Tekken Tag Tournament

Tekken Tag Tournament

16.10.2013 10:48:22
Lei Wulong
~B

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TEKKEN TAG TOURNAMENT FAQ
by Joseph Christopher
version 1.3
Jan. 3, 2000

this faq is copyright 2000-2001 Joseph Christopher

I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...

By gaining access to this faq you agree to the following terms:

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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

* This society does not care if you're the dumbest vegetable on earth,
if you do something wrong, someone will make you pay the price! ;)

* Lei is to Jacky Chan as Law is to Bruce Lee. Everything from the ability
to fight in different stances, being an on-rusher instead of a counter
attacker, and knowing how to pack a gun. He's even depicted as a supercop,
much like the usual Jacky Chan role in Holywood movies. The only difference,
perhaps, is his hair, which is very, very long. Anyway, I enjoy watching
his (Jacky's) movies a lot and so I have also learned to love playing
as his incarnation in the Tekken world. But Lei can very well still be
a good choice of yours for the following reasons:

1. Lei has a total of TWELVE stances excluding the normal one (and beleive
me, you'll find a good strategy for ALL of them!)
2. Lei's stances are intertwined (meaning a whole lot of his moves can
be made to end up in another stance)
3. Lei can very well mix-up high attacks, low attacks, and sidesteps.
4. Lei can easily link his juggles with his low parry
5. Lei can slide without having to run first
6. Lei can GAIN LIFE during the game! (well, not much, really, but cool
enough!)


Why read this guide:
I. Legend
II. General Moves
III. Special Moves
IV. Throws
V. Stances
VI. The Razor Rush
VII. Combos
VIII. Juggles
IX. Counters
X. Vs. Computer
XI. Vs. Human
XII. Ending
XIII. Credits
XIV. Revision History
XV. Final Words

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ __ ____ ___ ____ _ _ ____
(_ _) ( ) ( ___) / __)( ___)( \( )( _ \
_)(_ )(__ )__) ( (_-. )__) ) ( )(_) )
(____)() (____)(____) \___/(____)(_)\_)(____/


U - up
D - down
B - back
F - forward
N - neutral
+ - at the same time
/ - or
1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick

* for the rest of this faq I will be referring to mid attacks as high ones
because there really isn't any difference between them in terms of how
they are blocked or countered

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ___ ____ _ _ ____ ____ __ __
(_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( )
_)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__
(____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/


dash - F,F / B,B (goes in direction you choose)
ankle kick - D+4 (when you're down)
roll - B / F (when you're down)
run - F,hold F (when far from opponen)
leap punch - F/B,F+1+2 (while rolling/running/tagging with F,F,N)
leap kick - B,B+3+4 (while rolling/running)
flying kick - 3 (while running/tagging with F,F,N)
slide - 4 (while running/tagging with F,F,N)
tackle - 1/2 (while running)
multi punch - 1,2,1,2,..(after tackle)
charge up - 1+2+3+4
uppercut - DF+2
side step - tap U / D (goes in direction you choose)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ____ ___ ____ ____ ___ ____ __ __
(_ _)(_ _)(_ _) / __)( _ \( ___) / __)(_ _) /__\ ( )
_)(_ _)(_ _)(_ \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__
(____)(____)(____)() (___/(__) (____) \___)(____)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/


These moves you'll have to use at random to win:
(not all are here cause I'll be including a lot in the stances section)

1) Razor Rush - F,N,1,2,1,2

Lei steps forward and out comes two pairs of left-right punches
that do more damage than the jabs(LPs) yet less than the strong ones
(RPs). This move, in my opinion, is all you need to win. It is a move
so complicated yet so easy to understand that it actually deserves a
separate section in my faq. See that section for more details on this
move and how to effectively use it.

2) Rush Combo - F,N,4,1,2,3

Again, Lei steps forward but this time he does a high kick followed
by two quick punches to the midsection and finally a roundhouse kick
that's enough to knock the opponent off his feet. If the opponent blocks,
however, you can do one of two things: tap 4 to deliver a high kick
similar to the first attack you did only this time it does more damage
and temporarily stuns the opponent, OR...tap D+4 to deliver a sweep
that does less damage, but adds a confusing strategy for this move---
nice!

3) Rave Spin - DB+4

You turn around while trying to crouch and stretch out your farther
leg to sweep the opponent in the process---all in a fraction of a second.
A good strategy for this move would be to use it after throwing a couple
of jabs when the opponent is expecting another high attack. There are
two ways to end this move: One, tap D or U to get into the Snake Stance
(see stances section) and two, tap 4 once again to deliver a hopping
roundhouse kick that does decent damage.

4) Crescent Kick - 3,4

You again turn around but this time you hop and make a 180degree
arc with both legs, using the farther one to hit the opponent's head.
You end up in a Back Stance (see stances section) or, if you tap D,
a Knockdown Stance. What's more, if you hold U, you can get two additional
crescent kicks just in case the first one messes up. You may release
the U after the first kick to cancel the third one, and again hit D
to end up in a Knockdown Stance, it really is your choice---cool! Oh,
and one last thing: you can hold F during or even before the first
Crescent Kick to make you sidestep in the process, making you end up,
most of the time, facing the opponent's back. You may, as usual, hold
U afterwards to continue with the rest of the move or D to enter the
Knockdown Stance.

5) Rolling Kicks - 4,4,3,3

Lei goes into a Knockdown Stance, kicks with one leg, then the other,
and finally an upward kick that launches the opponent in mid-air. Looks
like a good set-up for juggles, but because you end up in a Post-slide
Stance, there's nothing much you can do afterwards (tagging is good,
but you'll must have it all planned out first, and I don't like planning
in Tekken). What you CAN do is use this move as a juggle ENDER rather
than starter.

6) Cannonball - B+1+2

High on damage, speed, recovery, and effectivity. In this move,
Lei bends way back before giving the opponent a powerful head butt.
This "bending" makes the move a good evasion tactic for throws and
other high attacks before you effectively counter. You may also use
this move as a juggle ender when you happen to forget your juggling
strategies cause it definitely does more damage than an incomplete
juggle.

* These are not really needed to win a game but some may be added to
combos as stated in my combos section:

7) Drunken Punch - B+1

Like the Cannonball, requires Lei to bend way back before giving
the opponent a powerful strike. This time, however, he makes use of
fist rather than his head, which is why this move is in this sub-section
and not with the preivous one: fists can be countered, heads cannot.
Last note, you may tap F afterwards to proceed to the Drunken Stance.
(see stances section)

8) Flying Kick - F,F,F+3

Whenever an opponent tries to roll away from danger, or when
he's just pulling off ten-hit combos like crazy, dash back and do
this, if he manages to block, follow up with a Rave Spin.

9) Falling Tree - UF+2

Lei hops and and gives the opponent an elbow drop. The best time
to use this move is when your opponent is lying helpless on the ground.
There are other, more damaging replacements for this move but I'm pretty
sure this one's the safest in terms of execution and recovery. By the
way, you end up in a Play Dead Stance(see stances section).

10) High-Low Kick - 3,3

Yep, it's a high kick followed by a low one---the name just said
it all. Do not use this on experts since they most likely have at least
five ways to counter it. You end up in a Back Stance, and this just
makes the move all the more counterable.

11) Set-up Kick - F,N,3

This move is identical to the last kick of the Rush Combo and would
therefore have the same properties. You can also follow it up with a
4 to deliver the same high kick in the rush combo only this time it
does more damage and temporarily stuns the opponent, OR...a D+4 to deliver
a sweep that does less damage, but adds a confusing strategy for this
move---nice! (though I'd rather do the Rush Combo)

12) Double Snake Punch - F+1+2

A cool double eye poke that's fun to use if you aim to annoy, but
not if you really wanna win. Not that it's useless, it just that there
are other, better moves to do. You may tap F afterwards to proceed
to the Crane Stance, but you have another option: U/D to access yet
another stance, the Panther.

