Jack-2 FAQ/Strategy Guide V1.00 (4/27/96) Alex Linde Send comments, suggestions and flames(oh, yes, especially flames) to: alex@physics.stanford.edu Introduction At first I picked Jack-2 simply because he and I had one thing in common - it's that we're both Russian (well, except maybe that we both have plutonium blood =). Anyway, you're probably thinking - Jack-2 is big, slow and dumb looking. Can he really be good? The answer starts with a y. Although Jack-2 is not fast, he is very strong and powerfull (those big, bulging muscles should be a hint). Many, many of his moves do over 50% damage, and he's got what is probably the easiest to do 100% combo in the entire game. Jack-2 can kill you faster that you can count to three. Make one mistake and you're gone, in a flick of a finger. If all of his moves are utilized and none overused, Jack-2 can become unpredictable and dangerous. This is my first attempt at writing a game faq, and if it doesn't come out perfect, I'm sorry. Please feel free to email any thoughts you have about it to the address above. Move List Taken directly from Meanbean's Tekken2 FAQ: Note: I'm assuming that you are familiar with Tekken 2 move abbreviations. If not, check out a Tekken 2 FAQ such as Luke's and it will explain everything. GRAPPLING TECHNIQUES 1+3,1+2 Hell Press, Face Basher 2+4 Lift Up Slam d/b,f+1+2 Piledriver QCB+2 Backbreaker QCT+1 Pyramid Driver d/f+2+4 Catapult d/f,d/f+1+2 Modified Catapult **allows you to combo opponent** (1+3)_(2+4) Death Shot SPECIAL TECHNIQUES D+1+2 Spring Hammer Punch 1,1,1 Hammer Combo 2,1,2 P, Elbow, Uppercut b,b+1,1 Gigaton b,d/b,d/D/F+1 Megaton Sweep b,d/b,d,D/F+2 Megaton Knuckle D+1+2 Bravo Knuckle (f,f+1+2)_(F+1+2) Power Scissors (WS)+1+2,1+2 Double Uppercut, Double Hammer 1+2,1+2 Hammer Knuckle, Double Uppercut D#+1+2 Meltdown f+1+2,1+2 Scissors, Meltdown f+1+2,d/f+2 Scissors, Megaton Punch D#,D/F+(1,2,1)_(2,1,2) Creeping Punches (stick D_D/F_F to change end attack level) D#+1,1,1,2,(D_D/F_F)+1 Hammer Rush (L_M_H ending) d/b+1,1,1,1,1,d/f+2 Machine-gun Knuckle D+1,2 Megaton Strike u/f+3+4 Hip Press 3+4 Sit Down B +Roll Back F +Roll Forward (1,2,1,2)_(2,1,2,1) +Blood Fan 3+4,3+4 Sit Down, Hop Forward, Sit Down (WS)+1 Violent Uppercut D/B+3,4,3,4,3,4 Cossack Kicks D#,d/f+1,2,1,1 Wild Swing, Backfist d/f+(1,2,1,2)_(2,1,2,1) Uppercut Rush HCF [1-5 times] +1 Gigaton Punch (unblockable after 3 windups) D+2,1,1,1,2,1,2,1,1+2,1+2 Tenstring D+2,1,1,1,2,1,2,1,d+1+2,1+2 Tenstring u/f+1,1,4,3,4,1,2,1,1+2,1+2 Tenstring u/f+1,1,4,3,4,1,2,1,d+1+2,1+2 Move Analysis This section is an analysis of Jack-2's moves and combos. Throws Lift Up Slam 2+4 Piledriver db,f+1+2 Backbreaker QCB+2 Pyramid Driver QCF+1 Catapult df+2+4 Modified Catapult df,df+1+2 Hell Press, Face Basher 1+3,2+4 The Lift Up Slam is not very good IMO because it doesn't have any logical followups and doesn't do much damage. The piledriver is a very good throw as it does over 60% damage but the motion is slightly awkward and your opponent may duck or hit you by the time you're finished. The QCB+2 is Jack-2's most usefull throw - it is easy to do and can be followed up for additional damage. (see the Beat the CPU section for more on that). The pyramid driver looks more painful that it is. It is mainly for show, but is good to end the round if your opponent doesn't have much energy left. The regular catapult is a neat looking throw, makes the opponent look like a volleyball :) For additional damage follow that up with a hip press (uf+3+4) towards the end of the opponents fall. Doing the modified version is slightly harder but you can combo the opponent with 1+2,1+2 (Double Hammer,Uppercut) or b,db,d,DF+1 (Megaton Sweep). The hell press, face basher does a hefty chunk of damage but the problem is that you if you don't get a full connect with the hell press, you get no/almost no damage and you can't connect the face basher - which is what happens most of the time. Canned Combos Hammer Combo 1,1,1 * Punch+Elbow,Uppercut 2,1,2 * Machine-gun Knuckle d/b+1,1,1,1,1,2 Double Hammer, Double Uppercut 1+2,1+2 Scissors, Meltdown F+1+2,1+2 Scissors, Megaton Punch F+1+2,df+2 Creeping Punches D,D/F+1,2,1 or D,D/F+2,1,2 * Hammer Rush D+1,1,1,2,(1 or d/f+1) Megaton Strike D+1,2 Wild Swing, Backfist D,f+1,2,1,1 Uppercut Rush d/f,2,1,2,1 Cossack Kicks db+3,4,3,4,3,4 If there's one thing this list shows, is that Jack-2 has plenty of canned combos - and it is easy to mix them up. The Punch+Elbow, Uppercut combo is slow but effective because it takes most people some time to figure out that they a) cannot reverse the elbow and b) cannot major counter the uppercut if the elbow is blocked. The machine gun knuckle is fast, but somewhat limited in range though it can effectively knock people out of their combos. The good thing about it is that you can