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Secret Tekkeniques
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Author: Notti
Email: Mahgnitton@hotmail.com
Last Updated: September 4th 1999
Faq Version: 0.1
Secret Tekkeniques FAQ description: This FAQ was compiled to gather together
miscellanious Tekken 3 tips, tricks, secrets, juggles, overlooked moves and
anything else I feel like putting in =P~ BTW the information in this FAQ is
verified on the japanese version of Tekken 3 for the Playstation system.
99.9(I doubt there's a difference but just in case) of the stuff in here
should work on non-japanese Playstation versions of the game. The ARCADE
version of Tekken 3 that is generally found in the US has several
differences(not TOO drastic but there are differences in certain moves)
compared to the more advanced/balanced home version. Most arcades in the US
have version A or B(to be honest I'm not sure what version the US has) of
Tekken 3... Tekken 3 for the Playstation is Version D.
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Disclaimer: This FAQ may be distributed only under certain conditions.
1) This FAQ is to remain unaltered!
2) Credit is given to me(Notti: Mahgnitton@hotmail.com ) for compiling it.
3) No monetery/barter/farm animals type compensation/gain shall be received
for this FAQ without my written in detail permission.
4) This FAQ shall not be published by or in any
magazine/periodical/manual/instruction/guidebook in an altered(back to
condition 1 you dogs) or unaltered state without my expressed written
permission.
5) I would prefer for you to email me(Notti: Mahgnitton@hotmail.com ) if you
decide to post this FAQ on your site. This is not necessary BUT if you do post
this FAQ on your webspace(not merely a link to someone else's webspace) and
tell me I will then be able to put a link to your site in the next version of
my FAQ :)
______________________________________________________________________________
Hosted at: The newest version of my FAQ can be found at these sites =) Visit
often and then visit again... for the first time:
http://gamefaqs.com
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Contents
-FAQ History
-Conventions and Notations
-Heihachi
-Paul
-Conclusion
-Credits
-Links
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FAQ History
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Look into the past, catch a glipse of the future...

v0.1 (10/02/99)
*Past*
~OMG, I've been sitting on this FAQ for almost a year... rather than let my
efforts go to complete waste I cleaned this FAQ up and released part of it 10
months after I practically stopped writing it :P
~Added a few guaranteed hits after Hei's 1+2(bk+ch)...
~Adjusted a few Paul juggs.
~Added Hei's Hunting Getas section.
~Added to Paul's reverse hop kick.
~Updated the Link Section.
*Future*
~Well... in the clean up I removed some half done character sections, they
will come back in the future when I write more in their sections. I think I'll
add two characters an update.
~This FAQ is very rough, I need to add more explanations of my notations(if I
can even remember why I did things the way I did *sigh*).

v0.0 (12/01/98)
*Past*
~The Tekken.net MB and battles with Chimmey and Red Smoke at the Queens
College Arcade fueled my Tekken fire, I wrote this FAQ.
~Lalala research and tests....
*Future*
~Who knows... maybe this'll be finished one day this century.
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Conventions and Notations
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This section should be better in the future but here's the notations and
coventions I use work. For example...

(ws)3+4~1(bk+nch); 1,1; 2,2

Hmmmm okay that in english(kinda) would be a while standing(ws) up from a
crouch Left kick(3) and Right kick(4) at the same time(+) move that is
immediatly INTERUPTED(~) by a Left Punch(1) that hits an opponent in the
back(bk) on a NON counter hit(nch)... that is all one STRING(canned)... this
is now followed up by a left punch(1), left punch(1) STRING(NOTE the semi-
colons ";" ) that is then followed up by a right punch(2), right punch(2)
STRING(NOTE that commas "," seperate button presses WITHIN strings and semi-
colons seperate STRINGS or SEPERATE moves).

Ugh... okay... ummm... here's some little abbeviations....

(nch)non counter hit
(ch)counter hit
(fo)flippED over(this applies to juggles that hit people in the side mostly)
(ho)half over(this means they ARE flipping over but you hit them before they
could all the way)
(sd)side(basically you hit the guy in the sides as opposed to the front or
back)
(jsd)juggled on the side(eh... I just want to make things clear at times :D )
(cr)crouched(doesn't mean full crouch)
(fc)full crouch(this means you took the part of a second to hold down_df_db)
(bl)blocked... you know how to do that right :)
"USR" Unblockable Shoulder Ram: f,f from far away. You need to run for awhile.
"STK" Stun Kick: JUMP(UB_U_UF) then at the peak press 3.
"GRD" Ground Dive: f,f+1+2(other ways) from the floor(face up, feet towards).

I hope that kills MOST of the email that I might get on this :p
______________________________________________________________________________
Heihachi Mishima HEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIHEIH
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Abbreviations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"CD" Crouch Dash: f,n,d,df
"RD" Rolling Dash: d,df,f
"DF" Death Fist: d,df,f+2
"TGF" Thunder God Fist: f,n,d,df+1
"WGF" Wind God Fist: f,n,d,df+2
"(1,2,3)HS" H-E-double hockey sticks Sweep(s): f,n,d,df#+4,4,4
"DMK" Demon Mid Kick: f,n,d,df+3
"DLK" Demon Low Kick: f,n,d,df#+3
"DGF" Demon God Fist: f,f+2
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Forgotten Tekkeniques:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
** Right Kick Reversal *******************************************************

There are several ways to get this move out.

