****************************************************************** ****************************************************************** THE JUGGLER'S BIBLE Version 1.01 Compiled by AL X ****************************************************************** ****************************************************************** Hundreds Of Celestial Juggle Combos. The first, and most extensive, juggle combo FAQ for Tekken 3. First Release: 12th June 1997 Last Updated : 15th June 1997 It is recommended that this text is viewed with the Courier New font. Or any other where the following numbers and periods are vertically aligned: 1234567890 .......... This FAQ is a compilation of the hard work and dedicated efforts of Tekken players around the world, including the members of the Twisted Tekken Fighters Network (T.T.F.N.), and the contributors to the Tekken Web Project 3. It is also the result of days of hard work on my part. So... This FAQ may be distributed freely AS LONG AS it is kept in its complete form, uncut and unedited. This FAQ may not be sold for profit. Any magazines, organizations, or people, wishing to distribute this FAQ for profit, must contact AL X (Alex Ambroziak) at the following e-mail address (that includes you EGM!!): twistedt@hotmail.com © copyright 1997 AL X (Alex Ambroziak) This FAQ is updated almost daily. To download the latest version, to join the T.T.F.N., or to contribute to this FAQ (in the Member Information section) go to the following URL: http://www.geocities.com/~twistedtekken/ A large contribution was made to this FAQ by the ever-impressive Slikatel. The latest version of this FAQ can also be found on his site; The Tekken Web Project: http://205.138.228.126/slikatel/ Tekken 3 and all characters are ©1996-1997 Namco¨ Ltd. All rights reserved. ******** CONTENTS ******** A. Notes B. Move Legend C. Player Key D. Juggle Combos - Jin Kazama - Eddy Gordo - King - Ling Xaioyu - Hwoarang - Lei Wulong - Yoshimitsu - Paul Phoenix - Forest Law - Nina Willams - Kuma/Panda - Julia Chang - Gun-Jack - Brian Fury - Heihachi Mishima E. How to create a juggle combo. F. Updates G. Credits/Thanks ***** A. NOTES ***** Please note that some combos contained within this text list pre- hits before the actual juggling hit itself. These pre-hits are counted within the combo's hit total. An example of the would be Nina's Divine Cannon combo (d/b+4,3). The left kick causes the float, but it is possible to connect both hits. The right kick being the pre-hit. Her Divine Cannon (d/b+3+4) could be used to open the same juggle. Pre-hits are contained within line brackets. An example for Nina would be: ,3,u/f+3,1,2,f+1+2 Some moves contained with the pre-hit brackets do not ACTUALLY hit, but are necessary for the juggling move to connect. An example would be Ling