Angel/Devil FAQ and Strategy Guide
For Tekken Tag Tournament
Version 2.0
By Moogoogaipan (
[email protected])
Copywrite Notice: As if this is worth nicking stuff from. However, feel free
to rip this document off for all it's worth.
Cut and paste liberally into your own web-pages, and then claim you wrote it.
Publish it in magazines. I really don't
care. The mere fact that anyone considers it worth ripping off will be
gratification enough for me :)
BTW, I recommend downloading this file and saving as a web file (.htm) for
simplified viewing and scrolling. Alternative
is to open this file in Wordpad, a program which should come with your computer,
and make sure to set the view options to
"wrap to ruler."
1.01 - Revision includes changing content on low parries, Twin Pistons
move, and the Devil Fist move. Also the changing
of this document to a .txt file.
1.02 - Fixed the tedious problems associated with viewing this file.
2.0 - Added frame data and strategy section. Updated some of the move
descriptions and added new moves to the list.
----------------------------------------------------
Table of Contents:
1. Preface
a) context
b) character background
2. Conventions used in this write-up
a) commands
b) abbreviations
c) hit ranges
3. Introduction to Angel/Devil
a) strengths and weaknesses
b) the basics
4. Moves
a) move list
- throws
- special attacks
- strings
b) move descriptions
- throws
- special attacks
5. Juggle combos
a) juggling basics
b) combo list
6. Frame data
7. Strategies
a) basic
b) advanced
- low parry
- chickening
8. Final words
9. Credits
--------------------------------------------------------
1. PREFACE
=======
Context
-------
The focus of writing this guide is to bring a fresh and experienced perspective
to the beginner as well as the more
seasoned Tekken player towards the use of the Angel/Devil character.
Character Background
--------------------
Angel/Devil first emerged as playable characters in Tekken 2. Although they
were absent from the 3rd game of the series,
they've returned in Tekken Tag Tournament (hereforth referred to as TTT). Their
stories are not completely defined, but
they exist as supplemental counterparts to the Kazuya persona. Namco will most
likely provide additional information on
these characters once the game is released on the Playstation 2. Meanwhile,
there are some Tekken fans out there who
could recite what is currently known of their bios in Tekken better than I
could. Since this is a FAQ though, I'll share
what I do know...
Kazuya has a tormented soul. His ambition for power could be equalled by his
hatred for his father, Heihachi. In his
desire to defeat his father, Kaz made a pact with the Devil thus augmenting his
strength to levels sufficient to best his
father in combat. Yet Heihachi's iron resolve did not allow him to die. He
later returned stronger than ever and killed
his son. However, the essence that is Devil didn't die. Kazuya's son, Jin, is
wrought upon by his father's legacy.
Angel's role is not wholly clear (no pun intended), however it is popularly
perceived to be the force representing the
good fighting for Kazuya's soul.
2. CONVENTIONS
===========
Commands
--------
1 = left punch 2 = right punch
3 = left kick 4 = right kick 5 = tag button
f - tap forward F - hold forward
b - tap back B - hold back
u - tap up U - hold up
d - tap down D - hold down
u/f - tap diagonal up/forward U/F - hold diagonal up/forward
u/b - tap diagonal up/back U/B - hold diagonal up/back
d/f - tap diagonal down/forward D/F - hold diagonal down/forward
d/b - tap diagonal down/back D/F - hold diagonal down/back
Abbreviations
-------------
N - joystick neutral
WS - while standing
WR - while running
FC - full crouch
SS - side step
CD - crouch dash (f,N,d,d/f)
+ - at the same time
~ - immediately followed by
< - slightly delayable
= - next part of attack sequence
[ ] - optional commands
CH - counter hit
cc - crouch cancel (tap u during crouch)
wgf - wind god fist (f,N,d,d/f+2)
tgf - thunder god fist (f,N,d,d/f+1)
JG - juggling move
GB - guard break
BS - low block stagger
KS - kneel stun
OB - forces opponent's back to face you
" - indicates interruptable points in string hits
_ - alternative method of executing a move
Hit Ranges
----------
l - move hits low (block d/b)
m - move hits mid (block b)
h - move hits high (block b or duck)
L - move hits low and grounded opponents (block d/b)
M - move hits mid and grounded opponents (block b)
Sm - move hits special mid (block b or d/b)
! - unblockable hit
<!> - unblockable hit which avoided by crouching
{!} - unblockable hit which can also hit grounded opponents
3. INTRODUCTION
============
Angel/Devil play exactly the same. Angel is selected by pressing start while
over Devil's portrait. She is dressed in
white robes and wings. Devil, on the other hand, is darker in tone (dark or
lighter purple depending on which button is
selected). Physically, he closely resembles Kazuya except for the wings, horns,
fur, and the gem on his forehead.