1) Have some one throw just about most any high OR MID right kick at you when
you are doing Heihachi's Unblockable Thor's Hammer(d+1+4). Even after the
attacking part is over... he is invulnerable to MOST all right kicks when his
hand is down... it's still possible till the animation is totally over with.
Also if you happen to unluckily TRADE hits with your right kick with Hei's
unblockable he will still get his reversal... OUCH.

2) Have Heihachi be counter hit with many HIGH(I'd say about 65-75% of high
4's... not as reliable as I would want) right kicks while Hei is holding
d,df,f,uf,u, or ub(basically any direction besides direct blocking and
neutral). You cannot trade hits at the same time and get this reversal since
trade hits never count as counter hits(except if either Heihachi or the
kicking opponent is charged up... ;) ).

3) Have Heihachi hold d,df,f,uf,u, or ub when being hit by certain specific
HIGH right kicks(no counter hit needed). You may also trade hits with this one
and Hei will still give out the reversal+trade hit damage. Here is a list of
kicks that Hei can grab just by holding d,df,f,uf,u,ub w/out a counter hit:

Bosco:
b+3+4,u*(Weird... this move may not actually belong here since this move
ALWAYS hits on counter hit(think about it)... but... check the Dr.
Boskonovitch section =D )

Law:
4,3*(yes he grabs a left kick! But that is quickly corrected! :) )

Julia:
4*
df+2,4*
1,2,4*
3+4,4*

Ling:
f+4*

If you know of anymore email me... OK?

Damages DONE TO each character for the reversal:

Opponent|Heihachi
Type 1: ALWAYS 55|ALWAYS 50
Type 2: ALWAYS 45|Damage of kick(don't forget counter damage)+6
Type 3: ALWAYS 45|Damage of kick+6

As you can see the most reliable version of his reversal also has a crappy
ratio of damage done vs damage received. If you want to use this move on
purpose(say against Paul's f,f+3,4,4_f+4 string...) use the unblockable for a
good chance of it working... if you're sure he'll go high, try the df+3 mid
kick (the mid kick has somewhat slow start up and causes low damage... less
counter damage for Hei... YAY!)... or f+1(excellent chance of 1,1,2 connecting
if he doesn't go high, as a matter of fact you are totally safe and WILL
damage Paul(unless the HIGH kick will kill you) if you try the jabs(1~F,1,2 is
the safest since a 1 comes out quicker than a f+1 and if Paul does the low
kick finisher the f+1 may very well miss)... but the reversal looks so cool...
net yourself some style points and go for the reversal). BTW only the
unblockable reversal version will come out when the kick kills Hei, type 2+3
reversals won't come out... but when type 1 does come out Heihachi will still
die if he's the first to lose all his life... you still get the last hit tho
:P

** Demon Hop *****************************************************************

This move was in Tekken 1 aswell as Tekken 2 yet most do not know of it. The
motion for this move is:

f,n,d,df,uf

This is a very quick hop in with good speed. What you can do while hopping is
press 3 or d+3 to get either the DMK or DLK... or neither and simply go for
whatever... a throw or maybe twin pistons perhaps.... BTW the Demon Hop
versions of of the DMK and DLK seem to come out quicker than the regular
versions(IMO).

** Quicker Demon Scissors ****************************************************

This tekkenique was present in Tekken 1 and 2 but it was not nessessary to
mention it in Tekken 1 since this was the only way to do it in T1. Namco
abbreviated the motion in T2 to 4~3(uf+4~3, as is also in T3, is the prefered
method in T2), but the original motion actually makes the move come out
quicker. Here's the abbreviated(the move comes out slower) motion:

4~3

And here's the original(the move comes out quicker) motion:

uf+4~3

The move comes out quicker by a few frames(it also evades ALL low attacks from
the very beginning, unlike it's slower brother, which only evades all low
attacks once it's left the ground). It's hard to notice the speed difference
but it's there.

** Always Blast Chi Palms ****************************************************

Unlike Hei's 1+2 Chi Palm that only blasts away on counter hit this verion
always does allowing you to get the uf+4~3 follow up guaranteed. There are two
ways here...
1) f+2,1
2) 1,2,2,1

** Sloppy Chi Palm ***********************************************************

If you do not feel you can hit the 1+2 chi palm button =P you can do the move
as 2~1. If you do the motion as b+2~1 you can get Hei to do a little grunt(his
b+2 grunt) and if you do it as f,f+2~1 you'll get another yell... this
motion(2~1) does not work during an early SS... technically this motion should
also be slower in coming out than the normal 1+2....

** Dash in Chi Palms *********************************************************

f,f,b+1+2 use this to get the Palms from a dash otherwise you'd get a DGF. You
can also use it b,b+1+2 or b,B,+1+2(you can also sloppy chi palm).

** Wave Step *****************************************************************

This move gains ground quickly... perhaps even quicker than running... and all
the while you have the ability to alternatively do CD and f,f moves. Here's
the input:

f,n,d,df,f,f,n,d,df,f,f,n,d,df

That's 3 waves right there... here's the basic part: f,n,d,df,f,repeat. The
reason is after a CD you can do f,f to get f,f moves such as DGFs or
throws(such as f~f+1+2). But Namco made it so that CDs can be done as part of
the normal f,f dash... thereby creating a loop.

