PSX Tekken FAQ v1.0
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PSX TEKKEN FAQ v1.0 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. That means all you major
magazine publishers out there!
PREFACE:
Here's 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 game play. There are a total
of 18 characters to choose from, all featuring creatively different
costumes and special moves. This FAQ is derived from the arcade
Tekken FAQ published by Slycer. All moves in here have been verified
and annotated in the easiest way to pull them off. This version
is to celebrate the release of Tekken in the US, hopefully this
FAQ will enhance your gaming experience with Tekken.
Tricks
Attract Mode Trick Holding different directions on
the
controller will select the character for that player in demo mode. The
exact timing doesn't seem too important, so long as the direction is held
before
the
demo starts to load.
Down Nina
Up Kazuya
Left Yoshimitzu
Right Law
Down/left King
Down/right Paul
Up/left Michelle
Up/right Jack
Galaga On the second controller, hold down /\ >< U L1 You will get a
second ship to play Galaga with. Press select to restart a stage. If you
restart the last stage, it will take you back to stage 1.
Devil Kayzua Beat all eight stages of Galaga and you will be able to pick
the Devil Kazuya in one player mode only. You can only 'restart'
a stage with Select once and not in the final round. You also may not use
the
second ship code, listed above. You can, however, gain the second ship by
finishing the very first level VERY quickly (18 sec.). Highlight Kazuya in
Arcade
Mode
and select him with the Start button.
Changes since last version:
- Inclusion of combo section (which includes ground/air):
- Kazuya
- Paul
- Law
- Yoshimitsu
- Heihachi
- Nina
- Anna
- Armor King
Note that these moves have not been verified so please email
me if you have consistent problems in executing these combos
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)
, = denotes an individual press
+ = designates these must be pressed simultaneously
taps = designates the keypad must be lightly tapped (not pressed)
crouches = signifies that your character must perform the move after reaching a crouched position, the low-point of their knee bend, then releasing D and continuing with the button sequence
hold = designates that the last button should be held until noted
"()" = means a grouping of simultaneous button presses
*stuns* = denotes this move stuns your opponent
Note: You can set the controllers to 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 simultaneously
R1 = pressing RP/RK simultaneously
L2 = pressing LK/RK simultaneously
R2 = pressing LP/RP simultaneously
GENERAL MOVES:
Jump to moves for a specific character:
Kazuya Mishima * Heihachi Mishima
Paul Phoenix
Marshall Law * Lee Chow Lang
Nina Williams * Anna Williams
Jack * Kuma * P. Jack *
Ganryu
King * Armor King
Yoshimitsu * Kunimitsu
Michelle Chan * Wang Gin Lei
Basic Attacks:
Left Punch: LP
Right Punch: RP
Left Kick: LK
Right Kick: RK
Low Punch: D + LP [or RP]
Weak Uppercut: D(crouch), + LP [or RP]
Low Kick: D + LK [or RK]
Rising Kick: D(crouch) + LK [or RK]
Jumping Attacks: (note: U may be substituted by UB/UF)
Jump High: U
Jump Low: (tap)U
High Jumping Punch: U + LP [or RP]
High Jumping Kick: U + LK [or RK]
Low Jumping Left Punch:(tap)U + LP [or RP]
Low Jumping Kick:(tap)U + LK [or RK]
High Power Sweep: U, (almost down) LK
High Power Punch: U, (almost down) LP
(more to be added in future FAQ versions)
Dashing:
Forward: F, F
Backward: B, B
Running Attacks: (approx. 1-2 screen lengths from opponent)
Run: F, F, F (press any keypad to interrupt run)
Run Tackle: F, F, F (uninterrupted)
Run Diving Attack: F, F, F, (LP+RP)
Run Slide Attack: F, F, F, RK
(except Jack, P Jack, Yoshimitsu, Kunimitsu, Kuma, King,
Armor King, and Ganryu)
Run Kick Attack: F, F, F, LK
(except Jack, P Jack, Kuma and Ganryu)
Recovery Attacks:
Note: there are slight variations between characters. Also
if your character performs a move that makes them "fall",
you can perform these moves as you get up.
