__________                             _____        ______ _______ ___       __
___  ____/______ _____________ __________  /_       ___  / ___    |__ |     / /
__  /_    _  __ \__  ___/_  _ \__  ___/_  __/       __  /  __  /| |__ | /| / /
_  __/    / /_/ /_  /    /  __/_(__  ) / /_         _  /____  ___ |__ |/ |/ /
/_/       \____/ /_/     \___/ /____/  \__/         /_____//_/  |_|____/|__/

TEKKEN TAG TOURNAMENT FAQ
by Joseph Christopher <[email protected]>
version 2.0
Feb. 24, 2000

this faq is copyright 2000-2001 Joseph Christopher

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

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

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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

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

* Law is the best counter attacker in all of Tekken. Few, however, know
 of this and use Law in a cheap, offensive way, pulling off combos like
 crazy. Sure, Law is also one of the best jugglers, but juggles need a
 launcher, and launchers are either too slow to go undetected or included
 in a combo that's easy to block or interrupt. Heihachi is supposed to
 be the best (actually, he's my second favorite character) according to
 the Tekken storyline so why choose someone, in this case Forest Law,
 who isn't even influencial on the tournament's outcome? There are many
 answers...

1. Law can parry all kinds of attacks (high, low, and air)
2. Law can link his juggles with his parries
3. Law has a punch parry which is equipped with an automatic counter
  (remember that parries are always better than reversals since the former
   cannot be countered while the latter can)
4. Law has one of the most powerful "supers" in all of Tekken
5. Law's super punch is homing
6. Law can slide without having to run first
7. Law has the coolest-looking throws (not much of a reason, but a reason
  nonetheless)


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

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


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

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

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


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

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


These moves you'll have to use at random to win:

1) Dragon Storm - B+1,2,1

       Three hits: First, a long-reach back fist. Second, a long-reach
  right hook. Finally, an uppercut that gives way to more hits. Comes
  out fast and is recommended if the first hit connects. One unique
  feature about this move is the fact that it hurls the opponent's body
  higher in the air than any other launcher, increasing your juggling
  abilities. If the opponent blocks it, a good strategy would be to stop
  at the second punch and continue with either a sweep (more reliable)
  or a throw

2) Junkyard Kick - B+2,3,4

       Again three hits: First, an elbow to the midsection, followed by
  a kick to the shin, and finished off with a high kick to the chin that,
  like the Dragon Storm, is a launcher. Most damaging among the launchers
  and also the most confusing. On the down side, it can be blocked even
  if the first hit connects (that is, if it doesn't connect close enough)
  because of its lack  in speed which also makes it easy to predict if
  your opponent (surely enough) has seen it before. Don't use it much if
  your opponent has a low parry. If he/she doesn't, but has a high reversal,
  prepare to counter it.

3) Charge Power Punch - DB+1+2 (U,U to cancel)

       Law sums up all his chi and delivers a power punch that makes an
  opponent squirm in pain. Not to be used against experts because it can
  be seen a mile away. If you still wanna use it, the only right time
  for it is when your opponent is about to do a move that's low on recovery.
  Dash back, make sure it'll miss, and do it.

4) Low Punch to Back Flip - D+2,3

       This is yet another of Law's launchers. It's composed of only two
  hits, though: One, a punch to the shin and two, a sommersault kick.
  Has a slow recovery but makes up to it by extra quick execution time.
  It's a great surprise move but is not to be relied on too much because,
  if predicted, it will leave you open for seconds---eternities they
  may seem in the Tekken world. If it doesn't connect, do it again,
  fast. An average player would fall for that trick if he wasn't able
  to do anything about your first miss.

5) Frogman - D+3+4 (hold D to cancel)

       Law does something like a back flip, but ends up lying on the
  ground, his feet touching his head, ready to do a chinese get up.
  If do don't hold the D, he will. If you do, however, he'll relax and
  continue lying down, this time in a common, comfortable position.
  The first hit launches the opponent in the air, but given the descriptions
  I don't think we can consider it a launcher.

6) Elbow Spring Kick - DB+2,4 (hold D to cancel)

       Your back is turned while hitting the opponent's midsection with
  your elbow. It stuns him a little, and then you follow up with a frogman,
  this time hitting him on the way down, because you have your back turned,
  remember? As with the frogman, you can hold D to cancel it, especially
  if you know it won't connect, cause if it doesn't you have your back
  turned and are WIDE open. If you don't press the 4, you'll only do
  the elbow part which can be a confuser since you can pause then press
  1 when your opponent lowers his guard to deliver a spinning back fist
  that turns your opponent on his back, leaving HIM wide open. Another
  variation would be to just throw him after the elbow!

