BUFFERING GUIDE
version 2.5 March 24, 2000
by
NICKY QUICK
[email protected]
This guide is intended for use by "the Tekken community"
(to quote one of my "mentors", gargoyle sox). It may be
freely distributed as long as the contents remain intact,
credit is given to the author for his contribution to Tekken
knowledge in general, and no monetary compensation
is received. All non-official information contained in
this document are copyright (SUISA) joe nickerson,
February 15, 2000.
I'd like to thank in advance, rather than at the end, those
who have most influenced and contributed to my general
tekken thinking and progress: tragic, catlord, slikatel,
gargoyle, castel, angry bear, madrilejo, santa, triple
lei, fipo and many more - thanks everybody!
Questions, comments and suggestions are welcome and should
be addressed to the above e-mail address.
NEW: Version 2.5 March 24, 2000. Additions to the Lei section
and added Jin and Julia sections.
TABLE OF CONTENTS
Foreword
Conventions
Introduction
Chickens
Throws
Character Specific Buffers
- Lei Wulong
- Paul Phoenix
Advanced buffering
- Ling Xiaoyu
Bonus
- Anna Williams
Multi-throws
- Nina Williams
- King
Additional Character Specific Buffers
- Hwoarang
- Forest Law
- Jin Kazama
- Julia Chang
Postscript
Acknowledgement
FOREWORD
This started as version 1.1 of my first attempt at contributing
a FAQ to the Tekken database at large. I didn't list a table of
contents, rather simply shared my findings as they applied to the
subject of this guide, hence the somewhat unstructured form. I
would like to at least once here refer to it as "The Art of the
Buffer" or perhaps "Buffer your Way to Glory" or something equally
pretentious. Seriously, we've all read somewhere that at the
highest levels of Tekken play, buffering plays a major role
(and not just to chicken). It is one thing to be told of doors
to higher levels, another to be given the keys. Has everyone
understood what buffering suggests and how it works? If so,
you probably don't need this guide. Let it be for average
players, and for those who are interested in attaining these
"higher levels".
CONVENTIONS
I'll assume everyone reading this is a Tekken 3 or TTT player
who is in no need of an explanation of the accepted conventions
used in Tekken FAQs. But one convention used in this FAQ must
be introduced: bracketed buttons (with or without directional
inputs) for example [2], must be held until the inputting of the
complete command is finished. Likewise, F+[1] (using a capital
letter for the directional command) means both f and 1 must be held.
INTRODUCTION
Perhaps buffering, at least intentionally, is not something
the average player has had much time to think about. It's
simple: "Buffering" is the art of pre-inputting commands or
"parts" of commands, and then finishing them subsequently.
What this means is: 1) buffering applies to multi-button
commands (with directional commands, buffering applies to
adjacent or subsequent commands rather than to simultaneous
ones). 2) some difficult command inputs can be simplified
and execution times improved. 3) moves can be chained
together. 4) whereas a 2 button command (ex. 1+2) produces
1 "technique" (Lei's hook-punch, recovers BK), a buffered
version [1], 2, will produce 2 techniques (jab followed by
hook-punch, BK). 5) many buffered combos can be started
either left or right. 6) all the quick taps (4~3) are in
reality buffers. 7) superb mix-ups can be created.
Until tekken Tag is available on PSX2 next year, I won't be
able to study buffering techniques for all characters concerned
(as I wasn't previously a Tekken 2 player) and so will confine
my "move lists" of buffering possibilities to those characters
I know and love best. Version 1. will focus on Lei and Paul -
my second favorite, Hwoarang, won't be appearing in this version
because as defined in point 1) above, buffering only applies to
multi-button commands. Sadly, from a bufferer's point of view,
"Bob" is lacking (but hey, he doesn't have a reversal either)
in multi-button commands. He does however have a couple of
buffered combo throws that are dynamite! If you really want
to get into buffering though, be sure to choose a character
rich in multi-button commands. Later versions of this FAQ will
look at Xiaoyu, Law, Hwoarang, Julia, Jin, Nina and Anna.
I'll try to evaluate the potential of each "combo" in terms
of its strategic and/or tactical use in real play as I go along.
CHICKENS
Everybody knows by now, or should know by now, what a Chicken
is and how to buffer one. A "Chicken" is for those who fear
or respect reversals or those who are just too cool to be
caught pants down. In effect we reverse the reversal -
Kaeshiwaza in Aikido. Even Namco told us how to do it: if
you punch left or kick left, 1 or 3, you must immediately
input (buffer) f+1+3 afterward to have a Chicken buffered
in the CPUs short term memory "in case" a reversal appears.
This is certainly possible but difficult to do: after every
move that could conceivably be reversed, we have to additionally
punch-in f+1+3 or f+2+4. It's easier to risk it - after all,
only Paul, Nina, Jin, and Anna have reversals for both punches
and kicks! But I would argue this is not truly "Buffering a
Chicken" rather simply inputting one. Buffering means to
pre-input parts of commands then finish them subsequently.
This is "buffering" a Chicken:
[3], f+1 Easier and faster
F+[4], 2
f,F+[3], 1
b+[2], f+4
d, df+[2], f+4
uf+[4], f+2
There's a "catch" here that has maybe already raised a
question in the minds of those who are in the habit of
being one step ahead: Won't [3], f+1 or F+[4], 2 produce
a throw attempt? Yes. Now here's the catch: If we input
f+1 before our previous command [3] recovers, it is a
buffered Chicken. If we input after the recovery
(which is pretty fast with a jab) it's going to be a
throw attempt. DON'T FORGET! Alternatively, we could
also input as shown above: f+[4], f+2 As we can see
this applies to virtually every move with less than 3
buttons simultaneously. Rather than risking it, show
'em who's boss. But of course the choice is yours to
Buffer or Suffer.
THROWS
Every character, rich in multi-button or multi-directional
commands or not, shares this in common: the ability to
buffer the normal throws and some special throws. However
Namco did not create all souls equal, and not all
characters have the same number of throws - nor do
all special throws require two buttons.
Call it basic buffering and keep these points in mind
when applying your own buffers:
Jab [1] or [2] followed by kick, 3 or 4 = throw 1+3 or 2+4.
Can we do this the other way around, kick first? Sure.
The only problem is, a kick may knock your opponent too
far away to reach with your grab. It depends on your
character's attributes of course as well as those of your
opponent - how far each jab or kick distances you from your
opponent. So its simple and deep at the same time. But in
general, this is the way to learn buffering.
PLAYER SPECIFIC BUFFERS
Lei Wulong
Starting at the top of Lei's special moves list:
[1], 2, 1 (=1, 1+2 BK, 1) Lei left jabs then hooks to
recover with his back turned followed by his repeatable
spinning back-fist. So we get a fast jab to start our
little combo. As to the usefulness of this all high
hitting combo I won't hazard a comment other than to
say it's a buffered combo which creates a small mix-up
combo - useful or not, see the possibilities for general
theory of relativity, Tekken style? If you can pull off
a d+1 juggle from BK, everything is relative.