Angel/Devil will be simply referred to as just "Devil" for the remainder of this
FAQ unless otherwise noted.
Strengths and Weaknesses
------------------------
Of the strengths, Devil possesses speed, power, and exceptional stamina. In
fact, he possesses the highest class of
stamina which translates to a bit more of a lifebar. Like the others in the
Mishima family, he has many quick recovering
attacks which allow him to be more offensive oriented. He has some of the best
juggle starters in the game as well as
laser unblockables to awe and irritate people. His ability to use the crouch
dash keeps the opponent guessing as to
which move will be coming out while also providing Devil with a maneuver that
ducks under most high attacks. He's got
an extremely powerful sidestepping attack with unique properties to be explained
later. Finally, his follow-up to a
successful low kick parry is excellent.
Devil's flaws begin with a low number of moves, somewhat limiting the style and
diversity of play. As a singular
character, his juggling combos are about as damaging as Kazuya's and not to the
high standards set by Jin and Heihachi.
Another weakness is related to a new feature to TTT. The "netsu" or anger
power-up is a temporary advantage gained when
your character's lifebar is flashing red. It activates when your on-screen
character gets hit a certain number of times
and the off-screen characters gets angry. The number of hits required for this
power-up depends on which characters you
have teamed up. Once tagged in, that character will inflict 30% more damage on
all moves. When Devil is teamed with
other characters, it takes slightly longer for them to benefit from the anger
power-up (flashing red bar while on the
sideline) and some specific characters do not even get angry because of their
relationship. Selecting Angel solves this
particular problem. In addition, Devil does not get angry unless under specific
circumstance (teamed with a golden
tetsujin). The final glaring flaw to this character is when he is teamed with
Kazuya. Though they share a unique
animation of morphing into one another, they are quite vulnerable just as the
transformation begins and ends. BTW,
Angel may not be selected with Kaz since it will automatically revert to Devil
as the selection.
The Basics
----------
Great, another Mishima fighting style character... Well, if you're already
familiar with the family, then you're not
going to have problems learning Devil. For those interested in learning the
basics and gaining your white belt, practice
and become comfortable with the crouch dash motion (** from both sides of the
screen). From this maneuver, you will be
able to perform the 3 bread and butter attacks of the Mishimas. They are the
Wind God Fist, Thunder God Fist, and the
Hell Sweeps. These moves may be executed anytime during the CD animation. So
your CD becomes both a short and medium
range method of attack. When this motion becomes second nature, you are on your
way to being formidable with Devil.
Devil is effective as an aggressively played character due to his quick attacks
and some simple, fast juggle starters.
Not to say that dismissing defense is a good idea, but remember that excessive
defense has more weaknesses than
strengths. Also keep in mind that most of Devil's juggle starters can be tagged
out to be finished by his team-mate.
4. MOVES
=====
Move List
---------
Throws:
Name Type Command Damage Escape
---- ---- ------- ------ ------
Bitch Kicks front 1+3 30 1
Hip Toss front 2+4 28 2
Stone Head front f,f+1+2 33 1+2
Steel Pedal Drop left side 1+3_2+4_2+5 40 1
Skull Smash right side 1+3_2+4_2+5 40 2
Atomic Drop back side 1+3_2+4_2+5 60 none
Special Attacks:
Name Command Range Damage Properties
---- ------- ----- ------ ----------
Double Punch 1,2 h,h 5,10
Demon Backhand Spin 2,2 h,h 12,21
Shining Fists 1,1<2 h,h,m 5,8,18
Demon Slayer 1,2<2 h,h,h 5,10,18
Twin Pistons (tag) d/f+1,2 [~5] m,m 12,15 JG
Devil Twister (tag) ss+2 [~5] m 30 JG
Wind God Fist (tag) f,N,d,d/f+2 [~5] Sm 25 JG
Thunder God Fist f,N,D,d/f+1 m 29
= Side Kick = 3 m 20
= Hell Sweep = 4 L 12
= Heaven's Gate = u/f throw 24 #1
Hell Sweeps f,N,d,D/F+4,4 L,L 12,12 BS
Devil Fist f,f+2 m 30 OB
Split Axe Kick f,f+3 m 23
Leaping Slash Kick (WR_f,f,f)+3 m 30 GB
Axe Kick f+4 m 27 KS,GB
Tsunami Kicks (WS_f,N,d,d/f,f)+4,4 m,m 13,18
Toe Kick d/f+4 m 15
Spinning Demon u/f+4,4 h,L 25,15 BS
Hop Kick u+4 m 15
Demon Scissors 4~3 M 25
Right Uppercut d/f+2 m 15
Rising Right Uppercut WS+2 m 15
Laser Beam 1+2 <!> 40 JG
Laser Blast u+1+2 <!> 20
Devil Blaster 3+4 {!} 50
Reverse Devil Blaster 3+4,3+4 {!} 60
#1 Doesn't work in juggles or on jumping opponents.