7) Poison Arrow - F+2,1 (do it fast)

       Bruce Lee's one-inch punch is somehow carried on to this move.
  The only difference is you end up with an open fist instead of otherwise.
  It may be slow on the execution time, but practice makes perfect and
  eventually you'll learn the right moments to use it. It's a good
  counter for ten hit strings that aren't done too close. It can stun
  the opponent instead of sending them off the ground. You can hit 5
  after stunning your opponent to allow your partner to enter and attack
  and make it a combo. Not all characters are ready to help Law out,
  though. As of now, the only characters I know of that would help him
  are Paul (see last section for special notes), Heihachi, and Lei.

8) Dragon's Tail - DB+4

       A double low kick sweeps your opponent off his feet in this move
  May serve as a good confuser for unfinished combos that hit high.
  Just remember that whenever you do a high-hitting combo and the opponent
  blocks it, don't continue hoping he'll release his block before you
  make your final hit, cause that only happens if he's prepared to counter.
  Stop right in the middle of your combo and sweep him cause it's also
  rare that he prepares for that.

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

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

10) Double Dragon - 3+4 (during sidestep)

        One of my favorite opening moves. Takes 80% of your opponents
   by surprise can only be countered if they block. If you use this
   as an opening, be sure to have the presence of mind to perish the
   thought after doing a sidestep if your opponent isn't open for it.
   (i.e he doesn't attack) One thing I'm sure of, this move does a lot
   of damage, as Law hops and does two almost simultaneous kicks to the
   face.

11) Triple Gut Punch - 2,1,2 (during sidestep)

        A good alternative to the Double Dragon, this move can also take
   opponents by surprise and can be ended by tapping 1 to deliver a
   back fist that's high on damage but low on recovery. You can disregard
   that 1 and simply proceed with a throw to better confuse opponents.

12) Slide Kick - DF,D,DF+4 (while crouching)

        It's a slide kick, I don't need to describe it. A good strategy
   would be to do an ordinary sweep (D+3) after it because you end up
   behind your lying opponent. Do it again he gets up repeat the process
   until he thinks of a way out. Finally, if you end up in front of
   him, do an ankle kick for a little more damage.

13) Dragon Pound - F+1+2

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

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

14) Catapult Kick - U+4 (as you stand)

       Just like the old back flip except higher, faster, and does more
   damage. Why it ain't included in the "necessary to win" list? Cause
   "higher" means more prone to counter attacks, "as you stand" means you
   have to crouch first, and "does more damage" means Namco won't allow
   it to be comboed into anything.

15) Rainbow Kick - U+3+4 (as you stand)

       Again, just like the old back flip except higher, does more damage
   but is slower. Sound worse than the Catapult Kick? Not really. It
   does hit on the way down because Law adds 90 degrees to the sommersault
   making him end up lying on ground, but not before he sticks both his
   feet out to his opponent's face.

16) Fake Back Flip - U (as you stand)

       You outta know by now what a back flip is, this time Law doesn't
   kick his opponent in the process, he just flips. The good thing is,
   as soon as he lands, if you hit 4, he delivers a high kick to the chin
   that looks much like the last hit of the Junkyard Kick. You can opt
   not to press 4 and throw your opponent after the flip but most of the
   time he'll just pound you WHILE you're faking.

17) Left-Right Punch Combo - 1,2

       A jab from the left and a forward punch from the right. 'nuff
   said. (not like there's any more I could think of.)

18) Shaolin Spin Kick - 4,3,4

       One forward kick with your right leg to his face, followed by
   a roundhouse kick with your other leg to the same target, and lastly
   a repitition of the first step. Easy to parry or duck from so don't
   use if he's just standing there waiting for an attack.

19) Machine Gun Arrow - F+1,1,1,1,1

       Five rapid-fire jabs from your left fist. Knocks the opponent
   afterwards. Comes out fast and does some pretty good damage when
   linked to the Rave War Combo (use only four 1s before linking) but
   lacks recovery and can still be blocked if not done close enough.

20) Rave War Combo - F+2,2,2

      First, a right punch to the face, then a right elbow to the midsection,
   and finally a weak backfist.

21) Quick Rave War Combo - 2,2

      Just like the Rave War combo except the elbow hit is skipped.