[1], 2, 2 (=1, 1+2, 2) Lei jabs left then hooks to recover
BK followed by a counter-ably slow, but nonetheless lovely,
juggling uppercut. Here's the great thing about buffering:
these two combos can be started [2], 1. So from the original
two combos (1+2, 1 and 1+2, 2) we now have four enhanced
combos starting from either side. In theory the same, but
in practice I've found the [2], 1 starter to be much more
effective.
F+[1], 2 _ F+[2], 1 (= 1, f+1+2 _ 2, f+1+2) Good news for
Lei fans: TTT's great new Lei move, Double Snake Punch to
Crane Stance (f+1+2~F) is buffer-able. Hold F to go to
Crane or u or d to go to Panther.
[2], f+3 (=2, f+2+3) Snake Stance. But not just the tricky
to input, unprotected stance change rather a right jab that
is fast, scores 15 points damage, and is followed by a mix-up
to SNS to fool the best of ‚em. [3], f+2 gives you more room
to switch but takes away the surprise. Remember that each
opponent may necessitate you side-stepping in a different
direction, ex: SSR vs X, SSL vs Y.
GLITCH: It was assumed that SS+2+3 was a new TTT only chance
for Lei to go into Snake Stance - but it also works in Tekken 3!
Now apply the above buffers with a side-step, ex: f+[3], SS+2.
[4], SS+1 (= 4, SS+1+4) The other possible side-step to SNS
buffer - also enhanced by appropriate choice of SSL or SSR.
B+[1], 2 (= 1, b+1+2) Another good mix-up: prepare your
Cannonball head-butt with a strong left jab. Why b+1?
Because it scores 13 instead of 7 points damage (a bonus
glitch to only Lei and Jin). You can turn this one around
too no problem - jab and hold right punch first, then input
b+1. Slight loss in speed but slightly more damage.
B+[1], 4 , 3 (= 1, b+1+4, 3) OK, you can get to Phoenix
Stance this way, a jab mix-up to unblockable sounds
tempting, but the execution/recovery time is horrendous
so make sure you knock ‚em down first with the 3. Recovery
or Execution time will indeed be one of the deciding factors
in your use or abuse of buffered techniques because the
second button responds only after the first move recovers.
Combos done with fast recovery moves are advised.
[4], b+3 (= 4, b+3+4) One of the best of the truly useful
buffered mix-ups. Instead of just turning your back (albeit
in itself a useful mix-up) you first deliver a fast right
kick, then turn BK to start a great guessing game: rave trip,
spinning uppercut, mid-kick, low spinning juggler, or
spinning hop-kick? [3], 4 works too - but don't forget the
recovery time.
D+[1], 2 _ [1], d+2 (= 1 _ d+1, d+1+2) An even more mixed-up,
deceptive ruse to do Lei proud. This time alternate between
low or high jabs to prepare your drop to Slide position.
Again, instead of just dropping, you jab then drop. A
simpler command input, faster execution time Mix it up with
[2] or D+[2], 1 to start a right or left guessing game.
[4], d+3 _ D+[4], 3 (= 4 _ 3, d+3+4) These just keep getting
better. A fast kick followed by a fast drop to PLD for
a pop-up launch (3+4) to juggle your merry way home. D+[3],
4 or [3], d+4 are also both useful and give the same d+3+4
result - but is your opponent more likely to strike high or
low/mid to minor counter your low kick?
NOTE: Buffers from BK position - the back flips don't buffer,
but one thing that works well as a mix-up is BK [4], D+3 which
is mid-kick to rave trip to SNS. Unfortunately, buffers from
Prone positions are also not possible - the single buttons all
recover standing - so just press 3+4 instead.
F+[4], 3 (= f+4, f+3+4) One of Lei's favorites. The f+4 avoids
many high attacks, does good damage, and knocks your opponent
down. By the time he/she jumps up and comes for revenge, Lei
has been buffered into Drunken Stance and can nail ‚em with
the Drunken Punch (mid) for 25 damage or hit low for 15 and
recovery in FCD. If you happened to whiff the f+4, you might
catch a high punch retaliation with the drunken parry. Compare
to the [3], f+4 or [4], f+3 or F+[3], 4 possibilities.
f, N+[3], f+4, 1 _ 2, 2 (= f, N+3, f+3+4, 1, 2, 2) This
qualifies as an Advanced Buffer. Lightening Crescent to
Drunken Stance with either a Drunken Fist or, new in TTT,
2 Drunken Punches.
NOTE: You'll have noticed that directional commands that
are included must be held if performed with the first
button input, but input with the second button if the
first button was performed alone. Ex: F+[4], 3 but
[4], f+3. In addition, directional buttons must sometimes
be released or re-pressed before the next command is input.
d+1+3 _ d+2+4 Both low punches and both low kicks can be
buffered into the low parry for surprising results.
Remember a low counter attack might follow your low attack
in order to catch you still crouching. A low parry will
set-up your uf+4 hop-kick or df+2 uppercut juggle starter.
SPECIAL THROWS
f, N+[1], uf+2 (= rush punch, uf+1+2) Almost no one expects
you to stop after only one razor rush punch - unless it's to
switch to SNS, which they expect to counter, or to hop-kick,
which they try to block. Instead, we snatch ‚em up with the
fast executing Dragon Falls, which recovers FCD. Easily
tack-on Deep Sleep, Rave spin, or Go to Sleep for a wake-up
mix-up. You can also try f, N+[2] and [1] or [2] starters.
f, N+[1], SSL, 3 (= f, N+1, SSL (SNS), 1+3) The only drawback
to this sneaky Snake Stance throw (from the right side is the
coolest Lei normal throw, Closing Fan) is that you have to
recover in SNS before pressing the 3. Hold 1 all the way.
This is another Advanced Buffering example.
[1], f, f+2 (= 1, f, f+1+2) After knocking them back with a
jab, jump in there and trip-throw ‚em for 33 additional
damage. If you use b+[1] to start, the total damage goes
up to 46 but you must remember to release the b to input
the f, f+2.
Paul Phoenix
Paul has only a couple of multi-button commands, albeit
good ones, and luckily a few throws. These few added
buffered combos alone can greatly enhance Paul's overall
game. In this section, we're going to ask Paul as well
to demonstrate multi-directional commands buffering.
F+[4], 1 _ F+[1], 4 (= 4 _ 1, f+1+4) Both right kick and
left jab are fast ways to lead into Paul's Shoulder Ram,
setting up a nice wake-up game. Note again: This could
be input as [1], f+4 or [4], f+1 without holding the
directional command.