13) Snake Punch - 1 (during sidestep)

Another eye poke that has a liiittle bit more effectivity than
the double version mainly because it is done during a sidestep. Accessing
the Snake Stance afterwards requires an additional tapping of F.

14) Double Drunken Punch - 2,2 (during sidestep)

It's the combination of the good points of two previous moves
I mentioned: the Double Snake Punch and the Snake Punch. First of
all, it does two hits which come out just as fast as the Double Snake
Punch and roughly targets the same area (the eyes). Secondly, it's
done during a sidestep which makes it as effective as the Snake Punch.
Lastly, tapping F afterwards yields the Drunken Stance.

15) Hook Punch - 1+2

It's a hook punch, what else? Nothing much I can say about this
move 'cept for the fact that it makes you end up in a Back Stance.

16) Cartwheel Kick - 4,3

Well, it ain't really a cartwheel kick per se, but, you DO hop a
bit, spin in mid-air, and kick the opponent's face before you land
on the ground in a Post-slide Stance.

17) Defense Breaker - F,N,2,1,2,1

A series of punches that would make a blocking opponent stagger,
giving you an opportunity to strike freely. On the down side, this
move was conceived specifically for blockers so it won't execute if
the first punch connects. Oh, I forgot, this is Tekken Tag and in
this game, it will execute something similar to a Razor Rush if not
blocked.

18) Beating Kick - F+4,2,1,2

Also a very useful confuser, but because of the presence of the
Razor Rush and the Rush Combo, is really not that important anymore.
It starts with a high-damaging roundhouse kick that knocks the opponent
off his feet, followed up by three midsection punches just in case
the first attack messes up. You may end this move in two ways: One,
tap 4 to deliver a mid kick, and two, tap 3 for a low kick that sweeps.

19) Backflips - 3+4,3+4,3+4 (during sidestep)

Really not the best move to do after a juggle, comes out slow
and does negligible damage IF ever it connects. It may confuse,
especially if you decide not to continue with the rest of the backflips
and execute a different Back Stance move instead, but confusion comes
in forms, and this is just not one of the most beautiful.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ____ _ _ ____ _____ _ _ ___
(_ _)( \/ ) (_ _)( )_( )( _ \( _ )( \/\/ )/ __)
_)(_ \ / )( ) _ ( ) / )(_)( ) ( \__ \
(____) \/ () (__) (_) (_)(_)\_)(_____)(__/\__)(___/


1) Double Foot Stomp - 1+3

As the name suggests, you hold both his opponent's shoulders, lean
on them, hop, rest both your folded legs on his chest, and apply a great
amount of force by stretching both your legs out and letting go of his
shoulders. You'd be propelling yourself diagonally upward in the process
while your opponent is hurled way back. And by the way, you can hit
the tag button afterwards obviously for a tag and additional damage
from your teammate---cool!

2) Sleeper Hold - 2+4

Lei wraps one of his arms around the opponent's head and drags
it with him as he tries to sit down. He then uses his other arm to kind
of "crack" the neck of his opponent.

3) Closing Fan - 1+3/2+4 (right side of opponent)

Lei keeps his opponent in place by locking on of his arms. He then
kicks the opponent's shin with his left foot, followed by a high kick
to the face with the same leg. Finally, he lets go and gives one last
kick---a crescent kick!

4) Sailboat Stretch - 1+3/2+4 (left side of opponent)

Similar to Law's hopping frog, this move positions the opponent's
foot beside his head in an attemp to break one of his legs. The difference
is how Lei does it---by crawling under the opponent's legs, standing
up to raise one of them, and doing a crescent kick without a target
just to rest his whole weight on that leg and force it towards the
opponent's head.

5) Booby Trap - 1+3/2+4 (behind the opponent)

Lei holds both the opponent's shoulders, pulls them backwards,
and slides both his legs out from underneath. The opponent expects this
and is almost ready to counter but Lei suddenly withdraws and pushes
the opponent from behind instead to further take advantage of his (opponent's)
loss of balance.

6) Tripping - F,F,1+2

Once again, the opponent's shoulders are held but this time Lei
pulls them sidewards while sticking his foot out a bit to what else
but trip the opponent!

7) Dragon Falls - UF+1+2

The People's Elbow! Lei pulls one of the opponent's arms to keep
him off balanced. He then stands side by side with his opponent, then
forces the opponent to lie down by lying down himself. Of course, he
plants his elbow on the opponent's chest in the process, and ends up
in a Facedown Stance (see stances section)

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ ____ __ _ _ ___ ____ ___
( \/ ) / __)(_ _) /__\ ( \( ) / __)( ___)/ __)
\ / \__ \ )( /(__)\ ) ( ( (__ )__) \__ \
\/ () (___/ (__) (__)(__)(_)\_) \___)(____)(___/


* Generally speaking, stances will only allow you to execute one attack
before they revert to the normal one. I'd just be mentioning the exceptions
along the way.

* Switching between stances usually requires the tapping of U or D. These
moves are listed assuming your OPPONENT is facing left. Otherwise, whether
you're in front of him or not, reverse stance switch codes.

1) Snake - 1+4(during sidestep) or F+2+3

description: right leg raised; right arm mimics the actions
of a snake; left arm supports right one
blocking : high only
left punch : a quick jab by the supporting arm
right punch: another quick jab that comes out a little slower
than the previous one but does more damage and
may stun the opponent on perfect timing.
left kick : identical to the last hit of his Rolling Kicks;
also launches the opponent in mid-air and makes
him end up in a Post-slide Stance
right kick : a shin kick that does not go into the normal stance
but back to the Snake Stance instead

Other moves:

a) Rushing Snake - 1,1,1,1,1,1

The fastest six hit combo in all of Tekken. It's composed mainly,
or rather ONLY, of the same jab that Lei does in his left punch,
and he does it six times---very rapidly. One of the best counters
for nearly ANY high attack your opponent might be thinking. If he
happens to anticipate this and sidestep, just continue with the
rest of the punches to evade any attack he might be thinking of.
You may tap F after any of these punches to go back into the Snake
Stance.

b) Snakebite - 2,2,2

Two high strikes followed up by a low one. If blocked, the second
high strike serves as a defense breaker to enable you to more or
less successfully land the final hit. You may tap F after the first
two hits to access the Dragon Stance OR after the last hit for the
Panther Stance

c) Out of Control - 1+3

Lei goes into his Dragon Stance, turns around, and again faces
his opponent as he tries to grab his (opponent's) head. He then
whirls the opponent's head around to ensure dizziness, let's go,
and gives the off balanced opponent a double punch to the chest.
If you tap 1+2 during all that head whirling, Lei will do less damage
on his double punch, but he will GAIN LIFE and end up in a Drunken
Stance---cool! Added info: You can hit 5 during the move and make
your partner execute a leaping punch of an entrance.

2) Dragon - U (during Snake Stance)

description: left leg genuflected; two arms both with closed
fists are parallel and pointing towards the
opponent to depict the shape of a dragon's mouth
blocking : high only
left punch : identical to the Snake Stance's Out of Control
move, may also be followed up with a 1+2 during
all that head whirling to do less damage on his
double punch, GAIN LIFE, and end up in a Drunken
Stance---cool! Added info: You can hit 5 during
the move and make your partner execute a leaping
punch of an entrance.
right punch: an uppercut that packs some power and speed, but
does not juggle. May be followed up with an F
to proceed to the Tiger Stance
left kick : identical to the first hit of the High-low Kick,
but this time you cannot follow up with the sweep
right kick : identical to the first hit of the Rush Combo and
this time you CAN continue with the said move.
May also be ended in two ways if blocked:tap 4
to deliver a high kick similar to the first attack
you did only this time it does more damage and
temporarily stuns the opponent, OR...tap D+4
to deliver a sweep that does less damage, but
adds a confusing strategy for this move---nice!

Other moves:

Dragon Spark - 1+2

Without losing the cool position of his arms, Lei does a double
punch to the opponent's chest and midsection to knock him off his feet.
Good alternative for those already expecting a throw. You can access
the Tiger Stance by tapping F after executing this move.