press 2 for the megaton strike anytime after the first few punches of the machine gun knuckle. The double hammer, double uppercut, is great for float combo but standalone, it is easily blocked. Also, it is very effective to retaliate against whiffed attacks because if the hammer hits, so does the uppercut. Scissors, meltdown, is Jack-2's most usefull move,IMO. It is great for surprizing people and just like the hammer,uppercut, if the first one hits, the second one does too. Most people will not see it coming fast enough and eat the meltdown (see more on this in the Beat the CPU section.) When people start blocking the meltdown, do a mega ton punch instead. Mix them up, and you'll keep your opponents guessing. I've found the creeping punches to be next to useless because the hammer rush is so much better. The hammer rush is another one of jack's great combos because you can mix up the endings. The Megaton Strike is great for float combos, but I also like to use it when people are expecting a hammer rush and vice-versa. This adds even more unpredictibility to our favorite robot. However, keep this in mind: many of Jack's combos are slow and if you start them way out of range - you're wearing a shirt with KO written all over it. So, know the range of each move - never start a combo if you're so far that the third hit in the combo will not touch the opponent. That's one thing I like about the Wild Swing, Backfist combo - it covers a lot of distance in a very short time. So, you can start it three steps away, and get to your opponent in under one second. The uppercut rush, however, is a very slow combo. Do not overuse this one. I like to use this combo to keep people such as Nina and King at bay - so they cannot multithrow me. One other use for this combo is to do the first two hits, then stop and go right into the Hammer Rush combo. Another reason why this is a good idea is that sometimes the last hits of the uppercut rush will not connect if the first ones did, so switching to low hits may give additional damage. However, again, be carefull with the uppercut rush. It is easily blocked and easily reversed. The cossack kick is a funny move which is Jack-2's attempt to perform a classic russian dance. The range is VERY short, so only use this up close. It is nice because people often underestimate how many kicks he can do. One other good use for this is to hit lying opponents with the first kick. It does more damage than a foot sweep(D+3) and is a nice alternative. Note on the Uppercut Rush and Cossack Kicks : you must hold the DF or DB while performing these moves or not all of the punches/kicks will come out. Sit Down Punches Sit Down d+3+4 Hip Press u/f+3+4 Spring Hammer Punch D+1+2 (when lying down) Sitting Punches 1,2,1,2 or 2,1,2,1 There are three ways placing you(Jack-2) in a sit position in order to do his 4 sitting punches. You can plain sit down or you can miss/block hit a hip press pounce, which puts you in a sitting position or you can spring hammer punch out of a lying position. Then you can do the sitting punches, one of Jack-2's signature moves. Many people will not block all 4 punches (also see Beat the CPU on this), so use this often. Even if the opponent gets out of range, keep punching as you are moving closer with each punch and there isn't much they can do to stop you if you are close enough. Never start the sitting punches from VERY far away, your foe can easily knock you out of it unless you are close to them. Uncanned Combo's Here are some of the uncanned combos that Jack-2 has in his arsenal. Most of them are float combos, for some the last hit connects on the ground. My good friend Lei(whose address is at the bottom of this FAQ) has donated a great many of these combo's, and I have added on some of my own. There are many, many more, and you may find some yourself! Meanwhile, Lei is going to integrate what everything that we have come up with, and add on new stuff as he finds it - check out his Tekken 2 combo pages by clicking here. * 1+3, b,d/b,d,D/F+1 Hell Press, Megaton Sweep * d/f+2,1, D+1,2 First 2 hits of the Uppercut Rush, Megaton Strike * d/f+2, d/b+1, D+1,2 Right Uppercut, Machine Gun Knuckle, Megaton Strike * d/f+2, 1+2, 1+2 Right Uppercut, Double Hammer, Double Uppercut * d/f+2,1, b,d/b,d,D/F+1 Double Uppercut, Megaton Sweep * d/f,d/f+1+2, 3(or 4), u/f+3+4 Modified Catapult Throw, Kick, Hip Press * d/f,d/f+1+2, 2, b,d/b,d,DF+1 Modified Catapult Throw, Right Jab, Megaton Sweep * d/f,d/f+1+2, F+1+2, 1+2 Modified Catapult Throw, Scissors, Meltdown * d/f,d/f+1+2, b,d/b,d,DF+2 Modified Catapult Throw, Megaton Knuckle * D+1+2, b,d/b,d,D/F+1 Bravo Knuckle, Megaton Sweep * D+1+2, 1+2,1+2 Bravo Knuckle, Double Hammer, Double Uppercut * D+1+2, D+1,2 Bravo Knuckle, Megaton Strike * df+2+4, u/f+3+4 Catapult Throw, Hip