Straight Up: repeatedly tap U
Roll Forward: repeatedly tap F
Roll Backward: repeatedly tap B
Kick Up Attack: 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)
Only for Jack, P Jack, Kuma and Ganryu
Kick Up Attack: B + LK + RK (Except for Ganryu)
Forward Roll, Arm Swing: F + LP + RP
(can be followed with sitting punches, except for Ganryu)
Arm Swing: LP + RP
(can be followed with sitting punches, except for Ganryu)
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)
10-Attack Strings:
The 10-Attack Strings are a series of punch/kick attacks characters
can execute. If successfully executed, these attacks can do a
considerable amount of damage on your opponent. However, they
can be escaped, blocked, or counter-attacked (i.e. while you are
in a 10- hitter, your opponent might be able to perform a throw
move on you) Variations can be performed on the attack strings,
yet you must follow the noted moves in this faq to achieve the
full 10 hits. These attacks are impressive to witness and hard
to block if part of the string connects as moves very from high
to low attacks.
Unblockable Attacks:
These attacks generally take a while to execute, which allows
your opponent to knock you out of their execution. If they do
connect, these attacks cannot be blocked and do considerable damage.
The amount of damage is variable when you are 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
your opponent is 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 although every player has
two basic throw moves (LP/LK, RP/RK), the more elaborate throws
are harder to pull off in the heat of battle against good players.
It's very easy to see if someone's trying to pull a throw on you,
most characters will be attempting to 'grab' at the air. It's
very easy to hit or counter- throw them at this point when their
unsuccessful grab is relaxing and pulling back to their body.
Executing a throw move while your opponent is performing a jumping
attack will cause them to be "bounced" back onto the
ground unhurt, with their jumping attack and your throw attack
unsuccessful (damage-wise).
FIGHTING MOVES:
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
Punch, Spinning Backhand: RP, RP
Double Punch Spinning Backhand: LP, RP, RP
Lunging Uppercut: F, D, DF + RP
Double Walking Uppercut: DF + LP, RP
Double Jab, Power Punch: LP, LP, RP
Somersault: UF(hold) + RK, LK
Axe Kicks: F, F + LK *stuns*
F, RK *stuns*
Double Axe Kick: D(crouch/or hold),(release D) RK, RK *stuns*
Jump Kick: F, F, F + LK
Foot Sweep: F, D, DF + RK
Double Foot Sweep: F, D, DF(hold) + RK, RK
Jumping Roundhouse/Foot Sweep: UF(tap), RK, RK
10-Attack String:
F, F(Hold) + RP, LP, RP, RP, LK, RK, RK, LP, RP, LP
Hard Pounce:
Hopback Punch - UB/U/UF + (RP+RK)
Combos:
Double Walking Uppercut/LP/Axe Kick : (DF + LP, RP), LP, (F +
RK)
Power Uppercut/Double Axe Kick: (F, D, DF + RP), (F, D, F + RK,
RK)
Double Power Uppercut: (F, D, DF + RP), (F, D, DF + RP)
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 *stuns*
Hammer Fist/Power Punch: D + LP, F + RP
Elbow Rush: D(crouch), F + RP
Ground Punch: D + RP
Punch, Sweep: RP, D + LK
Power Punch: D,DF,F + RP
Punch/High Kick: RP, LK
