Tekken 5
Baek FAQ
Version 1.00 completed 06/12/05

By MHamlim
e-mail: [email protected]

Table of Contents
=================

1. Copyright Info
2. Version History
3. Button Conventions
4. Move List
5. Move Analysis
6. Credits

=================

1. Copyright Info

This document is protected by copyright, Mike Hamlin 2005. There is no illegal
reproduction or distribution of this document at any time or place in this or
any other universe. So there.

=================

2. Version History

v1.00 - First version. 06/12/05

=================

3. Button Conventions

Following are the common conventions that are used to refer to buttons and
button motions. Most Tekken players are familiar with them; if you are not,
check them out now or you will not understand how to do any of the moves.

f- tap forward
b- tap backward
u- tap up
d- tap down
F- hold forward
B- hold backward
U- hold up
D- hold down
N- pad in neutral position
/- press between arrows
1- left punch
2- right punch
3- left kick
4- right kick
+- press buttons simultaneously
~- press buttons quickly
*- hold the button down
:- just frame, requires precise timing
>- button press can be delayed
_- moves are interchangeable
=- move is an add-on to the move above with lesser indent
QCF- Quarter Circle Forward (d,d/f,f)
QCB- Quarter Circle Backward (d,d/b,b)
HCF- Half Circle Forward (b,d/b,d,d/f,f)
HCB- Half Circle Backward (f,d/f,d,d/b,b)
SS- during sidestep
SSR- during right sidestep
SSL- during left sidestep
WR- while rising from crouch
WC- while fully crouched
BT- back is turned
CH- counter hit
CL- clean hit

Hit levels
h- High level. Blocked by standing or avoided by ducking.
m- Mid level. Blocked by standing. Can hit ducking opponent.
l- Low level. Blocked by crouching.
sm- Special mid level. Hits mid but can be blocked by ducking.
!- Unblockable.

==============================================================================

4. Move List

This list shows all of Baek's moves, how to do them, their damage, and any
special properties. A star in the property column indicates a special property
that move has; check for the move name in the property list to see that move's
property. The Flamingo column indicates what input is needed to cancel the
move into Flamingo.

Name                     Command         Damage               Property

Double Jab               1,1             hh/5,5
One Two Combo            1>2             hh/5,10
=Flamingo Step          3~B_F           -
=Butterfly Kicks        3,3,3,4         hhmh/15,12,12,25
=Butterfly Needle       3,3,3,d+4       hhml/15,12,12,10
=Black Widow            3,3,4>4>3       hhmmm/15,12,15,18,17 *
=Maelstrom              3,3,4>4>4       hhmml/15,12,15,18,15
=Butterfly Blade        3,4>3           hlm/15,8,25
Right Punch Backfist     2,2             hh/12,15
Butterfly Kicks          3,3,3,4         hhmh/15,12,12,25
Butterfly Needle         3,3,3,d+4       hhml/15,12,12,10
Launching Rocket         3,4>3           hlm/15,8,25
Black Widow              3,3,4>4>3       hhmmm/15,12,15,18,17 *
Maelstrom                3,3,4>4>4       hhmml/15,12,15,18,15
Falling Axe              4>4             hm/15,18
Lightning Halberd        3+4             hh/10,10             *
Body Blow                f+2             h/15
Trident Rush             f+3,3,2         hlm/10,10,12
Spinning Axe Combo       1+2,4           mm/18,17
Heel Drop to Middle Kick f+4>3           mm/22,17             *
Heel Drop to Low Kick    f+4>4           ml/22,15
Double Claymore          d/f+3,4         mm/21,15             *
Heel Knife Middle Kick   d/f+4,4>3       mmm/15,18,17         *
Heel Knife Low Kick      d/f+4,4>4       mml/15,18,15
Snake Rocket             d+3,3,3         llm/12,7,22
Snake Kick               d+3,3,d+3       lll/12,7,7
Baek's Rush              d+4,3,3>3       lmmm/7,10,15,25      *
Baek's Rush Low          d+4,3,3,d+3     lmml/7,10,15,15
Sliding Knee Snap        d/b+3           l/12
Dark Halberd             d/b+4           l/21
Dynamite Heel            d/b+3+4         !/40                 *
Stealth Needle           b+1             m/17
Bolt Cut                 b+2             m/18
Flamingo                 b+3             -
Heel Lance               b+4             m/15
Destruction              u+4,3           hh/10,15
Bone Stinger             u/f+2           m/22
Hunting Hawk             u/f+3,4,3       mmh/15,9,12          *
Leaping Snap Kick        u/f+4           m/18
Trick Butterfly Kicks    u/f,N,3,3,3,4   hhmh/25,12,12,25
Trick Butterfly Needle   u/f,N,3,3,3,f+4 hhml/25,12,12,10
Trick Black Widow        u/f,N,3,3,4>4>3 hhmmm/25,12,15,18,17 *
Trick Maelstrom          u/f,N,3,3,4>4>4 hhmml/25,12,15,18,15
Hopping Double Kick      u/f,N,3,4       hh/25,20
Rocket Lifter            u/f,N,3,d+4,3   hlm/25,8,25
Left Heel Drop           f,f+3           m/23
Hammer Heel              f,f+4           m/15
Spinning Backfist        b,b+2           h/12
Last Resort              b,b+3+4         !/60                 *
Cyclone Launcher         f,f,N,3         h/21                 *
Rocket Shooter           f,N,d,d/f+3     m/25
Killing Blade            f,f,f+3         m/30
Double High to Low Kick  WR,3,3>4        hml/12,10,10
Eliminator               WR,3,4>4>3      hmmm/12,15,18,17     *
Knee Javelin             WR,3,4>4>4      hmml/12,15,18,15
Albatross                WR,4>4>3        mmm/13,16,17
Javelin                  WR,4>4>4        mml/13,16,15
Race Hammer              SS,1            m/17
Reverse Middle Kick      BT,4            m/15
====