22) Mid Kick - DF+3

      Law does a long range kick to the opponent's chest. Counters most
   close range attacks before they can even materialize but slow on the
   execution time therefore only to be used to make an opponent stop
   whatever he's trying to do.

23) Crescent Kick - 4,U,3

      The opponent's chest is kind of stomped with your right foot and
   you follow up with a back flip that's hard to connect if he's not
   in mid-air.

24) Double Impact - 3,4 (while crouching)

      This move does NOT combo. You just do a basic sweep that doesn't
   knock the opponent off his feet and follow it up with a back flip
   that again, does not connect.

25) Low Kick to Back Flip - D+4,3

      May connect, but I doubt it. You duck a little do a kick to the
   shin, following it up with a back flip.

26) High Kick to Back Flip - 3,4

      This kick connects, alright, but your opponent still has chance
   to block or parry the second hit if you don't do it close enough.
   The high kick is actually a side kick to the face.

27) Triple Kick to Back Flip - 3,3,3,4

      Same as the High Kick to Back Flip, but, obviously, you do three
   high kicks instead of one.

28) Jump Kick to Back Flip - UF+3,4

      Think of a flying kick that's followed up with a back flip. Sounds
   damaging? It is! Sounds immpossible to connect? It also is! (dam)
   Must only be used if your opponent is way up in mid-air and you forget
   your other juggling strategies.

29) Dragon Uppercut - 2 (as you stand)

      Looks even more powerful than the Mishima men's Sagat-like uppercut,
   but unfortunately, it isn't. It does juggle, tough. Still I dont
   recommend it because you have to crouch first before you do it. Not
   to mention the quick pause Law does before doing it.

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


1) Dragon's Fire - 1+3

       Actually, it's a two hit combo but considered a throw because of
  the need to get a hold of the opponent before this move is done. Your
  opponent first receives an elbow to the midsection followed by a Fake
  Step Blow---cool!

2) Hopping Frog - 2+4

       Law grabs the opponent's right foot, jumps while holding this foot,
  and ends up sitting on the opponent, his (opponent's) foot being beside
  his head---cool!

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

       Law tangles himself with the opponent and they both fall on the
  ground, the opponent's legs raised high and are far apart. The obvious
  target is punched---hard. Way too cool! Just don't do it on female
  opponents, especially if your challenger is a female as well. You can!
  (the game allows it) but I say you musn't. Notice the move's name? Get
  it? 'means it was meant for males, only.

4) Headlock Kick - 1+3/2+4 (left side of opponent)

       As the name suggests, the opponent's head is held and his face
  is kicked backwards---cool but I've already seen it before in several
  Bruce Lee movies so it's nothing new.

5) Dragon's Bites - 1+3/2+4 (behind the opponent)

       Law pulls the opponent by the back of the neck until it rests on
  his knee. He then pounds the opponent's chest and this does a HEAP of
  damage---very cool!

6) Knee Lift - F,F,3+4

       The knee is used to knock an opponent off his feet---that's it?
  not quite as cool as the other throws. BUT, good thing is you may hit
  the tag button afterwards for a cool and (quite low) damaging entrance
  from your partner.

7) Run Up to Drop - F+2+3

       And the winner for the coolest move in all of Tekken is...Law's
  Run Up to Drop!!! Yeah Baby! Law makes a stairway out of his opponent
  by first stepping on the stomach, then the chest, and finally the shoulder
  He then jumps up from the shoulder, flips in the air, (all the while
  his victim is trying to regain balance) and drops face down on his
  opponent. Hard to connect though.

8) Headlock Punch - DF+1+2

       As the name suggests, the opponent's head is held and his skull
  is punched hard---cool but unrealistic if he's doing it on larger
  opponents. Can't they just supplex him to escape?

9) Headlock Drop - 1,2,1+2 (after Headlock Punch)

       The opponent's head is also held but this time Law jumps and leans
  on the opponent's head, making it fall face first into the ground---
  cool but unbecoming for a fighting style such as Law's.

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


* Law has six 10-hit combos.
 Actually, there is just one basic formula:

  Starters        Enders
 DF+1,2,2,1     3,3,3,4,3,4
 DF+1,3,2,2     3,3,3,4,4,4
                3,3,3,D+3,4,4

You can start with any of the starters and continue with any of the enders
thus, six 10-hit combos! Let me discuss each part:

1) DF+1,2,2,1,...