Xaioyu's movement into the Phoenix stance before the floating hit is possible: ,1+2,1,1,d/b+1,d+1+2,f+4,4 Some combos can be found completely contained within pre-hit brackets. These are combos that have no float value but are guaranteed to hit in their entirety. An example is: There are also some combos that will only work effectively if they counterhit (must hit at the same time as opponent makes an offensive move). In a later version, these combos will be marked. This is an updated test version of this FAQ. It is very possible that there are combos contained within this text that do not work effectively. We have not had a chance to test every combo, although we test more every day. If you find a combo that simply will not work, please try different timing and distancing etc. If this fails, or you find a typing error, please report the bug to me at: twistedt@hotmail.com There is also the chance that some combos are repeated. As previously mentioned, this is the test version of this FAQ. It was debated as to whether the spaces should be included between parts of the combos. We (the Twisted Tekken team) found that everybody interprets the spaces differently; so it was decided to list the movements without spacing. This FAQ will soon be released in the lp,rp,lk,rk convention. There is a Slight problem with the alignment in some parts of this text. If anybody can help us in fixing this, it would be greatly appreciated. There really are SO many more combos to come, and bugs to fix. Enjoy... *********** B. MOVE LEGEND *********** 1 ----> Left Punch 2 ----> Right Punch 3 ----> Left Kick 4 ----> Right Kick f ----> Tap Joystick Forward F ----> Hold Joystick Forward b ----> Tap Joystick Back B ----> Hold Joystick Back d ----> Tap Joystick Down D ----> Hold Joystick Down u ----> Tap Joystick Up U ----> Hold Joystick Up d/f --> Tap Joystick Diagonally Down/Forward D/F --> Hold Joystick Diagonally Down/Forward d/b --> Tap Joystick Diagonally Down/Back D/B --> Hold Joystick Diagonally Down/Back u/f --> Tap Joystick Diagonally Up/Forward U/F --> Hold Joystick Diagonally Up/Forward u/b --> Tap Joystick Diagonally Up/Back U/B --> Hold Joystick Diagonally Up/Back N ----> Let Joystick Return To The Neutral Position WS ---> While Standing WC ---> While Crouching SS ---> Sidestep (u,N or d,N) + ----> At The Same Time AS ~ ----> Immediately After (s) --> Move Causes Stun < > --> Hits Contained In Brackets Are Pre-Float Hits [_]--> Either/Or, Choice Of Hits ?? ---> Very Questionable Combo ********** C. PLAYER KEY ********** As this FAQ is the result of the combined efforts of many players, a key has been made to give credit to each player that has created the combo. When you see a three letter code next to a combo, it is the abbreviation of the player, or group who