[1], f+2 _ [2], f+1 (= 1 _ 2, f+1+2) Jab left or right to
God Hand. With the right jab starter, we score almost 50
normal damage with the 2nd hit going mid to catch the high
jab duckers - need I say more?
B+[1], 2 (= 1, b+1+2) Paul's Burning Fist off a jab is
possible, but following up the simple jab is suicide -
a good example of execution time spoiling an otherwise
good buffer.
WELL, that just about does it for the 2-button category -
unless you want to buffer Paul's reversal - but now comes
the interesting stuff with directional buffering: FC, df.
Paul has some great moves off these commands.
d+1, df+2 (= d+1 (FC), df+2) Let's just get heavy right
away - Hammer Punch to Jaw Breaker. Combined damage for
this mid/mid combo is 36. OK, it does less damage then
the canned Hammer-Deathfist which also hits mid/mid so
the blocking is the same - but the timing isn't. Plus,
you get style points for this mix-up - and this is only
the start.
NOTE: by not holding anything, only the FC is being
buffered. Furthermore, any move that recovers crouching
is in effect the buffered FC for our FC, df commands.
d+1, df+2, 1 (= d+1 (FC), df+2, 1) This time we are
buffering the FC and increasing the follow-up
possibilities of our beloved Hammer with the Gut Buster combo.
d+1, df+2, 2 (= d+1 (FC), df+2, 2) Here it is, my favorite
Hammer Punch mix-up, the Stone (d) Breaker. An expert
opponent might block high/high for the Hammer-Deathfist
but we tack on a low juggler! Follow with a Falling Leaf
for damage worthy of a ten-string. Or they block
high/low/high for the Hammer-Falling Leaf combo but we
fool ‚em mid/mid/low for some real bewilderment - don't
forget to juggle!
NOTE: All of the d+1 buffers could be started with d+2,
d+3 or d+4 because we buffered the FC, not the punch and
kick buttons.
SPECIAL THROWS
B+[2], 3 (= 2, b+2+3) I love this throw despite the touchy
input. I started buffering Paul to see if I could improve
my chances of consistently pulling-off this move.
Unfortunately, the results are also touchy. Paul's right
jab of course, is strong ( the left kick is worse) and
knocks, under normal circumstances, the opponent too far
away to reach with the grab. A nice little combo in theory
at least: Jab and Grab. TIP: it can work if it whiffs.
[1], f, f+2 (= 1, f, f+1+2) Just like Lei, Paul can start
with either a left or right punch followed by one of his
best throws. These f, f throws are great: push ‚em back
with a jab, then jump in and grab to throw (like we do in Aikido).
DF+[1], 2 (= df+1, df+1+2) Perhaps the best buffered combo
throw for Paul. The mid hitting uppercut usually keeps the
opponent close enough to grab for the Face Bash. If the first
hit is blocked or even whiffed, it sometimes works even better.
Follow with the Hammer for an easy 12 + 40 + 15 = 67 damage!
For that matter, any Paul move (ex. QCB+1) where the 1 can be
held, is buffered to chain into df+2 (if it doesn't CH) for
the Face Bash. If you mess up the commands you often get the
Hammer-Gut buster combo at no extra charge.
DB+[2], 1 (= db+2, db+1+2) The Ultimate Tackle is buffered
by means of a low punch (1 or 2 will work). It may surprise
your opponent because a buffered tackle executes fairly fast
- but the telegraphing is still too hideous to fool even a fool.
ADVANCED BUFFERING
Advanced buffering is characterized by complex button
combinations such as 1) changing or releasing button
commands 2) holding a button(s) through more than one
subsequent command 3) pressing a subsequent button more
than once. Let's ask Xiaoyu, a character rich in
multi-button commands to demonstrate.
Ling Xiaoyu
First though, her basic buffering possibilities. Remember
as with Lei and Paul that every buffer can be performed
[1], 2 or [2], 1. If one directional input is required,
we have four possibilities: F+[1], 2 or F+[2], 1 but also
[1], f+2 and [2], f+1.
[4], 3 _ D+[3], 4 (= 4 _ d+3, 3+4 _ d+3+4) Xiaoyu is
already a great mixer-upper but by buffering her moves
we can increase her tricky-ness four-fold. Kick or low
kick then spin away or near before your next attack or
combo. [3] as a starter would knock your opponent down
and a few steps away which pretty much negates your spin.
F+[1], 2 (= 1, f+1+2) Punch left or right (that's the
last time I'll say it) then cartwheel right.
F+[3], 4 (= f+3, f+3+4) This time flatten them with one
of my favorite Xiaoyu power shots, the Cloud Kick.
Why exactly you'd want to cartwheel after knocking
your opponent flat isn't immediately clear maybe just
to showboat a little? F+[4], 3 is much more useful -
afterward you're in position for the Rain Dance Power
Hook Kick (4).
[1], 2 (= 1, 1+2) I could have listed this first under
Xiao's special moves but since it's new to TTT, it's
new to me. Like Lei's new F+1+2, this move, Birds Flock,
doesn't need to be buffered to be great, but a quick jab
intro doesn't help - your opponent!
[3], f, f+4 (= 3, f, f+3+4) Here is a use for the standing
3 kick that knocks down your opponent then follows up with
the Front Layout which scores a hit if they stand up
without rolling. If you try this f, F+[4], 3 you get the
Step Kick to Cartwheel Left because only the second f is
buffered (= f+3+4). f, F+[3], 4 will be shown later under
Xiaoyu's advanced buffers.
[1], b+2 (= 1, b+1+2) Proceed to Hypnotist Stance via a jab
then afterwards a follow up. B+[1], 2 or B+[2], 1 produces
the excellent mid parry, The Great Wall, left or right to
HYP and perhaps beyond, but it has tricky timing. Even though
the directional command is shown here with a capital B, meaning
to hold, you must release it shortly after inputting the
second button.
[4], b+3 (= 4, b+3+4) Like Lei, instead of just turning your
back to the enemy, kick ‚em first.
[1], 4 (= 1, 1+4) Jab to High/mid Parry (maybe if you whiff
a lot of jabs).
D+[4], 1 (= d+4, d+1+4) Low kick to Low Parry - for when
you're feelin' Eddie wary. Hold the 1 to tack-on more fun.
Speaking of fun, we can also jab and/or kick then follow
with a taunt: [1], [2], 3 or [2], [3], 4.
d+[1], [2], 1 (= d+1, d+1+2, 1+2) the drop to Phoenix Stance
can be proceeded by the Sunset fan. It's the same as the
normal Flapping wings D+1 but by holding the 2 and pressing
1 once more, you get the juggler Wave Crest-Power! We're now
heading into Advanced Buffering:
We wouldn't normally think there's a buffer for a one
button command, even an excellent one like Xiao's f, f+3
Raccoon Swing. But if we do it:
f, F+[3], 4, 4 (= f, f+3, 3+4, 3+4) Holding 3 all the way,
we get the Raccoon Swing followed the California Roll to
Kangaroo Kick! An awesome high-damage combo that serves
up, as Catlord would say, "Juggle du jour".
