they are blocked or countered %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ___ ____ _ _ ____ ____ __ __ (_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( ) _)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__ (____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ dash - F,F / B,B (goes in direction you choose) ankle kick - D+4 (when you're down) roll - B / F (when you're down) run - F,hold F (when far from opponen) leap punch - F/B,F+1+2 (while rolling/running/tagging with F,F,N) leap kick - B,B+3+4 (while rolling/running) flying kick - 3 (while running/tagging with F,F,N) slide - 4 (while running/tagging with F,F,N) tackle - 1/2 (while running) multi punch - 1,2,1,2,..(after tackle) charge up - 1+2+3+4 uppercut - DF+2 side step - tap U / D (goes in direction you choose) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ ____ ____ ___ ____ ____ ___ ____ __ __ (_ _)(_ _)(_ _) / __)( _ \( ___) / __)(_ _) /__\ ( ) _)(_ _)(_ _)(_ \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__ (____)(____)(____)() (___/(__) (____) \___)(____)(__)(__)(____) __ __ _____ _ _ ____ ___ ( \/ )( _ )( \/ )( ___)/ __) ) ( )(_)( \ / )__) \__ \ (_/\/\_)(_____) \/ (____)(___/ These moves you'll have to use at random to win: (not all are here cause I'll be including a lot in the stances section) 1) Razor Rush - F,N,1,2,1,2 Lei steps forward and out comes two pairs of left-right punches that do more damage than the jabs(LPs) yet less than the strong ones (RPs). This move, in my opinion, is all you need to win. It is a move so complicated yet so easy to understand that it actually deserves a separate section in my faq. See that section for more details on this move and how to effectively use it. 2) Rush Combo - F,N,4,1,2,3 Again, Lei steps forward but this time he does a high kick followed by two quick punches to the midsection and finally a roundhouse kick that's enough to knock the opponent off his feet. If the opponent blocks, however, you can do one of two things: tap 4 to deliver a high kick similar to the first attack you did only this time it does more damage and temporarily stuns the opponent, OR...tap D+4 to deliver a sweep that does less damage, but adds a confusing strategy for this move--- nice! 3) Rave Spin - DB+4 You turn around while trying to crouch and stretch out your farther leg to sweep the opponent in the process---all in a fraction of a second. A good strategy for this move would be to use it after throwing a couple of jabs when the opponent is expecting another high attack. There are two ways to end this move: One, tap D or U to get into the Snake Stance (see stances section) and two, tap 4 once again to deliver a hopping roundhouse kick that does decent damage. 4) Crescent Kick - 3,4 You again turn around but this time you hop and make a 180degree arc with both legs, using the farther one to hit the opponent's head. You end up in a Back Stance (see stances section) or, if you tap D, a Knockdown Stance. What's more, if you hold U, you can get two additional crescent kicks just in case the first one messes up. You may release the U after the first kick to cancel the third one, and again hit D to end up in a Knockdown Stance, it really is your choice---cool! Oh, and one last thing: you can hold F during or even before the first Crescent Kick to make you sidestep in the process, making you end up, most of the time, facing the opponent's back. You may, as usual, hold U afterwards to continue with the rest of the move or D to enter the Knockdown Stance. 5) Rolling Kicks - 4,4,3,3 Lei goes into a Knockdown Stance, kicks with one leg, then the other, and finally an upward kick that launches the opponent in mid-air. Looks like a good set-up for juggles, but because you end up in a Post-slide Stance, there's nothing much you can do afterwards (tagging is good, but you'll must have it all planned out first, and I don't like planning in Tekken). What you CAN do is use this move as a juggle ENDER rather than starter. 6) Cannonball - B+1+2 High on damage, speed, recovery, and effectivity. In this move, Lei bends way back before giving the opponent a powerful head butt. This "bending" makes the move a good evasion tactic for throws and other high attacks before you effectively counter. You may also use this move as a juggle ender when you happen to forget your juggling strategies cause it definitely does more damage than an incomplete juggle. * These are not really needed to win a game but some may be added to combos as stated in my combos section: 7) Drunken Punch - B+1 Like the Cannonball, requires Lei to bend way back before giving the opponent a powerful strike. This time, however, he makes use of fist rather than his head, which is why this move is in this sub-section and not with the preivous one: fists can be countered, heads cannot. Last note, you may tap F afterwards to proceed to the Drunken Stance. (see stances section) 8) Flying Kick - F,F,F+3 Whenever an opponent tries to roll away from danger, or when he's just pulling off ten-hit combos like crazy, dash back and do this, if he manages to block, follow up with a Rave Spin. 9) Falling Tree - UF+2 Lei hops and and gives the opponent an elbow drop. The best time to use this move is when your opponent is lying helpless on the ground. There are other, more damaging replacements for this move but I'm pretty sure this one's the safest in terms of execution and recovery. By the way, you end up in a Play Dead Stance(see stances section). 10) High-Low Kick - 3,3 Yep, it's a high kick followed by a low one---the name just said it all. Do not use this on experts since they most likely have at least five ways to counter it. You end up in a Back Stance, and this just makes the move all the more counterable. 11) Set-up Kick - F,N,3 This move is identical to the last kick of the Rush Combo and would therefore have the same properties. You can also follow it up with a 4 to deliver the same high kick in the rush combo only this time it does more damage and temporarily stuns the opponent, OR...a D+4 to deliver a sweep that does less damage, but adds a confusing strategy for this move---nice! (though I'd rather do the Rush Combo) 12) Double Snake Punch - F+1+2 A cool double eye poke that's fun to use if you aim to annoy, but not if you really wanna win. Not that it's useless, it just that there are other, better moves to do. You may tap F afterwards to proceed to the Crane Stance, but you have another option: U/D to access yet another stance, the Panther. 13) Snake Punch - 1 (during sidestep) Another eye poke that has a liiittle bit more effectivity than the double version mainly because it is done during a sidestep. Accessing the Snake Stance afterwards requires an additional tapping of F. 14) Double Drunken Punch - 2,2 (during sidestep) It's the combination of the good points of two previous moves I mentioned: the Double Snake Punch and the Snake Punch. First of all, it does two hits which come out just as fast as the Double Snake Punch and roughly targets the same area (the eyes). Secondly, it's done during a sidestep which makes it as effective as the Snake Punch. Lastly, tapping F afterwards yields the Drunken Stance. 15) Hook Punch - 1+2 It's a hook punch, what else? Nothing much I can say about this move 'cept for the fact that it makes you end up in a Back Stance. 16) Cartwheel Kick - 4,3 Well, it ain't really a cartwheel kick per se, but, you DO hop a bit, spin in mid-air, and kick the opponent's face before you land on the ground in a Post-slide Stance. 17) Defense Breaker - F,N,2,1,2,1 A series of punches that would make a blocking opponent stagger, giving you an opportunity to strike freely. On the down side, this move was conceived specifically for blockers so it won't execute if the first punch connects. Oh, I forgot, this is Tekken Tag and in this game, it will execute something similar to a Razor Rush if not blocked. 18) Beating Kick - F+4,2,1,2 Also a very useful confuser, but because of the presence of the Razor Rush and the Rush Combo, is really not that important anymore. It starts with a high-damaging roundhouse kick that knocks the opponent off his feet, followed up by three midsection punches just in case the first attack messes up. You may end this move in two ways: One, tap 4 to deliver a mid kick, and two, tap 3 for a low kick that sweeps. 