created it. ALA --> Alex Aleman ALX --> AL X AOI --> Aoi BIG --> Big Cat (Jon) CRI --> Crimson COM --> Comkeen123 CYR --> Cyrus DJK --> Deok-Jin Kang ELV --> Elvis/The Energizer FAC --> The Faceless Master JAY --> JayDee JUN --> Jung JUS --> Justice M_3 --> M3 SHU --> Shuckey SOL --> Solarch TBO --> T-Bone TG3 --> TG3 TIM --> TimB TWP --> Combo Courtesy of those who contribute to the Tekken Web Project 3* YO4 --> YO4 *Slikatel, Ben Cureton, Steve Stonce, Dan Wilson, Catlord, Wangel, Beamer, SurfBard, Pete, Justin Pierce, Dee, Dakine, Chayo. ************* D. JUGGLE COMBOS ************* **JIN KAZAMA** Combo Hits Player ,D+2,1,1+4,D/F+4,4 8 ALX SS+2,1+4,2,1,4 6 ALX f,N,d,d/f+2,1,1,1,2 5 ALX f,N,d,d/f+2,1,1,2,2 5 ALX SS+2,1+4,1,1,2 6 BIG SS+2,1+4,1,2,2 6 BIG f,N,d,d/f+2,b,f+2,1,d+2,1+4,2,f,f+2 8 AOI ,f,N,d,d/f+2,1+4,1+4,d/f+4 8 AOI ,d+2,b,f,2,1,d+2,f,f,2 7 ALA ,d+2,1,b,f,2,1,d+2 7 ALA SS+2,1,d/f+4,4 4 SHU ,d+2,1,b,f+2,1,d+2,d/f+4,4 9 CYR ,f,N,d,d/f+2,b+2,4,2,1,f,N,d,d/f+4,4 9 M_3 ,d+2,1,d/f+1,2, 6 SOL ,f,N,d,d/f+2,1,b,f+2,1,D+2,d/f+4 8 M_3 ,f,N,d,d/f+1,3 4 TBO [f,N,d,d/f+2_SS+2],1,1,2,3 5 TWP [f,N,d,d/f+2_SS+2],1,2,d/f+4,4 5 TWP [f,N,d,d/f+2_SS+2],1,1+4,2,4 6 TWP [f,N,d,d/f+2_SS+2],1,2,f,N,d,d/f+2 4 TWP [f,N,d,d/f+2_SS+2],1,2,f,f+2 4 TWP [f,N,d,d/f+2_SS+2],1,d/f+1,2 4 TWP [f,N,d,d/f+2_SS+2],1,2,4 4 TWP [f,N,d,d/f+2_SS+2],1,2,3 4 TWP [f,N,d,d/f+2_SS+2],1,2,4,f+2 4 TWP [f,N,d,d/f+2_SS+2],1,2,4,f,f+2 4 TWP [f,N,d,d/f+2_SS+2],1,2,4,1+4 6 TWP [f,N,d,d/f+2_SS+2],1,2,4,(run up)d/f+4,4 6 TWP [f,N,d,d/f+2_SS+2],1,2,4,f,N,d,D/F+4,4 6 TWP [f,N,d,d/f+2_SS+2],1+4,2,4 5 TWP [f,N,d,d/f+2_SS+2],1+4,2,d/f+4,4 6 TWP [f,N,d,d/f+2_SS+2],1+4,2,f,N,D,D/F+4,4 6 TWP [f,N,d,d/f+2_SS+2],1+4,2,f,f+2 5 TWP [f,N,d,d/f+2_SS+2],1+4,1,1,2 6 TWP [f,N,d,d/f+2_SS+2],1+4,1,1,1,2 7 TWP [f,N,d,d/f+2_SS+2],1+4,2,f,f+2 5 TWP [f,N,d,d/f+2_SS+2],1,1+4,2,f,f+2 6 TWP [f,N,d,d/f+2_SS+2],1,1+4,2,d/f+4,4 7 TWP [f,N,d,d/f+2_SS+2],1,1+4,2,f,N,D,D/F+4,4 7 TWP [f,N,d,d/f+2_SS+2],b+2,4,4 4 TWP [f,N,d,d/f+2_SS+2],b+2,4,2,1,2 6 TWP [f,N,d,d/f+2_SS+2],1,b+2,4,2 5 TWP [f,N,d,d/f+2_SS+2],1,b,f+2,1,2 5 TWP [f,N,d,d/f+2_SS+2],b,f+2,1,2,f,f+2 5 TWP [f,N,d,d/f+2_SS+2],b,f+2,1,2,f,N,d,d/f+2 5 TWP [f,N,d,d/f+2_SS+2],b,f+2,1,2,1+4 6 TWP [f,N,d,d/f+2_SS+2],1,2,b,f+2,1,[2_d+2] 6 TWP WS+2,f,N,d,d/f+2,f,f+2 3 TWP WS+2,f,N,d,d/f+2,d/f+4,4 4 TWP WS+2,f,N,d,d/f+2,f,N,d,d/f+2 3 TWP WS+2,f,N,d,d/f+2,f,N,d,D/F+4,4 4 TWP WS+2,f,N,d,d/f+1,3,4~3 4 TWP d+3+4,1+4,d/f+4,4 6 TWP d+3+4,1+4,2,f,f+2 6 TWP d+3+4,1+4,2,d/f+4,4 7 TWP d+3+4,1+4,2,b,f+2 6 TWP d+3+4,1+4,2,f,N,d,d/f+2 6 TWP d+3+4,1+4,2,f,N,d,D/F+4,4 7 TWP d+3+4,1+4,2,1,1,2 8 TWP b,f+2(s),f,f+3,d/f+4,4 4 TWP b,f+2(s),f,N,d,d/f+1,3,4~3 4 TWP b,f+2(s),d+3+4,d/f+4,4 5 TWP b,f+2(s),d+3+4,d+1,WS+4,4 6 TWP b,f+2(s),d+3+4,1+4,d/f+4,4 7 TWP b,f+2(s),d+3+4,1+4,2,d/f+4,4 8 TWP