November 05, 1999


                         - JIN KAZAMA, THE SON OF THE DEVIL -

A Tekken Tag Tournament FAQ
Version 1.0
By Red King


This document is best viewed in Wordpad, wrap to window format, courier new,
font size 10.

CONTENTS:

-Why another strategy guide?
-Introduction to Jin
-Analysis of the moves: description, execution/recovery time, my advices
-Unconventional moves
-Juggles
-Okizeme
-Some strategical advices
-The subtle art of sidestep
-Credits and legal stuff


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-WHY ANOTHER STRATEGY GUIDE?-

First of all I would like to spend a couple of words about the purpose of this
strategy guide: as you all know, the web is full of good guides to Jin (the
incomparable Slikatel one above the others, and actually the inspiration for
this guide), but I've always thought that even if really useful, those guides
lacked of something(maybe just my opinion about the overall matter, he, he...
who knows); after having studied those guides and after having compared their
contents to what I know about Jin, I understood that the only problem about
them was that they were just.... "old". I believe ,in fact, that during these
years the overall level of play has increased a lot, and many aspects of the
game are now well known to most of players; is for this reason that I believe
that, for example, we can't no longer consider Jin's Hell Sweep a "bread and
butter" attack, simply because now a good player can easily neurtalize it; the
same consideration could be made for "custom strings", "poking" and other
strategical stuff. After some years of Tekken3 (years of tournaments and full-
immersion game sessions), I have learned to appreciate a skilled and complete
gamestyle (spectacular even if not always winning) instead of just a winning
(but not complete) one; I have always affirmed that skill must be researched
not only in victories, but in the completeness of gamestyle, in the ability to
find a proper use to all the moves and techniques that your character
possesses. This is the purpose of my guide, some advices(maybe) useful to
reach a spectacular, and, why not, effective gamestyle, not only to find the
way to achieve victory.


-INTRODUCTION TO JIN-

When I started to play Tekken3 long ago, I choosed Jin as my first character,
both for his noble blood (with Heiachi, Kazuya and Jun for relatives, that
boy must have known how to fight) and for his cool look. After a few games, I
realized that he was a "not so easy to use" Character such as Law or Paul,
that's why I started a long training period in which I tried to find out his
full potential. Jin is a particular character: when you play him at a low
level of play, he can easily lose against an Eddy or Hwoarang (even masher)
player; at an average level of play he can lose against the easy-destructive
power of Hei or Paul; at a high level of play (I mean SKILLED) he has some
hard times against Xiao, Lei or Law (Jin can lose against Law in low-average-
high level of play). If you read carefully I wrote "HE can lose..." because in
the end I think that Jin has the weapons to deal against every character or
fighting style(in a high level of play there still can be some hard matches,
Law or Xiao), so if you lose, in most cases the reasons of your defeat are due
to the fact that you haven't used the proper techniques, in other words, you
haven't exploited his strengths and haven't overcome his weaknesses. Since
I've mentioned the words strengths and weaknesses, let's have a look at both
of them. First of all, I think that Jin's greatest strength is his
versatility: he can easily change his fighting style, not for the number of
his moves (low if compared to other characters such as Lei or Xiaoyu), but
because these can be quite useful both in attack and in defence; a good Jin
player will vary a lot his fighting style, and after having mastered all the
techniques, he will adapt himself to his opponent (in most cases this is the
key to victory). Another Jin' strength is his ability to hold under pressure
his opponent, and this mainly for two reasons: First, because many of Jin's
best attacks hit (fast) at mid level, and even those (with some exceptions)
that hit high have good speed or priority. Second, 'cause Jin has the best WS
attacks in the game, useful after poking moves such a low jab or low kick, and
even more useful to juggle your opponent (Rising Upper, Twin Pistons), which
means that Jin can be extremely dangerous even when ducking. And this leads
exactly to one of his greatest strengths, his destructive juggles: Jin can,
actually, inflict a large amount of damage easily and almost after every
juggle starter, which means that he can always turn in his favour the outcome
of the match. Last but not least, Jin is one of the more moveable characters
in the game; his movements fw and bw (f,f and b,b) are fast and wide, but is
his sidestep (deep and quick) which makes him really dangerous. If his
strengths are quite obvious, to find Jin's weaknesses, we must examine him
more accurately; to my opinion, in fact, he hasn't real weaknesses but more
likely he has a few lacks which, if you don't learn how to overcome , can turn
Jin, from a really dangerous character, into just an average one. As I wrote
before, Jin hasn't a large number of moves, and if this can be a benefit at
the beginning (you can learn how to use him faster), in the end you will find
out that, in order to use him efficiently, you must learn the proper use of
all of his techniques. A skilled opponent can easily neutrlize and counter all
of Jin's common moves if performed in a predictable way, which is, to my
opinion the most common mistake a Jin player can make; I think that it's for
this reason that Jin is so difficult to learn... Somebody said that Jin lacks
quick juggle starters, but I don't totally agree 'cause Jin can punish well
even short recovery times with both the Can-Can kick (d+3+4)and his Flash
Punch Combo (1,1,2 or b+1, 1,1,delayed 2-see Unconventional Moves section); I
must also say that his Right Upper (df+2), even if doesn't juggle in all the
cases (the juggle is escapable), can be very deadly. Another lack is the
absence of a Low Parry (which could have been very useful) or the absence of
the classical standing right kick which most character have (and which juggles
on CH), but I think that with those two moves Jin could have been too
strong... As I told before Jin isn't an "easy to use" character, so the only
possible solution to this problem is to train hard: at the beginning you may
lose badly a lot of matches, but if you keep training, in the end you will be
the winner (hem..or at least you will give your opponent a decent fight...).