19) Backflips - 3+4,3+4,3+4 (during sidestep) Really not the best move to do after a juggle, comes out slow and does negligible damage IF ever it connects. It may confuse, especially if you decide not to continue with the rest of the backflips and execute a different Back Stance move instead, but confusion comes in forms, and this is just not one of the most beautiful. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ____ _ _ ____ _____ _ _ ___ (_ _)( \/ ) (_ _)( )_( )( _ \( _ )( \/\/ )/ __) _)(_ \ / )( ) _ ( ) / )(_)( ) ( \__ \ (____) \/ () (__) (_) (_)(_)\_)(_____)(__/\__)(___/ 1) Double Foot Stomp - 1+3 As the name suggests, you hold both his opponent's shoulders, lean on them, hop, rest both your folded legs on his chest, and apply a great amount of force by stretching both your legs out and letting go of his shoulders. You'd be propelling yourself diagonally upward in the process while your opponent is hurled way back. And by the way, you can hit the tag button afterwards obviously for a tag and additional damage from your teammate---cool! 2) Sleeper Hold - 2+4 Lei wraps one of his arms around the opponent's head and drags it with him as he tries to sit down. He then uses his other arm to kind of "crack" the neck of his opponent. 3) Closing Fan - 1+3/2+4 (right side of opponent) Lei keeps his opponent in place by locking on of his arms. He then kicks the opponent's shin with his left foot, followed by a high kick to the face with the same leg. Finally, he lets go and gives one last kick---a crescent kick! 4) Sailboat Stretch - 1+3/2+4 (left side of opponent) Similar to Law's hopping frog, this move positions the opponent's foot beside his head in an attemp to break one of his legs. The difference is how Lei does it---by crawling under the opponent's legs, standing up to raise one of them, and doing a crescent kick without a target just to rest his whole weight on that leg and force it towards the opponent's head. 5) Booby Trap - 1+3/2+4 (behind the opponent) Lei holds both the opponent's shoulders, pulls them backwards, and slides both his legs out from underneath. The opponent expects this and is almost ready to counter but Lei suddenly withdraws and pushes the opponent from behind instead to further take advantage of his (opponent's) loss of balance. 6) Tripping - F,F,1+2 Once again, the opponent's shoulders are held but this time Lei pulls them sidewards while sticking his foot out a bit to what else but trip the opponent! 7) Dragon Falls - UF+1+2 The People's Elbow! Lei pulls one of the opponent's arms to keep him off balanced. He then stands side by side with his opponent, then forces the opponent to lie down by lying down himself. Of course, he plants his elbow on the opponent's chest in the process, and ends up in a Facedown Stance (see stances section) %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ___ ____ __ _ _ ___ ____ ___ ( \/ ) / __)(_ _) /__\ ( \( ) / __)( ___)/ __) \ / \__ \ )( /(__)\ ) ( ( (__ )__) \__ \ \/ () (___/ (__) (__)(__)(_)\_) \___)(____)(___/ * Generally speaking, stances will only allow you to execute one attack before they revert to the normal one. I'd just be mentioning the exceptions along the way. * Switching between stances usually requires the tapping of U or D. These moves are listed assuming your OPPONENT is facing left. Otherwise, whether you're in front of him or not, reverse stance switch codes. 1) Snake - 1+4(during sidestep) or F+2+3 description: right leg raised; right arm mimics the actions of a snake; left arm supports right one blocking : high only left punch : a quick jab by the supporting arm right punch: another quick jab that comes out a little slower than the previous one but does more damage and may stun the opponent on perfect timing. left kick : identical to the last hit of his Rolling Kicks; also launches the opponent in mid-air and makes him end up in a Post-slide Stance right kick : a shin kick that does not go into the normal stance but back to the Snake Stance instead Other moves: a) Rushing Snake - 1,1,1,1,1,1 The fastest six hit combo in all of Tekken. It's composed mainly, or rather ONLY, of the same jab that Lei does in his left punch, and he does it six times---very rapidly. One of the best counters for nearly ANY high attack your opponent might be thinking. If he happens to anticipate this and sidestep, just continue with the rest of the punches to evade any attack he might be thinking of. You may tap F after any of these punches to go back into the Snake Stance. b) Snakebite - 2,2,2 Two high strikes followed up by a low one. If blocked, the second high strike serves as a defense breaker to enable you to more or less successfully land the final hit. You may tap F after the first two hits to access the Dragon Stance OR after the last hit for the Panther Stance c) Out of Control - 1+3 Lei goes into his Dragon Stance, turns around, and again faces his opponent as he tries to grab his (opponent's) head. He then whirls the opponent's head around to ensure dizziness, let's go, and gives the off balanced opponent a double punch to the chest. If you tap 1+2 during all that head whirling, Lei will do less damage on his double punch, but he will GAIN LIFE and end up in a Drunken Stance---cool! Added info: You can hit 5 during the move and make your partner execute a leaping punch of an entrance. 2) Dragon - U (during Snake Stance) description: left leg genuflected; two arms both with closed fists are parallel and pointing towards the opponent to depict the shape of a dragon's mouth blocking : high only left punch : identical to the Snake Stance's Out of Control move, may also be followed up with a 1+2 during all that head whirling to do less damage on his double punch, GAIN LIFE, and end up in a Drunken Stance---cool! Added info: You can hit 5 during the move and make your partner execute a leaping punch of an entrance. right punch: an uppercut that packs some power and speed, but does not juggle. May be followed up with an F to proceed to the Tiger Stance left kick : identical to the first hit of the High-low Kick, and as with the original, can be followed up with the sweep right kick : identical to the first hit of the Rush Combo and this time you CAN continue with the said move. May also be ended in two ways if blocked:tap 4 to deliver a high kick similar to the first attack you did only this time it does more damage and temporarily stuns the opponent, OR...tap D+4 to deliver a sweep that does less damage, but adds a confusing strategy for this move---nice! Other moves: Dragon Spark - 1+2 Without losing the cool position of his arms, Lei does a double punch to the opponent's chest and midsection to knock him off his feet. Good alternative for those already expecting a throw. You can access the Tiger Stance by tapping F after executing this move. 3) Panther - D (during Snake Stance) description: right leg bent slightly downward; left leg bent slightly forward; both arms are suspended forward with half-open hands to mimic a panther's paws blocking : low only left punch : both arms are spread wide apart to sweep the opponent in the process right punch: similar to the Dragon Stance's right punch. Also comes with power and speed but this time it CAN juggle! left kick : identical to the normal stance's D+3. Tap B afterwards for an instant Phoenix Stance! right kick : identical to the first hit of the Beating Kick and CAN be followed up with the trio of midsection punches in case it messes up. May also be ended in two ways: One, tap 4 to deliver a mid kick, and two, tap 3 for a low kick that sweeps. Other moves: *none* 4) Tiger - U (during Dragon Stance) description: right leg bent slightly downward; left leg bent slightly forward; both arms are horizontally aligned and suspended forward with almost fully-open hands to mimic a tiger's paws blocking : high only left punch : an oh so powerful pound that can, but not always, juggle. You have to time it right, otherwise your opponent will just get knocked down. Wondering how a pound became a juggle? Simple: Just like Paul's pound, the opponent's body bounces back up, (unrealistic, but COOL) allowing you to juggle. right punch: also an oh so powerful pound that does a liiittle bit more damage than the other one, but cannot juggle. In my opinion, it ain't even worth the try. left kick : similar to the Set-up Kick but this time you can't end it with either 4 or D+4 right kick : a very quick yet powerful low back kick that can sweep Other moves: Tiger Rush - 3,1,2,1,2 This move simply stars with the first hit of the Set-up Kick followed up by the four midsection punches of the Razor Rush. There are numerous ways to end the Razor Rush part, and so I actually placed it in a separate section which you'd be reading later on. 5) Crane - D (during Panther Stance) description: left leg is folded and raised as high as possible; right foot is tiptoed; both arms with half-open fists are raised sideways and are pointing at their respective directions; all of which depict the normal stance of a crane blocking : disabled left punch : a powerful strike that knocks the opponent off his feet if it connects, but crushes his guars much like the last hit of the Defense Breaker if blocked. right punch: a spinning back fist that turns the opponent around and at the same time ends up in a Back Stance left kick : a high forward kick to the face---cool stuffer! right kick : a high-damaging low kick that knocks the opponent face down into the ground Other moves: Crane Dance - 3,4,2,3 A four-hit combo the three kicks of which pack some nice damage. The last kick, by the way, is an upward one that CAN juggle. It is only advisable to use this move when you knock the opponent down and he gets up with a 3 (low spin kick). Just dash back and proceed with the combo. 6) Knockdown - 4,4 description: lying face-up on the ground; head is farther than the legs with respect to the opponent blocking : disabled left punch : a sideroll that ends up in the normal stance right punch: disabled left kick : identical to the normal stance's D+3 right kick : similar to the normal stance's D+3, but you aim for the chest instead of the shin Other moves: Hop up - 3+4 Lei raises both his legs and uses their weight to carry his entire body upward and end up standing. Good counter for people who like to rush even when you're down. 7) Play Dead - D+3+4 description: lying face-up on the ground; legs are farther than the head with respect to the opponent blocking : disabled left punch : a sideroll that ends up in the normal stance right punch: disabled left kick : identical to the normal stance's D+3 right kick : similar to the normal stance's D+3, but you aim for the chest instead of the shin Other moves: a) Spring Kick - 3+4 Undoubtedly Lei's most powerful anti-air, in this move he, from a lying down position, shoots both his legs upward and juggle the opponent. Not much you can do afterwards since you're still lying on the ground after doing this move so, in my opinion, it's best to tag and use your teammate to end the juggle with a bang. b) Double Slicer - 3,4 This move is identical to the Rave Spin, except for the fact that you use a 3,4 instead of DB+4,4 code to execute it. Nice to mix-up with the Spring Kick to yield victorius results. 8) Post-slide - Hold D+1 (during Knockdown Stance) description: lying face-down on the ground; head is farther than the legs with respect to the opponent blocking : disabled left punch : switch back to Knockdown Stance right punch: disabled left kick : identical to the normal stance's D+3 right kick : similar to the normal stance's D+3, but you aim for the chest instead of the shin Other moves: a) Deep Sleep - 3,4 You "wake up" from your post-slide stance, do a sweep identical to the first hit of the Rave Spin, and end up, once again, lying on the ground but this time you're in your Play Dead Stance. b) Go to Sleep - 4,3 Identical to the Cartwheel Kick, only you do it from a knockdown position, and that just makes it a lot cooler and definitely more surprising than the original. 9) Facedown - D+1+2 description: lying face-down on the ground; legs are farther than the head with respect to the opponent blocking : disabled left punch : switch to Play Dead Stance right punch: disabled left kick : identical to the normal stance's D+3 right kick : also identical to the normal stance's D+3 Other moves: Slide Kick - 4,3 One of the mentioned advantages of Lei, this slide kick does not require him to run first. It comes out pretty fast and, also because of your current position, is a great surprise move. A good strategy would be to do an ordinary sweep (D+3) after it because you end up behind your lying opponent. Do it again he gets up repeat the process until he thinks of a way out. Finally, if you end up in front of him, do an ankle kick for a little more damage. 10) Drunken - F+3+4 description: self-explanatory; added note---will last for only about seven seconds blocking : disabled left punch : a good, hard-hitting strike that knocks the opponent off his feet right punch: disabled left kick : disabled right kick : disabled Other moves: Staggering Slide - 3+4 Lei turns around, crouches, and then stretches both legs out to knock the opponent face down into the ground. Ends up in a Post-slide Stance. Life Drink - 1+2 In TTT, you don't have to parry an opponent's punch with the Drunken Stance to be able to gain life. This move does all the hard work for ya! On the down side, it will only give back recoverable life, nothing more. Double Drunken Punch - 2,2 You may do this move even without the Drunken Stance activated, but still you can use it now. If you tap F afterwards you'll go back to the Drunken Stance, only to do it again! (no, don't try that, it can easily be anticipated and countered) 11) Back - B+3+4 description: self-explanatory blocking : disabled (obviously) left punch : a spinning backfist that does not go into the normal stance but back to the Back Stance instead right punch: one of the easier to access jugglers in Lei's arsenal, this one's a quick, damaging uppercut that launches the opponent in mid-air left kick : a back high kick common to most Tekken characters right kick : a back mid kick also common to most Tekken characters Other moves: a) Low Back Spin - D+1 Similar to this stance's left punch, but this time you aim for the shin instead of the face. This move CAN sweep an opponent and since does not go into the normal stance but back to the Back Stance instead, may be done repeatedly for a low juggle. b) Flit-flip-flop - 3+4 Lei does a back flip that, like the previous move, since it does not go into the normal stance but back to the Back Stance instead, may be done repeatedly, especially on a knocked down opponent. c) Reverse Double Slicer - D+3,3 This move is identical to the Rave Spin, except for the fact that you use a D+3,3 instead of DB+4,4 code to execute it. Nice to mix-up with the uppercut(right punch) to yield victorius results. 12) Phoenix - B+1+4 description: left leg raised; right arm raised; left arm in fromt of chest; added note---will last for only about three seconds blocking : disabled left punch : disabled right punch: disabled left kick : the raised leg kicks high and does not go into the normal stance but back to the Phoenix Stance instead. Sounds like you may do it repeatedly but you can't---only up to four times right kick : Lei's CHARGED POWER KICK! Left foot glows, but since he does a move similar to the Crescent Kick, it's his right foot that does the real unblockable damage Other moves: *none* %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ _ _ ____ ____ __ ____ _____ ____ ( \/ )(_ _) (_ _)( )_( )( ___) ( _ \ /__\ (_ )( _ )( _ \ \ / _)(_ )( ) _ ( )__) ) / /(__)\ / /_ )(_)( ) / \/ (____)() (__) (_) (_)(____) (_)\_)(__)(__)(____)(_____)(_)\_) ____ __ __ ___ _ _ ( _ \( )( )/ __)( )_( ) ) / )(__)( \__ \ ) _ ( (_)\_)(______)(___/(_) (_) * Ok, now that you are familiar with Lei's array of fighting stances, you should also know that by tapping U or D anytime during the Razor Rush, you can get to apply one of these stances. This is Lei's biggest asset and is one, big confuser's strategy all by itself! Here's your whole list of practical choices: First of all, tap F,N,1, then,... 