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 *stuns*
Foot Sweep: D + LK
D + RK
Foot Sweep/Elbow Rush: D + RK, RP
10-Attack String:
LP, RP, LK, RP, LP, RP, LP, RK, RP, LP
Combos:
Small Jumping Kick/Hammer Fist/Power Punch:
(UF(tap) + RK), (D + LP), (F + RP)
Note: possible with Double Jumping Kick as well [UF(tap) + LK,
RK]
Throws:
Death From Above: (LP+LK)
Face Smash: (RP+RK)
Knee Bash: F, F + (LK+RK)
Moves:
Punch/Backhand: RP, RP
Punch/Elbow/Backhand: F (hold) + RP, RP, RP
Punch/Punch/Elbow,/Backhand: F(hold) + LP, RP, RP, RP
Triple Head Kick: LK, LK, LK
Jump Kick: F, F, F + LK *stuns if blocked*
Flipkick: D(crouch), U + RK
Power Flipkick: D(crouch), U + (LK+RK)
Lightning Flipkick: D(crouch), U(tap) + RK
Note: all flipkicks can use UB/U/UF
High Kick/Lightening Flipkick: RK, U + LK
Triple Roundhouse: RK, LK, RK
Low Kick/Triple High Kick: D + LK, LK, LK, LK
Low Kick/Head Kick/Body Kick: D + LK, F(hold) + LK, LK
10-Attack String:
DF(tap) + LP, RP, RP, LP, LK, LK, LK, RK, LK, RK
Unblockable Attack:
Dashing Fist: DB + LP + RP (tap U, U to abort attack)
Combos:
Flip kick/lotsa LP/and triple RP:
(D, U(tap) + RK), (LP, LP, LP, LP), (F + RP, RP, RP)
Note: a few punches will not connect but enough to do multiple
damage
Throws:
Arm Throw: (LP+LK)
Reverse Toss: (RP+RK)
Handstand Toss: F + (LP+LK)
Elbow Strike: DF, DF + LP
Chin Bash: D, DF, F + (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
Punch/High Kick: RP, LK
Punch/Low Sweep" RP, D + LK
5 Punch Combo: LP, RP, LP, RP, LP
Flip Tumble: F, F + RK *stuns*
Double Punch/Roundhouse: LP, RP, RK
Double Punch/ High Kick: LP, RP, LK
Double Punch/ Low Sweep: LP, RP, D + LK
Flying Kick: F, F, F + LK
Triple Kick: DF + LK, LK, LK
Mid Kick/Punch: DF + LK, RP
Mid Kick/Punch/Punch: DF + LK, RP, LP
Mid Kick/Punch/Roundhouse: DF + LK, RP, RK
Mid Kick/Punch/High Kick: DF + LK, RP, LK
Mid Kick/Punch/Low Sweep: DF + LK, RP, D + LK
Triple Kick/Punch: DF + LK, LK, LK, RP
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
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/Low Sweep/High Kick: UF + RK, LK, RK
10-Attack String:
LP, RP, LP, RP, LK, LK, RP, LP, RP, RP
Unblockable Attack:
Crane Chop: DB, LP + RP (tap U, U to abort attack)
Combos:
Mid punch/Punt kick: (D(Tap) + LP), (RK (released D))
Throws:
Blanket: (LP+LK)
Lifter: (RP+RK)
Backbreaker: D, DB, B + RP
Piledriver: DB, F + LP (or D, DF, F + LP)
Moves:
Sandwich Clap: F, F + (LP+RP)
Power Punch: B, DB, D, DF + RP
Punch/Elbow Rush: RP, LP
Double Hammer: DF + (LP+RP)
Reverse Hammer: D(crouch), B + (LP+RP)
Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
Double Slap: LP, LP
Double Slap/Hammer: LP, LP, LP
Double Uppercut: DF(crouch) + LP, RP
Triple Uppercut: DF(crouch) + LP, RP, 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
Triple Drill Punch/Power Punch: DB + LP, LP, LP, (B, DB, D, DF
+ RP)
10-Attack String:
D + RP, LP, LP, LP, RP, LP, RP, 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)
Throws:
Knee Bash: (LP+LK)
Suplex: (RP+RK)
Piledriver: D, DF, F + LP
Hopping Piledriver: DF, F + (LP+RP)
Whirlwind Toss: DB, F + LP
(note: as in my previous FAQ versions: B, DB, D, DF, F + LP can
also be used)
Scissor Flip: DF(tap) + (LK+RK)