b,f+2(s),d+3+4,1+4,2,f,N,D,D/F+4,4 8 TWP b,f+2(s),d+3+4,1+4,1,b,f+2 7 TWP b,f+2(s),d+3+4,1+4,1,1,2 8 TWP b,f+2(s),d+3+4,1+4,1,1,1,2 9 TWP [f,N,d,D/F+4_f,f+3(close)],d/f+4,4 3 TWP [f,N,d,D/F+4_f,f+3(close)],1+4,2,4 5 TWP [f,N,d,D/F+4_f,f+3(close)],1+4,1+4,d/f+4 6 TWP [f,N,d,D/F+4_f,f+3(close)],1+4,d/f+4,4 5 TWP [f,N,d,D/F+4_f,f+3(close)],1+4,2,d/f+4,4 6 TWP [f,N,d,D/F+4_f,f+3(close)],1+4,2,f,f+2 5 TWP [f,N,d,D/F+4_f,f+3(close)],1+4,2,b,f+2 5 TWP [f,N,d,D/F+4_f,f+3(close)],1+4,2,f,N,d,d/f+2 5 TWP **EDDY GORDO** Combo Hits Player (Rewinder)1+2~3+4,d/b+4,3+4,3+4 4 AOI (Hand Stand)D+3+4,4,f+3 3 JUN **King** Combo Hits Player u/f+4,1,2,b+4,1+4 5 AOI u/f+4,1,2,d+3+4,2 5 AOI u/f+4,2,1,1,1 5 DJK u/f+4,1,2,B+1+4 4 SHU <1,2,2,1,3,4,4,3,2>,u/f+4,B+4,1+4 11 SHU u/f+4,1,2,d+3+4,2,D+3,d/f+1 7 FAC f,N,d/f,1+2(Bounce),B+4 2 JUN u/f+4,1,1+2,1 4 TWP f,N,d,d/f+1+2,u/f+4,D+3+4,2 4 TWP f,N,d,d/f+1+2,1,2,b+4,1+4 5 TWP f,N,d,d/f+1+2,1,2,D+3+4,2 5 TWP D,d/f+1,D+3+4,2 3 TWP D,d/f+1,WS+4,D+3+4,2 4 TWP D,d/f+1,WS+4,D+3+4,2,D+3+4,2 6 TWP **LING XAIOYU** Combo Hits Player WS+2,2,2,2,2,1,f,f+1+2 8 ALA ,4,d/f+1,2,2,2,b+3+4~3+4,d+3 10 JAY WS+2,2,1,1,2,f,f+3,4(while turned) 8 M_3 ,1+2,1,2,d/b+1 4 TWP ,1+2,1,D+1,f+4,4 6 TWP ,1+2,1,D+1,4~3 5 TWP ,1+2,2,D+1,f+4,4 6 TWP ,1+2,2,D+1,4~3 5 TWP ,1+2,d/f+1,2,1,4 5 TWP ,1+2,1,1,d/b+1,d+1+2,f+4,4 6 TWP ,1+2,2,2,d/b+1,d+1+2,f+4,4 6 TWP ,1+2,1,2,d/b+1,d+1+2,f+4,4 6 TWP ,1+2,1,1,d/b+1,D,d/f+4,4 6 TWP ,1+2,2,2,d/b+1,D,d/f+4,4 6 TWP ,1+2,1,2,d/b+1,D,d/f+4,4 6 TWP ,1+2,1,u+1+2,2,D,d/f+4,4 6 TWP ,1+2,2,u+1+2,2,D,d/f+4,4 6 TWP ,1+2,1,u+1+2,2,d+1+2,4~3 5 TWP ,1+2,2,u+1+2,2,d+1+2,4~3 5 TWP ,1+2,1,1,d/b+1,d+1+2,4~3 5 TWP ,1+2,d+1+2,1+2 2 TWP ,1+2,1,2,d/b+1,d+1+2,4~3 5 TWP WS+2,2,2,2,1,4 6 TWP WS+2,2,1,d/b+1,d+1+2,f+4,4 6 TWP WS+2,2,1,d/b+1,D,d/f+4,4 6 TWP WS+2,2,1,d/b+1,d+1+2,4~3 5 TWP **HWOARANG** Combo Hits Player f,N,d,d/f+4,u/f+3,4,3 4 ALX d+4,4,1,1,2,4 6 AOI f,N,d,d/f+4,3~4,d+4,4 5 AOI (Non-Flamingo)f,N,d,d/f+2,1,2,[u_u/b+3,4] 5 AOI f,N,d,d/f+4,u/f+3,4,3,F+4 5 SHU f,N,d,d/f+4,d/b+3+4 2 JUN ,4,1,2,1,2,d+4,4 8 M_3 f,N,d,d/f+4,3~4,1,d+4,4 6 M_3 [d/f+2_WS+2_f,N,d,d/f+2],1,1,2,4 5 TWP [d/f+2_WS+2_f,N,d,d/f+2],1,3,3,3,3 6 TWP [d/f+2_WS+2_f,N,d,d/f+2],4,4,4,4 5 TWP [d/f+2_WS+2_f,N,d,d/f+2],1,3,3,4 5 TWP [d/f+2_WS+2_f,N,d,d/f+2],1,d/f+3,4 4 TWP [d/f+2_WS+2_f,N,d,d/f+2],1,1,d+4,4 5 TWP [d/f+2_WS+2_f,N,d,d/f+2],1,2,d+4,4 5 TWP [d/f+2_WS+2_f,N,d,d/f+2],f,f+3 2 TWP <3,3,3>,3,4,4,4 7 TWP ,4,1,f,f+3 4 TWP ,4,d+1,WS+4~4 5 TWP ,4,3~4 3 TWP f,N,d,d/f+4,3~4,d+4,4 4 TWP f,N,d,d/f+4,u+3,4 3 TWP f,N,d,d/f+4,f+3,4,3 4 TWP f,N,d,d/f+4,f+3,3,3,3 4 TWP f,N,d,d/f+4,f+3,3,3,4 4 TWP f,N,d,d/f+4,f+3,2,2,3 5 TWP f,N,d,d/f+4,3+4,2,1,1 4 TWP f,N,d,d/f+4,3+4,1,4,3 4 TWP f,N,d,d/f+4,3+4,1,F+3,3 5 TWP f,N,d,d/f+4,3+4,1,1,d+4,4 5 TWP f,N,d,d/f+4,3+4,2,1,d+4,4 5 TWP f,N,d,d/f+4,3+4,1,b+3 3 TWP