1) pause - to keep opponent guessing a) tap 2 - second Razor Rush punch a.1) pause - to keep opponent guessing a.2) tap 1 - third Razor Rush punch a.2.1) pause - to keep opponent guessing a.2.2) tap 2 - fourth Razor Rush punch a.2.2.a) pause - to keep opponent guessing a.2.2.b) tap 3 - Razor Rush ender: a low kick that can sweep at perfect timing a.2.2.c) tap 4 - Razor Rush ender: a high kick that can be linked to the Crane Stance if you tap U/D immediately afterwards. Linking to the Crane Stance yields two more options: One, wait for the opponent to stand up and hit him with a Crane Dance to juggle, or two, dash forward, wait for him to move a muscle, and then stomp him with a right kick! a.2.2.d) tap U/D - Tiger Stance a.2.2.d.1) Tiger Rush - if the opponent tries to counter with a high attack or if he did not expect your sudden stance switch and did nothing but block high. Repeat the whole process. a.2.2.d.2) left punch - if your opponent suspects something else and blocks low. Juggle afterwards. a.2.2.d.3) right kick - like the Tiger Rush do this only if the opponent tries to counter with a high attack or if he did not expect your sudden stance switch and did nothing but block high. a.2.2.e) Dragon Falls - the most damaging yet easy-to-access throw. Only if the opponent blocks high. a.2.3) tap U/D - Panther Stance a.2.3.a) left punch - if the opponent did not expect your sudden stance switch and did nothing but block high. a.2.3.b) right punch - if your opponent suspects something else and blocks low. Juggle afterwards. a.2.3.c) right kick - if your stance switching evaded an opponent's attack and he's wide open. Follow up with the succeeding moves and enders of the Beating Kick. a.2.4) Dragon Falls - the most damaging yet easy-to-access throw. Only if the opponent blocks high. a.3) tap U/D - Dragon Stance a.3.1) left punch - if the opponent did not expect your sudden stance switch and did nothing but block high. Hit 1+2 to deal less damage but GAIN LIFE in return. a.3.2) right kick - like the left punch, do this only if the opponent did not expect your sudden stance switch and did nothing but block high. Continue with the Rush Combo and end it as you see fit. a.3.3) Dragon Spark - good for most opponents who more or less already expect you to execute your life-gaining throw and tries to throw you. a.4) Dragon Falls - the most damaging yet easy-to-access throw. Only if the opponent blocks high. b) tap U/D - Snake Stance b.1) Rushing Snake - if the opponent tries to counter with a high attack b.2) Snake Bite - if the opponent did not expect your sudden stance switch and did nothing but block high b.3) right punch - if your stance switching evaded an opponent's attack and he's wide open. Stuns the opponent so juggle afterwards. 2) tap 2 - second Razor Rush punch a) pause - to keep opponent guessing b) tap 1 - third Razor Rush punch b.1) pause - to keep opponent guessing b.2) tap 2 - fourth Razor Rush punch b.2.1) pause - to keep opponent guessing b.2.2) tap 3 - Razor Rush ender: a low kick that can sweep at perfect timing b.2.3) tap 4 - Razor Rush ender: a high kick that can be linked to the Crane Stance if you tap U/D immediately afterwards. Linking to the Crane Stance yields two more options: One, wait for the opponent to stand up and hit him with a Crane Dance to juggle, or two, dash forward, wait for him to move a muscle, and then stomp him with a right kick! b.2.4) tap U/D - Tiger Stance b.2.4.a) Tiger Rush - if the opponent tries to counter with a high attack or if he did not expect your sudden stance switch and did nothing but block high. Repeat the whole process. b.2.4.b) left punch - if your opponent suspects something else and blocks low. Juggle afterwards. b.2.4.c) right kick - like the Tiger Rush do this only if the opponent tries to counter with a high attack or if he did not expect your sudden stance switch and did nothing but block high. b.2.5) Dragon Falls - the most damaging yet easy-to-access throw. Only if the opponent blocks high. b.3) tap U/D - Panther Stance b.3.1) left punch - if the opponent did not expect your sudden stance switch and did nothing but block high. b.3.2) right punch - if your opponent suspects something else and blocks low. Juggle afterwards. b.3.3) right kick - if your stance switching evaded an opponent's attack and he's wide open. Follow up with the succeeding moves and enders of the Beating Kick. b.4) Dragon Falls - the most damaging yet easy-to-access throw. Only if the opponent blocks high. c) tap U/D - Dragon Stance c.1) left punch - if the opponent did not expect your sudden stance switch and did nothing but block high. Hit 1+2 to deal less damage but GAIN LIFE in return. c.2) right kick - like the left punch, do this only if the opponent did not expect your sudden stance switch and did nothing but block high. Continue with the Rush Combo and end it as you see fit. c.3) Dragon Spark - good for most opponents who more or less already expect you to execute your life-gaining throw and tries to throw you. d) Dragon Falls - the most damaging yet easy-to-access throw. Only if the opponent blocks high. 3) tap U/D - Snake Stance a) Rushing Snake - if the opponent tries to counter with a high attack b) Snake Bite - if the opponent did not expect your sudden stance switch and did nothing but block high c) right punch - if your stance switching evaded an opponent's attack and he's wide open. Stuns the opponent so juggle afterwards. 4) Dragon Falls - the most damaging yet easy-to-access throw. Only if the opponent blocks high. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ___ _____ __ __ ____ _____ ___ ( \/ )(_ _)(_ _) / __)( _ )( \/ )( _ \( _ )/ __) \ / _)(_ _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \ \/ (____)(____)() \___)(_____)(_/\/\_)(____/(_____)(___/ * Lei's only true ten-hit combo (as far as I know) is: Crane Dance-> 1-> Rush Combo-> 4 * His other ten-hit combos all include a backflip which is the dam weakest link I've ever seen in a combo. Any average player can just attack with almost anything he's got while your busy turning your back on him. You still wanna know? Ok... 1) 1,2,1,3+4,2,1,4,1,4,4 The 2 after the 3+4 part is extremely hard to connect because of it's short range. The ninth and tenth hit are identical to the Rave Spin coupled with a 4. Cancell the tenth hit into the other possible ending (juggles) for the Rave Spin to deal more damage. 2) 1,2,1,3+4,2,1,4,1,2,3 Just like the first one, but you finish only with the second part of the Rave Spin. The 2 after the 3+4 part is still extremely hard to connect. 3) 1,2,1,3+4,3+4,3+4,1,1,2 Dammit, three backflips!? This should have been the best ten, I mean nine-hit combo in Lei's arsenal since it ends with an uppercut that launches the opponent but, again because of the backflip, sucks. * As you probably have guessed by now, the 3+4 part is the accursed backflip. What you can do is stop thinking ten-hit after you do the 1,2,1 and do any of your other Back Stance moves like, say, the Reverse Double Slicer or maybe a simple throw just to keep him guessing. * But if you really think the second half of these ten-hitters deserve some recognition, you can try executing the first half while your opponent is either down or far away. By the time you're through with the backflip/s, you'd be near enough to connect the second half of the combo and apply your own strategies to it. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ __ __ ___ ___ __ ____ ___ ( \/ )(_ _) (_ _)( )( ) / __) / __)( ) ( ___)/ __) \ / _)(_ .-_)( )(__)( ( (_-.( (_-. )(__ )__) \__ \ \/ (____)() \____) (______) \___/ \___/(____)(____)(___/ A. launchers (these are also listed in my moves section) 1) DF+2 = Controlled Uppercut This is, of course, the weakest of the launchers as it is composed of only one hit. It is, however, the most efficient of the three for exactly the same reason. 2) UF+4 = Hop to Upward Kick Comes out faster, does more damage, and even hurls the opponent higher in mid-air. With this move at your disposal, you may be asking, "Why the hell would I need the previous launcher!?" and the answer is recovery. This move, when blocked or sidestepped from, makes you wide open for many, many things while the former doesn't. 3) DB+4 = Sweep A sweep!? yep! Why? cause it launches your opponent a liiittle bit in mid-air before he lands, giving you enough time to whip up something other than tapping 4 to deal more damage. 4) (Back Stance) 2 = Berserk Uppercut Would have been more efficient than the controlled uppercut but is not because of the need to turn around before execution. Still worth the try since there are many things an opponent can expect when he's facing your back and this move is not one of the most common. 