---ANALYSIS OF THE MOVES---

This section is entirely dedicated to the technical analysis of Jin's moves;
its purpose is to cover the strengths and weaknesses, with particular
attention to the speed of execution and the recovery time of each move. I have
to spend two words to stress the importance of recovery times: I think that
knowing the recovery times of each move is as important as the concepts of
timing and distance, which are the basis of skilled gameplay. In particular
the knowledge of recovery times allows you to attack with taking calculated
risks and, most important, allows you do deal the maximum damage to your
opponent. What you will read in the following paragraphs is just my opinion
about every single move, so take it for what it is: some (I hope useful)
advices.

The moves are listed with: MOVE NAME (COMMAND) -RANGE- DAMAGE and PROPERTIES.


-Left,Right Punches (1,2) -h,h- 6,10 -

This fast punch combo can be really useful for the setup-poking game, mainly
thanks to his quickness; this move has very good priority and is not so easy
to sidestep, but can be ducked. If blocked this move will give both the
opponents no advantage for the next move. More about this combo is covered in
the Unconventional moves, in the b+1 section.


-Flash Punches Combo (1,1,2) -h,h,m- 6,8,18 - Knocks Down

This is, to my opinion, Jin's most effective punch combo. The Flash Punches
Combo has just too many pros to ignore it: first of all the last punch of the
combo can be delayed, so you can end the combo only when you are sure that it
will hit; if you add that the combo is guaranteed if the first punch hits, you
can understand how it can be useful. Also this combo starts from Jin's
quickest attack, the left jab(1), so you can use the first two punches for
poking, interrupting and set up strategies, as well as to punish some short
recovery times.

Another good property of the first two punches is that, even if blocked, they
will give you a very slight advantage for the next move; however you must be
careful, because some character have moves which are even faster than Jin's
standing jab, so this advantage could not be enough(Julia with her 1,1,1 combo
for example).

The third punch of the Flash Combo hits mid, but it suffers, if blocked, a
long recovery time, and, in some cases, if you don't delay it, it will
mysteriously miss the target; so delaying the last punch becomes someway
obligatory. If the third punch hits, it will knock down your opponent, leaving
room for okizeme.

The only thing to which you must pay attention is that the first two punches
can be ducked. More about this combo is covered in the Unconventional Moves,
in the b+1 section.


-Demon Slayer Combo (1,2,2) -h,h,h- 6,10,18

One of the possible ender of the Left,Right Punches, this combo ends with a
backfist which hits high (as the other two punches); even if the Demon Slayer
has some of the advantages of the Left Right combo, the last punch brings some
cons which compromise the effectiveness of this combo.

First of all (as I wrote before) the last punch hits high, which means that
you can duck the whole combo; the third hit isn't guaranteed, even on CH, and
if you add the fact that it suffers some recovery time, you can easily under-
stand how risky can be to use the Demon Slayer.

In the end if you consider that the damage is SLIGHTLY greater then the Flash
Punches one, I suggest to use the Demon Slayer only as an ender for some
juggles.


-Shoot The Works (1,2,3) -h,h,m- 6,10,25 - Knoks Down, Juggles

Another variation on the Left,Right Punches theme, this time ending with a
Left Axe Kick which hits mid. This axe kick is slightly different from the one
you can perform normally (f,f+3) because it causes, if blocked, a guard stun,
giving you a good advantage for the following move. The only thing you must
pay attention to is the fact that this kick pushes your opponent bw, so, if
you follow-up with a quick but short move, you will miss. Thank's to the guard
stun property, this move can be used to set an offensive game, just mixing the
follow up games; for example if you perform after the stun a Demon's Paw
(f,f+2), your opponent will be able to interrupt your attack only with a low
jab; obviously ha can dash bw (so be CAREFULL) or sidestep, but anyway he will
be forced to a defensive game; you can find some other useful follow-up moves,
and in any cases you will start a fun guessing game, in which you opponent
will be forced to think fast and react faster.