       Comes out quick, hard to block if the first hit connects, and hard
  to counter if the first hit is blocked. It is, however, composed entirely
  of high attacks and thus is only recommended if the first hit connects

2) DF+1,3,2,2,...

       First hit is identical to that of the other starter's but the next
  three hits come out slow and are still possible to block even if the
  first hit connects. Countering the last three hits is also possible
  even after the opponent has blocked the first attack. The good news is,
  Its second hit targets the kness and serves as a good instrument for
  confusing opponents.

3) ...3,3,3,4,3,4

       A must-be-avoided combo. It has the least damage among the three
  enders and also has the lowest probability of ever landing a hit once
  the first attck is blocked. Its last three hits come out slow and are
  all targeting the opponent's head---easy to block, or worse, counter.

4) ...3,3,3,4,4,4

       Relatively easier to execute, this combo is also the most damaging
  of the three yet just as slow as the first one to complete. This time,
  the second to the last hit is a sweep that can be very useful for
  confusing the enemy.

5) ...3,3,3,D+3,4,4

       This, in my opinion, is the best of the three enders. Its damage
  is intermediate, it comes out quick, and has four high and three low
  attacks. Nonetheless, I require using this mostly when the first hit
  is blocked.

* Law has another combo. It is only made up of seven weak hits but is
 still very useful since it does not have a weak link unlike all the
 others. Anyway, here it is...

 F+1,1,1,1,2,2,2

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


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

  1) DF+2 = Controlled Uppercut

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

  2) 2 (as you stand) = Berserk Uppercut

          Also composed of one hit, slower than the previous launcher,
     but a lot more powerful and launches the opponent higher up in the
     air.

  3) B+2,3,4 = Elbow to Low Kick to Kick Launcher

          Most damaging among the launchers and also the most confusing.
     On the down side, it can be blocked even if the first hit connects
     (that is, if it doesn't connect close enough) because of its lack
     in speed which also makes it easy to predict if your opponent (surely
     enough) has seen it before. Don't use it if your opponent has a
     low parry. If he/she doesn't, but has a high reversal, prepare to
     counter it. I'm not sure about this, but I think on large opponents
     who don't get launched by this combo you can follow it up with any
     ten-string and connect more than half of it! (I'm 100% successful
     with this strategy against the computer but have never tried it on
     human challengers before)

  4) B+1,2,1 = Double Berserk Punch to Berserk Uppercut

          Comes out fast and is recommended if the first hit connects.
     One other feature about this launcher is the fact that it hurls
     the opponent's body higher in the air, increasing your juggling
     abilities. If the opponent blocks it, a good strategy would be to
     stop at the second punch and continue with either a sweep (more
     liable) or a throw

  5) D+2,3 = Low Punch to Back Flip

          Has a slow recovery but makes up to it by extra quick execution
     time. It's a great surprise move but is not to be relied on too
     much because, if predicted, it will leave you open for seconds---
     eternities they may seem in the Tekken world. If it doesn't connect,
     do it again, fast. An average player would fall for that trick if
     he wasn't able to do anything about your first miss.

  6) UF+4 = Back Flip

          Slow on start-up and slow on recovery. Why use it? Cause it
     is the most convenient, if not the only move that can be used to
     follow up on a parry. That's right---a parry. Always remember to
     tap UF+4 one moment after you parry even if your parry hasn't landed
     yet.

  7) F+1+2 = Berserk Pound

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

 B. enders

  1) for launchers 1-7

     - 2,N,B+2,3,4
     - 2,N,B+2,1,B+2,N,DF+1,3,2,2,3

  2) for launcher 6

     - 4,N,B+2,3,4
     - 4,N,B+2,1,B+2,D+2,3

  3) for launchers 2 & 4

     - UF+3,4
     - 4,U,3,N,DF+3
     - DF+1,N,DF+1,N,B+2,3,4
     - DF+1,N,B+2,1,B+2,N,DF+1,3,2,2,3

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


1) B+1+3 / B+2+4 - High Parry

       It's very, very hard to link a Back Flip to this sort of parry
  because it takes less time for the opponent to recover. I recommend
  using either a throw or a Machine Gun Arrow after successfully landing
  this move. Remember, this move can also be applicable on air attacks.