** CD/RD cancel **************************************************************

Do a CD or RD and tap u or ub then go into any standing moves. ub is better I
think since it has the least chance of messup.

** Immediate Death Fist ******************************************************

Here ya go... df,f+2. I think this works... I may be imagining it however =)
The way I found this was when I was playing with the Wave Step above.

f,n,d,df,f,f,df,f+2 was what I was getting on occassion... the reason this
has to be the way it is is because the full motion d,df,f+2 would bring me
into a CD instead of the RD... but I was getting the DF. Well?

BTW don't forget this is NOT a RD or CD where you can travel for a moment or
two before pressing 2. As soon as you hit f press 2.

** Lightning and Thunder God Fist ********************************************

What this signifies I have no idea but... do a TGF and get it to connect at
the edge of it's range(best as I can explain it, rather random actually),
Heihachi will be consumed in electricity. It doesn't seem to matter what
damage you get(I've gotten clean hits to do this and I've gotten it at 100%,
35 damage. I've also had it come out in juggles). Well whatever it does it
looks cool ;) Hmmm maybe in Tekken 4 Hei will have a ETGF if you do the motion
perfectly like Jin's EWGF?

** Hunting Getas *************************************************************

In Tekken 1 Hei was one of the baddest mofos, for example his uf+3,4 jump
kicks if you blocked the first one, the second always hit. In Tekken 3 he
still has it but it takes some skill... uf+3.. 4. The timing is exact... RIGHT
before the uf+3 is blocked press 4. Basically you want to delay the second
kick button PRESS(as it doesn't delay the kick) as long as possible so the
game will make the first kick act like it was done alone. You can see this in
Pmode by having the kicks hit(not blocked by) the opponent and looking at the
damage. You see if you do the first kick by itself it will have a base damage
of 25, but if you input the right kick right away like you would usually do
the move will have it's base damage changed to 17. But if you delay that
second kick till the VERY end you will see not only will the base damage STAY
at 25, you'll get the second kick =)

BTW before people email me about my little unblockable trick, let me tell you
that this also works for Hwoarang, Ogre and True Ogre... enjoy!

Finally if your opponent ends up blocking both kicks, Hei has a GREAT timing
advantage on the opponent, nothing's guaranteed but Hei has got the advantage
which is great since Hei is damn close.

** Head Butter ***************************************************************

The motion is f~f+1+2... but you must do the f~f quickly and not pause much
inbetween presses... don't ask me why(this also pertains to CD cancel Head
Butts UNLESS you do the motion as f,n,d,df.. f~f+1+2 NOT f,n,d,df,f.. f+1+2
which is hard since this is the only time in the game it matters if you go too
far with the CD motion and if you mess up you get a DGF) Also this throw is a
techable throw. When some one techs from this move(any button) they always
tech to their left. If they don't tech they are rather vulnerable to ground
hits such as d+4 stomps... but you can't watch for the tech and have stomps
guaranteed at the same time, gotta guess.

** Head Butt Carnival ********************************************************

The motion is f,f+1+4(very dash delayable compared to f,f+1+2) and can only be
done VS Hei, Jin, Kuma, Lei, Paul and Moku imitations. The initial throw can
be escaped by 1+2. The opponent can challenge the head butt by hitting ANY
button right before the head butt hits... but Hei can re-challenge by hitting
ANY button right before the head butt hits him.

Damages that HEI does to his enemies if unchallenged(charged means that
SOMEONE did the Super Charger, 1+2+3+4, before the throw connected):

Unchallenged|1st|1st(charged)|Final
Kuma |42 | 50 | 65
Jin |29 | 34 | 45
Lei |29 | 34 | 45
Paul |29 | 34 | 45
Moku |29 | 34 | 45
Moku-Hei |29 | 34 | 30
Hei |29 | 34 | 30

If any head butt is "challenged" the damage to the challenger is always 30
damage, or if the original Hei loses he takes 30 damage. These headbutts can
continue till someone dies....

** Hop Kick ******************************************************************

As if Hei didn't have enough juggle starters... try u+4. You can get most WGF
juggles out if close.

** Stunning/Knock Out Axe Kick ***********************************************

f,f+3 does nothing normally but stuns on counter, f,f,n+3 ALWAYS knocks down
for a quick d+1 hammer or some more powerful not quite guaranteed stuff(Hell
Sweeps or d+4 stomp).

** Delay Strings *************************************************************

Simple listing here for moves of Heihachi that are delayable(not including
CD+RD moves).

(ws)+4-4(not HS axes)
f+1-b+2,(1_4)
1,1-2

** Foot Stomp Override *******************************************************

The foot stomp can be done two ways:

d+4
df+4

This means that you cannot put df+4's mid kicks and d+4 tick kicks in most
juggles and wake up games. Well actually... you can still put the tick kicks
in by pressing db+4.

** Large Punishment **********************************************************

Hei's unblockable can hit large characters(Gun, Kuma, Togre) on the floor at
rest =O Try WGF; d+1+4 for evilness... it can be escaped(HOLD UP till you
stand up, then hit 4 and pray... it's VERY CLOSE... Togre can Owl Hunt too)
but most do not know this.... And if they try to tech roll Hei follows em...
unblockable tracking! =D Even tho this is escapable these characters still
have to constantly watch out for this. You can also hit these characters with
TGFs(and DMKs!) on the floor... nice damage ;)

** Foot Stomp Yell ***********************************************************

Do a foot stomp to a fallen opponent(hit or miss, doesn't matter) and during
the replay hear Hei say his kick reversal scream(CANOE!).