5) (Back Stance) D+1 = Arm Sweep Again, another sweep that launches your opponent a liiittle bit in mid-air before he lands, giving you enough time to whip up something other than tapping 4 to deal more damage. 6) (Panther Stance) 2 = Precision Uppercut The kind of uppercut that makes Lei look like a pro(and he is, 'mind you). Has the ability to launch an opponent in a quite respectable height. Packs some power too. 7) (Tiger Stance) 1 = Power Pound I've said it before, I'll say it again: This move can, but not always, juggle. You have to time it right, otherwise your opponent will just get knocked down. Wondering how a pound became a juggle? Simple: Just like Paul's pound, the opponent's body bounces back up, (unrealistic, but COOL) allowing you to juggle. 8) (Crane Stance) 3,4,2,3 = Awkward Combo to High Kick Doesn't launch the opponent as high as the other juggle starters ('cept for the sweeps, of course!) but still a good move to try since it's an easy four-hitter and you haven't even started juggling yet! B. enders 1) for all launchers except the sweeps - 1,F,N,1,2,1,2,4 - 1,F,N,1,2,1,2,D,N,4 - 1,F,N,4,2,1,3,D,4 - UF+4,N,4,4,3,3 - 1+2,1,D,1,1,4 2) for launcher 7 - D,N,4,1,1,1,1,1,1 - D,N,1,1,1,1,1,1,DB,4 3) for launcher 5 - D,1,1,N,1,D,1,4 - D,1,N,3,4,4,3,3 %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ ___ _____ __ __ _ _ ____ ____ ____ ___ (_ _)( \/ ) / __)( _ )( )( )( \( )(_ _)( ___)( _ \/ __) _)(_ ) ( ( (__ )(_)( )(__)( ) ( )( )__) ) /\__ \ (____)(_/\_)() \___)(_____)(______)(_)\_) (__) (____)(_)\_)(___/ 1) D+1+3 / D+2+4 - Low Parry This is, in my opinion, the BEST counter attack in all of Tekken! It gives you way much free time than any other player's high parry, and it can't be countered like the normal reversal. Always, and I mean ALWAYS follow this move up with a UF+4 and a corresponding juggle as that is the only sound way of making up for the zero% damage the low parry brings. 2) F+3+4 - Drunken Stance (punch parry) I just hate this move. It gives you just about one-tenth of a second's free time to punish the opponent, and that's just about the same amount of time he needs to crouch. To be safe, a D+4 followed up by a while-standing 4 would suffice but, if you'd like to risk it, a throw or a UF+4 to juggle would deal much more damage. 3) F+1+3 / F+2+4 - Reversal Counter You use the F+1+3 if the attack that your opponent reversed was either a 1 or a 3. On the other hand, use the F+2+4 is the attack your opponent reversed was either a 2 or a 4. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ _ _ ___ ( \/ )(_ _)(_ _)(_ _) ( \/ )/ __) \ / _)(_ _)(_ _)(_ \ / \__ \ \/ (____)(____)(____)() \/ (___/() ___ _____ __ __ ____ __ __ ____ ____ ____ / __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \ ( (__ )(_)( ) ( )___/ )(__)( )( )__) ) / \___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_) * These are NOT 100% applicable in all cases. But it's safe to say that if you follow my guidelines, you'll always win. Actually, it's kinda boring to play against the computer. You don't have a solid ending or even a rating to get inspired on, just a time record---yawn. 1) The Rave Spin is your main weapon against the computer. Always use it, and the juggles that follow, as an opening move. This is also especially helpful whenever you're opponent is far and running towards you. 2) The Rolling Kicks is also a move that's effective even for the computer- controlled opponent. Even if he blocks it, he won't be doing anything that you can't side roll from. 3) Computer opponents never quit in the middle of a combo. Either they use only the first three hits, or finish the whole thing. Counter as you see fit. 4) Whenever you're down, do an ankle kick followed by a 2 then juggle. It never fails... 5) Run towrads the opponent and deliver a flying kick (3). If it doesn't connect, follow it up with a Rave Spin. Never fails either... 6) For the final boss, you may see only one of her, but her recoverable life recovers ALL THE TIME and she won't get KOed as long as there's recoverable life yet. So if you look at her life bar and it looks like she's losing, look again---you're just half-way done. Oh, and another thing, she just mimics everyone else's style, but she does it DURING the game so beware... %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% ____ _ _ _ _ ___ _ _ __ __ __ __ __ _ _ (_ _)( \/ ) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( ) _)(_ ) ( \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) ( (____)(_/\_)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_) Well, there won't be any universal rules for fighting against humans cause no two humans think identically. There are, however, general rules that could apply to at most 80% of your encounters with human challengers 1) Mix everything up, especially your opening moves. Good opening moves would include a sidestep to Rave Spin, back dash to UF+4 or any other effective juggle starter, instant Razor Rush with its many enders, or forward dash to Dragon Falls. 2) Your ten-hit combos, whether blocked or not, have a very slim chance of being completed, especially if your opponent has a parry or a reversal. When this happens, usually your third hit is the one countered so quit after your second blocked hit and throw him. (yes, you CAN throw while your back is turned!) 3) If your opponent gets knocked down and does a 3d roll, most likely he'll sweep as he gets up so anticipate with a low parry to juggle. 4) If you are unsuccessful with a juggle launcher, you'll be wide open so might as well gamble with an UF+4 since this is the fastest emergency move Lei can do. 5) Enter the Phoenix Stance and do nothing until you revert to the normal stance. Do another Phoenix Stance and again make it seem useless. Do third one and this time tap 4. POW! he's out cold. (will work only if you're far from the opponent and he tries to get in close; estimate your distance and make sure it connects) 6) Know your opponent's size. Large men are hard to juggle with a UF+4. If you resort to the Spring Kick, however, you can pull off more hits than usual (two DF+LPs instead of a single LP) 7) Character-specific strategies: Anna Williams - few people use this babe nowadays, probably because her sis, Nina, besides being a tougher babe to catch, can match her every combo and many would agree that hers (Nina's) are a lot easier to pull off. One thing that Anna has that her sis doesn't is a low super, but you can easily detect that. Fight her as you would a Nina player, expecting a good number of low to high pokes and sudden while-standing juggle starters to come your way. Just dash back to catch a breath of fresh air and get ready to rumble! Bryan Fury - you can't go through a round playing against a good Bryan player without your face turning sour at least twice during the game. That's cause most his moves wreck HAVOC, not to mention giving you a good stun on a counter hit, which in turn gives room for MORE havoc-wrecking! You can try parrying his blows, as they all have initial movements invloved (eg. his forward power punch requires a F,F dash, his power pound requires a backward crouch, his power sweep needs a low spin before it materializes, etc.) or, you can try blocking them all and punishing them with Rave Spin combos. Eddy Gordo/Tiger - no matter what anyone else says, these cool dudes fight practically the same way. There are only two kinds of Eddy/Tiger users, and you've probably guessed them by now---the MASHER and the EXPERT. There's just no in-between. Either you see an Eddy or a Tiger bombarding you with tons of out-o-nowhere kicks then you look at your opponent's fingers and all they do are alternately hit the kick buttons, OR you encounter an opponent who DOESN'T move at all! He'll wait till you attack and choose from a wide variety of knock-down moves to keep you lying flat on your back no matter how you try to escape. First, let's deal with the masher. For some reason, he'll be less efficient in Tiger's shoes, but that doesn't matter. Concentrate on low-parrying his "break dances" which are usually composed of four consecutive low swinging kicks, and follow-up with your favorite juggle to guarantee you coming out victorious. Still ain't used to parrying? Try interrupting his four-hit combos with the Razor Rush---it works! On the other