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1995-05-07
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Subject: PSX TEKKEN FAQ v.6
Date: 30 Apr 1995 19:40:28 GMT
Someday I'll make it to v1.0 ;) Enjoy!
----------------------------------------------------------------------------
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"" """"""""" " ~"" " ~"" """"""""" """ ~""
PSX TEKKEN FAQ v.6 by loki
==========================================================================
Copyright 1995 by loki@linex.com. This FAQ may freely be distributed among
the PSX Tekken community in non-altered form. This FAQ cannot be published
in whole or in part without the author's permission (loki@linex.com) or
sold for any profit. Any use of this FAQ (after author's consent) must
give proper credit to the contributors.
==========================================================================
PREFACE:
--------
Here's a quick version of the PSX Tekken FAQ for all you proud Sony
Playstation owners who own this incredible arcade translation. Many
improvements have been made over the original arcade version in such
areas as speed, graphics, animation and gameplay. There are a total of
18 characters to choose from, all featuring creatively different costumes
and special moves. This FAQ is derived from the the arcade Tekken FAQ
published by Slycer. All moves in here have been verified and notated in
the easiest way to pull them off. Some have not been included yet as they
have not been verified, also tap/holds/rolls for controller motions will
be refined in the next version. Make note that some joystick combinations
have been changed between the arcade and home console versions. Enjoy!
Changes since last version:
- more moves for every character!
(many thanks to Gouki & others for filling in the gaps!)
- refined move notations (and more suitable names)
- how to access Devil Kazuya
- more character's history (sorry, no boss info yet)
==========================================================================
STORY:
------
Towards the end of the 20th century, a mysterious challenge went out to
all who were deserving. No one knows from where it originated, but its
draw was irresistible. The promise of power and riches beyond those
attainable by the common man all to go to the survivor. From the depths
of the lower earth to the far reaches of the outlands the call escaped
no one. Many perished during the mortal street fights that were only a
preview of the challenges that were to come. Only 8 remain, those with
the true killer instinct, all ready to die, to gain the title of "TEKKEN",
"Lord of the Rave War."
==========================================================================
KEYPAD/BUTTON ABBREVIATIONS:
----------------------------
F = Forward LP = Left Punch (square)
D = Down RP = Right Punch (triangle)
B = Back LK = Left Kick (cross)
U = Up RK = Right Kick (circle)
HCB = Half-circle Back
HCF = Half-circle Forward
, = denotes an individual press
+ = designates these must be pressed simultaneously
taps = designates the keypad must be lightly tapped (not pressed)
crouches = signifies that the following button sequence should be
pressed after your character reaches the low point of
his/her crouch. Not as they are crouching and not when
they are fully crouched, make any sense? =)
hold = designates that the last button should be held until noted
rolls = movement slide from one button to another w/o lifting
"()" = notates a grouping of simutaneous button presses
Note: To lessen a twister-finger game on your pad, set the controller
setting where the top buttons are assigned tasks, this is accessible
via the Title Screen/Test Mode/Options Mode/Key Config/. You alter
the settings by moving the keypad l/r until all buttons are assigned
w/ the "Free Setting" selected.
L1 = pressing LP/LK simutaneously
R1 = pressing RP/RK simutaneously
L2 = pressing LK/RK simutaneously
R2 = pressing LP/RP simutaneously
==========================================================================
GENERAL MOVES: (note: jumping/basic attacks will be added in future version)
--------------
Dashing:
Forward: F, F
Backward: B, B
Running Attacks: (approx. 1 screen length from opponent to run)
Run: F, F, F (press any keypad to interrupt run)
Run Tackle: F, F, F (released)
Run Diving Attack: F, F, F, (LP+RP)
Run Slide Attack: F, F, F, RK
Run Kick Attack: F, F, F, LK
Recover Attacks:
(note: there are slight variations between characters)
Striaght Up: repeatedly tap U
Roll Forward: repeatledly tap F
Roll Backward: repeatedly tap B
Kick Up Attack/Dive Forward Roll: B + (LK+RK)
Forward Diving Roll: F + LP + RP
Back Roll and Forward Attack: B, F + LP + RP
(opponent must be in front of you for forward attacks)
Ground Attacks:
(use any combo of UB/U/UF with RP for placement of pounce,
any variation of a pounce for a special character will be noted
in the moves section)
Low Pounce: U + RP (anytime)
High Pounce: U + RP (hold both for duration of move/can only be
performed in 2-player mode while opponent is down)
10-Attack Strings:
Some people think these are combos, but they are not. These are just
strings of 10 attacks that do lots of damage if they all hit, but are
not combos per se. In other words, if one move of the string hits, it
does not mean that the rest will. Your opponent still has a chance to
get away, block, or counterattack. The good thing about the strings is
that the attacks change from high to low throughout, which can be
difficult to block. Although there are variations and changes that
can be done to the strings, but the only way to get the full 10 attacks
is to perform them as listed. All attack-strings do considerable
damage and are impressive to witness.
Unblockable Attacks:
These attacks generally take a while to execute, which allows your
opponent to knock you out of it's execution. If they do connect,
these attacks cannot be blocked and do considerable damage. The
amount of damage is variable when your playing in the 2-player mode
where handicaps can be adjusted.
Hard Pounces:
Normally to execute a pounce attack, you just hit U + RP when your
opponent is on the ground. This causes you to automatically jump
into the air and land on your opponent with a pounce attack that is
usually different from your character's regular ground punch while
jumping. When normal pounces tend to "home in" on the opponent to
some extent, heavy pounces have a set range, which is rather short,
so you must aim correctly if you want to hit the them. Also, hard
pounces can be done any time, even if they're not on the ground.
If you do a hard pounce while your opponent is just standing there,
expect to get hit. Hard pounces are also slower than normal pounces,
so your opponent has more time to recover before you hit, and there
is a greater lag time for you after doing a heavy pounce, giving
your opponent more time to retaliate.
Throws:
As most games, all throws must be performed at a very close range.