DDT - DB(tap), DB + (LP+RP)
Moves:
Kidney Punch: DF(tap), RP
Hammer Elbow: DF, LP *stuns*
Jumping Hammer: UF + (LP+RP)
Forward Dive: F, F + (LP+RP)
Double Punch/Uppercut: LP, RP, LP
Bunch'a'Punches: LP, RP, LP, 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
Big Boot: F, F + RK
Drop Kick: F, F + (LK+RK) *stuns blocked*
Spinning Drop Kick: F, F, F + (LK+RK) *stuns blocked*
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, LP, RP, RK, RK, RK, RK, LP, LK
Hard Pounce:
Elbow Drop: UF [or U] + (RP+RK)
Knee Drop: UF + (LK+RK)
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 & collapse)
Tornado Sweep: DB(hold) + LK (up to 5x, dizzy on the 5th)
-The Tornado moves are interchangeable (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(hold) + (LK+RK), (LP+RP)
10-Attack String:
LP, RP, LP, RK, RK, RK, RK, LP, LP, LP
Unblockable Attack:
Sword Slash: DB + LP
Sword Skewer: B, B + LP
Hard Pounce:
Hopback Stomp: UF + (LK+RK)
Combos:
Knee hop, LP, RK, Pounce, Sword Slash:
F, F+RK, LP, RK, U+RP, DB+LP
(Quite hard if you're not used to it, but the last part is usable
after any Knock Down attack, and will most often connect if done
quickly)
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) *stuns if blocked*
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
Sweep Kick: D + LK
D + RK
Sweep Kick/Low Kick: D + RK, RK (holding D)
Sweep Kick/High Kick: D + RK, RK (D released)
Sweep Kick/Uppercut: D +, RK, LP
High Kick/Sweep Kick/Uppercut: F + RK, D + RK, LP
High Kick/Sweep Kick/Low Kick: F + RK, D + RK, RK (holding D)
High Kick/Sweep Kick/High Kick: F + RK, D + RK, RK (released D)
10-Attack String:
RP, LP, LP, RP, 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)
Throws:
Neck Takedown: (LP+LK)
Face Smash: (RP+RK)
Knee Bash: F, F(hold) + (LK+RK)
Moves:
Punch/Backhand: RP, RP
Double Punch: LP, RP
Double Punch/Elbow: F(hold) + LP, RP, RP
Double Punch/Elbow/Backhand: F(hold) + LP, RP, RP, RP
Double Punch/Double Backhand: F(hold) + LP, RP, RP, RP
Uppercut/Punch/Backhand: DF + LP, RP, RP
Backflip: B, B, B
Flipkick: D(crouch), UB/U/UF + RK
Power Flipkick: D(crouch), UB/U/UF + (LK+RK)
Lightning Flip: D(crouch), UB/U/UF(tap) (non-attack move)
Lightning Flipkick: D(crouch), UB/U/UF(tap) + RK
High Kick/Lightening Flipkick: RK, U + LK
Axe Kick: F, F + LK
Double Axe Kick: D(crouch), LK, LK
Low/High Kick: D + RK, RK
Triple Head 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 + LK *stuns if blocked*
High Kick/Roundhouse: RK, LK
High Kick/Roundhouse/High Kick: RK, LK, RK
Low Kick/Triple High kick: D + LK, LK, LK, LK
Low Kick/Head Kick/Body Kick: D + LK, F(hold) + LK, LK
Spinning Slide: F, F, (LK+RK)
Multikicks: D(crouch), LK, LK, D(tap), LK, LK... (repeat pressing)
(LK, D(tap), LK,... must be performed quickly to work)
The multikick will continue while you tap LK, 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)
10-Attack String:
(tap)DF + LP, RP, RP, LP, LK, LK, LK, RK, LK, RK
Throws:
Blanket: (LP+LK)
Headbutt: F + (RP+RK)
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)
Reverse Hammer: D(crouch), B + (LP+RP)
Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (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)