Strings:
Com- Command
Rng- Hit Range
Dam- Damage
Com: f,F+2 1 2 2 3 4 4 1 2 1
Rng: h h h h " m m " L h m m
Dam: 7 8 6 7 6 11 5 5 8 30
Command Hits Damage Range
------- ---- ------ -----
f,F,2,1,2,2,3,4,4,1,2,1 10 7,8,6,7,11,5,5,8,30 hhhh"mm"Lhmm
Move Descriptions
-----------------
This section will provide a brief description of the move and an analysis of its
usefulness. The usefulness is rated on
a * system from 1 to 5, 5 being denoted as the most useful. The move rating was
done by factoring in the variables:
execution speed, recovery time, damage, range.
Throws:
Name Command Escape Usefulness
---- ------- ------ ----------
Bitch Kicks 1+3 1 **
Standard throw, easily broken. There are no guaranteed ground hits after this
throw. Looks nastier than the other
standard throw.
Name Command Escape Usefulness
---- ------- ------ ----------
Hip Toss 2+4 2 **
The other standard throw, also easily broken. Does slightly less damage than
the Bitch Kicks, but easier to get a ground
hit after this throw.
Name Command Escape Usefulness
---- ------- ------ ----------
Stone Head f,f+1+2 1+2 ****
Most useful throw. Long range, may be dash buffered, and harder to escape due
to double buttons. Opponent may tech roll
upon hitting the ground however. Mix up with the standard throws to stay
unpredictable.
Special Attacks:
Name Command Usefulness Properties
---- ------- ---------- ----------
Double Punch 1,2 ****
These jabs are quick in execution and recovery, thus making them good tools for
poking at close range. Moreover, after
a juggle starter, the double punch is excellent in keeping the opponent in the
air just long enough to execute the more
damaging final hit.
Name Command Usefulness Properties
---- ------- ---------- ----------
Demon Backhand Spin 2,2 **
It has a fast execution, but the overall effectiveness of this move is
diminished by the second hit's properties. The
second hit does nice damage, but is not always guaranteed after the first.
Also, the second hit has a noticable delay
in recovery leaving you vulnerable to quick retaliation. In a juggle, this move
will end the combo and does modest
damage in and of itself.
Name Command Usefulness Properties
---- ------- ---------- ----------
Shining Fists 1,1<2 *****
Here is your most useful punch string. It combines speed, delayability, and has
a last hit which connects at the mid
range level which means the entire string can not be ducked. At close range, if
the first punch connects, then the rest
is guaranteed. The last punch may be delayed a split second and this avoids
unnecessarily doing the entire string
against a blocking opponent. The first two punches can therefore become very
useful in poking since when they connect,
the third is going to hit also. Finally, this third hit will knock down your
opponent and give you the initiative
advantage.
Name Command Usefulness Properties
---- ------- ---------- ----------
Demon Slayer 1,2<2 **
Similar qualities to the Demon Backhand Spin, except this has an additional jab
in the beginning. Once again, all hits
are not guaranteed. They each hit high while the last hit has poor recovery and
doesn't knock your opponent down.
However, this move is easy to implement in juggles and does nice damage.
Name Command Usefulness Properties
---- ------- ---------- ----------
Twin Pistons d/f+1,2 ***** JG
These twin uppercuts don't have the power to lift your opponent as high as other
juggle starters, but its qualities are
more than enough to make it one of your best moves. Easy to do, very fast
execution, guaranteed 2nd hit after the first
punch connects at close range, both hits are mid, very quick recovery (compared
to Heihachi's version), and good damage
for a juggle starter. Keep this move in your poking arsenal and don't fear
retaliation due its awesome recovery. Also,
always buffer a chicken for the second punch against reversal capable opponents.
This move is faster than a single
d/f+2. Don't hesitate to poke and juggle with the Twin Pistons. In addition,
this is your secret weapon after a
successful low kick parry. A drawback for this move is that heavy opponents are
barely lifted off of the ground and
follow-up combos will only succeed on off-guard opponents (further explained in
the strategy section).