Many people have accused Tekken of being cheap because so many throw
type moves are included in the game. I feel that this makes for
much more strategic game play and watching the throws when they are
successful, to me, is one of the highlights of the game. So who cares
if they do alot of damage (adjustable in the 2-player mode), now that
you own it on the PSX, throw to your heart's content. Briefly (as a
Technique Section will be added sometime), it's very easy to see if
someone's trying to pull a throw on your, most characters will be
attempting to 'grab' the air. It's very easy to hit or pull a throw
on them at this point when their unsuccessful grab is relaxing and
pulling back to their body.
==========================================================================
FIGHTING MOVES: (note: stuns will be notated in next version)
---------------
Kazuya Mishima:
---------------
Throws:
Double Kick hold: (LP+LK)
Hip Toss: (RP+RK)
Headbutt: F, F + (LP+RP)
Moves:
Dragon Punch: F, D, DF + LP
Spinning Backhand: F + RP
Double Punch: LP, RP (rolled)
Punch, Spinning Backhand: RP, RP
Double Punch Spinning Backhand: LP, RP(rolled), RP
Lunging Uppercut: F, D, DF + RP
Double Walking Uppercut: DF + LP, RP
Double Jab, Power Punch: LP, LP, RP
Somersault: UF + (LK+RK)
Axe Kicks: F, F + LK
F, RK
Double Axe Kick: D(crouch) [or hold],(release D) RK, RK
Jump Kick: F, F, F + LK
Foot Sweep: F, D, DF + RK
Double Foot Sweep: F, D, DF(hold) + RK, RK
Jumping Roundhouse: U(tap), RK
(or use UB/U/UF with RK for placement)
Jumping Spin Kick/Foot Sweep: UF(tap), RK, RK
Hard Pounce:
Hopback Punch - UF + (RP+RK)
Paul Phoenix:
-------------
Throws:
Shoulder Throw: (LP+LK)
T-Flip: (RP+RK)
Rollback Toss: B + (LP+LK)
Forearm Smash: F, F + (LP+RP)
Moves:
Hammer Fist: D + LP
Hammer Fist/Power Punch: D + LP, F + RP
Elbow Rush: D(crouch), F + RP
Ground Punch: D + RP
Power Punch: D,DF,F + RP
Punch/High Kick: RP, LK(rolled)
Double Jump Kick: U(tap) [or UF/UB(tap)] + LK, RK
Lunging Jump Kick: F, F + LK
Lunging Double Jump Kick: F, F + LK, RK
Lunging Double Jump Kick/Roundhouse: F, F + LK, RK, RK
Lunging Double Jump Kick/Sweep: F, F + LK, D(hold) + RK, RK
Forward Flip: F, F + RK (good for standing opponents)
Low Spin Kicks: U, LK [or RK]
(these must all be taps up until feet are at hip level,
use any combo of UB/U/UF with LK for placement of spinkick)
U, LK (basic air spinkick)
High Head Kicks: U, LK [or RK]
(all light taps, feet no higher than knee level, use any
combo of UB/U/UF with LK/RK for placement of headkick)
Foot Sweep: D + LK
D + RK
Foot Sweep/Elbow Rush: D + RK, RP(rolled)
10-Attack String:
LP, RP, LK, RP, LP, RP, LP, RK, RP, LP(rolled) (continue tapping LP)
Marshall Law:
-------------
Throws:
Death From Above: (LP+LK)
Face Smash: (RP+RK)
Knee Bash: F, F + (LK+RK)
Moves:
Punch/Backhand: RP, RP
Punch/Double Backhand: F (hold throughout move) + RP, RP, RP
Triple Head Kick: LK, LK, LK
Jump Kick: F, F, F + LK
Flipkick: D(crouch), U + RK
Power Flipkick: D(crouch), U + LK + RK (will land you on your back)
Triple Roundhouse: RK, LK, RK (rolled)
Low Kick/Triple High Kick: D + LK, LK, LK, LK
Unblockable Attack:
Dashing Fist: DB + LP + RP (tap U, U to abort attack)
Nina Williams:
--------------
Throws:
Arm Throw: (LP+LK)
Reverse Toss: (RP+RK)
Handstand Toss: F, F + (LP+LK)
Chin Bash: HCF + (LP+RP)
-During Chin Bash:
a) Leg Scissors Arm Snap - LK, RK, LK, (LP+RP)
b) Sidestep Arm Snap - LP, LK, RP, LP
-During Sidestep Arm Snap:
a) Falling Arm Snap - RP, LP, LK, RK, (LP+RP)
b) Double Arm Snap - LK, LP, RK, (LP+RP), (LP+RP)
Moves:
Chi Release: F, F + (LP+RP)
Punch/Roundhouse: RP, RK(rolled)
5 Punch Combo: LP, RP, LP, RP, LP (rolled)
Flip Tumble: F, F + RK (great for ground/standing attacks)
Double Punch/Roundhouse: LP, RP, RK (rolled)
Double Punch/ High Kick: LP, RP, LK (rolled)
Mid Kick/Roundhouse: DF + LK, RK
Triple Kick/Roundhouse: DF + LK, LK, LK, RK
Mid Kick/Spinning Chop: DF + LK, LP
Triple Kick/Spinning Chop: DF + LK, LK, LK, LP
Mid Kick/Punch: DF + LK, RP
Triple Kick/Punch: DF + LK, LK, LK, RP
Flying Kick: F, F, F + LK
Triple Kick: DF + LK, LK, LK
Kick/Spinning Chop/Double Punch: DF + LK, LP, RP, RP
Kick/Punch/Kick: DF + LK, RP, LK
Kick/Punch/Roundhouse: DF + LK, RP, RK
Hop Kick/Roundhouse/Kick: UF + RK, LK, RK
10-Attack String:
LP, RP, LP, RP(rolled), LK, LK, RP, LP, RP, RP (continue tapping RP)
Unblockable Attack:
Crane Chop: DB, LP + RP (tap U, U to abort attack)
Jack:
-----
Throws:
Blanket: (LP+LK)
Lifter: (RP+RK)
Backbreaker: HCB + RP
Piledriver: HCF + LP
Moves:
Sandwich Clap: F, F + (LP+RP)
Power Punch: B, DB, D, DF + RP
Punch/Elbow Rush: RP, LP(rolled)
Double Hammer: DF + (LP+RP)
Double Slap: LP, LP
Double Slap/Hammer: LP, LP, LP
Double Uppercut: DF(crouch) + LP, RP
Triple Uppercut: DF(crouch) + LP, RK, LP
Crouch Double Slap/Uppercut: D(hold) + LP, LP, LP
Triple Windmill Punch: D(crouch), F + LP, RP, LP
Cop a Squat: D + LK + RK
Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
Triple Drill Punch: DB + LP, LP, LP
Triple Drill Punch/Uppercut: DB + LP, LP, LP, RP (timed)
Mega Crouch Combo:╩D(crouch) + LP, LP, LP, RP, LP, RP
Unblockable Attack:
Windup Punch: B, DB, D, DF, rotate controller counterclockwise
until Jack reaches the count of 5, then tap LP.