10-Attack String:
D + RP, LP, LP, LP, RP, LP, RP, LP, LP + RP, LP + RP
Throws:
Spin Toss: (LP+LK)
Backlash: (RP+RK) *stuns*
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
Bolwer Smash: DF + (LP+RP)
Chi Release: F, F + (LP+RP)
Strong Uppercut: D(crouch), RP
Punch/Hammer: RP, LP
Punch/Hammer/Uppercut: RP, LP, LP
Uppercut/Hammer/Uppercut: D(crouch), RP, LP, LP
5 Punch Attack: RP, LP, LP, LP, RP
Sleep Sweep: DF(crouch), RK
Sleep Sweep/Flying Kick: DF(crouch), RK, LK
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
Jumping Foot Dive: F, F, F, LK (at least one B,B or F,F away)
Vertical Kick: DF(tap), LK
Power Vertical Kick: D(crouch), RK
High Kick/Sweep Kick/Uppercut: F + RK, D + RK, LP
High Kick/Sweep Kick/Low Kick: F + RK, D + RK, RK (holding D)
High Kick/Sweep Kick/High Kick: F + RK, D + RK, RK (released D)
10-Attack String:
RP, LP, LP, RP, LK, LK, LK, LK, RK, RK, LP
Hard Pounce:
Hopback Stomp: UF + (LK+RK)
Throws:
Arm Throw: (LP+LK)
Reverse Toss: (RP+RK)
Handstand Toss: F + (LP+LK)
Elbow Strike: DF, DF + LP
Chin Bash: D, DF, F + (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), UB/U/UF + RK
Lightening Flipkick: D(crouch), UB/U/UF(tap) + RK
Chi Release: F, F + (LP+RP)
Hand Sweep: DF(crouch) + RP
Triple Slap: B + LP, LP, LP
Flip Tumble: F, F + RK *stuns*
5 Punch Combo: LP, RP, LP, RP, LP
Double Punch/Roundhouse: LP, RP, RK
Double Punch/ High Kick: LP, RP, LK
Mid Kick/Punch: DF + LK, RP
Mid Kick/Punch/Roundhouse: DF + LK, RP, RK
Mid Kick/Punch/Punch: DF + LK, RP, LP
Mid Kick/Punch/High Kick: DF + LK, RP, LK
Mid Kick/Punch/Low Sweep: DF + LK, RP, D + LK
Triple Kick/Punch: DF + LK, LK, LK, RP
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
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/Low Sweep/Kick: UF + RK, LK, RK
Flying Kick: F, F, F + LK *stuns if blocked*
10-Attack String:
LP, RP, LP, RP, LK, LK, RP, LP, RP, RP
Unblockable Attack:
Crane Chop: DB, (LP+RP) (tap U, U to abort attack)
Combos:
Mid punch/Punt kick: (D(Tap) + LP), (RK (released D))
Throws:
Blanket: (LP+LK)
One Arm Lifter: (RP+RK)
Moves:
Punch/Elbow Rush: RP, LP
Lightning Hammer: D + LP
Lightning Hammer/Power Punch: D + LP, F + RP
Double Hammer: DF + (LP+RP)
Reverse Hammer: D(crouch), B + (LP+RP)
Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (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
Lightning Hammer/Power Punch: D + LP, F + RP
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)
Triple Drill Punch/Power Punch: DB + LP, LP, LP, (B, DB, D, DF
+ RP)
Mega Crouch Combo: (Crouch) + LP, LP, LP, RP, LP, RP
10-Attack String:
D + RP, LP, LP, LP, RP, LP, RP, 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:
Low Cannonball: UF, (LK+RK) (can be combined with sitting punches)
Throws:
Knee Bash: (LP+LK)
Suplex: (RP+RK)
- Aerial Piledriver: (while Suplex is performed, no later than
when your opponent is vertical) D, D, D + (LP+RP)
Piledriver: D, DF, F + LP
Hopping Piledriver: DB, F + (LP+RP)
Whirlwind Toss: DB, F + LP
(note: as in my previous FAQ versions: B, DB, D, DF, F + LP can
also be used)
Scissor Flip: DF(tap) + (LK+RK)
DDT - DB(tap), DB + (LP+RP)
Moves:
Kidney Punch: DF, RP