Name Command Usefulness Properties
---- ------- ---------- ----------
Devil Twister ss+2 **** JG
Devil has a decent sidestepping game thanks to this mid-hitting move. It does
mondo damage for a juggle starter and has
some unique qualities. After sidestepping, he unleashes a powerful uppercut
which sends the opponent flying extremely
high straight up into air. What's special about this is that the opponent
returns to the ground spinning head first and
may not techroll from it. This quality makes it very deadly because there is no
escape from a variety of tag-in juggle
combos/unblockables. On the downside, this move has a slight wind-up and very
bad recovery. Used successfully though
after sidestepping an attack and the Twister becomes a nightmare for your
opponents.
Name Command Usefulness Properties
---- ------- ---------- ----------
Wind God Fist f,N,d,d/f+2 ***** JG
This move's qualities are exactly the same as Kazuya's. It combines speed,
power, acceptable recovery, and a juggle to a
good height. The WGF does hit special mid, but you'll have a modicum of
initiative advantage when striking a low blocking
opponent compared to one that blocks high. On a CH, this move will flip your
opponent over so that their body is falling
flat with their belly facing down. These leads to a different set of juggle
combos compared to a normal hit. Devil's WGF
can not be reversed. Punish reversal happy opponents with that fact. Use this
move often to keep up the pressure of a
game and also as a retaliation counterattack to your opponent's whiffed and/or
slow recovery moves.
Name Command Usefulness Properties
---- ------- ---------- ----------
Thunder God Fist f,N,d,d/f+1 ***
(Side Kick_Hell Sweep) [3_4]
(Heaven's Gate) [u/f]
Devil's version of the stand alone TGF does the least damage of all the
Mishimas, but don't completely dismiss it on
account of that. The TGF has a bit of a wind-up to its execution and poor
recovery. However it does duck under many high
attacks and even a crouching jab when properly timed. It hits mid and offers
three different hits that are available
afterwards. At higher level of play, the two kicks are not recommended because
they are easily interrupted. The third
attack called Heaven's Gate is merely an exclusive extension to Devil's TGF. By
tapping or holding u/f after a successful
hit, Devil's momentum with the TGF will continue with him opening his wings to
carry his opponent high into the air (out
of the screen) and return to thrust the opponent into the floor with a
satisfying crunch! A visually pleasing move that
appears to come from Jin's Tekken 3 ending when he transforms and pummels
Heihachi. Heaven's Gate leaves the opponent
face down and very briefly stunned. Although there are no guaranteed follow-
ups, Devil could execute his Demon Scissors,
Hell Sweeps, or the Devil Blaster (riskiest, but it will hurt them bad) if they
do not rise quickly. Many players are
momentarily shocked by being hit with Heaven's Gate and usually fail to get up
right away. The extension is classified
more as a throw due to its characteristics and makes Devil's TGF very damaging
when successfully executed. Keep in mind
that this extension is not available during juggles with the TGF.
Name Command Usefulness Properties
---- ------- ---------- ----------
Hell Sweeps f,N,d,D/F+4,4 ***** BS
Your other bread and butter attack from the CD is every bit as versatile as
Kazuya's version. The Hell Sweeps available
to Jin and Heihachi were weakened so that very close, clean hits were required
to knock down an opponent or else they
would only briefly stagger. Kazuya and Devil do not share that trait. They use
two low sweeps that will knock your
opponent down whether the hits were close or not. But that's all. Just a knock
down and then an initiative bonus.
Kaz/Devil do not have the luxury of damaging juggles off of their Hell Sweeps as
Jin/Heihachi. To do slightly more
damage with this move, execute only a single sweep and then follow with another
single Hell Sweep. This may not be
guaranteed however.
Name Command Usefulness Properties
---- ------- ---------- ----------
Devil Fist f,f+2 ** OB
This punch is not particularly quick and leaves you vulnerable when blocked.
Its animation sequence is that of
thrusting punch as Kaz's Glorious Demon Fist (f+1+2), but a successful hit has
Devil slide through his opponent who is
very briefly stunned with electricity and leaves both characters standing at
medium distance with their backs to one
another. There are no guaranteed hits after this move since the frame advantage
is so minimal, but once again the next
initiative goes to Devil (see NOTE). Some right-handed people do not like
playing with their character on the left side
of the screen. This move automatically changes that positioning. The final
drawback to this move is its strange property.
It's a strange hybrid of a throw/special attack. It can not do any damage in a
combo, therefore it will not cause damage
to an aerial opponent. It must be a regular hit while the standing or crouching
opponent is not blocking. There are
better moves than this, but if you're planning to use this one, make sure that
you connect the hit successfully.
*NOTE: It appears that holding forward as you slide through your opponent
leaves you slightly closer to their backside.
Recommend the WGF immediately after recovery to get a possible juggle.