- if count isn't at 5, punch can be blocked
- if count reaches 5, it is an instant 1-hit kill
Hard Pounce:
Cannonball: UF + (LK+RK) (can be followed with sitting punches)
King:
-----
Throws:
Knee Bash: (LP+LK)
Suplex: (RP+RK)
Piledriver: D, DF, F + LP
Whirlwind Toss: F, B, DB, D, DF, F + LP
Scissor Flip: DF(tap) + (LK+RK)
DDT - DB(tap), DB + (LP+RP)
Moves:
Side Body Blow: DF(tap), RP
Hammer Elbow: DF, LP
Jumping Hammer: UF + (LP+RP)
Forward Dive: F, F + (LP+RP)
Bunch'a'Punches: LP, RP, LP(rolled), LP, RP
High Uppercut: F, F + RP
Low Uppercut: F, F, RP (hurts opponents on the ground)
Crouching Uppercut: D, F + RP
Double Punch/Uppercut: LP, RP, LP(rolled)
Big Boot: F, F + RK
Drop Kick: F, F + (LK+RK)
Drop Kick/Forward Dive: F, F(hold remainder) + (LK+RK), (LP+RP)
Spinning Drop Kick: F, F, F + (LK+RK)
Spinning Drop Kick/Dive: F, F, F(hold remainder) + (LK+RK), (LP+RP)
Triple Slide Kick: DF(crouch) + RK, RK, RK (stuns)
10-Attack String:
LP, RP, LP(rolled), LP, RP, RK, RK, RK, RK, LP, LK
Hard Pounce:
Elbow Drop: UF [or U] + (RP+RK)
Knee Drop: UF + (LK+RK)
Yoshimitsu:
-----------
Throws:
Flying 69 Slam: (LP+LK)
Trip Smash: (RP+RK)
Moves:
Tornado Spin: B + LP (can be pressed up to 5x)
(If done 5x, Yoshimitsu will become dizzy & colapse)
Tornado Sweep: DB(hold) + LK (up to 5x, dizzy on the 5th)
-The Tornado moves are interchangable (ex. 3spins/2sweeps)
and are best pulled off if you roll from B into DB
Twist Hit: F + RP
Knee Rush: F, F + RK
Roundhouse/Mid Kick: LK, RK(rolled)
Kick/Double Roundhouse: RK, RK, RK
Forward Cartwheel: F, F + (LK+RK)
Forward Cartwheel/Diving Corkscrew: F, F + LK + RK, F, F + (LP+RP)
10-Attack String:
LP, RP, LP(rolled), RK, RK, RK, RK, LP, LP, LP, LP, LP, LP, LP
(basically you just keep tapping LP at the end to follow through)
Unblockable Attack:
Sword Slash: DB + LP
Sword Skewer: B, B + LP
Hard Pounce:
Hopback Stomp: UF + (LK+RK)
Michelle Ghan:
--------------
Throws:
Bridge Slammer: (LP+LK)
Hook Slammer: (RP+RK)
Reverse Checklift: RP, B (RP must hit opponent) + (LP+RP)
Sky Uppercut: DF + RP, LP (RP must hit opponent)
Moves:
5 Punch Attack: RP, LP(rolled), LP, LP, RP
Double-Fisted Body Blow: F, F + (LP+RP)
Uppercut: D(crouch), RP
Uppercut/Hammer/Uppercut: D(crouch), RP, LP, LP
Roundhouse: D(crouch), LK
Vertical Kick: DF + LK
Power Vertical Kick: D(crouch), RK
Sleep Sweep: DF(crouch), RK
Sleep Sweep/Flying Kick: DF(crouch), RK, LK(rolled)
Foot Sweep: D + LK
D + RK
Foot Sweep/Low Kick: D + RK, RK (while holding D)
Foot Sweep/High Kick: D + RK, RK (while released)
Foot Sweep/Uppercut: D +, RK, LP(rolled/hold LP)
10-Attack String:
RP, LP(rolled), LP, RP, LK, LK, LK, LK, RK, RK, LP
Unblockable Attack:
Running Uppercut: B, B, B(hold till her left leg rises)
Tap LP as her leg is in the air to run/uppercut
Hard Pounce:
Hopback Stomp: UF + (LK+RK)
Lee Chow Lang: (derivative of Law)
--------------
Throws:
Backside Takedown: (LP+LK)
Face Smash: (RP+RK)
Knee Bash: F, F(hold) + (LK+RK)
Moves:
Punch/Backhand: RP, RP
Double Punch: LP, RP (rolled)
Double Punch/Backhand: LP, RP(rolled), RP
Double Punch/Double Backhand: F(hold) + LP, RP(rolled), RP, RP
Uppercut/Punch/Backhand: DF + LP, RP, RP
Backflip: B, B, B
Flipkick: D(crouch), U + RK
Power Flipkick: D(crouch), U + (LK+RK)
Axe Kick: F, F + LK
D(crouch), LK, LK
Low/High Kick: D + RK, RK
Triple High Kick: LK, LK, LK
Triple Low/Mid Kick: D + RK, RK, RK, RK
Double Kick/Roundhouse: D + RK, RK, LK
Double Kick/Roundhouse/High Kick: D + RK, RK, LK, RK
Double Jump Kick/Roundhouse: F, F, LK, RK, RK
Double Jump Kick/Sweep: F, F, LK, D(hold) + RK, RK
(for the above two moves, the dbl jump kick may be more
consistently pulled off by pressing F, F, F + LK)
Jump Kick: F, F, F(hold) + LK
High Kick/Roundhouse: RK, LK(rolled)
High Kick/Roundhouse/High Kick: RK, LK, RK(rolled)
Low Kick/Triple High kick: D + LK, LK, LK, LK
Head Kick: D(crouch) + RK [or LK]
Spinning Slide: F, F, (LK+RK)
Multikicks: D (hold/1), LK, LK, D(tap), LK, LK... (repeat pressing)
(LK, D(tap), LK,... must be performed quickly to work)
The multikick will continue until LK is not tapped,
but while doing so you can press the following for
variations in the move at any time while LK'ing.