** Hell Sweeps Hit Level *****************************************************

I personally think Hei's Hell Sweeps are the weirdest moves in all of Tekken
in how it works, nothing else in Tekken works quite like it does.

The hit level of the FIRST HS to HIT OR BE BLOCKED is considered Special
Mid(it's special mid since it doesn't hit ducking opps and can't be reversed
by high/mid reversals and CAN BE parried by a low parry. This also means that
this move cannot be guarantee-ingly evaded by low evading moves... Yoshi's
STANDING Pogo for instance). What that means is that if the first sweep
totally wiffs the second sweep gets these properties. Another property of the
first HS to touch is if it is blocked by a high blocking opponent it will
cause block damage(7 points of damage) signified by a spark. This spark not
only causes damage but a small amount of stun. If the 2nd OR 3rd HS get this
high blocked spark(cause the first HS missed) the canned follow up TGF(hit
left punch) is GUARANTEED.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Juggles(Combos):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
** Normal Juggles ************************************************************
Starter; Juggle (Damage) Notes

WGF;
^ f+1; f+1,b+2,1 (56) Basic juggle, likes to whiff on Julia.
^ d,df,f+4; f+1,b+2,1 (62)
^ d,df,f+2 (49-61) On clean hit, get it early.... not early or close.
^ 2HS,2 (55-63) Clean+early+close.... otherwise.
^ 2HS,1 (56)
^ WGF; d+1 (56)
^ df+1;
^ 2HS,1; d+1 (66) It's not techable if done correctly
^ f+1,b+2,1 (57) Julia... whiff!
^ df+2;
^ 2HS,1; d+1 (70) Hard to get. Especially on smaller chars like
Julia(may be impossible) and Ling. The part that
seems to miss a lot is the second sweep. You need
to get the first sweep in deep... but not too
deep(cause that takes time) or the juggle is
techable.
^ f,f+1,b+2,1 (60-64) Jul....
^ TGF (53-66) Clean.... kinda close.... not very close
^ df+3,2,2,4 (43) Either get a WGF from far away or start the df+3 late as
possible.

DGF;
^ df+2; 2HS,1; d+1 (75) Does that look nice?
^ WGF(get behind); 3_4 (80) Get that WGF very early.
^ Try most any other WGF juggle from above.

df+1,2;
^ f+1; f+1,b+2,1 (56)

df+2;
^ DGF...
^ WGF...
^ DF (54)

f,f+3(ch); <-----don't forget that this stun is escapable
^ Any df+2(hard), WGF ;) or df+1,2 juggles and throws will work.
^ 2HS,2 (66) Clean... move forward if you need it.
^ d+1+4 (89-104; Kuma/Panda and Gun Jack... True Ogre can Owl Hunt)
^ TGF (62-52) Clean blah blah....
^ df+2; f,f+2; df+1; 2HS,1; d+1 (111) Yeouch! Seafood soup! This is
of course escapable in two
spots and hard to do anyway...
but I love it still!

f,f,n+3;
^ d+4 (45-55)
^ d+1 (41)
^ RD+4,4 or CD,n+4,4(48) Should be close.

1HS;
^ 2HS,1 (52)
^ 3HS,1; d+1 (66-68; King+)
^ TGF (58; Jack+)
^ df+3,2,2,4 (39; Jack+)

2HS,1; 1+2 (53)

2HS,n+4; DF (54)

3HS,1;
^ f+1,1,2 (69)
^ f+1,b+2 (68)
^ 2HS, 2 (77; Gun Jack+, techable) Sweetness =)
^ TGF (80; Gun Jack+, techable) Yay! A TGF!
^ f+1,b+2,4 (82; Gun Jack+, techable) Oh... if the kick was only a hair
quicker.

1+2; d+1 (37) In Pmode doesn't always count as a combo but it always works
when in the correct range.

1+2(ch);
^ uf+4~3 (44) Try not to take too long.

1+2(ch+bk);
^ 1+2 (44) Double Hadoooooooooken!
^ uf+3 (47) You can do the double jump kick too, but the second kick
will always miss not to mention that the first kick gets
weaker when you do that(unless you do the delay trick).
^ WGF (47)
^ df+1,2 (57; Gun Jack+) Practice mode silliness =)

n+1(ch);
^ 2,2 (37) Just thought I'd throw this in...

f,f,f+3(bl);
^ d+1 (13-15) Easy to get... never miss.
^ DF (27-37) HARD to get... only if you have a good sense of when
you are out of the jump kick stun.