hand, the expert should be treated with much caution, as he too can suddenly opt to turn into a masher and KO you by surprise. But, normally, he'll concentrate on one-hitters that'd knock you off your feet. Counter with a Spring Kick (from Play Dead Stance) and follow-up yet again with your favorite juggle. If he's successful, always use the sideroll as that gives him the least ways of hitting you again. Forest Law - this will be one big mix-up game. Study the different ways with which your opponent reacts to your every move, and chances are, he has a pattern. On the other hand, he may be doing the same thing on you so don't give him a hint on whatever style of play you have, just make it look like you're diong things at random. Eventually he'll get confused and succumb to his fate---KO! Gun Jack - he's big, but you're smarter. He's strong, but your faster. He does a heap of damage with his moves, but yours will connect a hundred times before one of his does. You'd probably already have the upperhand by now, cause Gun Jack users just don't have what it takes to even give me a headache. If ever a good strategy for playing as Gun Jack already exists, I've yet to encounter it. As of now, I consider him weak despite his strength, and an insignificant nuisance despite his great potential to become a fierce fighter. Heihachi Mishima - the master juggler (no, he ain't no clown, dammit!) and, like I said, my second favorite character. If he blocks one of your juggle starters, it's almost all over for you cause his double uppercut has almost zero execution time. But that goes for him too---if you block both uppercuts you can also retaliate with an UF+4 to juggle and he won't be able to escape. Keep those in mind and generally just try to anticipate everything. He also has a very good high-low mix-up strategy (I'm talkin' Hell Sweeps here) that spells pain even if only one of his moves connect. Just jab a lot to prevent this and proceed with while-standing right kicks for a confusing game of your own. Hwoarang - most people playing against a Hwoarang user would just block all day, wait for an open spot, and retaliate. This does work on average Hwoarang players, but the more expert ones will not give you a chance to hit them once you've blocked their first attack. Sometimes they'll give you a fake open spot and when you fall for it, BAM! you're knocked out cold. Most of you may also think of defending yourselves solely against kicks but then again even the near-expert Hwoarang player would know how to use his punches effectively---as POKERS. Whenever his kicks are too strong to recover quickly, he'll anticipate you to retaliate and so he'll quickly throw a jab to shut you up. Wrong move on your part. The trick is to fake a Play Dead stance on him and hit him with a Spring Kick even BEFORE his kick lands on your face. It's a big risk, but it's definitely better than just blocking all day. Jin Kazama - he is the son of Kazuya Mishima and Jun Kazama, and expectedly would acquire considerable knowledge on the moves of both. He has his father's uppercuts and his mothers little four-hitters, plus some moves of his own and the ability to reverse an attack. His main weapon, however, is that three-hit electric punch combo that's lethal if connected on a counter hit. A good strategy would be to use your Drunken Stance as a punch parry on his SECOND blow because 90% of Jin users expect a counter on their third punch and not their second. Most Jin users are probably planning to fake their third punch and throw you instead, but never their second punch. If, on a rare occasion, you fail and parry nothing, just gamble with a Staggering Slide. Julia Chang - most people (including me, once) find her tough to defeat simply because few know even the basics of how to use her effectively. She ALWAYS mixes up high and low attacks to catch her unsuspecting victims off-guard and connect a juggle starter. You'd be surprised, but my advice in dealing with this seemingly little girl is to keep some distance from her and attack from that distance. And don't get intimidated by those juggles that compose of tons of elbows. They (the elbows) do even less damage than a normal jab! King - the Tekken 2 version of this guy was just fine, but now? cheap! He's been given too much advantages that it would take an above average player using another character to beat the crap out of an average player using him. I mean, besides a set of common moves that can already provide an opponent a good challenge, he also has linkable throws, anti-crouch throws, anti-ground throws, a tenstring that ends in a throw, an irreversible reversal, multiple slide kicks that are inescapable at certain situations, a leaping pound, unblockables that don't need charge-up, and a boomerang kick that does WAY too much damage for a single, quick, and side-stepping move! Be especially alert for the last move I mentioned, as it has the ability to turn the tables just when you thought the match was yours. Remember to duck whenever he sidesteps at a range beyond the normal one cause he's sure to attack high afterwards. Expect lots of mix-ups, and do not hesitate to execute a Razor Rush to any of its enders whenever he does a crouching dash cause that's his way of setting up a throw. Kuma/Panda - no matter what anyone else says, these cool bears fight practically the same way. They'll claw and bite you to death, rarely, if ever, making use of their legs. I could compare them to Gun Jack, but their attacks come out quicker despite dealing close, if not equal, amount of damage. Beware of their great big uppercuts, their super claw attack that can turn into a rolling unblockable if you're out of range, and their farts(yes, FARTS!) that can *choke* knock you out with a single sniff. Ahh, don't worry. The reason I told you to be alert on their farts is so you can retaliate with the most damaging move in your arsenal. It really is easy to avoid this move, which is ultra short-ranged. What you need to know is how to seize the opportunity to deliver a Charge Power Kick (from Phoenix Stance)---just wait for them to fully crouch then do it. You'll throw the kick one moment after they finish doing their thing---POW! perfect timing! Lei Wulong - can't say anything special with this officer, since he'll fight like you do, being a good confuser and all that. Treat him like you would a Law player. Study the different ways with which your opponent reacts to your every move, and chances are, he has a pattern. On the other hand, he may be doing the same thing on you so don't give him a hint on whatever style of play you have, just make it look like you're diong things at random. Eventually he'll get confused and succumb to his fate---KO! Ling Xiaoyu - she's got lots o' high launchers, but they all do negligible damage. Still, be wary of these little things that make her what she is---a pest. They may be weak, but if you're constantly caught in them, you'd definitely lose, and it isn't very hard get in that problem in case you're wondering. Also to be taken under consideration are her one-hit strikes that surprisingly deal respectable damage and her stances that surprisingly evade most attacks. Be cool and calculating, don't rush right away, and punish her every stance with a Rave Spin combo and you'll be fine. Mokujin - anyone who uses Mokujin must be mighty confident of his ability to identify a character just by the way he stands. Otherwise, he'll be someone who knew nothing about Tekken and fell victim to Mokujin's wacky nature. Yet contrary to everyone else's opinion, choosing Mokujin has its advanatges. For starters, if you can't identify a character by his stance, you'll be an unsuspecting victim for his moves. Second, your opponent can research on your style while you can't do the same for him. Lastly, characters smaller than Mokujin would have an advantage of range and in the same sense characters slower will experience a slight boost in speed. Anyway, he'll probably use some general tactic so find out what that is and counter as you see fit. Nina Williams - well, she had quite an introduction when I commented on her sis, Anna, and I'll say it again: She match her sis' every combo and many would agree that hers are a lot easier to pull off. Watch out for sudden upward roundhouses and bone-breaking