- High Attack: hold U ( Axe kick, Mid Kick)
- Mid Attack: hold F [or neutral] (Mid Kick, High Kick)
- Low Attack: hold D (Low Kick, Mid Kick)
Unblockable Attack:
Dashing Fist: DB + (LP+RP) (tap U, U to abort attack)
Kuma: (derivative of Jack)
-----
Throws:
Blanket: (LP+LK)
Bear Hug: (RP+RK) (note: will not work on another Kuma)
Moves:
Sandwich Clap: F, F + (LP+RP)
Punch/Elbow Rush: RP, LP
Double Hammer: DF + (LP+RP)
Double Slap/Hammer: LP, LP, LP
Low Double Slap/Hammer: D(hold) + LP, LP, LP
Double Uppercut: DF(hold) + LP, RP
Triple Uppercut: DF(hold) + LP, RK, LP
Triple Windmill Punch: D(crouch), F + LP, RP, LP
Cop a Squat: D + (LK+RK)
Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
Power Punch: B, DB, D, DF + RP
Mega Crouch Combo: (crouch) + LP, LP, LP, RP, LP, RP
Hard Pounce:
Cannonball: UF + (LK+RK) (can be combined with sitting punches)
Wang Gin Lei: (derivative of Michelle)
-------------
Throws:
Spin Toss: (LP+LK)
Backlash: (RP+RK)
Reverse Check: RP, B (RP must hit opponent), (LP+RP)
Sky Uppercut: DF + RP, LP (RP must hit opponent)
Moves:
Palm Rush: F + RP
Hammer: DF + LP
Body Blow: DF + RP
Bolwer Smash: DF + (LP+RP)
Chi Release: F, F + (LP+RP)
High Uppercut: D(crouch), RP
Mid Uppercut: D(crouch), LP
Punch/Hammer: RP, LP(rolled)
Punch/Hammer/Uppercut: RP, LP(rolled), LP
Uppercut/Hammer/Uppercut: D(crouch), RP, LP, LP
Punch/Hammer/Uppercut: RP, LP(rolled), RP
5 Punch Attack: RP, LP(rolled), LP, LP, RP
Sleep Sweep: DF(crouch), RK
Sleep Sweep/Flying Kick: DF(crouch), RK, LK(rolled)
Sweeping Kick: D + RK
Sweep Kick/Low Kick: D + RK, RK (holding D)
Sweep Kick/High Kick: D + RK, RK (released D)
Sweep Kick/Uppercut: D + RK, LP(rolled)
Jumping Foot Dive: F, F, F, LK (at least one B,B or F,F away)
Vertical Kick: DF + LK
Power Vertical Kick: D(crouch), RK
10-Attack String:
RP, LP(rolled), LP, RP, LK, LK, LK, LK, RK, RK, LP
Normal Pounce:
Foot Stomp: D + RP
Quick Fist: D, RP
Hard Pounce:
Hopback Stomp: UF + (LK+RK)
Anna Williams: (derivative of Nina)
--------------
Throws:
Arm Throw: (LP+LK)
Reverse Toss: (RP+RK)
Handstand Toss: F, F + (LP+LK)
Chin Bash: HCF + (LP+RP)
During Chin Bash:
a) Leg Scissors Arm Snap - LK, RK, LK, (LP+RP)
b) Sidestep Arm Snap - LP, LK, RP, LP
During Sidestep Arm Snap:
a) Falling Arm Snap - RP, LP, LK, RK, (LP+RP)
b) Double Arm Snap - LK, LP, RK, (LP+RP), (LP+RP)
Moves:
Knife Strike: D(crouch), F + LP
Side Knife Strike: D(crouch), F + RP
Flipkick: D(crouch), U + RK
Chi Release: F, F + (LP+RP)
Hand Sweep: DF(crouch) + RP
Flip Tumble: F, F + RK (great for ground/standing attacks)
5 Punch Combo: LP, RP, LP, RP, LP (rolled)
Double Punch/Roundhouse: LP, RP, RK (rolled)
Double Punch/ High Kick: LP, RP, LK (rolled)
Kick/Punch: DF + LK, RP
Triple Kick/Punch: DF + LK, LK, LK, RP
Kick/Roundhouse: DF + LK, RK
Triple Kick/Roundhouse: DF + LK, LK, LK, RK
Kick/Spinning Chop: DF + LK, LP
Triple Kick/Spinning Chop: DF + LK, LK, LK, LP
Punch/Roundhouse: RP, RK
Triple Kick: DF + LK, LK, LK
Kick/Spinning Chop/Double Punch: DF + LK, LP, RP, RP
Kick/Punch/Kick: DF + LK, RP, LK
Kick/Punch/Roundhouse: DF + LK, RP, RK
Hop Kick/Roundhouse/Kick: UF + RK, LK, RK
Flying Kick: F, F, F + LK
10-Attack String:
LP, RP, LP, RP(rolled), LK, LK, RP, LP, RP, RP (continue tapping RP)
Unblockable Attack:
Crane Chop: DB, (LP+RP) (tap U, U to abort attack)
P. Jack: (derivative of Jack)
--------
Throws:
Blanket: (LP+LK)
One Arm Lifter: (RP+RK)
Moves:
Punch/Elbow Rush: RP, LP
Lightening Hammer: D + LP
Double Hammer: DF + (LP+RP)
Sandwich Clap: F, F + (LP+RP)
Double Slap: LP, LP
Double Slap/Hammer: LP, LP, LP
Double Uppercut: FD(hold) + LP, RP
Triple Uppercut: FD(hold) + LP, RK, LP
Low Double Slap/Uppercut: D + LP, LP, LP
Triple Windmill Punch: D(crouch), F + LP, RP, LP
Cop a Squat: D + LK + RK
Sitting Punches: LP, RP, LP, RP (4 max, while sitting)
Winding Uppercut: B, DB, D, DF + LP
Power Punch: B, DB, D, DF + RP
Triple Drill Punch: DB + LP, LP, LP
Triple Drill Punch/Uppercut: DB + LP, LP, LP, RP(timed)
Mega Crouch Combo: (Crouch) + LP, LP, LP, RP, LP, RP
Unblockable Attack:
Windup Punch: B, DB, D, DF, rotate controller counterclockwise
until Jack reaches the count of 5, then tap LP.