[2], b+[1], 2 (= 2, b+1+2, 1+2) We probably won't find a
finer way to attempt Xiaoyu's unblockable Thunder Strike.
If you miss it you might get the Spin Sticker if yer lucky.
U+[1], [2], 2, 1 (= u+1, u+1+2, 2, 1) Yep, that's Back
Palm-Forward to Fortune Cookie. Guess you just got to buy
Tragic's (Ben Cureton's) book now!
F, F+[1], [2], 1 (= 1, f, f+1+2, 1+2) A Phoenix Wings short
cut - but hopefully not clipped short.
ADVANCED DIRECTIONALS
Xiaoyu has even more FC, df moves than Paul and with several
different starters (including both d+ and RC possibilities)
it would take awhile to list them all. Using only d+1 as my
starter, here are a couple:
D+1, df+2, 1, df+4, 4, WS+2 (BK), 2, 2, 2 3 _ 4 (= d+1 (RC),
df+2, 1 (RC), df+4, 4 WS+2 (JG, BK), 2, 2, 2, 3 _ 4) Sunset
Fan (RC) to Lotus Twist (RC) to Sun Flower (JG, BK) juggle
ending with 3 for more damage or 4 to juggle some more!
d+1, 3, 2, 1, 4 (= d+1 (RC), 3, 2, 1, 4) Sunset Fan to Fire
Dancer. After any move that recovers crouching (ex. df+4, 4)
we can initiate the Fire Dancer. This is again buffering the FC.
Maybe a couple more mix-ups:
d+1, df+2 (= d+1 (RC), df+2 (BK) Sunset to Shady Lotus to
recover into Rain Dance.
d+1, db+[3], 4 (= d+1 (RC), db+3, db+3+4) Sunset to low kick
to Low Back Turn.
SPECIAL THROWS
Xiaoyu is a thrower's delight. Oddly enough, she doesn't
really have any 2 button special throws to speak of but she
has so many special moves with 1 or 2, in addition to the
normal jabs, that it's possible to throw the whole match (no
pun intended of course) - intentional or not! MASHERS take
note: (I for one am convinced the unintentional buffering is
what makes lucky mashers the great pain in the ass that they
are) just hold down 1 or 2 and mash out those throws!
Xiaoyu's weakness, her short reach, is actually her throwing
strength: most of her moves leave her very close to her opponent
so tossing's only a snatch away. Not listing them all:
df+[1], 3 (= df+1, 1+3) Belly chop to Jade. Ain't that sweet...
DF+[1], 2, 3 (= df+1, df+1+2, 1+3) Again advanced buffering.
Hold the 1 all the way through for Belly Chop to Phoenix Stance
to Jade. Mixing it up.
u+[1] _ U+[1], 3 (= u+1 _ U+1 (BK), 3) Back Palm to Jade,
front or back.
uf+[2], 4 (= u+2, 2+4) A good hit (stun) off of Cyanide
will definitely leave you in throwing range.
D+[1], [2], 3 (= d+1, d+1+2, 1+3) Sunset fan to Phoenix
to Jade. Buffering gets us there a little faster and helps
to mix things up.
Df+[2], 4 (= df+2, 2+4) Butter the Bread - yer dead! (I'll
settle for the KO).
>From Rain Dance:
f, F+[3], 4 (= f, f+3, f, f+3+4) Buffering from Peg Leg to
Back Layout, just for fun.
f, F+[3], 1 (= f, f+3, f, f+1+3) Even better. After Peg
Leg, spin around and throw with Jump reverse Clutch.
NOTE: There's a lot more to check out, especially in
Raindance and Phoenix - and not just for throwing either,
but hey, remember, this is my first FAQ! I think we'll
let the rest ride till next version 3.0 - but by then
you'll probably have started finding a lot of stuff
yourselves so I think I'll move on...
BONUS
I couldn't resist a few choice Anna Williams buffers.
Anna is truly a Mystic Booty buffering bonanza - so
let's start there:
[3], 1+2, 4, 3 (= 3, 1+2+3, 4,3) Left kick (knockdown) to
Mystic Booty taunt with a fast turning low/high kick combo
to keep ‚em off your butt.
[1], b+[2], SS+1, d+3 (= 1, b+1+2, SS+1+2, d+3) Jab to
Single Slap to Bloody Chaos (JG) to low kick. Or just
start with b+[2], SS+1.
SS+[2], 1 _ 4 (= SS+2, WS 1+2 _ 2+4) I know it sounds crazy
but when you hold the 2 then hit the 1 you get the Anna Bomb.
If that isn't cool enough, check out the throw alternative.
[2], d+1 (= 2, d+1+2) We like to at least try for unblockables,
"bloody" or not!
d+3, FC f+1, d+3,4 (= d+3 (RC) f+1, d+3,4) Low kick to Bloody
Spear to Low Left/High Right kicks.
d+4 _ d+1, f+[2], 4 (= d+4 _ d+1 (RC) f+2, 2+4) Low kick or
punch to Overhead Windmill with follow up throw. d+4 should
give you the side throw, Trick Embrace Strike.
d+1, FC df+2, d+3, 4 (= d+1 (RC),df+2, d+3, 4) Low jab to Low
Arm Sweep. Juggle with d+3, 4. Oo-o-ohh, baby!
[2] _ b+[2], uf+1 (= 2 _ b+2, uf+1+2) Jab or slap to grab.
Tack on a running attack.
MULTI-THROWS
Until such time that Mike Nappi or another true King/Armor
King master steps forward, willing to divulge a few of the
secrets that usually remain the providence of those on the
"highest levels" of Tekkening, this section must be considered
Under Construction. Nicky Quick is not a King player - well,
not yet anyway. I know Nina much better but, in any case, I
find it more difficult to input all that acrobatic stuff on
an arcade controller than on a PSX controller. Life was easier
in some ways with R1, R2, L1 and L2. It cost me many hours
to get the Tendon Lock (1,3 2+4, 3+4, 1+2) to work on arcade
buttons - the joke I think being on us - as in whose tendons
are being locked? Again buffering provides a key.
Nina Williams
[4], QCF+[3], 4 , 4, [2], 1 (= 4, QCF+3+4, 3+4, 4, 2, 1+2)
Crab Claw to Heel Hold. It's pretty hard, buffering or not,
to get this input to cooperate - but Practice Makes Perfect
(if we understand Lei's movie correctly)! Indeed if we
understand Lei's movie correctly, we also understand that
a very important part of training is to know when to take
it easy. Buffer or Suffer.