f,N,d,d/f+4,3+4,f+3,b+3 2 TWP f,N,d,d/f+4,3+4,f+3,N,3,3,3 4 TWP f,N,d,d/f+4,3+4,f+3,N,3,3,4,4 5 TWP (Right Foot Forward)F+4~4,2,1,1 4 TWP (Right Foot Forward)F+4~4,1,4,3 4 TWP (Right Foot Forward)F+4~4,1,F+3,3 4 TWP (Right Foot Forward)F+4~4,1,1,d+4,4 5 TWP (Right Foot Forward)F+4~4,2,1,d+4,4 5 TWP (Right Foot Forward)F+4~4,1,b+3 3 TWP (Right Foot Forward)F+4~4,f+3,b+3 3 TWP (Right Foot Forward)F+4~4,f+3,N,3,3,3 5 TWP (Right Foot Forward)F+4~4,f+3,N,3,3,4,4 6 TWP **LEI WU LONG** Combo Hits Player [d/f+2_u/f+4],1,f,N,1,2,1,2,4,d(Crane Stance),d+4 8 ALX ,3+4,u/f+4,4~4,3,3 5 CRI ,3+4,1,f,N,1,2,1,2,d,4,d+4,[u_d] 8 AOI ,3+4,b+1+2,4,4,3,3 6 AOI u/f+4,1,2,1(Turning Punches),4,4,3,3 8 AOI (Panther Stance)Counterhit With 2,3,2,1,2,[3_4] 6 AOI ,d+4,(pause)4,4,4,3,3,3~4 6 ALA (Tiger Stance)1,1,f,N,1,2,1,2,4 7 ALA 9 TG3 u/f+4,1,f,N+4,1,2,3 6 M_3 ,4~4,3,3 12 TBO [d/f+2_u/f+4],1+2~1,d+4 4 TWP [d/f+2_u/f+4],1+2~2 3 TWP [d/f+2_u/f+4],1,4~4,3,3 4 TWP [d/f+2_u/f+4],1,f,N,1,2,1,2,4 7 TWP [d/f+2_u/f+4],1,f,N,1,2,1,2~D,4 7 TWP [d/f+2_u/f+4],d/b+4,4 3 TWP [d/f+2_u/f+4],1,2,d+4,4 5 TWP [d/f+2_u/f+4],f,N,4,1,2,3 5 TWP ,3+4,b+1+2 2 TWP ,3+4,f,N,3 2 TWP ,3+4,2+1~2,d/b+4 4 TWP ,3+4,2+1~1,d+4 4 TWP ,3+4,u/f+4,f,N,4,1,2,3 6 TWP ,3+4,u/f+4,f,N,1,2,1,2,4 7 TWP ,3+4,u/f+4,f,N,1,2,1,2~D,4 7 TWP ,3+4,u/f+4,4~4,3,3 5 TWP ,3+4,u/f+4,d/b+4,4 4 TWP ,3+4,f+2+3(Snake Stance),2,2,2 4 TWP d/b+4,4~4,3,3 4 TWP d/b+4,WS+4,4~4,3,3 5 TWP d/b+4,WS+4,f,N,1,2,1,2,4 7 TWP d/b+4~D(Snake Stance),2,2,2 4 TWP **YOSHIMITSU** Combo Hits Player ,d/f+2,1,f,f+4,d/b+1 6 ALX 4~3,(Pause)d+1+4(Damages Both Players) 2 CRI 4~3,b+1+2,N,1+2,1,u/f+4 4 AOI 4~3,b+1+2,N,1+2,f,f+4,1,f,f+3,u+1+2,f,f,f 8 AOI d/f+2,1,b+1,1,1,1,u/f+4 7 AOI d/f+2,d/f+2,f,f+3,d+2,d/b+3 5 ALA d/f+2,1,b+1,u/f+3+4,b+1,u/f+3+4 6 ALA ,d/f+2,b+1,1,f,f+4 5 ALA d/f+2,1,b+1,1,3 5 ALA ,d/f+2,1,f,f+4,d/b+1 5 SOL ,d/f+2,1,f,d/b+2,2,2,2(One Misses),2 6 FAC ,d/f+2,1,1,f,f+4,d/b+1 6 FAC d/f+2,b+1,1,f,f+4 4 TWP d/f+2,b+1,1,d/f+1,1 5 TWP d/f+2,b+1,1,u/f+3+4 4 TWP d/f+2,b+1,1,d/b+1 4 TWP d/f+2,b+1,1,u+1+2 4 TWP d/f+2,b+1,1,u+1+2[f_u/f] 4 TWP d/f+2,b+1,1,1,f,f+4 5 TWP d/f+2,b+1,u/f+3+4~b+1 4 TWP d/f+2,b+1,u/f+3+4~b+1~u/f+3+4 5 TWP d/f+2,b+1,1,u/f+3+4~b+1 5 TWP d/f+2,b+1,1,u/f+3+4~b+1~u/f+3+4 6 TWP d/f+2,b+1,d/f+1,2,d/b+2,2,2,2,WS+4 9 TWP d/f+2,d/f+2,f,f+3,d+1,D,d/f+3 5 TWP d/f+2,1,b+1,1,1,1,3 7 TWP 4~3,b,b+1,N+1 3 TWP 4~3,b+1+2,(any button)f,f+3,1 4 TWP 4~3,b+1+2,(any button)1,f,f+3,1 5 TWP 4~3,b+1+2,(any button)1,f,f+4 4 TWP 4~3,b+1+2,(any button)1,b+1,1,f,f+4 6 TWP 4~3,b+1+4,f,f+4 3 TWP 4~3,b+1+4,1,f,f+4 4 TWP D,d/f+3,WS+4,u/f+3+4,b+1 4 TWP D,d/f+3,WS+4,f,f+4,d/b+1 4 TWP D,d/f+3,WS+4,u/f+3+4~b+1~u/f+3+4 5 TWP b+1+2,(any button),3 2 TWP b+1+2,(any button),4,4 3 TWP b+1+2,(any button),1,f,f+4 3 TWP b+1+2,(any button),d/b+3,3,3,3,3,f+4 7 TWP b+1+4,d+1,f,f+4 3 TWP