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

       Stuns the opponent for a much longer time than the high parry and
  is very easy to link with a back flip and juggle afterwards. Use this
  move as much as possible

3) B+1+2 - Fake Step (punch parry)

       This move only starts out as a parry but if during the first few
  moments no punch is received, you'll be WIDE open. However, after a
  little more waiting you can tap 1 to deliver a Fake Step Blow which
  is a powerful punch using the back of the palm, OR, tap 2 to deliver
  a Dragon Uppercut which could juggle quite efficiently. One more thing,
  after the punch is parried, there are four ways to automatically counter:

  first, the Tricky Trap (tap 1 -recommended since it turns your opponent
                          on his back leaving him open for a behind throw
                          which is VERY damaging!)
  second, the Tricky Fist (tap 2 -an elbow hit to the face that looks
                           cooler and can be comboed, on my recommendation,
                           to the Junkyard Kick)
  third, the Tricky Mid Kick (tap 3 -cannot be comboed)
  and fourth, the Tricky Low Kick (tap 4 -cannot be not comboed either)

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

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

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


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

1) The Junkyard Kick is your main weapon against the computer. Always use
  it as an opening move. This is also especially helpful whenever you're
  opponent is far and running towards you.

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

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

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

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

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

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


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

1) Mix everything up, especially your opening moves. Good opening moves
  would include a sidestep to Double Dragon, back dash to Dragon Storm,
  instant Punch to Back Flip, or forward dash to Headlock Drop.

2) Your ten-hit combos, if blocked, have a very slim chance of being
  completed, especially if your opponent has a parry or a reversal. When
  this happens, usually your fifth hit is the one countered so quit after
  your fourth blocked hit and throw him.

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

4) If you are unsuccessful with a juggle launcher, you'll be wide open so
  might as well gamble with a Punch to Back Flip since this is the fastest
  emergency move Law can do.

5) Charge up then do a Charge Power Punch and cancell it. Do another
  Charge Power Punch and cancell it again. Do third one and this time
  don't cancel. POW! he's out cold. (will work only if you're far from
  the opponent and he tries to get in close; estimate your distance and
  make sure it connects)

6) Know your opponent's size. Large men are hard to juggle with a Junkyard
  Kick. If you resort to the Dragon Storm, however, you can pull off
  more hits than usual (three left punches instead of two right ones)

7) Character-specific strategies:

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

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

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

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

Gun Jack - he's big, but you're smarter. He's strong, but you're faster.
          He does a heap of damage with his moves, but yours will connect
          a hundred times before one of his does. You'd probably already
          have the upperhand by now, cause Gun Jack users just don't
          have what it takes to even give me a headache. If ever a good
          strategy for playing as Gun Jack already exists, I've yet to
          encounter it. As of now, I consider him weak despite his strength,</pre><pre id="faqspan-2">
          and an insignificant nuisance despite his great potential to
          become a fierce fighter.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

8) Strategies on Tekken2 oldies and a single newbie:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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


Gamepro for some of the moves' names

Red Phoenix ([email protected]) for info on the whats and hows
                                       of ASCII arts

Bobby Drake ([email protected]) for additional comments on the T.G. Punch
                                     MG.Arrow, D.Uppercut, and tag moves

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

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

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


v2.0 - added legal notice
v1.9 - added character-specific strategies
v1.8 - fixed a few errors
v1.7 - additional move comments
v1.6 - imroved ASCII art
v1.5 - described moves
v1.4 - improved tag combo with Paul
v1.3 - imroved ASCII art
v1.2 - minor improvements
v1.1 - added TTT only moves

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


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

Law has a special tag move with Paul. Here it goes:
1) Do a Poison Arrow - F+2,1 (do it fast)
2) Your Poison Arrow must stun the opponent and not send him off
3) Tag (tap 5)
4) Paul will come in, doing a D,DB,B fake step
5) Complete the code for Paul's Stone Breaker (2,2)
6) Tag (tap 5)
7) Law jumps in and does a fake back flip
8) Tap 1 as he lands for a final hit (a fake step blow)
9) The announcer will praise your work (he shouts great!)
10) Law does the famous "Nose Rub" by Bruce Lee

* Law may use this tag move on other characters but they'll only do their
 move after Law's Poison Arrow and won't let Law come back for the
 fake step blow. They will do their move even if you don't hit anything
 after the tag button, though, which is a lot easier to connect.

* Sacha Rattle ([email protected]) has this to say:

 " After you do the Law, poison arrow, you can come in with Armor King
   with his jumping two fist thing, and if you hold down just after
   he comes in, Armor King can do his jumping unblockable. "

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

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

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