3) Panther - D (during Snake Stance)

description: right leg bent slightly downward; left leg bent
slightly forward; both arms are suspended forward
with half-open hands to mimic a panther's paws
blocking : low only
left punch : both arms are spread wide apart to sweep the opponent
in the process
right punch: similar to the Dragon Stance's right punch. Also
comes with power and speed but this time it CAN
juggle!
left kick : identical to the normal stance's D+3. Tap B afterwards
for an instant Phoenix Stance!
right kick : identical to the first hit of the Beating Kick
and CAN be followed up with the trio of midsection
punches in case it messes up. May also be ended
in two ways: One, tap 4 to deliver a mid kick,
and two, tap 3 for a low kick that sweeps.

Other moves:

*none*

4) Tiger - U (during Dragon Stance)

description: right leg bent slightly downward; left leg bent
slightly forward; both arms are horizontally
aligned and suspended forward with almost fully-open
hands to mimic a tiger's paws
blocking : high only
left punch : an oh so powerful pound that can, but not always,
juggle. You have to time it right, otherwise
your opponent will just get knocked down. Wondering
how a pound became a juggle? Simple: Just like
Paul's pound, the opponent's body bounces back
up, (unrealistic, but COOL) allowing you to juggle.
right punch: also an oh so powerful pound that does a liiittle
bit more damage than the other one, but cannot
juggle. In my opinion, it ain't even worth the
try.
left kick : similar to the Set-up Kick but this time you
can't end it with either 4 or D+4
right kick : a very quick yet powerful low back kick that
can sweep

Other moves:

Tiger Rush - 3,1,2,1,2

This move simply stars with the first hit of the Set-up Kick followed
up by the four midsection punches of the Razor Rush. There are numerous
ways to end the Razor Rush part, and so I actually placed it in a
separate section which you'd be reading later on.

5) Crane - D (during Panther Stance)

description: left leg is folded and raised as high as possible;
right foot is tiptoed; both arms with half-open
fists are raised sideways and are pointing at
their respective directions; all of which depict
the normal stance of a crane
blocking : disabled
left punch : a powerful strike that knocks the opponent off
his feet if it connects, but crushes his guars
much like the last hit of the Defense Breaker
if blocked.
right punch: a spinning back fist that turns the opponent
around and at the same time ends up in a Back
Stance
left kick : a high forward kick to the face---cool stuffer!
right kick : a high-damaging low kick that knocks the opponent
face down into the ground

Other moves:

Crane Dance - 3,4,2,3

A four-hit combo the three kicks of which pack some nice damage.
The last kick, by the way, is an upward one that CAN juggle. It is
only advisable to use this move when you knock the opponent down and
he gets up with a 3 (low spin kick). Just dash back and proceed with
the combo.

6) Knockdown - 4,4

description: lying face-up on the ground; head is farther
than the legs with respect to the opponent
blocking : disabled
left punch : a sideroll that ends up in the normal stance
right punch: disabled
left kick : identical to the normal stance's D+3
right kick : similar to the normal stance's D+3, but you aim
for the chest instead of the shin

Other moves:

Hop up - 3+4

Lei raises both his legs and uses their weight to carry his entire
body upward and end up standing. Good counter for people who like to
rush even when you're down.

7) Play Dead - D+3+4

description: lying face-up on the ground; legs are farther
than the head with respect to the opponent
blocking : disabled
left punch : a sideroll that ends up in the normal stance
right punch: disabled
left kick : identical to the normal stance's D+3
right kick : similar to the normal stance's D+3, but you aim
for the chest instead of the shin

Other moves:

a) Spring Kick - 3+4

Undoubtedly Lei's most powerful anti-air, in this move he, from
a lying down position, shoots both his legs upward and juggle the
opponent. Not much you can do afterwards since you're still lying
on the ground after doing this move so, in my opinion, it's best
to tag and use your teammate to end the juggle with a bang.

b) Double Slicer - 3,4

This move is identical to the Rave Spin, except for the fact
that you use a 3,4 instead of DB+4,4 code to execute it. Nice to
mix-up with the Spring Kick to yield victorius results.

8) Post-slide - Hold D+1 (during Knockdown Stance)

description: lying face-down on the ground; head is farther
than the legs with respect to the opponent
blocking : disabled
left punch : switch back to Knockdown Stance
right punch: disabled
left kick : identical to the normal stance's D+3
right kick : similar to the normal stance's D+3, but you
aim for the chest instead of the shin

Other moves:

a) Deep Sleep - 3,4

You "wake up" from your post-slide stance, do a sweep identical
to the first hit of the Rave Spin, and end up, once again, lying
on the ground but this time you're in your Play Dead Stance.

b) Go to Sleep - 4,3

Identical to the Cartwheel Kick, only you do it from a knockdown
position, and that just makes it a lot cooler and definitely more
surprising than the original.

9) Facedown - D+1+2

description: lying face-down on the ground; legs are farther
than the head with respect to the opponent
blocking : disabled
left punch : switch to Play Dead Stance
right punch: disabled
left kick : identical to the normal stance's D+3
right kick : also identical to the normal stance's D+3

Other moves:

Slide Kick - 4,3

One of the mentioned advantages of Lei, this slide kick does not
require him to run first. It comes out pretty fast and, also because
of your current position, is a great surprise move. A good strategy
would be to do an ordinary sweep (D+3) after it because you end up
behind your lying opponent. Do it again he gets up repeat the process
until he thinks of a way out. Finally, if you end up in front of
him, do an ankle kick for a little more damage.

10) Drunken - F+3+4

description: self-explanatory; added note---will last for
only about seven seconds
blocking : disabled
left punch : a good, hard-hitting strike that knocks the opponent
off his feet
right punch: disabled
left kick : disabled
right kick : disabled

Other moves:

Staggering Slide - 3+4

Lei turns around, crouches, and then stretches both legs out to
knock the opponent face down into the ground. Ends up in a Post-slide
Stance.

Life Drink - 1+2

In TTT, you don't have to parry an opponent's punch with the
Drunken Stance to be able to gain life. This move does all the hard
work for ya! On the down side, it will only give back recoverable life,
nothing more.

Double Drunken Punch - 2,2

You may do this move even without the Drunken Stance activated,
but still you can use it now. If you tap F afterwards you'll go back
to the Drunken Stance, only to do it again! (no, don't try that, it
can easily be anticipated and countered)

11) Back - B+3+4

description: self-explanatory
blocking : disabled (obviously)
left punch : a spinning backfist that does not go into the
normal stance but back to the Back Stance instead
right punch: one of the easier to access jugglers in Lei's
arsenal, this one's a quick, damaging uppercut
that launches the opponent in mid-air
left kick : a back high kick common to most Tekken characters
right kick : a back mid kick also common to most Tekken characters

Other moves:

a) Low Back Spin - D+1

Similar to this stance's left punch, but this time you aim
for the shin instead of the face. This move CAN sweep an opponent
and since does not go into the normal stance but back to the Back
Stance instead, may be done repeatedly for a low juggle.

b) Flit-flip-flop - 3+4

Lei does a back flip that, like the previous move, since it
does not go into the normal stance but back to the Back Stance
instead, may be done repeatedly, especially on a knocked down opponent.

c) Reverse Double Slicer - D+3,3

This move is identical to the Rave Spin, except for the fact
that you use a D+3,3 instead of DB+4,4 code to execute it. Nice
to mix-up with the uppercut(right punch) to yield victorius results.