Without the buffer above, we have three, 2-button inputs
including - let's just call it a "simple split", 3+4, 1+2,
easy horizontals. But multi-buttons as used especially in
multi-throws, seem to abound in not only these, but also
"vertical splits" (1+3, 2+4), "hard splits" (2+3, 1+4) or
even "combo splits" - like my favorite follow up to Heel
Hold, Tendon Lock (2+4, 3+4, 1+2). You have to be a real
dancer to input accurately and it's easy to slip up.
Starting with a fast right kick, the buffered version
has NO double buttons until after the Heel Hold. I have
to confide it seems easier to input the Tendon Lock follow
up as 1, 3, 2+4, 3+4, 1+2 than as 1, 3, 2+[4], 3, 1+2.
Practice makes perfect. Since however, it'll get even more
rad - even with fingers crossed, in the "Advanced Multi-Throw
Bitchin' Bufferin' Section", don't worry too much about these.
[2], QCF+1 (= 2, QCF+1+2) Jab to Palm Grab.
= 2, 3, 4, 2, 2 Double Attack
= 1, 3+4, 1, [1], 2 (= 1, 3+4, 1, 1, 1+2) Neck Crusher
at a modest savings.
= 1, [2], 4, [3], 1 (=1, 2, 4, 3, 1+2+3) Galetech Stretch
your fingers! If you try to buffer the 1 from the beginning,
you'll get the 1+2+3 one move too soon - food for thought.
QCB+1+4 (= QCB+1+4) Betrayer. Unless we find a move with 1
or 4 that doesn't push our opponent too far away, we'll have
to settle for the "hard split". The compensation isn't bad as
this move ducks high attacks (if yer timing's right) and
auto-blocks low ones. Nina has to be pretty close though to
reach.
= 2, [1], 2, 2, 3 (= 2, 1, 1+2, 1+2, 3) Octopus Grab. No DBs
(double buttons)
= 1, 3+4, [1], 2, 2 (= 1, 3+4, 1, 2, 2, 1+2) Neck Crusher.
No DBs.
= 1, [2], 4, [3], 1 Galetech Stretch ‚em again.
= 1, 3, 2, 1 (= 1, 3, 2, 1) Standing Reverse Arm Lock.
To mix.up or betray your opponents breakout attempt when
she/he assumes your doing the Octopus follow up.
= 2, [1], 3, 4, 2 (= 2, 1, 3, 4, 1+2) Falling Reverse
Armlock to follow up the SRAL. It's a finger crosser to
hold the 1 all the way but, Hey, anything to save a button!
= 3, [1], 4, 2, 2 (= 3, 1, 4, 1+2, 1+2) Rear Galetech.
Same buffering idea, different result.
King
I just BECAME a King player! It's a very enlightening
irony, after cajoling you to "choose a character rich
in multi-button commands", that I, before the reader's
very eyes, should at this time first "discover" King for
the awesome self that he is. This can truly be a site
Under Construction now. I can just keep adding
indefinitely till version 218.0 or so. This will become
an "Alter to King's Buffered Awesome-ness" or something!
Please indulge just a few easy combos before the
Multi-Throw-Show begins:
[1], 2, 1 (= 1, 1+2, 1) Axle Spinner with a jab beginner.
[4], df+3 (= 4, df+3+4) Right kick (a big 26 damage) to
Frankensteiner, 60 (at least!) damage - don't ever cry
and moan again about Deathfists and Rave Spins!
F, f+[2], f,d,df+1 (= f, f+2, f,d,df+1+2) Power Upper to
Black Bomb. Paul be knowin' where this all come from.
We're talkin' Soul now. Obviously Tekken already has
enough techno killers, (no offense Yoshi), zombies
(actually I'm a Brian fan too) and otherwise pure white
skinned, cold-blooded ninja for your sister types (yes,
I've made Kunimitsu's aquaintance) or major destruction
Proto- bionics types as it is and was in need of some
Duende Caliente - but now back to work:
[2], f+1 (= 2, f+1+2) Right jab to left Iriminage
(Jaguar Lariat) unblockable. Worth a try to make them cry.
[3], f+2 (= 3, f+2+3) Left kick to Shoulder Tackle.
The lovely but slow executing Shoulder Tackle is given
another chance by the left kick which knocks your opponent
down just inside of - you guessed it, Shoulder Tackle range.
[4], SS+3 (= 4, SS+3+4) Kick to Boomerang. It's been said
a lot, but don't under estimate mix-ups and simpler inputting.
[1], f,f,N, 2 (= 1, f,f,N, 1+2) Jab to Push back.
f,f+[2], f+1 (= f,f+2, f+1+2) Power Upper to Jaguar Lariat.
[3], 4, f,f+1+2 (= 3, 3+4, f,f+1+2) Kick to Exploder (KND)
to Cross Chop Block.
b+[4], 1 (= b+4 (BK), 1+4) Prison Break to Moonsault. Soulful.
[1], d+2 (= 1, d+1+2) Jab to Mini Elbow Drop.
[1], f,f+2 (= 1, f,f+1+2) Jab to Lay Off!
So maybe I should. If that was a folder not yet even full
of normal and advanced buffers, a veritable Thesaurus of
buffering is next:
King's Multi-Throws
[2], b+[1] (= 2, b+1+2) Let's start with the Irish Whip
and its buffer-able links.
= 3 if we buffer the 1 above, we only need 3 to get
the Spin Feint.
= 4 if we buffer only the 2 above we get the Quick
Slam (hot damn!) with 4.
= 1 if we hold both the 1 and 2 above and hit either
again we get Turn Around.
= 3+4 - no buffer from Irish Whip for Destruction.
d,df,f+[1] (= QCF+1) Again, buffering the 1 from
Jaguar Driver sets up:
= 2 (= 1+2) Face Buster
= 2, 3, 4, 2 (= 1+2, 3, 4, 1+2) Here's where it gets
cool. Believe it or not, we can hold 1 all the way
through the Boston Crab because there are no double
buttons that require a different button be buffered.
You need to run like a crab to not thumb this one.
[4], f,N,d,df+[1] (= 4, f,N,d,df+1+4) Easier to start
kicking than to cross finger a "hard split" crouch dash
1+4 Arm Breaker. If we buffered the 1 as well, we can tap
2 twice:
= 2, 2 (= 1+2, 1+2) to get Triple Buster
= 2, 3, 4, 2 (= 1+2, 3, 4, 1+2) Same chowder as before
for Boston Crab.
= 2, [4], 2 (= 1+2, 4, 2+4) Head Jammer. Remember we're
holding the 1.
= 4, 3 [4], 3, 1+2 (= 4, 3, 4, 3+4, 1+2) Buffering where
we can as we go from link to link - here the Struggle Combo.
= [2], [1], 3 (= 2, 1, 1+2+3) Chicken Wing variations from
Arm Breaker.