Hammer Elbow: DF, LP *stuns if blocked*
Double Punch/Uppercut: LP, RP, LP
Bunch'a'Punches: LP, RP, LP, LP, RP
Dragon Punch: F, D, DF + LP
High Uppercut: F, F + RP
Low Uppercut: F, F, RP
Power Uppercut: F, D, DF + RP
Crouching Uppercut: D, F + RP
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)
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: *stuns*
10-Attack String:
LP, RP, LP(rolled), LP, RP, RK, RK, RK, LP, LK
Hard Pounce:
Elbow Drop: UF [or U] + (RP+RK)
Knee Drop: UF + (LK+RK)
Throws:
Crescent 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
Reverse Hammer: D(crouch), B + (LP+RP)
Reverse Hammer/Double Hammer: D(crouch), B + (LP+RP), (LP+RP)
Sandwich Clap: F, F + (LP+RP)
Punch/Elbow Rush: RP, LP
Double Slap: FD(hold) + LP, RP
Triple Slap: FD(hold) + LP, RP, LP
Crouch Double Slap/Uppercut: D(hold) + 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
Hundred Hand Slap: F + LP, RP, LP, RP, LP, RP, LP, RP
(can also be started with RP)
Mega Crouch Combo: D(crouch) + LP, LP, LP, RP, LP, RP
Sumo Foot Stomp: D + RK
Hard Pounce:
Low Cannonball: UF, (LK+RK)
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 & collapse)
Tornado Sweep: DB(hold) + LK (up to 5x, dizzy on the 5th)
-The Tornado moves are interchangeable (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
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, RK, RK, RK, LP
Hard Pounce:
Hopback Stomp: UF + (LK+RK)
Combos:
Double Power Uppercut: (F, D, DF + RP), (F, D, DF + RP)
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, RP
Double Jab: LP, LP
Power Punch: D, DF, F + RP
Double Jab/Power Punch: LP, LP, RP
Double Punch: LP, RP
Double Punch/Spinning Backhand: LP, RP, RP
Dragon Punch: F, D, DF + 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)
Somersault: D, UF + (LK+RK)
Jump Kick: F, F, F + LK *stuns if blocked*
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), RK, RK
Sweep, Roundhouse: D + LK, LK (2nd LK requires timing, pressed
when the first sweep is done, and before Heihachi starts rising
from a crouch position)
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
10-Attack String:
F, F(Hold) + RP, LP, RP, RP, LK, RK, RK, LP, RP, LP
Hard Pounce:
Hopback Punch - UF + (RP+RK)
Combos:
Running Uppercut/Double Upper: (F, F + RP), (DF + LP, RP)
Double Power Uppercut: (F, D, DF + RP), (F, D, DF + RP)
Power Uppercut/Double Axe Kick: (F, D, DF + RP), (F, D, F + RK,
RK)
Power Uppercut/Power Punch: (F, D, DF + RP), (D, DF, F + RP)
Note: Power Punch MUST immediately follow Power Uppercut
Power Uppercut:/Hammer/Power Punch:
(F, D,D F + RP), (D(tap) + LP), (F + RP)
Note: after Power Uppercut, wait for opponent to fall above shoulder-level
before performing Hammer/Power Punch
Super Uppercut/Hammer/Power Punch:
(F, F + RP), (D(tap) + LP), (F + RP)
Note: after Super Uppercut, wait for opponent to fall above shoulder-level
before performing Hammer/Power Punch
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. Additional: To automatically start with dual
ships in Galaga just press and hold the up(d-pad), L1, triangle,
and cross buttons while the PSX is powering up on the player 2
controller. You will then begin Galaga with the dual ships.