throws and you'll be fine. If she uses a confuser's poking strategy with you, you'll have to options: One, predict a low attack, parry, and link to an UF+4 and your favorite juggle, OR two, skip the low parry part and interrupt her moves with an UF+4---riskier if blocked, but a lot more effective and rewarding if not. Ogre - he is, in my opinion, just a combination of the moves of Tekken 2's sub-bosses like Baek and his triple low to high kick, Lee and his infinity kicks, Heihachi and his axe kick, Kuma's throws, etc, etc, etc. BUT this is not what expert Ogre users tend to abuse to ensure their victories. Rather, they make use of his short- range yet fast moving unblockables that are quite lethal if included in a confuser's strategy. Good news is, these unblockables make the attacking part of his body glow first, giving you enough time to escape with the first way that pops into your mind, whatever that is. Don't think any longer than you have cause if you do, the unblockable shall have already connected. Paul Phoenix - you'd think the only thing he could win is a brawl, but didn't you notice the black belt around his waist? Means he's an expert! And got lotsa high-level karate and judo stuff to make a newbie cry. BUT that also doesn't mean he can't win---BRAWL style! He's the best of both worlds, so to speak, and there are two types of Paul users: One that would finish you off with moves that revolve around the pound, the sweep, the elbow, and, of course, the power punch. Treat this Paul with much anticipation, and keep your eye on HIS body, not yours. Just do your move and do not worry about how Lei does it, just worry about how Paul will react. For the second type, constantly dash forward and back to lure him into starting a juggle, usually with a kick for a launcher, that has a generally slow recovery, giving you enough time to start a juggle of your own. True Ogre - King may be too advantaged and considered cheap, but this... creature redefines the term! He's got a flame-thrower of a mouth, and for a game that doesn't contain projectiles of any sort, this is too much! Good thing is, upon practice and experience, you can learn to detect when he's gonna burp and duck if its from the ground and sidestep if its air-borne. Another cheap tactic he has would be a teleport into mid-air WHILE he's lying on the ground! And that's not all, after the teleport he'll swoop down on you with his UNBLOCKABLE horns. The solution? duck, that is, IF you detect it. Lastly, like Ogre, he has tons of unblockables that you simply must get used to so you could, in time, detect them like second nature. Take note that unlike Ogre, his unblockables have insane range, and are inescapable unless you counter, preferably with a Razor Rush. Yoshimitsu - not really a threat, unless he lures you into a Shark Attack that does a heap o' damage! His powerful roundhouses can easily be ducked from and punished with a Low Punch to Back Flip, but, if he makes full use of everybody's DF+2 uppercut to catch you in some powerful juggles, beware and play a counter attacker's game on him. Keep an eye out for his sword, and immediately give him a Cannonball if he tries to do something with it. He may try to chip away with tons of low spinning attacks with you should always be ready to low parry and follow-up with a juggle. 8) Strategies on Tekken2 oldies and a single newbie: Alex/Roger - the dynamic dodos are back, and they're as wacky and as annoying as ever! Being trained by the great Armor King, they more or less share the same moves, but minus the grapples and plus the animal bites. They also fight the same way, so don't worry 'bout changing strategies between them. My main strategy for dealing with them is quite general---just keep a couple of feet's distance and hammer away with Rush Combos, Cannonballs, and Rave Spins. Angel/Devil - it's ironic how the two most opposite entities in the Tekken, or any other storyline for that matter, share the same, frighteningly supernatural moves! At least one of 'em, Devil, has the soul of Kazuya under his possession and so most his moves will mimic the said character. And since Angel has moves identical to his, she'll also have Kazuya's moves as well. Their new sidestep uppercut is extremely powerful and has the ability to launch an opponent WAY up in mid-air, so use your Drunken Stance as a punch parry and follow up with an ender of your choice. Their moves also rely alot on the oh so versatile crouch dash (F,N,D,DF) that can branch into a whole lotta things like Hell Sweeps and Wind God Fists so, as stated in my Heihachi strategies, try to generally anticipate everything, jab a lot, and proceed with while- standing right kicks for a confusing strategy of your own. Another reminder, if they happen to nail you with a high-damaging juggle from which you need to tag, it is highly recommended that you use a slide as an entrance cause they've probably already anticipated your tag and are preparing to shoot their cheappy laser beams. Lastly, don't think you can still run towards them when they do a mid-air laser blast cause they now have the ability to fly around you and shoot from behind. Sidestepping is the key... Armor King - this is the King that I respect, only has a few cheap tactics, but that goes with most Tekken characters. He's not really overpowered, and doesn't have the infamous multi-linking throws (don't get me wrong, it's easy to escape those, but if you're not fast enough, he's guaranteed at least two slams!) What the armored version has is an array of power punches that flame-up before execution---cool! Most Armor King users where I play are experts and they all abuse only one thing--- custom strings. His while-standing moves are especially powerful, and he's got lots of slow yet a little hard to detect moves that can keep you guessing. Don't allow him to start his confusing strategy, or you'll be in for a long lasting headache. Engage in a confuser's strategy of your own, and may the best confuser win! Baek Do San - Baek's kicks are not as flashy and acrobatic as his student Hwoarang's but in my opinion they are of more substance, can hit more solidly than the latter's and, with ease, rock anyone's skull 'till it breaks. His tenstrings look plain and simple, but they're relatively tougher to parry, interrupt, or escape from. Do not underestimate one of my favorite Tekken2 oldies, as he can prove you wrong. Though quite a challenge, you may resort to sidestepping and attacking from there since one problem with the "old" moves is they usually are not prepared for 3D gameplay. Bruce Irvin - as far as my experience tells me, this guy needs only two moves to give you a major headache. One of them is his mid kick to double uppercut which can juggle (obviously) and, if blocked, ended with a 4 to sweep or repeated to keep opponents guessing. If it connects, you can kiss almost one-third your life good-bye because he'll follow with the second move, a triple knee, each dealing a heap of damage! In my opinion, it's better to get knocked off you feet than launched in mid-air by this Muy Thai master. BUT, that doesn't mean you should block low when you KNOW he's gonna sweep you. Using the Drunken Stance as a punch parry or exchanging hits with your High-low Kick is also acceptable. Ganryu - don't try countering his multi-hitting palm strikes. It's risky and simply pointless. Just block and retaliate---it's a lot easier that way. Whenever he crouches, run for him, but instead of attacking, do a sidestep to Double Drunken Punch or Backflips. As long as you're close enough, it'll never fail. Ganryu also has a good high-launching uppercut, but it's hard to connect and easy to see coming so don't worry about that. Lastly, don't try starting juggles with him, just poke and poke and poke. Jack-2 - he's got lots of similar moves with Gun Jack, and has just about the same advantages and disadvantages of the said android. I would give you the same comments: He's big, but you're smarter. He's strong, but you're faster. He does a heap of damage with his moves, but yours will connect a hundred times before one of his does. You'd probably already have the upperhand by now, cause Jack-2 users just don't have what it takes to even give me a headache. If ever a good strategy for playing as Jack-2 already exists, I've yet