= [2], [1], 3, 4, 4 (= 2, 1, 3, 1+2+4, 1+2+4) Dragon
Sleeper - advanced buffering at its craziest? NO - check
out this Advanced Bitchin' Bufferin':
= [3], [4] [2], [1], 3 (= 1+3, 3+4, 2+4, 1+2, 1+2+3) R.D.C.
This last link from Chicken Wing is worth 70 damage alone but
I think it was KO before we even got this far!
NOTE: Just to make it clear: you can try to contort your
fingers into holding all the buttons at once but they can
and should be held in succession or only as long as necessary.
[2], SS+[4] (= 2, SS+2+4) Reverse Full Nelson.
= 2, [2], 1 (= 2, 2, 1+2) Cannonball
= 1, 2, 3+4 (= 1, 2, 3+4) Power Bomb, no buffers.
= 2, 1, 3, 4 (= 2, 1, 3, 4) Big Swing, no buffers.
= [3], 1, 2, [4], 1+2 (= 3, 1, 2, 3+4, 1+2+3+4) T-Bone.
Again, if we tried to buffer the 1 and 2 instead of the 4,
we would arrive at the 1+2+3+4 one command too early.
= 3, 1, 1 (= 3+4, 1+2, 1+2+4) Manhattan Drop. If we were
to hold the [4] all the way from the Reverse Full Nelson and
the [2] from the Cannonball, we would have an easy time of
this otherwise difficult "combo split" Full Nelson fingering.
= 1, [2], 3, 1 (= 1, 2, 3+4, 1+2) If we were still holding
the 4 from above and now the 2 here, we could continue our
bitchin' bufferin'.
= 2, 1, 3, 4 (= 2, 1, 3, 4) If you got this far,
congratulations. Now you can let everything go for the Big Swing.
= [3], 1, 2, [4], 1+2 (= 3, 1, 2, 3+4, 1+2+3+4) T-Bone,
same menu as before.
LISTEN, if this section is still Under Construction, then
I'm finished for now with Version 2.0 - especially if I want
to have time to share some buffers for Hwoarang and Law.
See you here again in a future up-date.
ADDITIONAL CHARACTER SPECIFIC BUFFERS
Hwoarang
>From the lack of 2-button commands, it would appear at a
glance, that "Bob" has no chance. But combining moves to
buffer into his two spectacular normal front throws is in
itself a thrill - and maybe just the chance Bob needs to
become a buffering Star.
[1], 2, 3 (= 2, 1+2, 1+3) Right jab to Disrespect to Pickpocket.
1, [2], 4 would of course lead to Human Cannonball but seems
to always come up short. Pickpocket almost never comes up
short, the pay-off is always within reach.
[4], 3 _ [3], 4 (= 4, 3+4 _ 3, 3+4) Kick ‚em, then Stance
Change. Again, holding the second command would set-up
Pickpocket or Human Cannonball.
[3], 4 (= 3~4) Flying Eagle. The quick taps are buffers
but again the "catch": the second command must be input before
the first fully recovers.
[1], df+2 (= 1, df+1+2) Jab to Body Blow. To help Hwoarang's
mix-up game, alternate between the four possible starters: [2],
df+1 or df+[1], 2 or df+[2], 1.
[3], db+4 (= 3, db+3+4) Any number of kick combos ending
on 3 or 4 could theoretically buffered into the Dynamite
Heel. Distance to target would be the determining factor.
Try this: Launch ‚em high with Wing Blade (crouch dash+4),
juggle ‚em with Hunting Hawk, uf+3, 4, [3] then finish the
demo off with (perhaps a quick side-step first) db+4 - DYNAMITE!
LFL 1+4 Sorry, no jab to Power Blaster buffer. Both 1 and
recover out of LFL.
SPECIAL THROWS
Hwoarang has so many possible ways to buffer into all the
normal throws (if you like to side-step) that they're all
sort of Special:
LFF F+[4], 1, 2 (= f+4, 1, 2+4) Funny, the only one who noted
that Doggie Lift recovers in RFL seems to have been gargoyle
sox, to me the best Hwoarang Guide writer. Maybe no one noticed
because it's the beginning of Bob's LFF ten-string. It's followed
by a Left-Backhand to Human Cannonball throw. Now you're only,
give or take a little, half a life-bar from victory - time for
your opponent to tag out. As gargoyle says, I love this combo
like family.
RFF F+[3], 2, 1 (= RFF f+3, 2, 1+3) Same brew as above,
but from RFF. Here the command for Pickpocket is 1+3 but from RFF,
even 2+4 will give you the Pickpocket.
Here are just a couple of starters for use with either normal
throws or the RFF Cheap Shot to Right-Backhand to Pickpocket.
f+2, RFF F+[3], 2, 1 or f+[2], 4 (= Pickpocket)
b+4, RFF F+[3], 2, 1 or b+[4], 2
b+2, RFF F+[3], 2, 1 or b+[2], 4
A few more buffered combos:
f+2, RFF 2 ,2, [1], 3 (= f+2, RFF 2, 2, 1, 1+3) Rusty Knife
to Big Fists to Pickpocket. If you find after jabbing that
you are too far away, make the last command f+3 or f, 3.
Db+[4], 2 (= Db+4, 2+4) Low kick (the Crippler) to Human
Cannonball. Take That!
d+[4], WS+2 (= d+4, 2+4) Well, you'll get the 2+4 throw or
a juggling uppercut - can't go wrong either way.
d+[2], WS+4 (= d+2, 2+4) This time if you see that you're
getting the Tsunami Kick instead of the throw, tack-on
another 4 to finish it.
Forrest Law
Bruce Lee has always been my favorite martial artist. Why
he's not my main man in Tekken 3 and TTT, I'm not sure. It
doesn't bother me in the slightest that many Tekken players
consider him "cheap" - that's just sour grapes. Besides,
all's fair in love and Tekken. Law does however have enough
buffered combos to restore him to the exalted position
bestowed upon his benefactor - and to cure him of the
lingering Somersault Syndrome from which he seems to suffer.
[4], 3 (= 4, 3+4) Kinda hard to cure SS (not side-stepping,
Somersault Syndrome) when the first buffer down the list is
the Quick Somersault. The good news is this move recovers
RC - Law has so many FC moves that we could write a whole
FAQ just on his buffers alone!
[4], 3, 4 (= 4, 3+4, 4) This time the left kick followed
by the Back Flipper RC recovering juggle - buffer so they
suffer before screaming CHEAP!
[4], d+3 (= 4, d+3+4) Frogman from this, or this, D+[3],
4 or this, [3], d+3+4). NOTE: If you try D+[4], 3 you will
get two low kicks because D+4 recovers crouching but D+3
does not. You can do it with d+[4] (releasing the d) but
you have to wait till Law recovers standing before inputting
the 3. I think the only real use for this move is if you
whiff the first kick, you do a "fall-back jumper" (like NBA
style, you know what I'm talkin' ‚bout?) -and kick their
teeth in on your way down.