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, whether
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 |
Heihachi Mishima |
Paul Phoenix |
Kuma |
Marshall Law |
Wang Gin Lei |
Nina Williams |
Anna Williams |
Jack |
P. Jack |
King |
Armor King |
Yoshimitsu |
Ganryu |
Michelle Chan |
Kunimitsu |
Heihachi Mishima |
n/a |
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
simultaneously 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.
To exit the 2-Player mode (also Arcade mode or during any match),
just simultaneously press 'Start' and 'Select'. This will bring
you to the title screen.
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!
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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.
Note: With the fight count set to "1", this is considered
the "time-attack" mode for the game to try and beat
all the bosses in shortest amount of time. My personal best being
1'21"43 using Ganryu.
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
versions.
Costumes can be selected by pressing either the punch or kick
buttons.
LP/RP = Costume 1
LK/RK = Costume 2
Kazuya Mishima: Japanese
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 constant reminder. He wishes
to use the tournament winnings to finance the overthrow of his
father's forces.
Fighting Style: Mishima style Karate
Height/Weight: 181cm/76kg
Age/Blood Type: 26/AB
Likes: His father's disapproving face
Hobby: Sneaker collecting
Job: Interrupting his father (He's a rich man's son so he doesn't
have trouble with money)
Costume 1: Basic white/greyish karate pants with black belt, red
studded gloves and foot guards.
Costume 2: White tank-top shirt, blue jeans with one ripped knee,
red studded gloves, and red Nike shoes.
Paul Phoenix: American
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: Judo and his own methods
Height/Weight: 187cm/81kg
Age/Blood Type: 25/O
Likes: Pizza
Hobby: Motorcycles
Job: Unemployed (When he needs money he makes it by being a bodyguard
or street fighter)
Costume 1: Red karate type outfit with black belt, black boxing
type gloves/foot guards, and tattoo on the arm.
Costume 2: Black leather biker outfit with hotrod flames on 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
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 (long sleeve 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
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: Vital point (bone method) martial arts and Aikido
Height/Weight: 161cm/49kg
Age/Blood Type: 20/A
Likes: Tom from Tom and Jerry, milk tea, & scotch
Hobby: Travel
Job: Assassin
Costume 1: Blue/purple body suit, yellow belt, black wrist cuffs.
Costume 2: Black half top & elbow length gloves, black calf
long pants w/3 slits along the sides, baby-doll shoes.
Jack: Russian
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: Power (no brains) Fighter
Height/Weight: 235cm/168kg
Age/Blood Type: 3/none
Likes: Akihabara parts centre
Hobby: Giving himself an overhaul
Job: Working in a scrap yard
Costume 1: Green tank-top/camouflage pants, black studded gloves,
and black army boots.
Costume 2: Olive tank-top/camouflage pants, black studded gloves,
and olive canvas boots.
King: Mexican
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.
Fighting Style: Pro wrestling
Height/Weight: 190cm/85kg
Age/Blood Type: 30/A
Likes: Jaguar (the animal)
Hobby: Seeing children's smiling faces
Job: Pro wrestler
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 committing
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: Manjito Jujitsu
Height/Weight: 178cm/63kg
Age/Blood Type: Unknown/O
Likes: Video Games
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 shielding on the shoulders-elbow,
chain mail waist area, and arms/legs armor has a segmented look,
black shoes and demon mask.
Weapon: Sword
Michelle Chan: 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: Various Chinese martial arts
Height/Weight: 163cm/53kg
Age/Blood type: 18/B
Likes: Buffalo
Hobby: Hunting
Job: Unemployed (Traveling the world in search of the person who
killed her father)
Costume 1: Red headband w/feather, brown suede fringed jacket,
white shirt, cut-off denim 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 (The Silver-haired Demon)
Lee is Heihachi's adopted son and Kazuya's rival. From childhood,
he was included in the same training (to become head of the Mishima
family) as Kazuya. Of course their combat skill is equal, but
those who know his power fear the "Silver-haired Demon".