GRD(bl);
^ 2; 2HS,1 (38) Awesoma powah.
^ f+1; f+1,b+2,1 (30) A Hei standard.
^ 2; f,f+1,b+2,1 (37) Nicer if you can slip in the Right Jab :)

STK(nch);
^ 2HS,2 (62-68) Don't forget, they are stunned. You can CD in rather
close.
^ DF (63) Go Death Fist!
^ DGF (63) 63 again?
^ TGF (60,73) Easy... yet damaging. Silly Tekken juggle system =P
^ CD,n+4; f+1,b+2,1 (66) Oh very well. For those who insist on some
little bit of skill to do damage =P~

USR(ch);
^ DF (61-67)

** True Side Juggles vs Togre ************************************************
DGF(sd+nch);
^ df+1(jsd); uf+3(fo),4; d+1,2
^ df+2(jsd); TGF(fo); df+1(fcd),2
______________________________________________________________________________
Paul Phoenix PAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULPAULP
______________________________________________________________________________
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Abbreviations:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
"DF" Death Fist: d,df,f+2
"ET" Elbow Thruster:d,df,f+1
"RD" Rolling Dash: d,df,f
"SB" Sway Back: d,db,b
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Forgotten Tekkeniques:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
** FC Hammer *****************************************************************

When you do Paul's hammer you have several choices... either press nothing, 2,
4... or while doing the hammer you held down. If you hold down you'll finish
the move in a full crouched position from which you can do any full
crouched(fc) moves or while standing(ws) ones. For instance you can do the
elbow smasher/uprooter... you can do a (ws)4(mid) or (fc)4(low). The FC Hammer
actually has faster recovery than the regular Hammer. The reason I think this
is because after a CLOSE blocked Hammer with some characters you can hit Paul
with a standing jab(1) or almost everytime with most every character with a
ducking jab(d+1 or db+1), but you can't do this vs an FC Hammer(not only can
you block the duck jab, the standing one will go over your head since you are
in full crouch). A small note now on the d+1,2 and the d+1,4,2... during BOTH
follow ups Paul can be standing jabbed between the d+1 and the 4 or 2 if
blocked and if the hammer actually hit you can get a ducking jab(left
punch)... if on counter hit the Death Fist(right punch) DOES combo even tho
the Pmode counter says it doesn't and the sweep kick elbow combo can ONLY be
blocked low(not even low parried) then blocked mid for you to do your minor
counter damage.

** Sway **********************************************************************

The Sway Back(sb) when it starts has a small(very small) period of high attack
evasion built in(perhaps it's just the d of the d,db,b motion). Also Paul has
3 moves he can do from the sway.

d,db,b,n+1 Bounce Hammer
d,db,b,n+2 Palm Strike
d,db,b+3-2-(1_2) Sway Sweep, Elbow Switch....

Bounce Hammer: This move can Bounce you on counter hit. Not many great juggles
from this move. However this move is virtually identical to his normal Hammer
except you can't go to FC after.

Palm Strike: On counter hit it will send the enemy sliding away ready for a
Neutron Bomb(f,f+4) and me standing over them =) When it hits normally it
leaves you and your enemy on equal terms and when blocked causes block stun
and leaves you pretty safe(only the quickest, longest ranged standing jabs can
touch you if you did this move really close... Kuma's f+1 comes to mind)... if
dodged however... *sigh*.

Sway Sweep: This moves comes out a little slow and has too little range to be
used offensively so it should be used when someone is attacking high. If it
counter hits you're ONLY guaranteed the elbow(if you didn't delay the elbow),
none of it's follow ups. You should take notice that this move is the only one
that doesn't require a neutral stick position before pressing the buttons from
the Sway.

** PK Magic ******************************************************************

Paul has a couple PK strings. I'll list them and their properties:

Command__DCL_______Notes
n+1,4 5h+8l Is 100% safe if blocked, good poker, and combos together.
2,3 12h,21h Least useful, for juggles I guess(a lil slow tho).
2,d+3 12h,8L Most don't expect the low... but with the f+2,d+3...
f+2,3 12h~20h Better than 2,3 I guess... combos on counter.
f+2,d+3 12h~17L MAGIC... Unblockable low kick if punch is BLOCKED >=D

*Laughing* f+2,d+3... feel the fury of Paul! You better duck... uh-oh hop
kick(hammer... df+1, df+4...)! If you want this move on a dash in you'll have
to tap forward thrice, f,f,f+2,d+3... if you do f,f+2... you'll get an
elbow(hits mid... crappy recovery if blocked). Also if the jab hits... the
kick is no longer guaranteed, as a matter of fact you are open to attack if
blocked(same as 2,d+3)... prolly a ws(prolly a ws+2) or fc attack(no hop
kicks) but some characters can punish more than others(Jin... Ling... HATE
Ling). Has it's faults but unblockable damage is unblockable damage =) The key
word being unblockable... meaning you blocked a jab(a jab!... how many times
in a match against Paul do you block jabs?) A nice quick jab.....

** Delay Strings *************************************************************

Here are Paul's delay strings(delay possibility at the "-" sign)... not
including the delay between a CD or an RD and the button press:

sb+3-2-1
sb+3-2-2
(fc)df+2-1
(fc)df+2-2

** Taunt/Imperfect Dragon Flip Kick ******************************************

Paul has a taunt most don't use... the motion is:

(fc)D#(2 seconds)

And then Paul will do his Tekken 2 win pose(hold 4 after you win a round in
T2). You must hold STRAIGHT DOWN and be in FC and then wait for the the taunt
to come out, also you must continue holding D through out the whole animation
to see the whole thing. While doing this Taunt you can do anything you could
normally(you're in FC remember... FC and WS moves). Even if it looks like you
are standing no high hits or grabs can touch you(including Togres Standing
Flames or King's Lariats) BUT you do make yourself a bigger target for the so
called "HIGH" mid attacks(such as Nina's f,f+2).

