Date: April 14, 2000 |\ __ __| \ ____ | \ / / ___ / / | | / / / / / / / / / / / / / / / / ____ / / _ | | / /__/ / / // /_|\/ \ / / / / _ / // // / \ / / / _____//\ ______ /\ / \/\ /\ | V // / V / / \ / \ |___ | / \ / \/ \ \ // / /\ / / /\ \ / <> \ / / / <> \/ \<> \ \_____//__/__/ \__/ / / \ \/ /\ \ / / / /\ \ /\/\ \ | ________________/ /____\ \_/__\__Y /_/ /__\__\/ / /\ | / / / / / |_______/ / __/ / | | /_______________/ /_____/____/____________________/ /____/ /_/ /____/ Tekken Tag Tournament Version 3.0 By: Jim Fitzpatrick - a.k.a. T¥råñt This document is best viewed in Microsoft Word, courier new, font size 10. Just make sure the numbers and commas are aligned vertically below. 123456789 ,,,,,,,,, For those of you that may want to print this out, it is 38 pages long in its original format. ======================================================================= UPDATES ======================================================================= Ver. 1.0 - 3/27/00 - The original Ver. 2.0 - 3/31/00 - added a Wave Dash section and a Devil-Jin Possession section thanks to Exar Kun Ver. 3.0 - 4/07/00 - started the LONG process of including tag juggle sections > thought I'd start with this and then revise Ver. 3.1 - 4/14/00 - added a tag juggle section for Hwoarang and Paul and corrected MANY mistakes in the "RANGE" sections ======================================================================= WHAT TO EXPECT IN FUTURE VERSIONS ======================================================================= Well, I've decided that I've used too much of others work, so I am going to slowly go through the sections and add my thoughts, opinions, ect.; basically, my own work. Secondly, I am one viscious pitbull, so I am going to change this into a pitbulls guide especially. Finally, I am going to add sections for each character for Jin to team with; just wait and see some of the tag juggles. ======================================================================= CONTENTS: -Why another Jin strategy guide? -Introduction to Jin -Legend -Throws -Special Moves -Unblockables -Strings -Frame Data -Devil-Jin Possession -The Infamous Wave Dash -Move Analysis -Unconventional moves -Juggles -Tag Juggles/Partner Advice -Heihachi -Hwoarang -Paul -Okizeme -Strategies -The subtle art of sidestep -Credits -Disclaimer ======================================================================= WHY ANOTHER JIN FAQ? ======================================================================= Well, I've seen a lot of faqs for Jin, both good or not so good. Red Kings is a great. This faq is made to go hand-in-hand with his. I used his as a guideline, as this is my first faq. So you can think of this as the quick version of his with some stuff of my own. Now, I don't know everything about Jin, but I will try to include everything I feel should be mentioned. If there is anything that I am missing, feel free to contact me at tyrant31@juno.com. ======================================================================= INTRODUCTION TO JIN ======================================================================= Jin Kazama is the son of Jun and Kazuya. Because of this, naturally he has a mixed fighting style of the two, thus creating a character with speed, finesse, and agility combined with brute strength and power. This is a very deadly combination. Jin is, IMHO one of the best characters in TTT, being an excellent tag partner for just about every character. Jin isn't a very hard character to learn either, provided you have Tekken knowledge. ======================================================================= LEGEND ======================================================================= Layout 1 - left punch 1 2 5 2 - right punch O O O 3 - left kick O O 4 - right kick 3 4 5 - tag d - down u - up l - left r - right D - hold down U - hold up L - hold left R - hold right QCF - quarter circle forward QCB - quarter circle back HCF - half circle forward HCB - half circle back TGF - Thunder Godfist WGF - Wind Godfist EWGF - Electric Wind Godfist RFF - Right Foot Forward ( Hwoarang ) WD - wave dash CD - crouch dash FC - full crouch SS - sidestep CH - counter hit CC - crouch cancel "/" - diagnal motion "+" - at the same time "~" - input second command immediately after first "," - one after the other "_" - or "() and []" - optional input (or follow-up) "#" - hold position before button is pressed ":" - slight pause (in ten-strings only) "N" - neutral position "!" - unblockable "(WS)" - while rising ======================================================================= THROWS ======================================================================= NAME POSITION COMMAND ESCAPE DAMAGE ======================================================================= Bitch Kicks front 1+3 1 10,20 Reverse Throw front 2+4 2 30 Stone Head [tag*] front ff+1+2 [~5] 1+2 33 Wrist Chuck front d/f+2+3 2 38 Complicated Wire front qcf+1+3 1 35 Ultimate Tackle front (FC_d/b)+1+2 1+2 5 =Ultimate Punches 1,2,1,(2,1_1,2) 1_2 5,5,5,5,5 =Cross Arm Lock 1+2 1+2,2,2,2,2,2 25 =Punches to Arm Lock 1,2,1,1+2 5,5,5,25 Shoulder Flip left 1+3_2+4 1 12,19 Over the Limit right 1+3_2+4 2 40 Chicken Butcher back 1+3_2+4 n/a 60 * special tag to Jun-Jun finishes with a Reverse Arm Bar-total damage 40 ~ special tag throw from Ling Xiaoyu to Jin ( 2~1~5 )-Jin finishes with a Stonehead ======================================================================= SPECIAL MOVES ======================================================================= NAME RANGE COMMAND DAMAGE ======================================================================= Double Punch hh 1,2 6,10 Shining Fists hhm 1,1,2 6,8,18 Demon Slayer hhh 1,2,2 6,10,18 Shoot the Works hhm 1,2,3 6,10,25 =Axe Kick hhmm 4 6,10,25,30 =Rising Kick hhmm f+4 6,10,25,10 One Two Knee hhm 1,2,4 6,10,12 Knee m f+4 12 White Heron lh 1+4 5,10 =WH to Punch Smhh 2 5,10,10 =WH to P to Kick Smhhh 4 5,10,10,21 =WH to P to Sweep SmhhL d+4 5,10,10,14 Twin Pistons [tag] mm WS+1,2 [5] 10,15 Twin Lancer mm d/f+1,2_f+1+2,2_WR+1+2,2 10,16 Thunder Godfist [TGF] m f,N,d,d/f+1 29 =Mid Kick mm 3 29,20 =Hell Sweep mL 4 29,12 Wind Godfist [WGF,tag]h f,N,d,d/f+2 [5] 25 Electric WGF [EWGF] h f,N,d~d/f+2 [tag] 25 Hell Sweep L f,N,d,d/f+4 18 =Spinning Demon Lm 4 18,15 Corpse Thrust m d/b+1 24 Parting Wave m b+1 15 Upper m d/f+2 15 Demon Backhand Spin hh 2,2 10,18 Demon Backhand h b+2 12 =DB to Kick hh 3 12,15 Overhead Shot m f+2 18 =OS to Knee mm ~4 18,10 Uppercut [tag] m WS+2 [5] 18 Demon Paw m f,f+2 27 Tooth Fairy [tag] m SS+2 [5] 16 Laser Cannon mmm b,f+2,1,2 18,14,24 Laser Scraper [tag] mmm b,f+2,1,d+2 [5] 18,14,15 Split Axe Kick m f,f+3 23 Spinning Roundhouse h f+3 35 Crouchdash Slash Kick m f,N,d,d/f,f,u/f+3 30 Leaping Slask Kick m (WR_f,f,f)+3 30 Can Can Kicks Smh d+3+4 5,20 Demon Steel Pedal M b+4 21 Standing Tsunami Kicksmm (d/f_f,N,d,d/f,f)+4,4 10,16 Tsunami Kick mm WS+4,4 13,18 Spinning Demon hLLm u/f+4,4,4,4 25,15,12,25 Demon Scissors m 4~3 25 Lightning Force n/a b+1+2 n/a h and m Attack Reversen/a b+(1+3_2+4) varies Chicken n/a f+(1+3_2+4) varies Corpse Splitter M (u/b_u_u/f)+2+4 24_30_34 ======================================================================= UNBLOCKABLES ======================================================================= Lightning Godfist *!* b+1+4 40 Lightning Screw Godfist*!* B+1+4 80 ======================================================================= STRINGS ======================================================================= COMMAND/RANGE HITS DAMAGE ======================================================================= b+2,4,4,4,4,2,1+4,2,1,4 11 12,10,10,8,6,6,5,5,5,21,20 h"h"hL"mmlhh"Ml b+2,4,4,4,4,2,1+4,2,d+3+4 11 12,10,10,8,6,6,5,5,5,21,21 h"h"hL"mmlhh"lh f,f,2,1,2,2,3,4,4,1,2,1 10 7,8,6,7,6,11,5,5,8,30 hh"hh"mm"L h m m f,f,2,1,2,2,3,4,4,3,2,1 10 7,8,6,7,6,11,5,5,25,30 hh"hh"mm"LL"m! 3,2,4,3,1+4,2,2,1,2 10 15,6,10,10,7,5,7,10,15,30 hh"mhlhh"mmm f,f,2,1,4,4,2,4,3,2,1 9 7,8,7,10,5,7,5,25,30 hh"mm"lm"L"m! 3,2,4,3,1+4,2,1,3 9 15,6,10,10,7,5,7,21,20 hh"mhlhh"mm 3,2,4,3,1+4,2,1,4 9 15,6,10,10,7,5,7,21,12 hh"mhlhh"Ml b+2,4,2,1,2 5 12,10,10,15,30 h"h"m"m"m b+2,4,2,1,d+2 5 12,10,10,15,15 h"h"m"m"m ======================================================================= FRAME DATA-From Tekken Zaibatsu ======================================================================= The