Name Command Usefulness Properties
---- ------- ---------- ----------
Split Axe Kick f,f+3 *
It's a slow single axe kick. Better to opt for the axe kick below which is an
improvement in nearly every way.
Name Command Usefulness Properties
---- ------- ---------- ----------
Axe Kick f+4 *** KS, GB
Slightly faster than the previous axe kick and with better properties. In
addition to speed, this axe kick does more
damage, causes a brief stun on a successful hit, and when gives you an excellent
initiative advantage even when the move
is blocked. This move knocks down your opponent on a CH. There is an
additional feature to this move that few people
know about. A regular hit on a ducking opponent allows you time to execute a
free WGF and follow-up juggle!
Name Command Usefulness Properties
---- ------- ---------- ----------
Tsunami Kicks (WS_f,N,d,d/f,f)+4,4 *****
This move can not be executed from a standing position as Kaz or Jin. The kicks
do good damage and are very fast. When
blocked, the kicks pushes them back just enough so it's not very likely that
you'll face an off-guard counterattack.
Using the CD, this move has excellent range and makes a great mix-up to Devil's
Hell Sweeps. This is a solid move to end
your juggles with.
Name Command Usefulness Properties
---- ------- ---------- ----------
Toe Kick d/f+4 ****
While the complete Tsunami Kicks may not be executed from a standing stance, the
first kick may still be used. Its
purpose is there for poking. The toe kick has speed, recovery, and good damage
as strengths, while the weakness lies in
its short range. But these are all qualities that make it ideal for the poking
game.
Name Command Usefulness Properties
---- ------- ---------- ----------
Spinning Demon u/f+4,4 * BS
You most likely won't find much use if any for this particular move. It is slow
in execution and has severe penalties
when blocked. Heihachi has this move as well, but most players wisely avoid
using it. Repeat this lesson with Devil.
Name Command Usefulness Properties
---- ------- ---------- ----------
Hop Kick u+4 ***
A good attack to use at short range for retaliation. This move will juggle any
opponent regardless of size to a height
similar to the WGF. There is a brief period of recovery that may be exploited
by quick thinking opponents.
Name Command Usefulness Properties
---- ------- ---------- ----------
Demon Scissors 4~3 ****
Use this solely for hitting your fallen opponent. It combines good range,
damage, and speed. This move is excellent in
the guessing game of attacking your opponent on the ground. Be careful when
this move is whiffed because getting back
can become just as dangerous during a match with a clever opponent. This move
may be executed one frame faster by
pressing u/f while hitting the command buttons.
Name Command Usefulness Properties
---- ------- ---------- ----------
Right Uppercut_ d/f+2_WS+2 ****
Rising Right Uppercut
A seriously underrated move. While its execution speed (15_14 frames) is not on
par to a jab (8 or 10 frames), either of
the two uppercuts cause very long stagger stuns (similar to Hwoarang's CH 4) on
a successful hit, whether it is a regular
hit or a CH! The frame advantage is an unbelievable 30 frames for the d/f+2 and
25 frames for the WS+2. Plenty of time
to execute and connect a WGF. I'm still testing whether this WGF is guaranteed,
but regardless, an opponent can still
drop to the ground by immediately holding down.
Unblockables:
Name Command Usefulness Properties
---- ------- ---------- ----------
Laser Beam 1+2 ** JG
This standing laser has a moderate wind-up, but once executed it fires a long
beam from Devil's eyes that hit at his
head level. This move may be evaded by ducking or by a rapid interruption. On
a successful hit, the opponent is left
staggering for a brief moment before collapsing onto the ground. This short
lapse still allows Devil to get in some
guaranteed additional damage. At close range, there is sufficient time to
perform a TGF with the side kick extension
(Heaven's Gate will not work). At mid range, you can run up and perform a
crouching jab followed by the Tsunami Kicks.
There are no guaranteed moves for hits beyond mid range, though a slide kick
would likely be your best bet. Other
tactical uses of this move include when anticipating an opponent who is about to
tag or rising from a knock down.
Furthermore, Angel is slightly shorter than Devil causing her standing laser
attack to be just a tad lower.
Name Command Usefulness Properties
---- ------- ---------- ----------
Laser Blast u+1+2 **
Devil takes a brief second to arch his head up at a 45 degree angle and fire his
laser. This move is suited for
juggles. It is fast and does nice damage. Another use is to stylishly shoot
down flying opponents (ex: True Ogre,
Yoshimitsu, Devil, the Jacks) as well as certain other moves which have long
hang time.
Name Command Usefulness Properties
---- ------- ---------- ----------
Devil Blaster 3+4 *
Devil gathers himself and flies straight up to fire his laser at the ground in a
straight line from near to far that
only hits "sleeping" opponents. This move's has a noticeable wind-up and can be
easily avoided by an alert opponent.