You can continue the taunt for the ultimate humiliation. To do Paul's
Imperfect Flip Kick.... The full motion is:

(fc)D#(1 second),u+2+3+4

This move can be done easily but some people have trouble with it. The timing
of the u+2+3+4 must be done at or somewhat after Paul brings his arms to his
side, don't be hasty... it's a nice open window. Second... sometimes if you're
not so sure of your multi button pressing talents you should use the buffer
button technique. I usually hold down 3+4 after I do some move and then do the
taunt and after the arms have come down I'll press u+2(while still holding
3+4)... easy. Finally this move is a risk obviously =P~ it just plain sucks if
you want it to hit(range sucks... it hits mid for 25 damage going up, 20
damage coming down and 30 damage towards the bottom... it hits like Law's
Rainbow Kick... and to hit with the last two possible hits people would...
have... to... run... under... it... bleh) since the setup time is large and
the range is crap you'll save this move to embarass your opponent... since not
only will this move never hit but it also damages Paul =O for 15 points of
damage... if that wasn't enough it leaves you in the very vulnerable ground
position of face down/head towards(note: When Paul hits the ground he looks
like he is in grounded FCD position but in actuallity he's in KND position for
awhile... this can be tested with King's Ground Throws or hitting him during
that period). The best way to get this move out to fufill it's purpose... to
taunt w/out TOO much pain/risk to yourself is to preform it after you
connected with a Death Fist... counter hit being the best... and while the
opponent is rolling away and you're stunned hold down 3+4... well I just
explained this above. This will certainly tell your opponent what you think of
them when you make yourself look silly and take damage at the same time.

** Death Fist Revenge ********************************************************

Since so many whiners think the Death Fist is the cheesiest thing in the game
here are some SIMPLE and GUARANTEED DF blocked minor counter attacks just to
show you how to punish any STUPID Paul players out there who abuse this move:

Anna:
f+4... hold forward a little if they do a DF from far away.

Bryan:
f,f+2... Do it quickly.
f+4... Bryan has nice range on this move.
df+2... EASY.

Bosco:
Nothing I could find... but then agian Bosco can dodge those high DFs somewhat
easily.

Eddy:
df+3... You can hold D after to go into ground position.
d+4... Eddy's most excellent low poke.

Law:
f,f+4,3... can be done but I don't recommend it.
b+2... Easy... The JunkYard Punch strikes... YET AGAIN!
b+1,2... These work almost as well as the JYP^^^ but hurt more and are not as
easy to get as the b+2.

Gon:
Nothing... but he freaking ducks the DF standing neutral guarding =)

Jack:
f+2... yay... one of Gunny's B+B moves... easy to tag.
f+1+2... double yay... another of GJs B+B moves... only better =) Look in
Gun's section for good juggle follow ups....

Hei:
df,f+2... insta DF... must do this very quick.
d+1... We love the hammer, right kiddies?!
f,n,d,df+2... Woooooo.....

Hwoa:
df+4... pokey pokey.
df+3... pokey pokey... again.
f+2... pok...ey....
df+1+2... po....
b+2... po... slap....

Jin:
d+4... why would you pick this one, keep going...
df+4,4... don't do from the longest distance or the last kick will wiff.
df+1_f+1+2... start up them customs boys.
f,f+2... Paul meet the mini Death Fist.
b,f+2,1... smack-smack!
b+2,4,2,1... hey... hey... I can't block... ahhhh stop!
f,n,d~df+2... EWGF... if you can get it....

Julia:
f,f+2,b... hard to get but does work....
f,f+1... easy.
d,df+1.... Go for the gold Julie
df+3... upper kick!

King:
b+4... nice and solid
f+4... I think you can see that f+4s tend to have nice range+speed to tag
these kind of push away moves.
df+3... B+B moves....
df+1... Hammer-like....

Kuma:
f+1... poke...
f+2... continues poking...
d+2... he poked...
d+1... guess...
f+1+2... mwuahaha... a Kuma standard.
df+2; f+2; f+1+2... Paul must've been really stupid and done a DF right in
Kuma's lovely face.

Lei:
f+3... ouch.
f,n+1,2*,1... Hard to do... also 2nd punch will wiff but the 3rd is still
guaranteed...
(f,n+4,1)_(f,n+4+1)... 2 hits... hard to get... just do the freakin' f+3 =P

Ling:
f,f+1+2,1+2... not that easy to connect.
f+3; f,f+3... I HATE Ling.
df+3... yeah yeah...
f,f+3... if you want them standing to play some back turned games.

Moku:
I'm not gonna check for this... just take note that some moves that worked
with the Norm chars may not work with him or possibly versus Moku-Paul.

Nina:
df+4... magically hits... of course... it's Nina
df+3,2,3... visit Nina's section
df+3,1,4... ^^^^^^^^^^^^^^^^^^^^
f+4... Good good.
b+2,2... may miss... be careful.
f,f+2... whatever....

Ogre:
db+4... ankle biters....
f+3... wow =P

Togre:
f+1... so amazing... why 2,2 doesn't work will forever evade me(crap hit
detection... damn Namco... why).

Paul:
f+4... you know how it goes...
f+2... eh...
df+1... yahoo...
d+1... Hammer action, yeah! Easy!
DF... Ha, fire with fire... Paul travels better than Hei so it's easier.
f+3... in the kisser....

Yoshi:
df+4... OF COURSE! Never misses.
df+2... sheesh... this is worse than an EWGF in some ways... somewhat less
damage but so easy.
3_f+3... just to kill him.
f+2; df+2... OMG...
df+1,1... OK....
f+4... yeah...
f,f+4... basic....
db+1... not guaranteed in the normal sense....