- if count isn't at 5, punch can be blocked
- if count reaches 5, it is an instant 1-hit kill
Hard Pounce:
Super Cannonball: U + RP(both held till move is finished and only
works when opponent is down)
Low Cannonball: UF, (LK+RK) (can be combined with sitting punches)
Armor King: (derivative of King)
-----------
Throws:
Knee Bash: (LP+LK)
Suplex: (RP+RK)
Piledriver: D, DF, F + LP
Whirlwind Toss: F, B, DB, D, DF, F + LP
Scissor Flip: DF(tap) + (LK+RK)
DDT - DB(tap), DB + (LP+RP)
Moves:
Double Punch/Uppercut: LP, RP, LP(rolled)
Bunch'a'Punches: LP, RP, LP(rolled), LP, RP
Dragon Punch: F, D, DF + LP
High Uppercut: F, F + RP
Low Uppercut: F, F, RP (hurts opponents on the ground)
Power Uppercut: F, D, DF + RP
Crouching Uppercut: D, F + RP
Hammer Elbow: DF, LP
Jumping Hammer: UF + (LP+RP)
Side Body Blow: DF(tap), RP
Forward Dive: F, F + (LP+RP)
Big Boot: F, F + RK
Drop Kick: F, F + (LK+RK)
Drop Kick/Forward Dive: F, F(hold) + (LK+RK), (LP+RP)
Spinning Drop Kick: F, F, F + (LK+RK)
Spinning Drop Kick/Dive: F, F, F(hold) + (LK+RK), (LP+RP)
Triple Slide Kick: DF(crouch) + RK, RK, RK (stuns)
Multi Slide Kicks: ?
10-Attack String:
LP, RP, LP(rolled), LP, RP, RK, RK, RK, RK, LP, LK
Hard Pounce:
Elbow Drop: UF [or U] + (RP+RK)
Knee Drop: UF + (LK+RK)
Ganryu: (derivative of Jack)
-------
Throws:
Cresent Throw: (LP+LK)
Shoulder Throw: (RP+RK)
Reverse Toss: B + (RP+RK)
Moves:
Double Chop: LP, LP
Double Hammer: DF + (LP+RP)
Double Chop/Hammer: LP, LP, LP
Sandwich Clap: F, F + (LP+RP)
Punch/Elbow Rush: RP, LP
Double Slap: FD(hold/1) + LP, RP(rolled)
Triple Slap: FD(hold/1) + LP, RP, LP(rolled)
Crouch Double Slap/Uppercut: D(hold down) + LP, LP, LP
Triple Windmill Punch: D(crouch), F + LP, RP, LP
Power Punch: B, DB, D, DF + RP
Sumo Palm Rush: D + RP
Double Palm Rush: D + RP, RP
Rising Palm: DF + RP
Uppercut Palm: DB + LP
Hundred Hand Slap: F + LP, RP, LP, RP, LP, etc.(rolled)
(this move is continueous as long as the
alternating punches are pressed, also can be
started with RP)
Mega Crouch Combo: D(crouch) + LP, LP, LP, RP, LP, RP
Sumo Foot Stomp: D + RK
Hard Pounce:
Quick Punch: U + RP
Super Cannonball: U + RP(both held till move is over)
(the above two can only be done when opponent is down)
Low Cannonball: UF, (LK+RK)
Kunimitsu: (derived from Yoshimitsu)
----------
Throws:
Flying 69 Slam: (LP+LK)
Trip Smash: (RP+RK)
Moves:
Tornado Spin: B(hold) + LP (can be pressed up to 5x)
(If done 5x, Yoshimitsu will become dizzy & colapse)
Tornado Sweep: DB(hold) + LK (up to 5x, dizzy on the 5th)
-The Tornado moves are interchangable (ex. 3spins/2sweeps)
and are best pulled off if you roll from B to DB
Twist Hit: F + RP
Knee Rush: F, F + RK
Roundhouse/Mid Kick: LK, RK(rolled)
Triple Tornado Spin/Double Sweep: B(hold) + LP, LP, LP roll into
a DB + LK, LK (a 3rd LK will dizzy)
Kick/Double Roundhouse: RK, RK, RK
Forward Cartwheel: F, F + (LK+RK)
Forward Cartwheel/Diving Corkscrew: F, F + LK + RK, F, F + (LP+RP)
7-Attack String:
LP, RP, LP(rolled), RK, RK, RK, RK, LP...