b+1+4,d+1,D,d/f+3 3 TWP b+1+4,d+1,WS+4,d/b+1 4 TWP b+1+4,u/f+3+4,b+1 3 TWP b+1+4,u/f+3+4,b+1,3+4 4 TWP **PAUL PHOENIX** Combo Hits Player [d/f+2_u/f+4],1,1,2,d,d/f,f+2 5 ALX [d/f+2_u/f+4],1,D+4,2 4 ALX [d/f+2_u/f+4],1,f,2,3 4 ALX [d/f+2_u/f+4],1,f,f+3,4 4 ALX 3 ALX [d/f+2_u/f+4],1,1,d/f+2 4 CRI ,2 4 AOI ,2,D+4,2 5 AOI ,2,d,d/b,b,N+3,2,1 6 AOI ,u/f+4,1,2,u/f+4,d,d/b,b,N+3,2,2, D+4,2 10 AOI ,u/f+4,1,d,d/b,b+3,2,2 6 ALA ,d/f+2,F+1+2,f,F+4 4 SHU ,d/f+2,d,d/f,F+2 3 SHU ,d/f+2,u/f+4,D+1,4 5 SHU ,d/f+2,1,d,d/f,F+2 4 COM ,u/f+4,D(Crouching)+1,D/F+2~1 5 M_3 [d/f+2_u/f+4],1,d,d/f,f+2 3 TWP [d/f+2_u/f+4],1,2,D+1 4 TWP [d/f+2_u/f+4],1,2,F+1+2 4 TWP [d/f+2_u/f+4],1,u/f+3,4 4 TWP [d/f+2_u/f+4],1,d,d/b,b+2 3 TWP [d/f+2_u/f+4],1,d,d/b,b+1 3 TWP [d/f+2_u/f+4],d,d/b,b+3,2,1 4 TWP [d/f+2_u/f+4],d,d/b,b+3,2,2 4 TWP [d/f+2_u/f+4],1,d,d/b,b+3,2,1 5 TWP [d/f+2_u/f+4],1,d,d/b,b+3,2,2 5 TWP [d/f+2_u/f+4],1,2,D+4,2 5 TWP 2 TWP ,u/f+3,4 3 TWP 2 TWP ,u/f+4,1,D+4,2 5 TWP ,u/f+4,1,d,d/f,f+2 4 TWP ,u/f+4,1,2,d,d/f,f+2 5 TWP ,u/f+4,1,2,D+1 5 TWP ,u/f+4,1,2,F+1+2 5 TWP **FOREST LAW** Combo Hits Player [,1_,4],1,b+1,2,1 7 ALX [,1_,4],1,b+2,3,4 7 ALX [,1_,4],D,U+4 4 ALX [d/f+2_u/f+4],1,b+2,2,2 5 ALX [,1_,4],3+4,3+4 5 CRI [,1_,4],1,b+2,3,d/b+2,4 8 AOI [,1_,4],1,2,d/b+2,4 7 AOI <3,3>,4,1,2,d/b+2,1 7 AOI [,1_,4],WC+1,WS+1,d/b+4 6 AOI [,1_,4],1,1,b+2,3,4 8 DJK [,1_,4],1,2,b+2,3,4,f,f,d/b+2 9 ALA [,1_,4],u/f+4,3+4,3+4 6 ALA [,1_,4],f+2~1 4 JUN [,1_,4],1,1,2,d/b+4 7 M_3 <2,3>,1,b+2,3,4 6 JUN [,1_,4],d/b+2,4 5 TWP [,1_,4],b+1,2,1 6 TWP [,1_,4],b+2,3,4 6 TWP [,1_,4],3,4 5 TWP [,1_,4],3,3,4 6 TWP [,1_,4],d/f+4,3 5 TWP [,1_,4],d+2,3 5 TWP [,1_,4],1,d/b+4 5 TWP [,1_,4],1,d/b+2,4 6 TWP [,1_,4],1,d+2,3 6 TWP [,1_,4],1,2,b+2,3,4 8 TWP [,1_,4],1,2,b+2,d+2,3 8 TWP **NINA WILLIAMS** Combo Hits Player ,3,1,d/b+4~3 5 ALX ,3,1,1,2,1,2,f+1+2 8 ALX ,3,1,1,2,1,2,4 8 ALX ,3,1,d/b+3+4 4 ALX d/b+3+4,1,d/b+3+4 3 ALX d/b+3+4,1,1,2,1,2,4 7 ALX d/b+3+4,1,1,2,1,2,f+1+2 7 ALX SS+2,1,1,2,1,2,f+1+2 7 ALX SS+2,1,1,2,1,2,4 7 ALX ,3,u/f+3,d+4,1,d/b+4 6 CRI d/b+3+4,u/f+3,1,d+4,1,1,2,f+1+2 8 AOI ,d/b+3+4,d,d/f,f,d/b+2+3,d/f+3,3,3,1,2, f+1+2 9 AOI ,d/b+3+4,d,d/f,f,d/f+2+3,1,d+3,2,d/b+3+4 7 AOI ,d/b+3+4,d,d/f,f,d/f+2+3,1,d+4,1,f,f+3 7 AOI ,3,b+2,2,d+4,1,f,f+4 7 DJK SS+2,1,b+2,2,d/b,4 5 ALA ,3 12 SHU ,d,d/b+3,u/f+3,1,d+4,1,f,f+3,f,f+1+2, f,f+4 9 YO4 ,u/f+4,d+4,1,1,2,f,f+4 7 M_3 <1,2,d+3>,2,d/f+3,3,3,1,2,d/b+4 10 TIM [<1_WS+1_d/f+1],2,1,2,3,3,2,1,4,3,d/b+4>,3 12 FAC ,3,d+4,1,1,2,d/b+4,3 16 ELV ,3,u/f+3,1,2,f+1+2 6 TWP ,3,u/f+3,d/b+3+4 4 TWP ,3,u/f+3,d/b+4,3 5 TWP ,3,u/f+3,d+3,2,d/b+4 6 TWP ,3,u/f+3,d/f+3,2,d+3,2,d/b+4 8 TWP ,3,u/f+3,d/f+3,3,3,1,2,f+1+2 8 TWP ,3,u/f+3,d+4,1,d/b+4,3 7 TWP ,3,u/f+3,d+4,1,1,2,d+3,2 9 TWP ,3,u/f+3,d+4,1,f,f+3 6 TWP ,3,u/f+4,d+4,1,f,f+3 6 TWP ,2,d/b+4 4 TWP ,3 3 TWP ,3 5 TWP **KUMA/PANDA** Combo Hits Player f,f+2,d/f+1+2 2 ALX f,f+2,f,f+2 2 ALX f,f+2,f+1,1,1 4 ALX 3 BIG u/f+4,f,f+1+2,f,f+2 3 BIG f,f+2,d,d/f,2,1 3 CRI f,f+2,2,1,2 4 AOI f,f+2,b,d/b,d,d/f+2,u/f+3+4 3 M_3 **JULIA CHANG** Combo Hits Player f+1+4(Unblockable),d+4,D,d/f+4,3 4 CRI ,1,d+4,1,d+4,1,d+4 ?? 