The best methods of evasion are to sidestep or run underneath Devil's flying
form. Devil is briefly vulnerable during
the landing sequence as well as upon landing back on the ground. This laser has
a deceptively long range.
Name Command Usefulness Properties
---- ------- ---------- ----------
Reverse Devil Blaster 3+4,3+4 *
This move is identical to the above, except that Devil flies straight up and
then glides over his opponent to the opposite
side before releasing his ground laser.
*** NOTE: When using the lasers against the various Jacks, beware. Once the
lasers strike any standing Jack, they take
the damage and become charged up. They then attack immediately with 4 forward
moving Wind Mill punches. At close range,
these hits will always strike Devil. A reminder, these retaliations only occur
against the Jacks when they are standing.
----------------
5. JUGGLING
========
Juggling Basics
---------------
Devil is not a finesse juggle character as Jin or Heihachi. He is very
straight-forward and has about 4 different moves
with which he can begin juggling in some fashion. They are as follows:
f,N,d,d/f+2 (WGF)
d/f+1,2
ss+2
1+2
Slikatel put it best when he stated in his Jin FAQ, "Not all juggle starters are
created equal and some are far better
than others. Meaning you can't do the same juggles from every juggle starter.
Some can only be followed up in one way
while others give you the freedom to follow up with just about anything you can
think of." Factors in rating juggle
starters are its ease of the motion, speed of execution, recovery from the move,
how high the opponent is lifted, and the
damage of the juggle starter itself.
Devil's WGF is his best juggle starter. It has strong ratings in most of these
factors. Once the difficult motion
becomes second nature, the WGF will become one of Devil's strongest assets.
From the WGF, you should be able to execute
simple and damaging combos.
The Twin Pistons (d/f+1,2) is another candidate for a prime juggle starter. Its
only drawback is that it doesn't lift
quite as high as the WGF so fewer combos are available. Also, the heavier
characters will only be popped up a few inches
from the ground before landing back on their feet. This however can still often
be remedied by an immediate quick left
jab. The left jab will imbalance the heavy characters enough so they will not
return to land on their feet right away,
thereby they become vulnerable to quick, simplistic juggles that can still hurt.
It's been brought to my attention that
an alert opponent can avoid this jab by keeping cool and tapping back just after
being lifted up.
The Devil Twister (ss+2) will launch your opponent so high that there are unique
combos that you'll be able to execute
which are impossible with the WGF. The speed and recovery time are a little
slow, but a successful hit makes the
occasional risk worth it. With practice, you'll be sidestepping on instinct and
have a feel for when to throw out this
powerful uppercut.
The Hop Kick (u+4) is a cinch to do with a simple upwards tap and the right kick
button. Unless the kick is done at
close range, you will not be close enough to perform some of Devil's standard
juggles. The recovery time from a blocked
hit is just enough so that quick attacks can be used in retaliation. Still, a
hit will juggle any size opponent.
The Laser Beam (1+2) has the effect of creating the chance for an unconventional
juggle. When using this move and a hit
against your opponent is imminent, it is important to take advantage of this.
Take every opportunity for free hits.
Combo List (my choices)
----------
Juggle Starter Finishers Damage
-------------- --------- ------
SS+2 U/F+4, 1, 1, WGF 67
u+1+2, d/f+1, WGF 64
TGF,3 63
1+2 62
WGF (regular hit) WGF, WGF 57
d/f+1, d/f+2, WGF 53
1,2, f,N,d,d/f,f+4,4 49
4 49
d/f+1,2 d/f+1,2, WGF 53
1,2, f,N,d,d/f,f+4,4 51
4 50
u+4 d/f+1,2, WGF 42
4 39
1,2, WGF 36
1+2 TGF,3 73
d/f+1, d/f+2, WGF 68
d+2, WS+4,4 60
WGF (CH) 1,2, 4 *49+
4 *49+
1,2, WGF *46+
1,2, f,N,d,D/F+4,4 *46+
* Damage depends on the WGF's CH damage; base is set at 25.
For a more extensive list of possible combos, refer to Tekken Zaibatsu at
<www.tekkenzaibatsu.com>.
They've put up a hell of different combo possibilities.
6. FRAME DATA
==========
This is very useful info for those really serious Tekken players. TTT runs at
60 fps (frames per second). Combine this
knowledge with the speed, advantages from successful hits, and recovery time of
every attack. You're likely to become a
wiser, though not necessarily smarter player. It all depends on your actions.
Read "Section Information" at
<
http://www.tekkenzaibatsu.com/tekkentag/_frame.shtml>. It will give you
detailed 411 on
how to decipher the upcoming columns.