(basically you just keep tapping LP at the end to follow through)
Hard Pounce:
Hopback Stomp: UF + (LK+RK)
Heihachi Mishima: (derived from Kazuya)
-----------------
Throws:
Noogie Cracker: (LP+LK)
Piledriver: (RP+RK)
Headbutt: F, F + (LP+RP)
Moves:
Hammer: D(tap), LP
Hammer/Power Punch: D(tap) + LP, F + RP
Punch/Spinning Backhand: RP(tap), RP
Double Jab: LP(tap), LP
Power Punch: D, DF, F + RP
Double Jab/Power Punch: LP(tap), LP, RP
Double Punch: LP, RP(rolled)
Double Punch/Spinning Backhand: LP, RP(rolled), RP
Dragon Punch: F, D, DF + LP
Mid Uppercut: D, DB, B + RP [or LP]
High Uppercut: DF + RP [or LP]
Power Uppercut: F, D, DF + RP
Super Uppercut: F, F + RP
Double Walking Uppercut: DF + LP, RP
Back Sidestep Jog: B, B, B (always counterclockwise)
Jump Kick: F, F, F + LK
Vertical Kick: D, DB, B + RK
Power Mid Kick F, D, DF + LK
Power Low Kick: F, D, DF(hold) + LK
Axe Kick: F, F + LK
F + RK
Double Axe Kick: D(crouch) [or hold],(release D) RK, RK
Sweep, Roundhouse: D + LK, LK (keep tapping LK for the roundhouse)
Jumping Roundhouse: U, RK
(use any combo of UB/U/UF with RP for placement of spinkick)
Triple Sweep: F, D, DF(hold) + RK, RK, RK,
Triple Sweep/Axe Kick: F, D, DF(hold) + RK, RK, RK, (release DF) RK
Jumping Spin Kick/Foot Sweep: (tap) UF, RK, RK
Hard Pounce:
Hopback Punch - UF + (RP+RK)
==========================================================================
GAME FEATURES:
--------------
Galaga:
Players are welcomed with a game of Galaga while the CD is loading
(as Namco did with Galaxian in Ridge Racer). You will be presented
with a Challenge Stage in which you must shoot 40 enemies before
advancing to the next Bonus Stage, there are 8 total. The X button
is your normal fire button while the top (triangle) button functions
as an 'autofire'. If you miss shooting all 40, you may repeat the
stage by pressing Select. If you press select at the end of the 8th
stage, you will be returned to the 1st stage again. Once you complete
all 8 Challenge Stages the game will begin loading, if you have a
memory card in your PSX at this stage, it will automatically load
your saved game at this point. Note: You will gain access to Devil
Kazuya if you defeat Galaga with a minimum of one continue. This is
best done if you clear the opening stage in 18.5 seconds or under,
which will grant you another ship (double shooter). You still need
to keep a pattern down for the next levels to be successful, and if
you do continue once at any point, you retain the second ship.
CG Cinemas:
There are two basic FMV intros to the game, one introducing all the
characters in their native environment (Michelle running through the
desert, Paul riding a motorbike, King in a chapel, etc.), the other
being an action profile on Kazuya. Only the 8 normal characters
feature ending CG sequences once they defeat Heihachi Mishima.
(note: these will be added in the next version)
Using Bosses:
All bosses can be accessed once defeated, this is done quickly and
easily by turning the difficulty setting in the Options screen to
"Easy". Each character has his/her own mid-level boss with Heihachi
Mishima being the last. You will gain access to them once you defeat
the mid-level boss and Heihachi, weither you use continues doesn't
matter. The bosses will then be accessible to either the left of
Yoshimitsu or the right of Michelle in the Arcade mode. In the two
player mode, it will be displayed as a long list of names. To access
Heihachi, you must defeat him and all the characters before him
without using continues, you may use any character in doing so. The
opponents for Heihachi are all the mid level bosses, with his Boss
being Devil Kazuya. To access Devil Kazuya, you must defeat Galaga
(see above) and while only in 'Arcade' mode, position your selection
on 'Kazuya' and press 'Start' instead of a punch/kick. The following
are the Boss assignments:
PLAYER MID BOSS FINAL BOSS
------ -------- ----------
Kazuya Mishima Lee Chow Lang -+
Paul Phoenix Kuma |
Marshall Law Wang Gin Lei |
Nina Williams Anna |-- Heihachi Mishima
Jack P. Jack |
King Armor King |
Yoshimitsu Ganryu |
Michelle Ghan Kunimitsu -+
Heihachi Mishima Devil Kazuya
View Options:
There are 3 different views to choose from during play. As soon as
[Select View] appears, pressing 'Select' will change views from a
Side View to a 3/4 view, and then to an extreme overhead 3/4 view if
pressed again.
Optional Listed Names Feature in Arcade Mode:
If for some reason you prefer to look at a list of names to choose
from in the Arcade mode instead of the portraits of each character,
you can do so by pressing both L1 and R1 on top of the controller
simutaneously before and while your selecting "Arcade" from the title
screen.
==========================================================================
2-PLAYER MODE NOTES:
--------------------
Devil Kazuya cannot be selected in this mode, only in 'Arcade' mode.
The Handicap meter that appears when you select a character can be
adjusted by moving your joypad left/right. Decreasing the stars to
the left will make your attacks more damaging, while increasing the
stars to the right will do the opposite, making your attacks less
damaging.
==========================================================================
OPTIONS MODE SCREEN: (=> TitleScreen/TestMode/OptionsMode/)
--------------------
Difficulty Level:
There are five difficulty levels: Easy, Medium, Hard, Very Hard, and
Ultra Hard. Warning: Ultra Hard may be hazardous to your health! };>
Fight Count:
Determines the number of rounds you must win to defeat your opponent.
Settings allow you to choose any round from 1 to 5.
Round Time:
The amount of time a round lasts. Selections are from 20, 30, 40,
50, or 60 seconds and Infinite.
Speaker Out:
Settings for Mono (yuck) or Stereo (yea!).