5-8 CRI <2,1,1,2,3,3,3,4,4,1,1>,2+3,1 14 AOI u/f+4,1,2+3,1 5 AOI ,1,f,f,f+2,1,1,f,f,f+2,1 7 DJK ,1,1,2,d+4,1,u/f+3+4 7 ALA f+1+4(Unblockable),D/F~1,2,d+4,1 5 M_3 [ 5 M_3 f+1,1,2+3,1 5 FAC 3+2,4,1,d+4,1,d+4,1,d+4,1,d+4 ?? 7-10 TBO **GUN-JACK** Combo Hits Player d+1+2,1+2~1+2,b,d/b,d,D/F+1 4 AOI d/f+2,3,D+1,2,u/f+3+4 4 M_3 **BRIAN FURY** Combo Hits Player d,d/f,f+2,b+2,1,4,3,3 6 DJK d,d/f,f+1_WS+1,1,b+2,1,2_4 5 DJK d,d/f,f+2,b+2,1,4,f,f+2 5 DJK u_u/f+4,1,2,f,f+2 4 DJK d/f+3,WS+3,1,f,f+2 4 DJK d,d/f,f+2,b+2,1,4,f,f+2 5 DJK <3,2,1>,d/f+1,b+4,3,4 7 TBO **HEIHACHI MISHIMA** Combo Hits Player f,N,d,d/f+2,1,2,f+1,b+2,1 6 DJK f,N,d,d/f+2,1,2,f,N,d,d/f+4,4,1 6 DJK f,N,d,d/f+2,1,1,2,2 5 TBO **************************** E. HOW TO CREATE A JUGGLE COMBO **************************** Special thanks to AOI. A juggle combo is a combination of hits following a floating move. A juggle is only true, if the hits that follow the floating move continue to hit the character without the player ever getting a chance to escape the combo. To create your own juggle combos, you MUST know your character's juggle openers/floating moves. These are moves that knock your opponent into the air, making them prone to extra hits. Many characters share similar juggle openers. These are d/f+2 and u/f+4 (uppercut and jumpkick). Some characters are not able to float opponents in this way. Every character also has floating moves specific to the individual. An example would be Nina's d/b+3+4. After an opponent has been knocked into the air, you have a choice of what to do next. Commonly, a regular combo (that would hit whilst opponent is standing), or part of a regular combo, is used as the juggled character falls. As you become more advanced, you realize that it is possible to add one or two extra, quick hits in before the regular combo (such as jabs, or 1,2 punches). Another option is to finish the juggle combo with a hard knock-away hit such as Paul's Deathfist (d,d/f,f+2). Take a look at the following example, for Jin Kazama, which encompasses all of the above. f,N,d,d/f+2,1,1+4,D/F+4,4 The first hit (f,N,d,d/f+2) is a juggle opener, and floats the opponent. That move is specific to Jin, although the same combo could be started with d/f+2 (common to almost all character). The second hit (1) is simply a single jab. It is not completely necessary, but spaces the combo out, gives it more hits, and looks good. The next hits (1+4) are part of a regular combo (White Heron). The combo is finished with a move that knocks the opponent