12) Phoenix - B+1+4

description: left leg raised; right arm raised; left arm in
fromt of chest; added note---will last for only
about three seconds
blocking : disabled
left punch : disabled
right punch: disabled
left kick : the raised leg kicks high and does not go into
the normal stance but back to the Phoenix Stance
instead. Sounds like you may do it repeatedly
but you can't---only up to four times
right kick : Lei's CHARGED POWER KICK! Left foot glows, but
since he does a move similar to the Crescent
Kick, it's his right foot that does the real
unblockable damage

Other moves:

*none*

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ _ _ ____ ____ __ ____ _____ ____
( \/ )(_ _) (_ _)( )_( )( ___) ( _ \ /__\ (_ )( _ )( _ \
\ / _)(_ )( ) _ ( )__) ) / /(__)\ / /_ )(_)( ) /
\/ (____)() (__) (_) (_)(____) (_)\_)(__)(__)(____)(_____)(_)\_)
____ __ __ ___ _ _
( _ \( )( )/ __)( )_( )
) / )(__)( \__ \ ) _ (
(_)\_)(______)(___/(_) (_)

* Ok, now that you are familiar with Lei's array of fighting stances, you
should also know that by tapping U or D anytime during the Razor Rush,
you can get to apply one of these stances. This is Lei's biggest asset
and is one, big confuser's strategy all by itself! Here's your whole
list of practical choices:

First of all, tap F,N,1, then,...

1) pause - to keep opponent guessing

a) tap 2 - second Razor Rush punch

a.1) pause - to keep opponent guessing

a.2) tap 1 - third Razor Rush punch

a.2.1) pause - to keep opponent guessing

a.2.2) tap 2 - fourth Razor Rush punch

a.2.2.a) pause - to keep opponent guessing

a.2.2.b) tap 3 - Razor Rush ender: a low kick that
can sweep at perfect timing

a.2.2.c) tap 4 - Razor Rush ender: a high kick that
can be linked to the Crane Stance
if you tap U/D immediately afterwards.
Linking to the Crane Stance yields
two more options: One, wait for the
opponent to stand up and hit him
with a Crane Dance to juggle, or two,
dash forward, wait for him to move
a muscle, and then stomp him with
a right kick!

a.2.2.d) tap U/D - Tiger Stance

a.2.2.d.1) Tiger Rush - if the opponent tries
to counter with a
high attack or if
he did not expect
your sudden stance
switch and did nothing
but block high. Repeat
the whole process.

a.2.2.d.2) left punch - if your opponent
suspects something
else and blocks low.
Juggle afterwards.

a.2.2.d.3) right kick - like the Tiger Rush
do this only if the
opponent tries to
counter with a high
attack or if he did
not expect your sudden
stance switch and
did nothing but block
high.
a.2.2.e) Dragon Falls - the most damaging yet easy-to-access
throw. Only if the opponent
blocks high.


a.2.3) tap U/D - Panther Stance

a.2.3.a) left punch - if the opponent did not expect
your sudden stance switch and
did nothing but block high.

a.2.3.b) right punch - if your opponent suspects something
else and blocks low. Juggle
afterwards.

a.2.3.c) right kick - if your stance switching evaded
an opponent's attack and he's
wide open. Follow up with the
succeeding moves and enders
of the Beating Kick.


a.2.4) Dragon Falls - the most damaging yet easy-to-access
throw. Only if the opponent blocks
high.


a.3) tap U/D - Dragon Stance

a.3.1) left punch - if the opponent did not expect your sudden
stance switch and did nothing but block
high. Hit 1+2 to deal less damage but
GAIN LIFE in return.

a.3.2) right kick - like the left punch, do this only if
the opponent did not expect your sudden
stance switch and did nothing but block
high. Continue with the Rush Combo and
end it as you see fit.

a.3.3) Dragon Spark - good for most opponents who more or
less already expect you to execute
your life-gaining throw and tries to
throw you.


a.4) Dragon Falls - the most damaging yet easy-to-access throw.
Only if the opponent blocks high.


b) tap U/D - Snake Stance

b.1) Rushing Snake - if the opponent tries to counter with a high
attack

b.2) Snake Bite - if the opponent did not expect your sudden stance
switch and did nothing but block high

b.3) right punch - if your stance switching evaded an opponent's
attack and he's wide open. Stuns the opponent
so juggle afterwards.



2) tap 2 - second Razor Rush punch

a) pause - to keep opponent guessing

b) tap 1 - third Razor Rush punch

b.1) pause - to keep opponent guessing

b.2) tap 2 - fourth Razor Rush punch

b.2.1) pause - to keep opponent guessing

b.2.2) tap 3 - Razor Rush ender: a low kick that can sweep
at perfect timing

b.2.3) tap 4 - Razor Rush ender: a high kick that can be
linked to the Crane Stance if you tap U/D
immediately afterwards. Linking to the Crane
Stance yields two more options: One, wait
for the opponent to stand up and hit him
with a Crane Dance to juggle, or two, dash
forward, wait for him to move a muscle, and
then stomp him with a right kick!

b.2.4) tap U/D - Tiger Stance

b.2.4.a) Tiger Rush - if the opponent tries to counter
with a high attack or if he
did not expect your sudden stance
switch and did nothing but block
high. Repeat the whole process.

b.2.4.b) left punch - if your opponent suspects something
else and blocks low. Juggle
afterwards.

b.2.4.c) right kick - like the Tiger Rush do this
only if the opponent tries to
counter with a high attack or
if he did not expect your sudden
stance switch and did nothing
but block high.

b.2.5) Dragon Falls - the most damaging yet easy-to-access
throw. Only if the opponent blocks
high.


b.3) tap U/D - Panther Stance

b.3.1) left punch - if the opponent did not expect your sudden
stance switch and did nothing but block
high.

b.3.2) right punch - if your opponent suspects something
else and blocks low. Juggle afterwards.

b.3.3) right kick - if your stance switching evaded an opponent's
attack and he's wide open. Follow up
with the succeeding moves and enders
of the Beating Kick.


b.4) Dragon Falls - the most damaging yet easy-to-access throw.
Only if the opponent blocks high.


c) tap U/D - Dragon Stance

c.1) left punch - if the opponent did not expect your sudden
stance switch and did nothing but block high.
Hit 1+2 to deal less damage but GAIN LIFE in
return.

c.2) right kick - like the left punch, do this only if the opponent
did not expect your sudden stance switch and
did nothing but block high. Continue with the
Rush Combo and end it as you see fit.

c.3) Dragon Spark - good for most opponents who more or less already
expect you to execute your life-gaining throw
and tries to throw you.


d) Dragon Falls - the most damaging yet easy-to-access throw. Only
if the opponent blocks high.



3) tap U/D - Snake Stance

a) Rushing Snake - if the opponent tries to counter with a high
attack

b) Snake Bite - if the opponent did not expect your sudden stance
switch and did nothing but block high

c) right punch - if your stance switching evaded an opponent's attack
and he's wide open. Stuns the opponent so juggle
afterwards.



4) Dragon Falls - the most damaging yet easy-to-access throw. Only if
the opponent blocks high.


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ___ _____ __ __ ____ _____ ___
( \/ )(_ _)(_ _) / __)( _ )( \/ )( _ \( _ )/ __)
\ / _)(_ _)(_ ( (__ )(_)( ) ( ) _ < )(_)( \__ \
\/ (____)(____)() \___)(_____)(_/\/\_)(____/(_____)(___/


* Lei's only true ten-hit combo (as far as I know) is:
Crane Dance-> 1-> Rush Combo-> 4

* His other ten-hit combos all include a backflip which is the dam weakest
link I've ever seen in a combo. Any average player can just attack with
almost anything he's got while your busy turning your back on him.
You still wanna know? Ok...

1) 1,2,1,3+4,2,1,4,1,4,4

The 2 after the 3+4 part is extremely hard to connect because
of it's short range. The ninth and tenth hit are identical to the Rave
Spin coupled with a 4. Cancell the tenth hit into the other possible
ending (juggles) for the Rave Spin to deal more damage.

2) 1,2,1,3+4,2,1,4,1,2,3

Just like the first one, but you finish only with the second part
of the Rave Spin. The 2 after the 3+4 part is still extremely hard
to connect.

3) 1,2,1,3+4,3+4,3+4,1,1,2

Dammit, three backflips!? This should have been the best ten,
I mean nine-hit combo in Lei's arsenal since it ends with an uppercut
that launches the opponent but, again because of the backflip, sucks.