BSM Select:
Allows you to choose from the 'Original' arcade music (yuck) to the
great PSX 'Arrange' selections. Also featured is a 'Silent' mode
which is especially great for those bone-cracking moves.
2P Game Wins Shown By:
Your choice of Numbers (boring) or Fruit (ala PacMan).
Character Change At Continue:
When turned to 'Yes' this allows you to change characters when you
lose in 'Arcade' mode. Otherwise 'No' will only allow you to choose
the character you started with in 'Arcade' mode.
Key Configuration:
This allows you to modify the assignment of your controller buttons.
Preset 1: Square = LP / Triangle = RP / X = LK / Circle = RK
Preset 2: L1 = LP / R1 = RP / L2 = LK / R2 = RK
Preset 3: Square = LP / Triangle = RP / X = LK / Circle = RK
L1 = LP = LK / R1 = RP + RK
L2 = LK + RK / R2 = LP + RP
==========================================================================
THE PLAYERS:
------------
Note: All missing character stories will be added in a future version
(just have to translate them). Costumes can be selected by pressing
either the punch or kick buttons.
LP/RP = Costume 1
LK/RK = Costume 2
Kazuya Mishima: Japanese - Karate Fighter
---------------
Kazuya is a scuffle Karate Fighter with an even temperament and a
cool head. He's the legitimate heir to the Mishima financial empire,
he was banished by his father for a crime he did not commit. In their
final battle, he was left to die by his father and he still bears
the scar on his chest as a contsant reminder. He wishes to use the
tournament winnings to finance the overthrow of his father's forces.
Fighting Style:
Height/Weight: 181cm/76kg
Age/Blood Type: 26/AB
Likes:
Hobby:
Job:
Costume 1: Basic white/greyish karate pants with black belt, red
studded gloves and foot guards.
Costume 2: White tanktop shirt, bluejeans with one ripped knee,
red studded gloves, and red nike shoes.
Paul Phoenix: American - Judo Expert
-------------
Driven to be the best of the best, Paul travels the world in search
of the perfect opponent. He is a judo expert but he is skilled in many
forms of the Martial Arts. There is only one fighter in this tournament
who is ranked on an equal level to Paul. His goal is to eliminate any
comparisons.
Fighting Style:
Height/Weight: 187cm/81kg
Age/Blood Type: 25/O
Likes:
Hobby:
Job:
Costume 1: Red karate type outfit with black belt, black boxing
type gloves/foot guards, and tatoo on the arm.
Costume 2: Black leather biker outfit with hotrod flames on the
the sides of the legs/arms. Jolly Roger skull with more
flames on the back of the jacket, black studded gloves
and biker boots.
Marshall Law: Chinese - Jeet Kun Do
-------------
Law is a martial arts master who, while his dream is to open his own
dojo, works in a Chinese Restaurant in San Francisco's Chinatown. He
is participating in the Rave War so he can use the prize money to open
his dojo.
Fighting Style: Martial Arts
Height/Weight: 179cm/69kg
Age/Blood Type: 25/B
Likes: Money
Hobby: Fishing
Job: Works at a Chinese Restaurant and is also a substitute
instructor at a martial arts dojo.
Costume 1: Jumpsuit (longsleeve charcoal grey top/yellow bottom),
white shirt and tennis shoes
Costume 2: Black wrist cuffs, black chinese pants w/red cuffs,
and black chinese shoes/slippers.
Nina Williams: British - Bone Martial Arts & Aikido
--------------
Nina acquired her unusual combination of skills from her parents. Her
father, once an assassin for the IRA left Ireland to escape his past.
His marriage to a British Aikido champion created a bloodline that would
spawn a child with incredible talent and a killer instinct. Nina was
kidnapped by an underground force and drugged into believing that that
the Rave War sponsor must be assassinated. God help anyone who gets in
her way.
Fighting Style:
Height/Weight: 161cm/49kg
Age/Blood Type: 20/A
Likes:
Hobby:
Job:
Costume 1: Blue/purple bodysuit, yellow belt, black wrist cuffs.
Costume 2: Black half top & elbow length gloves, black calf
long pants w/3 slits along the sides, babydoll shoes.
Jack: Russian - Power fighter
-----
Jack is an android. A killing machine who only knows one thing,
"Don't stop until all your enemies are gone." Made by the Soviets
prior to the great disarmament. He was thought to be destroyed in the
early 90's along with the nuclear warheads. Protected by a madman whose
goal is to turn Russia back into a Communist power, Jack can be very
difficult to stop. If he wins, international sparks will fly.
Fighting Style:
Height/Weight: 235cm/168kg
Age/Blood Type: 3/none
Likes:
Hobby:
Job:
Costume 1: Green tanktop/camoflage pants, black studded gloves,
and black army boots.
Costume 2: Olive tanktop/camoflage pants, black studded gloves,
and olive canvas boots.
King: Mexican - Wrestler
-----
Fighting Style:
Height/Weight: 190cm/85kg
Age/Blood Type: 30/A
Likes:
Hobby:
Job:
King was once a ruthless killer. Orphaned at birth, he was a street
child who only knew a life of crime. Found half dead by a Marquez Priest,
he was nursed back to health and joined the order. His dream of building
an orphanage can be realized by winning the Tournament.
Costume 1: Blue/black tights, grey knee pads, and black boots.
Costume 2: Blue collared shirt, white suspenders, red/white
checkered tie, white pants and black shoes.
Yoshimitsu: Japanese
-----------
Leader of the "Manjito", an international criminal organization. The
"Manjito" only steal from those who profit by commiting injustices, so
they are a group of righteous robbers who eliminate merciless people.
While he serves as a decoy in the tournament, Yoshimitsu's henchmen
will be stealing the operating funds of the Rave War.
Fighting Style: ?
Height/Weight: 178cm/63kg
Age/Blood Type: Unknown/O
Likes: TV Game Shows (? TV GE-MU in Japanese)
Hobby: Watching Sumo Wrestling
Job: Leader of the Manjito
Costume 1: White armor with red striped accents and demon mask.