There ya go... happy? Will people stop whining? =P BTW, these moves are not
only useful in hitting a Paul PSmasher but also TEND to work against other
similar moves that hit hard but knock you kinda far back when you block them
such as a Nina Blonde Bomber(f+1+2) or Nina Divine Cannoner(db+4,3).

** Ultimate Punishment Timing ************************************************

More than once have I seen the question asked on the timing of this move, well
here it is, it's really not hard. The official motion is:

db+1+2(or from a running tackle); 2,d+1,1; 4,1,1+2

Paul tackles, after the pink throw spark tap 2, then HOLD down and mash left
punch till the first right punch(2) actually hits Paul's opponent, then input
this string quickly(it's not hard at all):(4,1,1+2), remember you can can HOLD
the 1 in this string to make it (4,1#,+2), now this final string must be input
before the final gut punch hits(if you mess up, at the final gut punch you
will hear the opponent groan when the gut punch hits).

BTW the Ultimate Punishment is unbreakable once the first right punch
connects... better parry it >=)

** Tackle Punch Reverse ******************************************************

Back from Tekken 2... thought gone... thought lost forever... recently
rediscovered... Tackle Punch Reversal... *hushed awe* (OK, enough of that).

The command for the Tackle Punch Reversal is 1,1,2 and can only reverse right
punches... but there's a nice trick that goes along with this... if you do the
motion as 1,1 BEFORE the Tackle Punch PARRY WINDOW and then press 2 DURING the
regular Tackle Punch PARRY WINDOW if Paul's Tackler does any kind of punch
Paul is covered =) You see the 1,1,2 will REVERSE right punches BUT the final
input of the REVERSE is ALSO the left punch PARRY. Just make sure you hit 1,1
BEFORE the window for parries opens. If you want to check for the window go to
Pmode and check out Jin tackling and then right punching once against Paul
with Freeze Signal turned on(try recording Jin tackling and right punching).
When Paul turns green for a little bit that's when the Tackle Punch Parry
window is open. Now this double punch protection is good but it leaves
precious little time to parry(by doing this Punch Protection you can't do an
Arm or Leg Bar REVERSE but can still do the Arm or Leg Bar PARRY) any Arm Bars
certain characters may throw at Pauly, but it can be done... just not easily,
need quick fingers and practice. Also I don't think it's possible to Tackle
Punch Reverse after the first set of three punches but I will keep trying and
testing.

** Reversal Stuff ************************************************************

The formula for reversal damage is [base damage/2]+25

If Paul's right kick is reversed by Paul, he can tech roll when he hits the
floor to escape. He raises with his back turned....

Paul can't reverse Yoshi's sword attacks...

He can reverse Eddy's (fc)3+4.

** Reverse Hop Kick **********************************************************

When Paul is back turned try uf+4. This means UP-TOWARDS your opponent. This
pretty much sucks for Paul(his back turned juggle hop kick has less range...
u+4) but could be useful in gaining distance and keeping your back
turned(bleah).

There is a way to do the reg back turned jugg hop kick however ^_^ But I'm not
sure if it's either:

u+4~uf or u~uf+4 (and remember uf is Up-TOWARDS your opponent)

Hard to always nail but it does work :D
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* Juggles(Combos):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
** Normal Juggles ************************************************************
Starter; Juggle (Damage) Notes

uf+4;
^ f+3 (46-49) Show your mad skillz
^ db+1; (fc)df+2,1 (45; Law+) Harder than above however.
^ uf+3,4; (39) Less damage but you are given time to run in and play with
some okizeme.
^ d+1 (47) Fickle...
^ df+1;
^ uf+3,4 (40-50) Damage depending on what character(smaller is
better).
^ f+4; f+1+2 (48)
^ f,f; db+1; (fc)df+2,1 (51; Bryan+) Hard to get if the hop kick
connects from a distance.
^ f,f+3,4,4 (49) Nice, easy and powerful(for a Paul jugg)... the last kick
may miss if you don't time the first jump kick to hit as
late as possible.
^ 1; SB+3-2,1 (50) Bleah, timing is hard if you don't want techs... not to
mention that the elbow tends to miss anyway unless you
get the hop kick really close.
^ f+4;
^ f,f+1; f+1+2 (48-55) Takes timing....
^ DF (52) This is powerful but it's hard... maybe switch the DF with
a f+1+2 if you want the enemy to slam to the ground ready
for some non tech-rollable okizeme.

ET(nch);
^ SB+3-2,1 (59) ... GOH!
^ f,f+3,4,4 (64) Mmmm... get those kicks out quick.
^ f+4; f+1+2 (52-58) I usually miss this juggle but it is possible for it to
be non techable.

ET(ch); <-----don't forget that this stun is escapable
^ Any ET(queek), uf+4, df+2 juggle, or throw can connect after this.
^ uf,4; f,f+3,4,4 (94) That's one spicia meatball =)
^ uf+4; f,f+3,4,4 (76) Look above... that jump kick smarts.
^ ET; f,f+3,4,4 (87) I dare you to try this in an actual fight =P Looks
nice....
^ DF (52-68) Easy... moderately powerful.
^ uf+3,4 (62) Simple stuff again.