following is from http://tekkenzaibatsu.com. I don't know much about Frame Data, but I know it is wanted. ----------------------------------------------------------------------- It is VERY IMPORTANT to note that sometimes you can block before you can actually input a command, this is often the case with minor stuns and guardbreaks. Thus a -12 for example doesn't necessarily mean you can't block for 12 frames. Most moves with a disadvantage of 8 or less can be considered safe moves as it takes at least 8 for your opponent to execute a standard jab and in some cases your opponent will not even be within jab range and you have to add on whatever amount of frames it take for him to dash within hitting range. Eddy has to ability to shorten recovery time after certain moves with Side Step or Recover Crouching cancels. Each of the Frame Data List columns contain specific move information. To keep it all as organized as possible we have divided the list in Basic Arts, Grappling Arts, Special Arts and Unblockable Arts. -Command Column Pretty self explanatory, this is how you execute the listed move. The directions are in relation to which way your character is facing of course. -F Hit Column Indicates how many frames it takes for a move to hit after you have finished the command. This does not included the number of frames it takes to input the command. -B Adv Column The number of frame advantage or disadvantage when the move is blocked. Meaning the amount of frames it takes before you can input a new command. Positive numbers are advantages over your opponent, negative numbers indicate a disadvantage and KD indicates the opponent gets knocked down. This can either be a juggle, stun or any other kind of knock down. -H Adv Column The number of frame advantage or disadvantage on a hit. Keep in mind a hit does not necessarily results in an advantage over the opponent. Frame advantage on stagger moves reflects the amount of stagger frames, this does not equal the number of frames your opponent cannot block attacks. -C Adv Column The number of frame advantage or disadvantage on a counter hit. Keep in mind a counter hit does not necessarily results in an advantage over the opponent. The source for the Frame Data is a Japanese guide, called "Tekken Tag Tournament The Master" by SoftBank Publishing. We have noticed this source is not error free, especially the Basic Techniques seem to contain some inconsistencies with the Special Techniques using the same moves. We try to correct this as much as we can but if you notice something that absolutely seems wrong to you, don't be afraid to drop us a line. ======================================================================= THROW DATA ======================================================================= COMMAND F HIT B ADV H ADV CH ADV ======================================================================= 1+3 12 x x x 2+4 12 x x x f,f+1+2 12 x x x d/f+2+3 11 x x x qcb+1+3 11 x x x ======================================================================= SPECIAL MOVE DATA ======================================================================= COMMAND F HIT B ADV H ADV CH ADV ======================================================================= 1,2 10 x -3 -5 +9 +10 +9 +10 4 x -7 +4 +4 = ~1+4,2 x x x x -6 0 x +3 +11 x +3 +11 = 4 x -12 KD KD = d+4 x -26 KD KD 1,1<2 10 x x +3 +1 -17 +9 +1 KD +9 +9 KD 1,2<2 10 x x -3 -5 -12 +9 +10 +1 +9 +10 +1 WS+1,2 13 x -6 -7 +5 KD +5 KD (d/f+1,2 f+1+2,2 WR+1+2,2) 13 x -2 -5 +9 +6 +9 +6 f,N,d,d/f+1 23 -14 (-1_KD) (-1_KD) = 3 x -14 KD KD = 4 x -20 KD KD d/b+1 21 -4 KD KD b+1 18 -2 +8 +8 = ~d/f x x x x = 1 23 -14 (-1_KD) (-1_KD) = 3 x -14 KD KD = 4 x -20 KD KD = 2 12 -7 KD KD = 4,4 20 x -26 -14 (-5_KD) KD KD KD 1,2,3 10 x x -3 -5 +10 +9 +10 KD +9 +10 KD = 4 x 0 +11 +11 = f+4 x -5 +6 +6 1+4,2 12 x x x -6 0 x +3 +11 x +3 +11 = 4 x -12 KD KD = d+4 x -26 KD KD 2,2 10 x 0 -13 +9 -2 +9 -2 b+2,3 17 x -13 -1 -2 +1 -2 +1 f+2,4 17 x -2 -6 +8 +5 +8 +5 WS+2 14 -12 KD KD f,f+2 15 -11 KD KD SS+2 18 -17 KD KD f,N,d,d/f+2 12 -7 KD KD f,N,d,d/f,2 13 -4 KD KD f~N,d~d/f+2 11 +4 KD KD b,f+2<1<2 15 x x -7 -3 -5 -5 -1 KD KD KD KD b,f+2<1