Moves from Flamingo

Name              Command   Damage           Property

Flamingo Step     f_b_u_d   -                *
High Low Kick     3,3>4     mml/15,15,10
Eliminator        3,4>4>3   mmmm/15,10,18,17 *
Maelstrom         3,4>4>4   mmml/15,10,18,15
Flamingo Rocket   f+3       m/25
Crimson Lance     f+4       h/30
Flamingo Pick     d+3       l/7
Head Crusher      b+3       m/21
Lightning Halberd N+4       hh/10,10         *
Snake Creep       d+4,3,d+3 lll/12,7,7       *
Snake Blade       d+4,3,N+3 llm/12,7,22      *
Dynamite Heel     d/b+4     !/40             *
====

Throws

Name              Command Position Damage Escape Property

Hammerhead Throw  2+4     Front    35     2
Blue Shark Claw   1+3     Front    35     1
Snake Revenge     2+4_1+3 Left     40     1
Hunting Serpent   2+4_1+3 Right    40     2
Compound Fracture 2+4_1+3 Back     50     None
Human Cannonball  f+2+3   Front    30     1+2
Swordfish Throw   d/b+1+3 Front    40     1+2
Roll and Choke    f,f+2   Front    40     2
Parry             b+1+2   -        -      -      *
====

10 hit combos

4,3,4,3,3,3,3,3,4,3- 92 damage
4,3,3,4,3,3,3,4,3,3- 103 damage

Move Properties

Black Widow- ~B or ~F to cancel last hit into Flamingo.
Lightning Halberd- ~B or ~F to end move in Flamingo. u/f+3+4 is a faster
version and can also be used WR.
Heel Drop to Middle Kick- ~B or ~F to cancel last hit into Flamingo.
Double Claymore- d/f+3,4~F_~D to end first hit in Flamingo.
Heel Knife Middle Kick- ~B or ~F to cancel last hit into Flamingo.
Baek's Rush- ~B or ~F to cancel last hit into Flamingo.
Dynamite Heel- ~B to cancel into Flamingo. 30 damage when used on grounded
opponents.
Hunting Hawk- Second hit comes out only when first connects. Third hit comes
out only when second hits the opponent.
Last Resort- Unblockable but can be ducked.
Cyclone Launcher- ~B to cancel, ~F to cancel into Flamingo.
Eliminator- ~B or ~F to cancel last hit into Flamingo.
Flamingo Step- Can move in any direction. N cancels Flamingo.
Lightning Halberd (Flamingo)- Only possible when another move is cancelled
into Flamingo and the 3 is held down. Example: f+4,3*~B,N+4
Snake Creep- Only possible when another move is cancelled into Flamingo and
the 3 is held down. Example: f+4,3*~B,N+4
Snake Blade- Only possible when another move is cancelled into Flamingo and
the 3 is held down. Example: f+4,3*~B,N+4
Dynamite Heel (Flamingo)- Only possible when another move is cancelled into
Flamingo and the 3 is held down. Example: f+4,3*~B,N+4 Cancel with ~B.
Parry- Time with enemy mid or high punch. ~B to cancel into Flamingo.

For any move beginning with WR,3 the first hit can be cancelled into Flamingo
with ~B or ~F.

A note about canceling into Flamingo: Although Flamingo has its own moves
list, it is possible for Baek to execute any of his other moves after taking
one step in any direction during Flamingo. The step rule only applies you
enter Flamingo with b+3. If you cancel into Flamingo with a 3~B_F, you can
execute any move without the step.

When doing this, moves that begin with 1 or 2 or 4 can be used just like
normal. Moves that begin with 3 or 3+4 can only be used when you cancel into
Flamingo with 3~B_F and then continue holding the 3.

==============================================================================

5. Move Analysis

One Two Flamingo Step
=====================

Command: 1,2,3~F_B

This move causes Baek to send out a 1,2 combo and then cancel into a Flamingo.
This a beautiful juggle move because the two punches cause 8 damage and then
Baek moves forward into a Flamingo step, which prevents the airborne opponent
from getting too far away. Then from the Flamingo stance, you can execute
another move; like another 1,2,3~F. By doing that motion over and over you can
string up a bunch of hits. Then, when your opponent is wondering when he's
actually going to hit the ground, you can finish with a powerful move from
Flamingo, like the f+4. A good juggle combo from just about any starter is
this one:

1,2,3~F 1,2,3~F 1,2,3~F 1+2,4

It's damaging and it looks damn cool. Keep in mind, though, that using the
Flamingo Step in a juggle takes a lot of practice. Keep doing this motion over
and over in practice mode; see how rapidly you can throw out the punches. Once
you've got it down, you can start pulling off some wicked juggles.