Throws:
Command F Hit B Adv H Adv Ch Adv
------- ------ --------- -------- --------
1+3 12 x x x
2+4 12 x x x
f,f+1+2 12 x x x
Special Attacks:
Command F Hit B Adv H Adv Ch Adv
------- ------ --------- -------- --------
1,2 10 x +1 0 +9 +8 +9 +8
2,2 10 x 0 -13 +9 -2 +9 -2
1,1<2 10 x x +1 -1 -17 +9 +9 KD +9 +9 KD
1,2<2 10 x x +1 0 -12 +9 +8 +1 +9 +8 +1
d/f+1,2 13 x -1 -6 -2 KD KD KD
SS+2 20 -19 KD KD
f,N,d,d/f+2 11 -10 KD KD
f,N,d,d/f+1 22 -15 KD KD
= 3 x -14 KD KD
= 4 x -20 KD KD
= u/f x -13 KD KD
f,N,d,D/F+4,4 16 x -23 -23 KD KD KD KD
f,f+2 18 -16 +5 +5
f,f+3 21 -11 KD KD
(WR_f,f,f)+3 22 +17 KD KD
f+4 19 +11 +8 KD
(WS_f,N,d,d/f,f)+4,4 11 x -3 -15 +8 -4 +8 -4
d/f+4 13 -9 +2 +2
u/f+4,4 25 x -26 -20 KD KD KD KD
u+4 14 -12 KD KD
4~3 25 x x x
d/f+2 15 -2 +30 +30
WS+2 14 -7 +25 +25
Unblockables:
Command F Hit B Adv H Adv Ch Adv
------- ------ --------- -------- --------
1+2 32 x KD KD
u+1+2 16 x KD KD
3+4 61 x KD KD
3+4, 3+4 107 x KD KD
7. STRATEGIES
==========
We've explored all of Devil's moves and several of his more damaging combos.
Now we're ready to look at strategy. Devil
is a more offensively oriented character. It may be useful to know exactly how
each of the Mishima-style characters play
a little differently from one another. Jin is a well-balanced character
combining offense and defense very effectively
and is a strong juggler. Heihachi and Kazuya are both powerhouse offense
fighters. Heihachi has more variety to his
moves and very damaging juggles. However, he has weaker stamina and many of his
strong moves have poor recovery. His
son, Kazuya, has surprisingly few moves, yet the ones he does have are very
strong. His specialty are his stun attacks,
while his juggling is simple and straight-forward. Devil doesn't have any
particular outstanding qualities. Like Kaz, he
lacks a broad range of moves, yet the core attacks that he possesses are very
effective. The next section is focused on
beginners to Devil and Mishima-style fighting and will not benefit an already
seasoned Tekken player who just wants to
find clues to improve his Devil. If you are of the latter category, skip ahead
to "advanced strategies."
Basic Strategies
----------------
The key to learning any character is becoming comfortable with their style.
It's important to get a grasp of what moves
are available to Devil and test each of them out. Get a handle on how quickly
these moves are executed and take the time
to set them to memory.
Choosing when to play defense and offense is another key to your survival.
Devil is very effective at close range due to
his quick poking attacks. His CD moves give him some versatility at medium
range, but he lacks a reportoire of dash
bufferable techniques. When fighting, keep him at close range, throw, and use
mix-up the CD moves whenever space opens
up. Be careful not to find yourself using simple patterns over and over, or you
risk making your own offense a danger to
yourself. By using a variety of the 3-5 star moves, you'll keep your opponent
guessing and increase your chances of
causing damage.
Devil is best at close range. His d/f+1,2 (Twin Pistons) and the 1,1,2 (Shining
Fists) are your best friends. The Twin
Pistons are good anytime your opponent ducks at this range or after the
opponent's slow recovering move. Follow-up on
successful Twin Pistons with a simple 4 (right kick). Here is where you can
practice buffering a chicken (explained in
later in this FAQ) for the second punch. The Shining Fists is slightly faster
in execution so mix it up with the other
attack. Become comfortable with just using the first two punches of the Shining
Fists. Anytime these both hit, the
third will be guaranteed at this range. Devil's WGF is also very fast and
excellent for retaliation, but stick to the
other two attacks until you are very comfortable with the CD motion. There's
some good in using the crouching left
punch (d+1) at close range. It comes out very quickly (8 frames) and recovers
rapidly. Make sure the hit is performed
at close range. The d+1 is useful for interrupting an opponent's attack as well
as for the poking game. A missed d+1
is deadly to you since a quick opponent will take advantage of this especially
at higher level play.