[4], SS+3 (= 3, SS+3+4) Double Dragon. It works better
with 4 then SS+3 but if you really want all three hits to
connect consistently, do it (facing right) SSL, [4], SS+3.
D+1, (FC) Uf+4 (= d+1, FC, Uf+4) Using a low punch again to
buffer our FC, we finish with a kind of far away after a
buffered punch or kick, Catapult Low.
NOTE: Once last time, any move recovering RC is the buffered
FC for any multi-directionals that could follow. I'm not
going to list them all, how about after 3, 3, 3, 4: Triple
Head Kick-Somersault (RC) going into Catapult High?
B+[1], 2 _ B+[2], 1 (= b+1, b+1+2 _ b+2, b+1+2) Either
the first hit of the Dragon Storm or the first hit of the
Junkyard Attack to Trick Step. I like this move: If your
opponent tries to punch you back for her/his minor counter,
Law's Punch Reversal is waiting. Whether you go into Law's
Trick Step or Punch Reversal, let ‚em have afterwards with
the Fatal Backhand/Dragon Blow!
SPECIAL THROWS
First a couple "special" normal throws:
b+[1], 3 (= b+1, 1+3) Dragon Fire. I love this one.
b+2, [3], 1 (= b+2, 3, 1+3) Dragon Fire from the Junkyard.
d+[1],N, 3 (= d+1, 1+3) You have to let Law recover standing
first but, hey, Anything for a Dragon Fire!
DF+[1], 2~1~[2]~1 (= df+1, df+1+2, 1, 2, 1+2) Chastisement
buffered into Bulldog. Law's only multi-throw (and it's
way cool)!
[4], f, f+3 (= 4, f, f+3+4) Play it again: these f, f+
throws are great! Right kick to Knee Lift. df+[3],
f, f+4 is also up-lifting.
[2], f+3 (= 2, f+2+3) Hard to grab this one unless you're
close, which the jab doesn't help - but I'm all out of throws
and I'm all out of time.
Jin Kazama
Buffering can offer Jin many fast and mixed-up ways to start
the White Heron combos, unblockable uppercuts, and normal
throws. Thanks to a large number of 2-button commands, Jin's
moves list begins to resemble Lei's, King's, or Nina's -
2 pages long! In addition, buffering helps to boner Jin's
repertoire of cool throws.
In order to buffer the White Heron we must be able to hold
1 or 4. The list is long:
[1], 4 (= 1, 1+4) the start of many mix-ups - enough to out-
fox even a seasoned Jin opponent.
[1], 4, 3 (= 1, 1+4, 1+3) buffered into Double Kicks.
[1], [4], 2 (= 1, 1+4, 2+4) Holding 1 doesn't effect the
buffered 2+4 Shoulder Throw.
1, [1], 4 (= 1, 1, 1+4) If we finish the Shining Fists with
the 2, we render the buffered White Heron useless (you Do
Know how far away Jin slams his opponent with this hit,
don't you?).
[1], 2, 4 (= 1, 2, 1+4) One-Two Punches. Hmm, the recovery
time after the second punch could/should be better.
[1], 2, 2, 4 (= 1, 2, 2 ,1+4) Holding 1 through both 2 inputs
is no problem. Tap 3 after the White heron start to go into
Double Kicks or hold [4] then tap 2 again to get the Shoulder
Reverse.
[1], 2, 3, 4 (= 1, 2 ,3, 1+4) Here's where to buffer gets rougher:
If we wait till [1], 2 recovers, we'll get a throw attempt when
we tap 3. After that, if we hit the 4 too soon, we'll get the
complete One-two-Split-Axe Kick - but if we wait too long to
tap 4, we'll miss the White Heron juggle coming off the 1, 2, 3
single Axe!
1, 2, [4] (= 1, 2, 4, 1+4) Starting the White Heron after the
One-Two Knee.
df+[1], 4 _ df+[1], 2, 4 (= df+1, 1+4 or df+1, 2, 1+4) To buffer
the Heron after the Twin Lancers (one or both hits) you must
release the df so Jin recovers standing. As above, if you
wait/hold too long before entering the 2, you'll get the
Ultimate tackle instead of Twin Lancers.
NOTE: We're talking about a "Window of Time" (thanks Catlord)
In which to enter the buffer - as in multi-throws and 10-strings.
df+[4], 1 _ 3 (= df+4, 1+4 _ d+3+4) If you complete the Double
Axe Jin will be too far away to connect with the Heron. A juggle
through the Can-Can kicks is available with 3.
[3], d+[4], 1 (= 3, d+3+4, 1+4) Jin's left kick is useful
because unlike the 4, which knocks your opponent flying, 3
keeps you close enough to connect with the second leg of the
Can-Cans. Hold 4 to juggle with the Heron.
d+4 _ d+3, WS+[4], 1 (= d+4 _ 3, WS+4, 1+4) Half a rising Axe
will allow you to buffer into the White Heron.
uf+4, 4, [4], 1 (= uf+4, 4 , 4, 1+4) Far fetched but, if
your opponent rolls forward...
2, b+[1], 4 (= 2, b+1+2, 1+4) Can't tell Jin this isn't a cool
combo. If they bounce off your Force Block, crouch dash ‚em!
b, f+2, [1], 4 (= b, f+2, 1, 1+4) Or after the second hit of
Laser Cannon change to the Heron.
WELL, that's at least a Baker's Dozen ways to start the
White Heron. Whether to finish the combo (glazed) or to
throw (powdered) - it's your donut.
[4], B+1 (= 4, B+1+4) Following a knock-down spinner like
Jin's 4, the Lightening Uppercut will fall short unless they
move toward you upon standing, so use the Super Twist Uppercut
instead.
uf+[4], b+1 (= uf+4, b+1+4) The first hit of the Leaping Spin
Kicks puts Jin in range for the Lightening Uppercut!
b, f+2, [1], b+4 (= b, f+2, 1, b+1+4) A stun off the second
hit of Laser Cannon might just do the trick.
f+[4], b+1 (= f+4, b+1+4) Another small chance to surprise?
Moves with 4 or 1 that don't leave Jin enough room to power
up his unblockables will present even greater problems
than these but - hey, isn't every unblockable a problem?
CROUCH DASH
I wanted to be able to say we can buffer hits onto every
directional command in the CD: f, d, df. But as you can
imagine this would inhibit the flow of the movement, in
fact turning it into a three move poker to juggle combo:
f+2, d+3, df+2. The GOOD news is, we can attach a strike
to the f, command and flow right on through to the dash.