Double Claymore
===============

Command: d/f+3,4

The initial kick is a little slow but this move has no guard point, meaning if
the first kick hits the enemy, he's guaranteed to eat the second. It has a
nice long range and hits mid, so it's useful approaching and then stepping
into an attack. Another nice thing is that the first kick stuns on CH. If this
happens, throw out a d/f+1 to pop the enemy up in the air right in front of
you. Now use the Flamingo Step motion to start a juggle.

Cyclone Launcher
================

Command: f,f,N,3

It's a powerful juggle starter. It may seem slow a predictable because of the
initial spin but don't underestimate it; more often than not, you can score a
hit while the enemy is trying to approach you with another attack. You can
also cancel the move with ~B and then use a low attack, like Baek's Rush. Or,
you can ~F to cancel into Flamingo and then strike with another attack from
there.

Trident Rush
============

Command: f+3,3,2

Another no guard point move; if the first hit connects, the rest is
guaranteed. Note that the first hit is high and the last one is mid. Even if
your opponent ducks the first hit, he will more than likely take the third.
And what's more is that the second is low and most human players are open to
low attacks, so don't abuse this move. If you blocked a punishable move, you
can use this to easily cause some damage to your opponent.

Heel Knife
==========

Command: d/f+4,4>4_3

This move can actually come out in a number of ways but this is the easiest
and fastest. The first two hits cause decent damage, hit mid, have no guard
point, and are perfectly safe on a block. Throw out a d/f+4,4 whenever the
need arises. The last hit can be mid or low, so vary your ending. Note that
the last hit can be delayed for a long time, so let the enemy think you're
done and then send out the last hit. In the case of the 3, you can also
Flamingo cancel, which opens up even more possibilities.

Spinning Axe Combo
==================

Command: 1+2,4

This is another one of those useful no guard point moves and it's safe on a
block so have no fear in using it (unless your opponent side steps). This move
is also useful for ending a juggle because the first hit slams the opponent
and the second hit will strike him on the ground.

Baek's Rush
===========

Command: d+4,3,3,3

A quick low attack followed by two mids and ending either mid or low. Once
again, vary the mid and low kick and your opponent will have to keep guessing.
Another nice thing about this move, is that it is excellent for Baek's wake up
game; if you hit an enemy who is trying to get up with the first hit, the next
two hits will always follow. You can also try this move after a crumple stun
for extra damage. And, of course, the mid hit can cancel into Flamingo.

Snake Rocket
============

Command: d+3,3,3

Two low hits followed by a powerful mid hit that knocks the enemy up in the
air. This move has high priority as the last hit can also be low, so keep
mixing up the last hit in order to avoid repetition. Another good tactic is to
try this on the enemy if he rolling backwards to get; all three hits will get
him.

Eliminator
==========

Command: WR,3,4>4>3

Baek's WR,3 moves are your key when it comes retaliating after ducking a high
attack or throw. WR,3,3>4 gives you a quick low attack at the end that can
also be delayed. If it connects, you can follow up with a d+4,3,3,d+3 for more
damage. WR,3,4 gives you that ever useful Heel Knife combo, so you can press
the attack mid and then switch to low (or stay mid if your enemy ducks). Note
that these moves can also come out of Flamingo so the WR,3 moves are a viable
choice for attack when you cancel into it.

Dark Halberd
============

Command: d/b+4

This quick low attack causes decent damage and your opponent won't be
expecting it as long as you don't abuse of it. It's a little risky because
you'll be stuck in a mean stagger if your opponent blocks it. However, if it
does hit, a WR,4,4,4 is guaranteed.
====

For general strategy, you'll want to press the attack quickly and mix up your
lows and mids. Baek has a lot of moves with good range that begin mid. By
stepping toward your opponent with these moves, you'll tie him up in a string
that end mid or low; simply pick the one your opponent is not expecting. For
the most part, you'll be chipping away at your opponent's health.

However, mastering the Flamingo Step will give you awesome juggle abilities.
Practice the motion until you can get consistently. Some nice combos for Baek
include:

f,f,N,3 1,2,3~F 1,2,3~F 1,2,3~F f+4
f,f,N,3 1,2,3~F 1,2,3~F 1,2,3~F 1+2,4
b+4 1,2,3~F 1 3+4
d/f+3 (CH) d/f+1 1,2,3~F f+3
f,N,d,d/f+3 u/f+3,4,3
(Any launcher) 3,3,3(misses),4

==============================================================================

6. Credits

The only people I can really thank right now are the folks at gamefaqs.com for
hosting this FAQ. Hats off to them.

Questions? Comments? Suggestions? Corrections? Feel like contacting a random
person on the internet? Send anything you want, except for viruses and spam,
to [email protected] and I might read your message if I'm not too lazy at the
moment.

==EOF==