* As you probably have guessed by now, the 3+4 part is the accursed backflip.
What you can do is stop thinking ten-hit after you do the 1,2,1 and
do any of your other Back Stance moves like, say, the Reverse Double
Slicer or maybe a simple throw just to keep him guessing.

* But if you really think the second half of these ten-hitters deserve
some recognition, you can try executing the first half while your opponent
is either down or far away. By the time you're through with the backflip/s,
you'd be near enough to connect the second half of the combo and apply
your own strategies to it.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ __ __ ___ ___ __ ____ ___
( \/ )(_ _) (_ _)( )( ) / __) / __)( ) ( ___)/ __)
\ / _)(_ .-_)( )(__)( ( (_-.( (_-. )(__ )__) \__ \
\/ (____)() \____) (______) \___/ \___/(____)(____)(___/


A. launchers (these are also listed in my moves section)

1) DF+2 = Controlled Uppercut

This is, of course, the weakest of the launchers as it is
composed of only one hit. It is, however, the most efficient of
the three for exactly the same reason.

2) UF+4 = Hop to Upward Kick

Comes out faster, does more damage, and even hurls the opponent
higher in mid-air. With this move at your disposal, you may be asking,
"Why the hell would I need the previous launcher!?" and the answer
is recovery. This move, when blocked or sidestepped from, makes
you wide open for many, many things while the former doesn't.

3) DB+4 = Sweep

A sweep!? yep! Why? cause it launches your opponent a liiittle
bit in mid-air before he lands, giving you enough time to whip up
something other than tapping 4 to deal more damage.

4) (Back Stance) 2 = Berserk Uppercut

Would have been more efficient than the controlled uppercut
but is not because of the need to turn around before execution.
Still worth the try since there are many things an opponent can
expect when he's facing your back and this move is not one of the
most common.

5) (Back Stance) D+1 = Arm Sweep

Again, another sweep that launches your opponent a liiittle
bit in mid-air before he lands, giving you enough time to whip up
something other than tapping 4 to deal more damage.

6) (Panther Stance) 2 = Precision Uppercut

The kind of uppercut that makes Lei look like a pro(and he is,
'mind you). Has the ability to launch an opponent in a quite respectable
height. Packs some power too.

7) (Tiger Stance) 1 = Power Pound

I've said it before, I'll say it again: This move can, but
not always, juggle. You have to time it right, otherwise your opponent
will just get knocked down. Wondering how a pound became a juggle?
Simple: Just like Paul's pound, the opponent's body bounces back
up, (unrealistic, but COOL) allowing you to juggle.

8) (Crane Stance) 3,4,2,3 = Awkward Combo to High Kick

Doesn't launch the opponent as high as the other juggle starters
('cept for the sweeps, of course!) but still a good move to try
since it's an easy four-hitter and you haven't even started juggling
yet!

B. enders

1) for all launchers except the sweeps

- 1,F,N,1,2,1,2,4
- 1,F,N,1,2,1,2,D,N,4
- 1,F,N,4,2,1,3,D,4
- UF+4,N,4,4,3,3
- 1+2,1,D,1,1,4

2) for launcher 7

- D,N,4,1,1,1,1,1,1
- D,N,1,1,1,1,1,1,DB,4

3) for launcher 5

- D,1,1,N,1,D,1,4
- D,1,N,3,4,4,3,3

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ___ _____ __ __ _ _ ____ ____ ____ ___
(_ _)( \/ ) / __)( _ )( )( )( \( )(_ _)( ___)( _ \/ __)
_)(_ ) ( ( (__ )(_)( )(__)( ) ( )( )__) ) /\__ \
(____)(_/\_)() \___)(_____)(______)(_)\_) (__) (____)(_)\_)(___/


1) D+1+3 / D+2+4 - Low Parry

This is, in my opinion, the BEST counter attack in all of Tekken!
It gives you way much free time than any other player's high parry,
and it can't be countered like the normal reversal. Always, and I mean
ALWAYS follow this move up with a UF+4 and a corresponding juggle
as that is the only sound way of making up for the zero% damage the
low parry brings.

2) F+3+4 - Drunken Stance (punch parry)

I just hate this move. It gives you just about one-tenth of a
second's free time to punish the opponent, and that's just about the
same amount of time he needs to crouch. To be safe, a D+4 followed
up by a while-standing 4 would suffice but, if you'd like to risk it,
a throw or a UF+4 to juggle would deal much more damage.

3) F+1+3 / F+2+4 - Reversal Counter

You use the F+1+3 if the attack that your opponent reversed was
either a 1 or a 3. On the other hand, use the F+2+4 is the attack your
opponent reversed was either a 2 or a 4.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ _ _ ___
( \/ )(_ _)(_ _)(_ _) ( \/ )/ __)
\ / _)(_ _)(_ _)(_ \ / \__ \
\/ (____)(____)(____)() \/ (___/()
___ _____ __ __ ____ __ __ ____ ____ ____
/ __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \
( (__ )(_)( ) ( )___/ )(__)( )( )__) ) /
\___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_)


* These are NOT 100% applicable in all cases. But it's safe to say that
if you follow my guidelines, you'll always win. Actually, it's kinda
boring to play against the computer. You don't have a solid ending or
even a rating to get inspired on, just a time record---yawn.

1) The Rave Spin is your main weapon against the computer. Always use
it, and the juggles that follow, as an opening move. This is also
especially helpful whenever you're opponent is far and running towards
you.

2) The Rolling Kicks is also a move that's effective even for the computer-
controlled opponent. Even if he blocks it, he won't be doing anything
that you can't side roll from.

3) Computer opponents never quit in the middle of a combo. Either they
use only the first three hits, or finish the whole thing. Counter as
you see fit.

4) Whenever you're down, do an ankle kick followed by a 2 then juggle.
It never fails...

5) Run towrads the opponent and deliver a flying kick (3). If it doesn't
connect, follow it up with a Rave Spin. Never fails either...

6) For the final boss, you may see only one of her, but her recoverable
life recovers ALL THE TIME and she won't get KOed as long as there's
recoverable life yet. So if you look at her life bar and it looks like
she's losing, look again---you're just half-way done. Oh, and another
thing, she just mimics everyone else's style, but she does it DURING
the game so beware...

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ _ _ ___ _ _ __ __ __ __ __ _ _
(_ _)( \/ ) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( )
_)(_ ) ( \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) (
(____)(_/\_)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_)


Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers

1) Mix everything up, especially your opening moves. Good opening moves
would include a sidestep to Rave Spin, back dash to UF+4 or any other
effective juggle starter, instant Razor Rush with its many enders,
or forward dash to Dragon Falls.

2) Your ten-hit combos, whether blocked or not, have a very slim chance
of being completed, especially if your opponent has a parry or a reversal.
When this happens, usually your third hit is the one countered so quit
after your second blocked hit and throw him. (yes, you CAN throw while
your back is turned!)

3) If your opponent gets knocked down and does a 3d roll, most likely he'll
sweep as he gets up so anticipate with a low parry to juggle.

4) If you are unsuccessful with a juggle launcher, you'll be wide open so
might as well gamble with an UF+4 since this is the fastest emergency
move Lei can do.

5) Enter the Phoenix Stance and do nothing until you revert to the normal
stance. Do another Phoenix Stance and again make it seem useless. Do
third one and this time tap 4. POW! he's out cold. (will work only
if you're far from the opponent and he tries to get in close; estimate
your distance and make sure it connects)

6) Know your opponent's size. Large men are hard to juggle with a UF+4.
If you resort to the Spring Kick, however, you can pull off more hits
than usual (two DF+LPs instead of a single LP)

7) Character-specific strategies:

Anna Williams - few people use this babe nowadays, probably because her
sis, Nina, besides being a tougher babe to catch, can
match her every combo and many would agree that hers
(Nina's) are a lot easier to pull off. One thing that
Anna has that her sis doesn't is a low super, but you
can easily detect that. Fight her as you would a Nina
player, expecting a good number of low to high pokes and
sudden while-standing juggle starters to come your way.
Just dash back to catch a breath of fresh air and get
ready to rumble!