Indeed a directional buffering addition to the already
deadly dash.
f+2, d, df+[4], b+1 (= f+2, f, d, df+4, b+1+4) Just to start
off crazy, I've buffered the Power Overhead to the Hell Sweeps
first hit to the Lightening Uppercut. As Einstein showed,
the theoretical can become the physical. E=MC2 (Energy =
Major Counter, squared).
f+1 is probably the easiest starter because of it's recovery
time but f+4 knee is also very interesting. The obvious choices,
just mix ‚em up:
f+1, d, df+1 (= f+1, f, d, df+1) Left jab to Thunder Godfist.
f+4, d, Df+2 (= f+4, f, d, Df+2) Knee to Electric Wind Godfist.
f+2, d, df+4, 4, 4, 4 (= f+2, f, d, df+4, 4...) Overhead to
Hell Sweeps. Remember these can be chained to subsequent
techniques and buffers.
SPECIAL THROWS
Buffering some normal throws was described above, if only
briefly. Here are Jin's three Specials:
1, [2], f, f+1
1, 2, [2], f, f+1 4 possible Stone Heads
[2], f, f+1
f+[2], f, f+1
[2], df+3
[3], df+2 4 Elbow Slams
f+[2], df+3
df+1, [2], df+3
[1], QCB+3 Trip Wire. Without your opponent walking into the
second part of this buffer, you won't reach.
Julia Chang
Ah, Julia. With a movie like hers, she should be everyone's
favorite. To protect Mother Earth we probably are going to
have to fight, so it's good we have Tekken to practice.
It's important not to get predictable with Julia's 2+3 and
1+4 moves, central to her arsenal though they might be.
Completing the 2+3, 1 Ultimate Cannon is predictable.
Buffering into and out of it is not. There are just too
many possible continuations available.
[2], 3, (= 2, 2+3) You may follow up a successful right jab
with a low hitting one leading to a mid kick but often times
the low jab will be short. This would be an excellent follow
up to a fake/whiff jab or kick because the buffer continues
on combo fashion: after whiffing a jab you counter your
opponent's counter attempt with low and mid strikes then
follow with d+4, 1 or [4], 1 (RC) or even the rest of the
Ultimate Cannon by pressing 1.
[1], 4 (= 1, 1+4) Likewise the 1+4. Actually the somewhat
slow downward fist of Julia's Axe-Mini Bow is a better
follow up to the 4 kick so it's better to buffer it [4],
1 - but if the right kick whiffs, your counter is a bit slow.
Since this move recovers RC however, it's too important
to just not use it. Any Julia player knows there are at
least 7 WS combos to buffer into from RC moves like 1+4.
[2], 1 (= 2, 1+2) Using Julia's fast, strong right jab to
set up the Twin Arrow.
[4], 3 (= 4, 3+4) Like Xiaoyu, Julia can kick then spin
sideways. If you buffer 3 you'll send them flying,
negating your spin. Finish with the Roundhouse.
uf+[4], 3 (= uf+4, uf+3+4) The only way this is gonna work
is to launch with uf+4, then Foot Stomp down on the back of
their head as they're standing - which looks really mean,
but wouldn't you rather juggle?
F+[1], 4 (= f+1, f+1+4) Flash Uppercut to Heaven Cannon.
I thought I'd at least mention it.
DIRECTIONALS
It took some work but it goes like this: Julia's Thunder Palm
d,df+1 and Lightening Bolt d,df+1, 2 are two of her best power
moves which are often performed while running (f,f,f+1) and
can be used to great effect in countering and wake-up games.
It's performed with a more or less direct slap into df+1. It
will not buffer like this: d+4 _ d+2, df+1 - but it will
buffer like this: d+4 _d+2, df+2. In other words we can tag
a hit onto our first directional command d, but it will only
work as a buffer to the second hit of the Lightening Bolt
combo. This is none other than one of Julia's FC moves:
Body Elbow.
d+4, (FC) df+2 (= d+4, FC df+2) Low kick to Body Elbow.
d+3, (FC) df+4, 3 (= d+3, FC df+4,3) Low kick to Bow and Arrow.
[4], 1 (RC) df+4, 3 (= 4, 1+4, FC df+4,3) Adding an intro and
an extra low hit makes this 1+4, 3 less predictable.
[2], 3, d+4, df+4,3 (= 2, 2+3, d+4, df+4,3) We buffer both
to disguise our 2+3 to mix it up with 3 hits in the place of
two high, low, mid. Instead of finishing the Ultimate Cannon
2+3,1 we go into d+4. Rather than finishing the d+4,1 Razors
Edge (a move which our opponents know all too well) se use
the d+1 to buffer the FC then go into the Bow and Arrow as
a mix-up. Now we can use our predictable Razors Edge to juggle!
SPECIAL THROWS
I'm going to continue the directionals discussion just a bit
farther here:
d+[1], db, d, db+2 (= d+1,db,d,db+1+2) The Cross Arm Suplex
buffers nicely if you input before the db motions move Julia
back out of reach.
QCB, f+2 The Mad Axes are everybody's favorite Mother Earth
protector. QCB is like the ultimate directional buffering
exercise: After launching, while running, jumping, back-dashing,
recovering - you name it, wherever you have enough breathing
room to do it, QCB can be input. The choices are only limited
to those of timing and distance.
d, db+1+3 Waist Suplex. Forget about buffering this one unless
you want a mixed-up way to get the Low Parry.
df+[2], 1 (= df+2, df+1+2) Once in awhile you get the Arm Lock
Suplex but if you're really lucky you get the Power Punch
Launcher andcan then time a Palm explosion just right to
keep 'em off their feet. Remember our Thunder Palm d,df+1
that wouldn't buffer? Use it like this: d, df+[1], 2 and
you will sometimes get the throw!
WELL, as a "see you later" I want to remind you that those
left kicks that send your opponent flying are there for a
reason: [3], 2+4 - for waving BYE, BYE!
Be cool.
POSTSCRIPT to Version 2.5
I hope this proves helpful to those who are interested in
broadening their understanding of certain aspects of Tekken
inputting not explained in official Tekken documentation.
It is dedicated solely to the advancement of Tekken knowledge
and Art in general, and to repay in part, that which I've
borrowed from all of you who are as enthusiastic about Tekken
as I am.
A second Thank You is indeed in order to those who have made
all the FAQs and multi-media available to us - the Tekken web
sites (to mention only a few):
Tekken Zaibatsu
Catlord's Tekken Collection
Fighters.net
Gamefaqs.com
Inside Tekken
Tekken Tag Tournament
Iron Fist's Movie Page
Tekken Web
Tekken Players
Tekken Worldwide
ACKNOWLEDGEMENT
To Tragic. I've referred to the techniques used in this FAQ
by the names (which differ from Namco's) used in your book The
Unauthorized Tekken 3 Fighting Guide - Thanks, I hope this is
OK with you. Names for TTT techniques used in this FAQ are
borrowed from Catlord's TTT movelist. Thanks, I hope you don't
mind.
Nicky Quick