Press The following is not really a combo, but it works pretty well against the computer and works sometimes against humans. In order to be able to do the face bash(1+2), the hell press(1+3) must fully connect - that is Jack-2 must be lying on top of his opponent. I don't try to guess the exact time to press the 1+2 - when I see Jack-2 falling on him, I just hit 1+2 repeatedly until he is fully on top of his opponent, and then I sit back and watch the show... * QCB+2,1+3,1+2 Catapult Throw, Hip Press, Face Bash Kind of a a sidenote, Tekken 2 has a lot of very cool animation as part of it's moves that you may not notice unless you are paying special attention. Take the Face Bash for example: When Jack-2 raises his hands, he makes a fierce growl at which point you can see that the opponent raises his hands and waves as if saying "Oh shit..." They lift their head of the ground ever so slightly, and then you see Jack-2 pound it back to the ground. Ouch :) Another example is King's romero move, one of my favorite moves in the game. If you watch the opponent while King is just putting his legs on theirs, you will notice that they look over their shoulder to see what's going on. Then when King grabs their arms, their head gets rocked back into looking forward. It's like they're wondering "What's going to happen to me?" They're in for a bone crushing experience. Single Knockdown Moves Bravo Knuckle D+1+2 Meltdown #D+1+2 Gigaton punch b,b+1 Gigaton Punch HCF(1-5 times)+1 Megaton Knuckle b,d/b,d,D/F+2 Megaton Sweep b,d/b,d,D/F+1 Violent Uppercut WS+1 The Bravo Knuckle is one of Jack-2's most damaging moves doing anywhere from 40% to 80% damage. It is a powerfull uppercut and it goes underneath many high attacks. It is wonderfull when this move connects because you can combo it with 1+2,1+2 or otherwise, when the opponent is about to land. If your foe blocks the move, then it is a good idea to duck because they are likely to go for a throw. You can block as soon as you land, but do not abouse this - if you whiff the Bravo Knuckle, prepare to receive what you deserve. The Meltdown is a fairly ineffective move because it usually doesn't hit lying opponents, and as Jack is in a crouch before starting it, it's easy to see coming. However, this is a good retaliation move for moves blocked low, ie King's ali kicks. The only real use for the Gigaton punch is to deceive people into thinking that you are going for the unblockable, and hit them after the first swing. A good thing about it is that it stuns on block and you can start a slow combo or tenstring right afterwards. The Gigaton Punch (unblockable) is quite useles IMO because any idiot will see it coming and pulverize you. The Megaton Knuckle is Jack-2's version of a Power Punch (ala Paul). Even though it does major damage, Jack-2 does not crouch dash before hand, so it has lesser range than most power punchers, and the motion is slightly awkward. I mostly use this when I am desperate for energy. The Megaton Sweep, on the other hand, is one of the coolest moves in the game, as well as most effective IMO. If it connects, your opponent goes somersaulting sideways - ouch :(. This move hits low and fast - unlike most other Jack-2's moves - so use it to surprise people. If you are close, you can also use this move to hit lying opponents. The Violent Uppercut can probably be used to start combos although I've never done it - it is fast and but you have to crouch to start the move, so I do not use it often. Tenstrings A) D+2,1,1,1,2,1,2,1,1+2,1+2 B) D+2,1,1,1,2,1,2,1,D+1+2,1+2 C) u/f+1,1,4,3,4,1,2,1,D+1+2,1+2 D) u/f+1,1,4,3,4,1,2,1,1+2,1+2 The first two tenstring works very well against both the computer and human opponents (well, the computer does break out sometimes but not often). Here's my way of doing the first two tenstrings: Hold Down and hit 21, then keep hitting 1 until you see Jack go hit the 3'rd punch (the left backhand). At this point, hit 2, then wait about 1/2 a second and hit 1, then wait 1/2 a second and hit 2 again then 1/2 a second later hit one again. At this point do D+1+2,1+2 or 1+2,1+2 fast. Mix up the last two move, but IMO it's best to use D+1+2 more often than 1+2, because it's easier for them to just block back than alternate between back and up. Only use 1+2,1+2 if they start blocking the D+1+2,1+2. The last two tenstrings I find pretty much useless because most of the time, I get knocked out of them before I get the chance to do the 3'rd hit. Beat the CPU There are many easy/cheesy ways to beat the CPU with Jack-2. Most of them require you to knock down the opponent, follow them, dash away when they start moving, wait for a whiffed rising kick, then retaliate with whatever you wish. Admiteddly, Jack-2 is not the best character to do this with, but he is as able as most. Here are