Bryan Fury - you can't go through a round playing against a good Bryan
player without your face turning sour at least twice during
the game. That's cause most his moves wreck HAVOC, not to
mention giving you a good stun on a counter hit, which in
turn gives room for MORE havoc-wrecking! You can try parrying
his blows, as they all have initial movements invloved (eg. his
forward power punch requires a F,F dash, his power pound
requires a backward crouch, his power sweep needs a low spin
before it materializes, etc.) or, you can try blocking them
all and punishing them with Rave Spin combos.

Eddy Gordo/Tiger - no matter what anyone else says, these cool dudes fight
practically the same way. There are only two kinds
of Eddy/Tiger users, and you've probably guessed them
by now---the MASHER and the EXPERT. There's just no
in-between. Either you see an Eddy or a Tiger bombarding
you with tons of out-o-nowhere kicks then you look
at your opponent's fingers and all they do are alternately
hit the kick buttons, OR you encounter an opponent
who DOESN'T move at all! He'll wait till you attack
and choose from a wide variety of knock-down moves
to keep you lying flat on your back no matter how you
try to escape. First, let's deal with the masher. For
some reason, he'll be less efficient in Tiger's shoes,
but that doesn't matter. Concentrate on low-parrying
his "break dances" which are usually composed of four
consecutive low swinging kicks, and follow-up with
your favorite juggle to guarantee you coming out victorious.
Still ain't used to parrying? Try interrupting his
four-hit combos with the Razor Rush---it works! On
the other hand, the expert should be treated with
much caution, as he too can suddenly opt to turn into
a masher and KO you by surprise. But, normally, he'll
concentrate on one-hitters that'd knock you off your
feet. Counter with a Spring Kick (from Play Dead Stance)
and follow-up yet again with your favorite juggle.
If he's successful, always use the sideroll as that
gives him the least ways of hitting you again.

Forest Law - this will be one big mix-up game. Study the different ways
with which your opponent reacts to your every move, and
chances are, he has a pattern. On the other hand, he may be
doing the same thing on you so don't give him a hint on
whatever style of play you have, just make it look like you're
diong things at random. Eventually he'll get confused and
succumb to his fate---KO!

Gun Jack - he's big, but you're smarter. He's strong, but your faster.
He does a heap of damage with his moves, but yours will connect
a hundred times before one of his does. You'd probably already
have the upperhand by now, cause Gun Jack users just don't
have what it takes to even give me a headache. If ever a good
strategy for playing as Gun Jack already exists, I've yet to
encounter it. As of now, I consider him weak despite his strength,
and an insignificant nuisance despite his great potential to
become a fierce fighter.

Heihachi Mishima - the master juggler (no, he ain't no clown, dammit!)
and, like I said, my second favorite character. If
he blocks one of your juggle starters, it's almost
all over for you cause his double uppercut has almost
zero execution time. But that goes for him too---if
you block both uppercuts you can also retaliate with
an UF+4 to juggle and he won't be able to escape. Keep
those in mind and generally just try to anticipate
everything. He also has a very good high-low mix-up
strategy (I'm talkin' Hell Sweeps here) that spells
pain even if only one of his moves connect. Just jab
a lot to prevent this and proceed with while-standing
right kicks for a confusing game of your own.

Hwoarang - most people playing against a Hwoarang user would just block
all day, wait for an open spot, and retaliate. This does work
on average Hwoarang players, but the more expert ones will
not give you a chance to hit them once you've blocked their
first attack. Sometimes they'll give you a fake open spot
and when you fall for it, BAM! you're knocked out cold. Most
of you may also think of defending yourselves solely against
kicks but then again even the near-expert Hwoarang player would
know how to use his punches effectively---as POKERS. Whenever
his kicks are too strong to recover quickly, he'll anticipate
you to retaliate and so he'll quickly throw a jab to shut you
up. Wrong move on your part. The trick is to fake a Play Dead
stance on him and hit him with a Spring Kick even BEFORE his
kick lands on your face. It's a big risk, but it's definitely
better than just blocking all day.

Jin Kazama - he is the son of Kazuya Mishima and Jun Kazama, and expectedly
would acquire considerable knowledge on the moves of both.
He has his father's uppercuts and his mothers little four-hitters,
plus some moves of his own and the ability to reverse an
attack. His main weapon, however, is that three-hit electric
punch combo that's lethal if connected on a counter hit.
A good strategy would be to use your Drunken Stance as a
punch parry on his SECOND blow because 90% of Jin users expect
a counter on their third punch and not their second. Most
Jin users are probably planning to fake their third punch
and throw you instead, but never their second punch. If,
on a rare occasion, you fail and parry nothing, just gamble
with a Staggering Slide.

Julia Chang - most people (including me, once) find her tough to defeat
simply because few know even the basics of how to use her
effectively. She ALWAYS mixes up high and low attacks to
catch her unsuspecting victims off-guard and connect a
juggle starter. You'd be surprised, but my advice in dealing
with this seemingly little girl is to keep some distance
from her and attack from that distance. And don't get intimidated
by those juggles that compose of tons of elbows. They (the
elbows) do even less damage than a normal jab!

King - the Tekken 2 version of this guy was just fine, but now? cheap!
He's been given too much advantages that it would take an above
average player using another character to beat the crap out of
an average player using him. I mean, besides a set of common moves
that can already provide an opponent a good challenge, he also
has linkable throws, anti-crouch throws, anti-ground throws, a
tenstring that ends in a throw, an irreversible reversal, multiple
slide kicks that are inescapable at certain situations, a leaping
pound, unblockables that don't need charge-up, and a boomerang
kick that does WAY too much damage for a single, quick, and side-stepping
move! Be especially alert for the last move I mentioned, as it
has the ability to turn the tables just when you thought the match
was yours. Remember to duck whenever he sidesteps at a range beyond
the normal one cause he's sure to attack high afterwards. Expect
lots of mix-ups, and do not hesitate to execute a Razor Rush to
any of its enders whenever he does a crouching dash cause that's
his way of setting up a throw.

Kuma/Panda - no matter what anyone else says, these cool bears fight practically
the same way. They'll claw and bite you to death, rarely,
if ever, making use of their legs. I could compare them to
Gun Jack, but their attacks come out quicker despite dealing
close, if not equal, amount of damage. Beware of their great
big uppercuts, their super claw attack that can turn into
a rolling unblockable if you're out of range, and their
farts(yes, FARTS!) that can *choke* knock you out with a
single sniff. Ahh, don't worry. The reason I told you to
be alert on their farts is so you can retaliate with the
most damaging move in your arsenal. It really is easy to
avoid this move, which is ultra short-ranged. What you need
to know is how to seize the opportunity to deliver a Charge
Power Kick (from Phoenix Stance)---just wait for them to
fully crouch then do it. You'll throw the kick one moment
after they finish doing their thing---POW! perfect timing!

Lei Wulong - can't say anything special with this officer, since he'll
fight like you do, being a good confuser and all that. Treat
him like you would a Law player. Study the different ways
with which your opponent reacts to your every move, and
chances are, he has a pattern. On the other hand, he may be
doing the same thing on you so don't give him a hint on
whatever style of play you have, just make it look like you're
diong things at random. Eventually he'll get confused and
succumb to his fate---KO!

Ling Xiaoyu - she's got lots o' high launchers, but they all do negligible
damage. Still, be wary of these little things that make
her what she is---a pest. They may be weak, but if you're
constantly caught in them, you'd definitely lose, and it
isn't very hard get in that problem in case you're wondering.
Also to be taken under consideration are her one-hit strikes
that surprisingly deal respectable damage and her stances
that surprisingly evade most attacks. Be cool and calculating,
don't rush right away, and punish her every stance with a
Rave Spin combo and you'll be fine.