to encounter it. As of now, I consider him weak despite his strength, and an insignificant nuisance despite his great potential to become a fierce fighter. Jun Kazama - with her lack of powerful moves comes the ability to stay on your face like a serious wart the moment the match begins. She has at her disposal a wide variety of four to five hitters that's sure to KO anyone who only started playing Tekken since its third issue. Familiarize yourself with her moves, low parry to juggle her ten-hit combos during the sweep part, and always remember to block low when she does her double high kick launcher cause, unlike Jin's, it hits low. One last note: Like the other Tekken2 oldies, her "old" moves are not prepared for 3D combat, so use this fact to your advantage and catch her with an easy Double Drunken Punch. Kazuya Mishima - be careful never to fall prey to his "stunning" gut punch, as that is the move which he can always use to make you cry. Use your Rush Combo a lot, and always remember to fake your Razor Rushes into sidestepping stances cause he'll rarely see it coming. In case he knows better than to block your combos' second hits, quit right from the first one and proceed with a Dragon Falls. Be espeacially careful when he's teammed up with Devil, as they become one person and tagging is as quick and simple as "morphing" into your teammate.(!) Kunimitsu - the only thing I think she can lure you into is her sudden teleport and appear in mid-air, ready to stab you in the skull. With a little experience, you can quickly learn how to detect this seemingly surprising move, and surprise your opponents yourself with a Spring Kick from Play Dead Stance to juggle. She's Yoshimitsu's arch-nemesis, but in my opinion is not as skillful as the good guy. And if Yoshi's not much of a threat, then so is she. I wouldn't want you to underestimate your opponents, but there is no reason to be nervous on some of them either... Lee Chaolan - has a fair share of Law-type moves, but has branched out into his own style and I don't think he has any trace of Heihachi's training in any of his moves. Don't get intimidated with his infinity kicks, they do not really connect that effectively and is only good until the third or fourth hit, when his legs push you a little further, giving you enough time to sidestep and nail him with a sidestep throw of your choice. Michelle Chang - most people (including me, once) find her (just like her daughter) tough to defeat simply because few know even the basics of how to use her effectively. She ALWAYS mixes up high and low attacks to catch her unsuspecting victims off-guard and connect a juggle starter. You'd be surprised, but my advice in dealing with this seemingly young mother is to keep some distance from her and attack from that distance. And don't get intimidated by those juggles that compose of tons of elbows. They (the elbows) do even less damage than a normal jab! Prototype Jack - this guy is pathetic---I mean, one person challenged me using a P.Jack and tried to hit me with a ground punch. It missed, and boy was he in the hardest time of his life trying to lift that arm again! Of course, I took advantage of the situation and gave him the Charge Power Kick from my Phoenix Stance that led to his demise, and he never challenged me again. (at least with a P.Jack) Don't get me wrong, I'm still positive there's a good P.Jack player out there, it's just that I've never met him yet. As with the other Jacks, I'd consider him an easy opponent as of now. Tetsujin - what were you expecting? Just a metallic version of Mokujin, nothing more, nothing less. And, like Mokujin, he'll change the fighter whose style he mimics whenever he tags out and comes back in. Anyone who uses Tetsujin (and especially a Tetsujin- Mokujin team) must be mighty confident of his ability to identify a character just by the way he stands. Otherwise, he'll be someone who knew nothing about Tekken and fell victim to the mimic team's wacky nature. Yet contrary to everyone else's opinion, choosing Tetsujin has its advanatges. For starters, if you can't identify a character by his stance, you'll be an unsuspecting victim for his moves. Second, your opponent can research on your style while you can't do the same for him. Lastly, characters smaller than Tetsujin would have an advantage of range and in the same sense characters slower will experience a slight boost in speed. Anyway, he'll probably use some general tactic so find out what that is and counter as you see fit. Wang Jinrei - a master martial artist as the Tekken storyline goes, but really doesn't live up to all that hype. Few choose him in their team nowadays, and even fewer have actually mastered playing as him. He also has some "borrowed" moves like Michelle's high-low-high punch and many more but strategies on dealing with him are really very general---just keep a couple of feet's distance and hammer away with Rush Combos, Cannonballs, and Rave Spins. %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ _ _ ____ ____ _ _ ___ ( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __) ) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-. (_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/ none yet---must wait till the console version arrives %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ___ ____ ____ ____ ____ ____ ___ ( \/ )(_ _) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __) ) ( _)(_ ( (__ ) / )__) )(_) ) _)(_ )( \__ \ (_/\_)(____)() \___)(_)\_)(____)(____/ (____) (__) (___/ Gamepro for some of the moves' names Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows of ASCII arts Anson de Peiza (anson@home.com) for lotsa nice new things Lei can branch his moves out with in TTT and for a little added info: "The Back Stance, activated by the code B+3+4, may be accessed, by doing B+3~4 or B+4~3 as an alternative. If you do this, Lei will yell something dependent on which alternative you have chosen." Gamefaqs.com for paying attention to this faq Namco and all its affiliates for creating such a great game Ms. AsianCuteness for inspiring me in just about everything I do! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ _ _ ____ ___ ____ _____ _ _ ( \/ )(_ _)(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( ) ) ( _)(_ _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) ( (_/\_)(____)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_) _ _ ____ ___ ____ _____ ____ _ _ ( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ ) ) _ ( _)(_ \__ \ )( )(_)( ) / \ / (_) (_)(____)(___/ (__) (_____)(_)\_) (__) v1.3 - fixed a major error (thank you, Mr. Peiza!) v1.2 - added character-specific strategies v1.1 - added TTT only moves %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% _ _ ____ ____ ____ ____ ____ _ _ __ __ ( \/ )(_ _)(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( ) ) ( _)(_ _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__ (_/\_)(____)(____)(____)() (__) (____)(_)\_)(__)(__)(____) _ _ _____ ____ ____ ___ ( \/\/ )( _ )( _ \( _ \ / __) ) ( )(_)( ) / )(_) )\__ \ (__/\__)(_____)(_)\_)(____/ (___/ Please feel free to email me if there's something about Lei I left out or if you just want to comment on my work. Thank you. If ever I revise this faq and add something you feel came from one of your emails to me, email me again and remind me bout it so I can give you credit. Thanks again. Did you know how useful the Play Dead Stance could be? Until recently have I thought that the only reason to do it is to get to the Spring Kick (3+4) and that seems pretty useless since the opponent can see it from a mile away. I also tried mixing it up with the Double Slicer (3,4) but my opponents just keep on anticipating whatever I do from this stance. Then I learned that the trick is to ALWAYS do the Play Dead and follow up with a randomly chosen move! This means that whether your attack was blocked or evaded from prepare to re-execute the code for the Play Dead since nine out of ten chances are your opponent's gonna strike back, and strike high. THEN do the spring kick and follow up with your favorite juggle---cool! %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%% And just in case you read the last part of this faq before the first, allow me restate my legal notice... 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