a few ways to get to that terrific melody (not) at the end of the game. 1) Do the F+1+2,1+2 over and over again. The first two characters will fall for both, the latter characters will often fall for the second hit. After this, use the strategy above, and as they whiff their kick, do one of the following: a) do F+1+2,1+2 and knock off about 45% damage - can be repeated. b) do 1+2,1+2 - same as a) c) go for a backbreaker (QCB+2), folow up with hell press (1+3), finish with a face slam(1+2) upon possible full connect of the hell press - this is the best way to beat the time record. I have gotten 4:30 with Jack-2, which is not my best time with any character, but oh well. =) d) try a b,db,d,df+2 - this gives humongous damage but the range is limited as he does not crouch dash like others (ie Paul), so you may miss. e) go for a D+1+2 Bravo Knuckle - same advantages and disadvantages as d) but easier to pull off. 2) Run up to your opponent at the start of the match and do a QCB+2 throw. This doesn't always work but when it does you may follow up with : a) 1+3,1+2 - as in part c above. This does 100% and works most of the time, even against devil, if you time it right. Time the 1+3, just as you are free to move after the throw. Do not pound 1+3 or nothing will happen at all, or you will mess up and do a punch or kick. b) any of the followups in parts a) - e) in way 1) above. 3) Simply sit down and do the bloody punches. Most of the time at least two of them will hit but often all four hit - even against devil. Just be sure to be about two steps away when you sit down because you can easily be punched or kicked out of your attempt to sit. After you punch them, roll backwards (hold back), then repeat. I've found that if the machine is set at a high difficulty level, this becomes the only way to cheese devil into submission. Just make sure that he doesn't hit you out of your attempt to sit and you'll beat him easily. Using these strategies, beating the computer should be piece of cake for you. The way I look at it - why should you waste your money on the computer. So always try to win using the methods described above, but when you are winning, and want to just have fun, relax, and try to do whatever it is that you wish. However, make sure that you remember the above - you can usually win without a problem. One thing though: it may happen that the computer will block the F+1+2,1+2 for both hits and comeback with a standing kick. Be prepared to eat some of those kicks, and keep trying to connect the F+1+2,1+2. If the computer (especially devil) just doesn't go for the second hit, switch to something else, then go back and do more F+1+2,1+2's and one will connect for sure - and if one connects, the CPU is as good as dead. Conclusion - Beat Human Opponents Well, I really cannot help you there much. All I can say is that everyone should have their own human strategies and divulging mine would be encouraging tekken to be an robotically played game - go out there and think up your own ways to beat your opponents. However, be sure and remember all those comments I made about each one of Jack-2's moves - use those in creating your own strategies. I hope they will be good ones. By now, you probably see that Jack-2 can be a terrific character - and if you lose occasionally, please do not smash the controls - ours are pretty beat up from people who have no respect for private property. Remeber it's a game - you're supposed to have fun. And fun you will have if you stick to Jack-2. Be unpredictable, and you stand a good chance against anyone. Good luck! Credits I would like to thank the following people in no particular order for helping make this FAQ a possibility: Luke(lukejedi@ix.netcom.com) - for writing the original tekken 2 faq. Without him, we'd all be in the dark. Meanbean(bean@ccsi.com) - for revising Luke's tekken 2 faq. Lei(ma_lyn@stu.ust.hk) - for providing me with a great many Jack-2 float combo's to put on my faq that were mostly donated to him by Hikedi Ikeda(ikeda@stolaf.edu) Abbott Wang(wang57@futures.wharton.upenn.edu) - for writing his excellent Heihachi FAQ as an example to all the rest of us faqwriters. Beamer(beamer@spacelab.net) - for letting me use his jack-2 image and for his Tekken 2 advice. Jedi Master(jedi@sparky.tstonramp.com) - for all the help he has given me in learning tekken2 multiparts. Sang Hong(sangmh@hnc.net) - for offering several combo's and strategies for Jack-2. All the people on #tekken2 - Sleet, MG, Greene and others, for being so helpfull, for keeping my interest in the game up and for being there when I needed them ... thanks guys! and ... all the local fools who help keep my savings high and theirs low :) It is my hope that this FAQ will have proved helpfull in learning Jack-2. Now go out there and kick some ass!