Costume 1: Frost hair, arm-less 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: Bear (Today's dinner is human meat!)
Kuma is Heihachi's pet watchdog. Generally speaking, bears are
cruel animals and Kuma is the worst of the lot. What makes him
even more terrible is the fact that his favorite food is human
flesh. Before fighting Heihachi, Paul must face Kuma's overwhelming
power. Be careful not to get eaten.
Costume 1: Brown grizzly bear with white claws and mane.
Costume 2: White polar bear with red claws.
Wang Gin Lei: Chinese
A brave old man who also has a kind heart. He was a close friend
of Kazuya's grandfather. After the death of Kazuya's grandfather,
he put his faith in Heihachi. However, Wang does not normally
know of Heihachi's actions.
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. (Prototype) Jack: Russian
The prototype for Jack, developed by Russia. Since it was just
a step in the production, the skin was removed from the mecha.
P. Jack was built only for power, so his power capacity far surpasses
that of the completed Jack. Heihachi has entered him into the
contest in order to face him against Jack.
Costume 1: A mismatch of parts which include a rocket on the back,
a construction 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 (Former Pro Wrestling World Champion)
Armor King was King's rival as a new member. Years ago, during
a match, King made a mistake and smashed one of Armor King's eyes.
After that, King bathed in the spotlight of the Pro Wrestling
World while Armor King went down the opposite road of a missing
eye handicap.
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 (Traveling the world for greed)
Kunimitsu was a member of the Manjito crime syndicate. But when
he stole for his own self-interest, he was expelled by the leader,
Yoshimitsu. Even after that, he continued to steal without reforming.
Now his reason for entering the tournament is to plunder the treasure
that Heihachi stole from the Native Americans.
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 with trees and the temple Heian Jingu in the background.
Windermere: Park setting with trees, stone obelisks, a lake and
mountains.
Stadium: Baseball stadium with a small monitor on the scoreboard
that
displays your fight in real-time.
King George Island: You fight on a floating flat glacier in arctic 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
For Tekken Arcade FAQ:
- trashinpud@aol.com (Slycer)
For Tekken PSX FAQ:
- gouki@pop01.ny.us.ibm.net
- Phil1701A@aol.com
- kento@twics.com (& Satsuki)
- hata@kappa.iis.u-tokyo.ac.jp
- uncrisis@umich.edu
- maestas@CS.Arizona.EDU
- tchiang@aol.com
- ruchets@esiee.fr
- leungr@hkeqss01.eq.gs.com
- boyer@world-net.sct.fr (KasyO/RaooL)
- rkuo@eniac.seas.upenn.edu
- beja@miage8.miage.dauphine.fr
- harrison@asiaonline.net
- beja@miage8.miage.dauphine.fr
- SETOM@delphi.com
LOOKING FOR CONTRIBUTIONS:
Since Tekken is about to be released in the US, there will likely
be new discoveries on combos and such... if you have something
to contribute, please do so by listing moves using the same technique
as presented in this FAQ. I also realize that there are several
Tekken strategy guides in Japan, if you have access to these that
features moves not found in this FAQ, or correct move names, please
email me.
GRATUITOUS BITCHING
skim the latest Game Players for a rip-off variation of my FAQ
as well as other zines that are now featuring Tekken guides (wow,
it's only been available on the PSX for over half a year just
as long as my FAQ's been out), but why pay for it when you can
get it for free? hell, here's my plug not buy any of the outdated
trash you'll find on the shelves... there's always enough time
to flip at the newsstand, long live the net. ^_^
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!
......................................................................
marc n. chu (loki@linex.com) ^_^ kerner optical, marin county,
ca
....Off the pine, through the elm, around the tin. Nothing but
net....
HTML Editors Thanks
Thanks to Loginet Inc. for providing me with my
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