Advanced Strategies
-------------------
High level play involves mastering movement. The more prone that you remain,
the easier it is to hit you. So constant
movement is advisable. Sidestepping places you off-axis to your opponent, while
maintaining your line of sight against
them. Proper sidestepping causes many straight attacks from opponents to miss.
In general, sidestep to your left to
avoid your opponent's left punches and kicks; sidestep to your right and you
evade their right punches and kicks. It
is more difficult to sidestep a circular attack, but in most cases, it can still
be done. Keep in mind that sidesteps
may be cancelled by interrupting it before it completes its animation.
The "wavedash" existed back in Tekken 3, but has only now become popular. The
wavedash is literally the evolution of the
CD for the Mishima-style characters. It is a CD that is canceled into another
CD, over and over again. The motion is as
follows:
f,N,d,d/f,f,N,f,N,d,d/f,f,N ...
When done successfully, it should appear that Devil is rapidly rising then
crouching, repeatedly. A partial mastery of
this technique will allow you to intimidate many opponents into making a
mistake. However, true mastery of the wavedash
means not looking at your own character, but at your opponent's. Quickly
observing their positioning and then attacking.
During the wavedash sequence, you will be able to perform any of the CD attacks,
forward buffering attacks, and WS attacks,
as well as cancelling into block. While Devil lacks the versatility of moves to
use the CD to its full potential, he still
makes a formidable opponent with this technique.
Some Devil attacks to stick to when using the wavedash (WD):
WGF (executes extremely quickly from the WD)
Tsunami Kicks (very quick and safe to use)
Twin Pistons (it's just a tad slower than the Tsunami Kicks)
Hell Sweeps (train them to crouch, after consecutive sweeps)
Axe Kick (nail them when they crouch for a possible free WGF)
TGF (riskier due to recovery time, but Heaven's Gate really hurts em and
oozes points with the crowd)
Take advantage of the staggering-inducing uppercuts. Alternate rising attacks
between the tsunami kicks and the uppercut.
At higher level play, avoid using the TGF because of its slower execution.
Instead use the CD/WD into tsunami kicks for a
quicker and similarly damaging mid attack. Another alternative is cancelling
the CD/WD into d/f attacks.
Low Parries:
A new addition to TTT is the universal low parry. It is performed by pressing
d/f at the moment of the low attack whether
they are kicks or crouching punches. A parried leg attack yields more of an
advantage in number of frames compared to a
parried punch.
After a successful low leg parry with Devil, the Twin Pistons move
(d/f+1,2) is often guaranteed and with the appropriate juggle follow-up, your
opponent is looking at roughly 50 points of
damage without escape. A crouching punch that is low parried will leave you
with the initiative to throw or attack, but
there are no guaranteed hits that I know of.
Chickening:
A "chicken" is what they call reversing a reversal. Its name comes from the
announcer's comment when this maneuver is
successfully performed. The best method of using this technique is for the
special moves that are expected to be
reversed.
To perform a chicken, you use the opposite motion of a reversal, and the buttons
you press are dependent on which limb that
you are attacking with. If you are attacking with a left punch/kick, then you
must press f+1+3 to break a reversal. A
right punch/kick requires you to press f+2+4 in order to stop a reversal. The
timing of executing these chickens is
immediately after performing the moves themselves.
Get into a habit of tacking these chickens onto some of your major attacks when
facing characters with reversals (some
characters such as King have reversals that can't be chickened). The best Devil
moves to chicken are below:
Left side chickens (pressing f+1+3 after finishing the move command)
------------------
f,N,d,d/f+1
Right side chickens (pressing f+2+4 after finishing the move command)
-------------------
f,f+2
d/f+1,2 (second punch)
ss+2
f+4
d/f+4
(Remember that the WGF can not be reversed)
8. FINAL WORDS
===========
Devil has a range of good moves that should be exploited. There's a good number
of players out there who are content to
using the Twin Pistons repeatedly. While this is a somewhat viable tactic, a
higher level opponent will learn to outsmart
this. So have fun while you play Devil and test out all of his 3-5 star moves.
Feel free to comment or add any new insight into playing Devil/Angel.
9. CREDITS
=======
Namco Thanks for TTT, but let's see Tekken 4
soon.
Tekken Zaibatsu Web Page For the use of many conventions, the
(www.tekkenzaibatsu.com) intensive frame data, and the well
structured move list for Devil.
Slikatel His memorable Jin FAQ which opened my
mind to a higher level of gameplay and
helped serve as a guide to writing this
modest FAQ.
K.C. Ma For help in making important corrections
to the Twin Pistons move and low parries.
Sylvester Fox Reminding me what happens when the Jacks
are hit by Devil/Angel's lasers.