SB,n+2(ch); f,f+4 (46) Since they can't tech this you might want to give them
a chance(less than a quarter of a second) to get up and
then have this move slam em back to the ground at your
feet, then you can do a (fc)df+3 to hit them again.
^ f,f; f+1+2 (63; Gunjack+) This is just a forward dash then f+1+2
God Hammer.

SB,n+2(ch+bk); f,f+3,4 (64; Togre only) Practice mode silliness... this is
hard(lucky) to get, but it does work.

f+1+2(cr);
^ (very close to close) f+4 (67)
^ (very close to medium) df+4 (60)
^ (far) Nothing guaranteed =(
^ (very far) d+1 (51) Only guaranteed if at the tip of the f+1+2's
range... barely guaranteed.

n+1(ch)_f+2(ch);
^ n+1,4 (20_28)
^ f+1,2,3 (32_41)

f+1(ch);
^ Any Throw... this only works off the f+1, NOT the n+1
^ f+4 (33)

f+1+2(ch);
^ db+3 (50)
^ d+1 (56)
^ f+1+2 (73; Gunjack+) They can move but they can't escape :)

4(ch);
^ DF (49)
^ f+1+2 (51)
^ f+1+4 (42)

f,f+4(cr);
^ (ws)4; d+1 (47)
^ (fc)df+1; uf+3,4 (47)
^ (fc)df+1; (fc)df+1; (fc)df+2,1 (54; Bryan+)

b+1+2;
^ f,f; 1+2 (124-130) I've gotten this as a juggle if you time the 1+2
press well =) but usually it just hits as them on
the floor.
^ f,f; 4 (113-120) Easier than the above to time correctly.

GRD(bl);
^ 2; uf+3,4 (32) Easy cheesy.
^ d+2; (fc)df+2,1 (32) Looks like you're cool =)
^ 1; SB+3-2,1 (39) I ALWAYS mess the sway up :( Non techable if done
PERFECTLY.

STK(nch);
^ f+3 (56)
^ f,f; SB+3-2,1 (58-62)
^ DF (59-66) DF... the answer...
^ f,f+3,4,4 (69) *nods in approval*

USR(ch);
^ DF (63) I ain't done with you yet....

** True Side Juggles vs Togre ************************************************
ET(sd+nch); SB+3(sd),2(ho),1(sd); d+1(fo),2(fo)
______________________________________________________________________________
Conclusion
______________________________________________________________________________
I hope you enjoyed this FAQ :) If you have anything to ask, correct or expand
upon feel free to send an email my way(Notti: mahgnitton@hotmail.com ). If
anyone's interested I also wrote a Final Fantasy Tactics FAQ dealing in the
same way with that game... factoids and details, secrets and tricks. Look for
this FFT FAQ at Gamefaqs in the Playstation section(
http://gamefaqs.com/console/psx/faq/final_fantasy_tactics_deep_dungeon_a.txt )
or at the following places:

http://www.console-gamer.com/
http://gold-saucer.com/
______________________________________________________________________________
Credits
______________________________________________________________________________
~All the peoples on Tekken message boards I've been going to since the Tekken
Web Project in 1996(right after T3 was released 100% in the 'cades).

~Specifically Slikatel, Tragic, Jarney, Catlord, Castel, and THE Faceless
Master for their awesome sites, guides, FAQs, movies and general generosity to
the Tekken Community at large.

~Persieveal, 1Truking, Vacadian Varlox, KOFTEKKEN, TSN, BMW, Dean Nakanishi,
Gospel, Geese Howard, Armor Khan... In the past and present I admire your
technical Tekken knowledge and general all around coolness =)

~Could I forget Namco? Nah. I love this game. Thank you :)
______________________________________________________________________________
Links
______________________________________________________________________________
Well you're done with the FAQ and now you must move on... here are some places
to visit on the internet for further Tekken goodness....

~Tekken Boards... you may find me here :)
salute.consolenation.com/cgi-bin/Ultimate.cgi
tekkentagtournament.com/forum/bbheaven.html
angrybear.com/tekken/msgboard/
tekkenplayer.hypermart.net/webbbs/bbs.pl

~IRC channels, I don't IRC but if you do.. and like Tekken...(are these old?)
#tekken
#tkn
#gamenation

~Tekken Sites, the best is here, learn more about Tekken, find Tekken media...
tekken.net/ziabatsu/
tekkentagtournament.com/
salute.consolenation.com/
tekken.net/catlord/
members.xoom.com/_XOOM/Meemitsu/index.html
tekken.net/games.html
tekkenplayer.hypermart.net/
angrybear.com/tekken/
pwp.starnetinc.com/tekken/
members.tripod.com/~cloudzuya/
lehnpalace.hypermart.net/
geocities.com/SouthBeach/Sands/8151/
nogard.simplenet.com/Tekken3/
firestorm.simplenet.com/
toxic.net/jin/
geocities.com/TimesSquare/Lair/3998/

~You want this...
www.amazon.com/exec/obidos/ASIN/1566867932/002-9170106-7697213

~The origin of the Body Switch Tekken 3 GS codes...
monkey.org/~dfw/

~The original Kazuya in Tekken 3 PSX... is it for real??? You'll never know!!!
gaming-age.com/news2/april98/040198g.htm

~Simply must check out... I can't wait for Tekken 4 ;P~ Asuka!!!!
members.xoom.com/_XOOM/bboyneko/tekken4.html
_________________________________________________________________________*FIN*


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