Mokujin - anyone who uses Mokujin must be mighty confident of his ability
to identify a character just by the way he stands. Otherwise,
he'll be someone who knew nothing about Tekken and fell victim
to Mokujin's wacky nature. Yet contrary to everyone else's
opinion, choosing Mokujin has its advanatges. For starters,
if you can't identify a character by his stance, you'll be an
unsuspecting victim for his moves. Second, your opponent can
research on your style while you can't do the same for him.
Lastly, characters smaller than Mokujin would have an advantage
of range and in the same sense characters slower will experience
a slight boost in speed. Anyway, he'll probably use some general
tactic so find out what that is and counter as you see fit.

Nina Williams - well, she had quite an introduction when I commented on
her sis, Anna, and I'll say it again: She match her sis'
every combo and many would agree that hers are a lot easier
to pull off. Watch out for sudden upward roundhouses
and bone-breaking throws and you'll be fine. If she uses
a confuser's poking strategy with you, you'll have to options:
One, predict a low attack, parry, and link to an UF+4 and
your favorite juggle, OR two, skip the low parry part
and interrupt her moves with an UF+4---riskier if blocked,
but a lot more effective and rewarding if not.

Ogre - he is, in my opinion, just a combination of the moves of Tekken 2's
sub-bosses like Baek and his triple low to high kick, Lee and
his infinity kicks, Heihachi and his axe kick, Kuma's throws, etc,
etc, etc. BUT this is not what expert Ogre users tend to abuse
to ensure their victories. Rather, they make use of his short-
range yet fast moving unblockables that are quite lethal if included
in a confuser's strategy. Good news is, these unblockables make
the attacking part of his body glow first, giving you enough time
to escape with the first way that pops into your mind, whatever
that is. Don't think any longer than you have cause if you do,
the unblockable shall have already connected.

Paul Phoenix - you'd think the only thing he could win is a brawl, but
didn't you notice the black belt around his waist? Means
he's an expert! And got lotsa high-level karate and judo
stuff to make a newbie cry. BUT that also doesn't mean
he can't win---BRAWL style! He's the best of both worlds,
so to speak, and there are two types of Paul users: One
that would finish you off with moves that revolve around
the pound, the sweep, the elbow, and, of course, the power
punch. Treat this Paul with much anticipation, and keep
your eye on HIS body, not yours. Just do your move and
do not worry about how Lei does it, just worry about how
Paul will react. For the second type, constantly dash forward
and back to lure him into starting a juggle, usually with
a kick for a launcher, that has a generally slow recovery,
giving you enough time to start a juggle of your own.

True Ogre - King may be too advantaged and considered cheap, but this...
creature redefines the term! He's got a flame-thrower of a
mouth, and for a game that doesn't contain projectiles of
any sort, this is too much! Good thing is, upon practice and
experience, you can learn to detect when he's gonna burp and
duck if its from the ground and sidestep if its air-borne.
Another cheap tactic he has would be a teleport into mid-air
WHILE he's lying on the ground! And that's not all, after
the teleport he'll swoop down on you with his UNBLOCKABLE
horns. The solution? duck, that is, IF you detect it. Lastly,
like Ogre, he has tons of unblockables that you simply must
get used to so you could, in time, detect them like second
nature. Take note that unlike Ogre, his unblockables have
insane range, and are inescapable unless you counter, preferably
with a Razor Rush.

Yoshimitsu - not really a threat, unless he lures you into a Shark Attack
that does a heap o' damage! His powerful roundhouses can
easily be ducked from and punished with a Low Punch to
Back Flip, but, if he makes full use of everybody's DF+2
uppercut to catch you in some powerful juggles, beware
and play a counter attacker's game on him. Keep an eye out
for his sword, and immediately give him a Cannonball if he
tries to do something with it. He may try to chip away with
tons of low spinning attacks with you should always be ready
to low parry and follow-up with a juggle.

8) Strategies on Tekken2 oldies and a single newbie:

Alex/Roger - the dynamic dodos are back, and they're as wacky and as
annoying as ever! Being trained by the great Armor King,
they more or less share the same moves, but minus the grapples
and plus the animal bites. They also fight the same way,
so don't worry 'bout changing strategies between them. My
main strategy for dealing with them is quite general---just
keep a couple of feet's distance and hammer away with Rush
Combos, Cannonballs, and Rave Spins.

Angel/Devil - it's ironic how the two most opposite entities in the Tekken,
or any other storyline for that matter, share the same,
frighteningly supernatural moves! At least one of 'em, Devil,
has the soul of Kazuya under his possession and so most
his moves will mimic the said character. And since Angel
has moves identical to his, she'll also have Kazuya's moves
as well. Their new sidestep uppercut is extremely powerful
and has the ability to launch an opponent WAY up in mid-air,
so use your Drunken Stance as a punch parry and follow up
with an ender of your choice. Their moves also rely alot on
the oh so versatile crouch dash (F,N,D,DF) that can branch
into a whole lotta things like Hell Sweeps and Wind God
Fists so, as stated in my Heihachi strategies, try to generally
anticipate everything, jab a lot, and proceed with while-
standing right kicks for a confusing strategy of your own.
Another reminder, if they happen to nail you with a high-damaging
juggle from which you need to tag, it is highly recommended
that you use a slide as an entrance cause they've probably
already anticipated your tag and are preparing to shoot
their cheappy laser beams. Lastly, don't think you can
still run towards them when they do a mid-air laser blast
cause they now have the ability to fly around you and shoot
from behind. Sidestepping is the key...

Armor King - this is the King that I respect, only has a few cheap tactics,
but that goes with most Tekken characters. He's not really
overpowered, and doesn't have the infamous multi-linking
throws (don't get me wrong, it's easy to escape those, but
if you're not fast enough, he's guaranteed at least two slams!)
What the armored version has is an array of power punches
that flame-up before execution---cool! Most Armor King users
where I play are experts and they all abuse only one thing---
custom strings. His while-standing moves are especially powerful,
and he's got lots of slow yet a little hard to detect moves
that can keep you guessing. Don't allow him to start his
confusing strategy, or you'll be in for a long lasting headache.
Engage in a confuser's strategy of your own, and may the best
confuser win!

Baek Do San - Baek's kicks are not as flashy and acrobatic as his student
Hwoarang's but in my opinion they are of more substance,
can hit more solidly than the latter's and, with ease, rock
anyone's skull 'till it breaks. His tenstrings look plain
and simple, but they're relatively tougher to parry, interrupt,
or escape from. Do not underestimate one of my favorite
Tekken2 oldies, as he can prove you wrong. Though quite
a challenge, you may resort to sidestepping and attacking
from there since one problem with the "old" moves is they
usually are not prepared for 3D gameplay.

Bruce Irvin - as far as my experience tells me, this guy needs only two
moves to give you a major headache. One of them is his
mid kick to double uppercut which can juggle (obviously)
and, if blocked, ended with a 4 to sweep or repeated to
keep opponents guessing. If it connects, you can kiss almost
one-third your life good-bye because he'll follow with
the second move, a triple knee, each dealing a heap of damage!
In my opinion, it's better to get knocked off you feet
than launched in mid-air by this Muy Thai master. BUT, that
doesn't mean you should block low when you KNOW he's gonna
sweep you. Using the Drunken Stance as a punch parry or
exchanging hits with your High-low Kick is also acceptable.

Ganryu - don't try countering his multi-hitting palm strikes. It's risky
and simply pointless. Just block and retaliate---it's a lot easier
that way. Whenever he crouches, run for him, but instead of
attacking, do a sidestep to Double Drunken Punch or Backflips.
As long as you're close enough, it'll never fail. Ganryu also
has a good high-launching uppercut, but it's hard to connect
and easy to see coming so don't worry about that. Lastly, don't
try starting juggles with him, just poke and poke and poke.