Costume 2: Silver armor with additional sheilding on the
shoulders-elbow, chainmail waist area, and arms/legs
armor has a segmented look,black shoes and demon mask.
Weapon: Sword
Michelle Ghan: Native American
--------------
The daughter of the Hong Kong man that Heihachi sent to search for
ancient treasure buried in Native American land and a local woman. On her
eighteenth birthday, Michelle's mother told her that her father had been
killed by Heihachi, so she has entered the Rave War in order to extract
revenge on "Mishima".
Fighting style: ?
Height/Weight: 163cm/53kg
Age/Blood type: 18/B
Likes: Buffalo
Hobby: Hunting
Job: Unemployed
Costume 1: Red headband w/feather, brown suede fringed jacket,
white shirt, cut-off bluejean shorts, white kneepads,
brown gloves and knee calf-high moccasin boots.
Costume 2: Charcoal grey long-sleeve shirt, white pants, brown
gloves and shoes.
Lee Chow Lang: Chinese
--------------
Costume 1: Frost hair, armless blue top w/zipper up the front,
boxing-type gloves, black leather pants and brown boots.
Costume 2: Black tuxedo, red rose in breast pocket, boxing-type
gloves and black shoes.
Kuma:
-----
Costume 1: Brown grizzly bear with white claws and mane.
Costume 2: White polar bear with red claws.
Wang Gin Lei: Chinese
-------------
Costume 1: White cap, orange chinese-type jacket with a design of a
winding dragon on the back, green belt, black pants, orange
lower leg coverings and black chinese slippers.
Costume 2: Red/blue beanie, similar green jacket with dragon, blue
belt, black pants with green lower leg coverings, and black
chinese slippers.
Anna Williams: British
--------------
Briefly (not a translation) she is the younger sister of Nina by
three years.
Costume 1: Red strapless dress that flows into one pants type leg
garnished with an exotic bird design, and the other leg
exposed in nylon. Red arm length gloves and high heels.
Costume 2: Blue version of the same dress.
P. (Proton) Jack: Russian
-----------------
Costume 1: A mis-match of parts which include a rocket on the back,
a contruction yellow type cone drill for a right arm/hand,
a U-clamp hand and metal lower left arm, metal jointed hip,
and a metal left lower leg.
Costume 2: A more cyborg look, all mechanical body with Jack's head
sporting sunglasses. Left arm looks like a cannon, the\
right a spinning spiked mace.
Armor King: Mexican
-----------
Costume 1: Black armor costume with huge shoulder spikes, red right
eye, steel forearm guards with spikes, and metal shin
guards and shoes.
Costume 2: Blue version of the same costume.
Ganryu: Japanese
-------
Costume 1: Traditional sumo wear in purple, white wrist wrappings and
ankle wraps.
Costume 2: Traditional karate-type outfit in white with a blue belt.
Kunimitsu: Japanese
----------
Costume 1: Black shirt, purple/black stripped jumpsuit costume, double
ponytails, grey boots/gloves and demon mask.
Weapon: Double-ended 4-edge daggers
Costume 2: Black shirt, dark brown/black stripped jumpsuit costume,
double ponytails, grey boots/gloves and demon mask.
Weapon: Two hand sickles
Heihachi Mishima: Japanese
-----------------
Costume 1: Black karate-type outfit w/lion on the back, light grey
hand and ankle wrappings.
Costume 2: Blue karate-type outfit w/lion on the back, sleeves torn
off from the biceps, light grey hand and ankle wrappings.
Devil Kazuya: Japanese
-------------
Costume: Blue tights, black underwear, boots and gloves. Hair
twice as spiky as the normal Kazuya.
==========================================================================
LOCALES:
--------
Acropolis: Roman temples/ruins and water in the background.
Chicago: On a rooftop overlooking Chicago city at night.
Monument Valley: Desert at sunset, with cliffs in the distance.
Fiji: In a park overlooking a beach, palm trees, and the ocean.
Angkor Wat: Clearing in a tropical setting with temple ruins in the BG.
Szechwan: Mountainous lush tropical background.
Kyoto: Garden area with trees and temples in the background.
Windermere: Park setting with trees, stone oblisks, a lake and mountains.
Stadium: Baseball stadium with a small monitor on the scoreboard that
displays your fight in realtime.
King George Island: You fight on a floating flat glacier in artic
surroundings with other glaciers, the water and snow!
(note: press pause to see the rocking of the glacier)
Venezia: Fought overlooking water canals and Italian architecture.
==========================================================================
CREDITS:
--------
Cool Ascii Title:
- gkomatsu@uhunix.uhcc.hawaii.edu
From Tekken Arcade FAQ:
- trashinpud@aol.com (Slycer)
- Gkomatsu@uhunix.uhec.hawaii.edu
- Sivlar@aol.com
- XxAnthony@aol.com
- Lindsey_Be@mercer.peachnet.edu
- Jholmstr@violin.aix.calpoly.edu
- Ekwan@unixg.ubc.ca
- 25096@ef.gc.maricopa.edu
- Yu8954@nova.gmi.edu
For Tekken PSX FAQ:
- gouki@pop01.ny.us.ibm.net: filling in the gaps
- Phil1701A@aol.com: Law/Michelle/Yoshimitsu Bio
- hata@kappa.iis.u-tokyo.ac.jp: accessing Devil Kazuya
- uncrisis@umich.edu: Lee's multikicks/misc, Heihachi additions
- maestas@CS.Arizona.EDU: misc character moves
- tchiang@aol.com: trick with the listed names in Arcade mode
==========================================================================
LOOKING FOR CONTRIBUTIONS:
--------------------------
- only looking for character's complex special moves (throws) no
simple moves (ie. DF + RP kinda thing). all moves must be notated
in the same fashion as presented in this FAQ.
- using Kunimitsu's weapons
- Armor King's multi-slide kicks
- easter eggs
==========================================================================
Thanks for checking this FAQ out. If you have any contributions on moves,
combos, corrections, or constructive critisism, email me at loki@linex.com
CHEERS!