away (D/F+4,4). In all, the juggle combo hits 6 times, does substantial damage and makes far more sense than just letting the character fall to the floor after the first hit. When creating and performing juggle combos, it is essential to understand the ideas of distancing and timing. In the previous example, you must step in about half a step before applying the second hit. On third part (The White Heron Combo), you must wait until the falling character has almost hit the ground before pressing 1+4 to perform the move. If the distance and/or timing is off on any combo, it will appear to be impossible. Both distance and timing come with practice, patience and experience. ******* F. UPDATES ******* < > included to show pre-float hits. If there are moves contained within these brackets, the hits do not juggle or cause a float. They are pre-float hits, and are sometimes optional. [ ] included to show option parameters. Non-guaranteed ground hits have been removed (King's Moonsault for example). New combos have been added to every character. Some bugs have been removed, but many still remain. FAQ renamed. ************** G. CREDITS/THANKS ************** Special credits and/or thanks to...... Namco, for making such an amazing game. Rachel, for being the MOST understanding girlfriend to EVER live. I love you Rachel. Slikatel, for his advice and allowing me to use the combos on his site. Aoi, for help with HOW TO MAKE A JUGGLE COMBO. The Faceless Master for layout, ideas. Everyone who helps out in the Twisted Tekken team (especially Crimson, Aoi, TekGod, Jim and Kent), and contributes to the News and Rumors section. All the T.T.F.N. Players, because without you; not only would this FAQ not exist, but Twisted Tekken would be no different to any other Tekken site. Everyone who contributes to The Tekken Web Project 3, for their combos and hard work. Everyone who visits Twisted Tekken, thank you for making it the unexpected, runaway success that it is. Jon, A.K.A. Big Cat, for teaching me, putting me in my place, and astonishing me, on a daily basis; and for helping with this FAQ. Aram the Mighty for ALWAYS being willing to visit the arcade. Jayce, Scott, Q and Martin, for BEING Jayce, Scott, Q and Martin. Mateo A.K.A. Toshin, for NOTHING hehehe. All the Pinocchio's Amusement staff (Tony and Aziz especially) for being so cool. Lateef, for his art contributions. All the Webmasters, for providing all the information that they do, and being so friendly (especially Dinoza, Nogard, Faceless Master, Vic, Mario, Richard, GraveDigga, Slikatel and those I have inevitably forgotten). St. Ides, Labatt and Molson for getting me drunk and causing me to restart this ENTIRE FAQ from scratch (more than once!!). All the obsessed Tekken junkies out there, you are not alone!!! ;)