Jack-2 - he's got lots of similar moves with Gun Jack, and has just about
the same advantages and disadvantages of the said android. I
would give you the same comments: He's big, but you're smarter.
He's strong, but you're faster. He does a heap of damage with
his moves, but yours will connect a hundred times before one
of his does. You'd probably already have the upperhand by now,
cause Jack-2 users just don't have what it takes to even give
me a headache. If ever a good strategy for playing as Jack-2
already exists, I've yet to encounter it. As of now, I consider
him weak despite his strength, and an insignificant nuisance
despite his great potential to become a fierce fighter.

Jun Kazama - with her lack of powerful moves comes the ability to stay
on your face like a serious wart the moment the match begins.
She has at her disposal a wide variety of four to five hitters
that's sure to KO anyone who only started playing Tekken
since its third issue. Familiarize yourself with her moves,
low parry to juggle her ten-hit combos during the sweep
part, and always remember to block low when she does her
double high kick launcher cause, unlike Jin's, it hits low.
One last note: Like the other Tekken2 oldies, her "old" moves
are not prepared for 3D combat, so use this fact to your
advantage and catch her with an easy Double Drunken Punch.

Kazuya Mishima - be careful never to fall prey to his "stunning" gut punch,
as that is the move which he can always use to make you
cry. Use your Rush Combo a lot, and always remember to
fake your Razor Rushes into sidestepping stances cause
he'll rarely see it coming. In case he knows better than
to block your combos' second hits, quit right from
the first one and proceed with a Dragon Falls. Be espeacially
careful when he's teammed up with Devil, as they become
one person and tagging is as quick and simple as "morphing"
into your teammate.(!)

Kunimitsu - the only thing I think she can lure you into is her sudden
teleport and appear in mid-air, ready to stab you in the
skull. With a little experience, you can quickly learn how
to detect this seemingly surprising move, and surprise your
opponents yourself with a Spring Kick from Play Dead Stance
to juggle. She's Yoshimitsu's arch-nemesis, but in my opinion
is not as skillful as the good guy. And if Yoshi's not much
of a threat, then so is she. I wouldn't want you to underestimate
your opponents, but there is no reason to be nervous on some
of them either...

Lee Chaolan - has a fair share of Law-type moves, but has branched out
into his own style and I don't think he has any trace of
Heihachi's training in any of his moves. Don't get intimidated
with his infinity kicks, they do not really connect that
effectively and is only good until the third or fourth
hit, when his legs push you a little further, giving you
enough time to sidestep and nail him with a sidestep throw
of your choice.

Michelle Chang - most people (including me, once) find her (just like
her daughter) tough to defeat simply because few know
even the basics of how to use her effectively. She ALWAYS
mixes up high and low attacks to catch her unsuspecting
victims off-guard and connect a juggle starter. You'd
be surprised, but my advice in dealing with this seemingly
young mother is to keep some distance from her and attack
from that distance. And don't get intimidated by those
juggles that compose of tons of elbows. They (the elbows)
do even less damage than a normal jab!

Prototype Jack - this guy is pathetic---I mean, one person challenged
me using a P.Jack and tried to hit me with a ground
punch. It missed, and boy was he in the hardest time
of his life trying to lift that arm again! Of course,
I took advantage of the situation and gave him the Charge
Power Kick from my Phoenix Stance that led to his demise,
and he never challenged me again. (at least with a P.Jack)
Don't get me wrong, I'm still positive there's a good
P.Jack player out there, it's just that I've never met
him yet. As with the other Jacks, I'd consider him an
easy opponent as of now.

Tetsujin - what were you expecting? Just a metallic version of Mokujin,
nothing more, nothing less. And, like Mokujin, he'll change
the fighter whose style he mimics whenever he tags out and
comes back in. Anyone who uses Tetsujin (and especially a Tetsujin-
Mokujin team) must be mighty confident of his ability to identify
a character just by the way he stands. Otherwise, he'll be
someone who knew nothing about Tekken and fell victim to the
mimic team's wacky nature. Yet contrary to everyone else's
opinion, choosing Tetsujin has its advanatges. For starters,
if you can't identify a character by his stance, you'll be an
unsuspecting victim for his moves. Second, your opponent can
research on your style while you can't do the same for him.
Lastly, characters smaller than Tetsujin would have an advantage
of range and in the same sense characters slower will experience
a slight boost in speed. Anyway, he'll probably use some general
tactic so find out what that is and counter as you see fit.

Wang Jinrei - a master martial artist as the Tekken storyline goes, but
really doesn't live up to all that hype. Few choose him
in their team nowadays, and even fewer have actually mastered
playing as him. He also has some "borrowed" moves like
Michelle's high-low-high punch and many more but strategies
on dealing with him are really very general---just keep
a couple of feet's distance and hammer away with Rush Combos,
Cannonballs, and Rave Spins.

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ _ _ ____ ____ _ _ ___
( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __)
) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-.
(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/


none yet---must wait till the console version arrives

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ___ ____ ____ ____ ____ ____ ___
( \/ )(_ _) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __)
) ( _)(_ ( (__ ) / )__) )(_) ) _)(_ )( \__ \
(_/\_)(____)() \___)(_)\_)(____)(____/ (____) (__) (___/


Gamepro for some of the moves' names

Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows
of ASCII arts

Anson de Peiza (anson@home.com) for lotsa nice new things Lei can branch
his moves out with in TTT and for a little
added info:

"The Back Stance, activated by the code B+3+4, may be accessed,
by doing B+3~4 or B+4~3 as an alternative. If you do this,
Lei will yell something dependent on which alternative
you have chosen."

Gamefaqs.com for paying attention to this faq
Namco and all its affiliates for creating such a great game

Ms. AsianCuteness for inspiring me in just about everything I do!

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ ____ _ _ ____ ___ ____ _____ _ _
( \/ )(_ _)(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( )
) ( _)(_ _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) (
(_/\_)(____)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_)
_ _ ____ ___ ____ _____ ____ _ _
( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ )
) _ ( _)(_ \__ \ )( )(_)( ) / \ /
(_) (_)(____)(___/ (__) (_____)(_)\_) (__)


v1.3 - fixed a major error (thank you, Mr. Peiza!)
v1.2 - added character-specific strategies
v1.1 - added TTT only moves

%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ ____ ____ _ _ __ __
( \/ )(_ _)(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( )
) ( _)(_ _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__
(_/\_)(____)(____)(____)() (__) (____)(_)\_)(__)(__)(____)
_ _ _____ ____ ____ ___
( \/\/ )( _ )( _ \( _ \ / __)
) ( )(_)( ) / )(_) )\__ \
(__/\__)(_____)(_)\_)(____/ (___/


Please feel free to email me if there's something about Lei I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.


Did you know how useful the Play Dead Stance could be? Until recently
have I thought that the only reason to do it is to get to the Spring
Kick (3+4) and that seems pretty useless since the opponent can see it
from a mile away. I also tried mixing it up with the Double Slicer (3,4)
but my opponents just keep on anticipating whatever I do from this stance.
Then I learned that the trick is to ALWAYS do the Play Dead and follow
up with a randomly chosen move! This means that whether your attack was
blocked or evaded from prepare to re-execute the code for the Play Dead
since nine out of ten chances are your opponent's gonna strike back, and
strike high. THEN do the spring kick and follow up with your favorite
juggle---cool!


%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%

And just in case you read the last part of this faq before the first,
allow me restate my legal notice...

By gaining access to this faq you agree to the following terms:

___________________________________________________________________________________
===================================================================================
|| ||
|| 1) I, Joseph Christopher, the author of this faq, is not in any way ||
|| liable for any harm that anybody thinks came from reading this faq. ||
|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
|| emotional ones, such as experiencing humiliation upon the use or ||
|| most likely misuse of yet another technique found in this faq. ||
|| ||
|| 2) If this faq was accessed from a source other than gamefaqs.com, nine ||
|| out of ten chances are it is not in its latest update. You must ||
|| therefore read the latest version of this faq first at the said web ||
|| site before sending in any comments, suggestions, and/or corrections. ||
|| As for webmasters, web page contibutors, and all similar personnel, ||
|| posting this faq on any other website requires every last sentence, ||
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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~



 
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