Finally, if the Left Axe connects, you can perform some short juggles. As I
told before, no one of Jin's moves can be performed too often, and Shoot The
Works makes no exception; in this case the cons are represented the time which
intercoures between the two punches and the kick: a skilled opponent will be
able to duck the two punches and counter you before the Left Axe Kick or
worse, with some character (Julia for example) your opponent will be able to
block the punches and attack you before the last kick (with Julia's 1,1,1 but
in this case the punches will not be a CH);furthermore, if you miss with the
last kick, your opponent can punish you during the long recovery time.

Another con is that the last kick has no tracking ability, so if your opponent
sidesteps the two punches, the kick will miss too.

A last advice is to never use this combo after a sidestep, 'cause the kick
will miss almost every time.


-Shoot The Works High (1,2,3,4) -h,h,m,m- 6,10,25,30

This variation is pretty useless, 'cause even against a not so skilled
opponent, the last kick is too slow and short to be a danger of any sort.


-Shoot The Works Mid (1,2,3,f+4) -h,h,m,m- 6,10,25,10

This combo can be useful, thanks to the last kick that has good range, speed
and priority. Thanks to the guard stun is impossible to anticipate or counter
the last kick, even if it is still possible to block it or avoid it with a
back dash. You should use this combo as a mix-up with the other attacks
described in the "Shoot The Works" paragraph. If the third kick connects, the
last one is guaranteed.


-One Two Knee (1,2,4) -h,h,m- 6,10,12

In terms of speed and risk, this is the most useful of the Left, Right
variations. The final knee kick is one of Jin's quickest attacks, it has
really good priority, and most of all it has a really short recovery time. At
the right distance, if the two punches hit, the knee is guaranteed. You can
use this combo as a good variation against those opponents who like to duck
under the Left Right Punches (and its variations). In the end I have to say
that this combo doesn't have some particular cons, but afterall it doesn't
have so many advantages; it is a low risk combo, still useful to give some
variation to your game.


-White Heron (1+4,2) -s.m,h,h- 5,10,10

One of the few moves inherited from his mother, this quick combo with all his
variations, owes all its effectiveness to the first two hits (in particular
the first one is very quick and has very good priority); the damage is very
low indeed, so the White Heron is useful mostly to hold under pressure your
opponent, varying the follow-up moves after the first two or three hits of
this combo (d+1 will be a very good option).

Unfortunately if your opponent blocks low the first hit, the other two will
hit high so will be easily ducked. But the White Heron shows its effective
usefulness during juggles: thanks to the first hit, which connects really low
(even if it is a s.mid) this combo is the best to juggle after some particular
juggle starter such as the Hell Sweep or the Can Can Kicks (see the Juggle
section). Thanks to the above mentioned properties this combo is useful even
during okizeme (see the okizeme section). Finally, you can chain the White
Heron with the Left Right Punches (1,2,1+4...) but it requires perfect timing.


-White Heron, High Kick (1+4,2,4) -s.m,h,h,m- 5,10,10,21 -Knocks Down

This combo has all the pros and cons of the White Heron; the last kick, in
fact, having a low recovery time, will not guarantee to your opponent any free
hit. Remember however that your opponent can interrupt the combo before the
last kick.


-White Heron, Sweep (1+4,2,d+4) -s.m,h,h,l- 5,10,10,15 -Knocks Down, Juggles

This variations has more cons then pros: the last Sweep is a bit slow, so a
skilled opponent will see it coming a mile away; but the real drawback is
represented by the long recovery time after the Sweep, which will guarantee to
your opponent a WS attack (after having blocked). If the sweep connects you
can perform some juggles, but the risk is, to my opinion, too high. As for the
White Heron, this combo can be useful during juggles or okizeme.


-Left Roundhouse (f+3) -h- 35 -Knocks Down

This kick has some good evasive properties, because during the execution, Jin
sidesteps slightly on the left; a sidestep (on the left), immediately before
the execution, will increase the evasive manoeuvre a lot. This kick covers a
180° frontal arc so it is very hard to sidestep. Unfortunately the kick hits
high, and since it is not so fast, it will be easily ducked; if you add its
recovery time, which will guarantee to your opponent a fast attack even after
having blocked the kick, you can understand that the Left Roundhouse must be
used very wisely and always after a sidestep. In the end I think that even if
this move increases your sidestep chances, there are other attacks which are
far more useful.


-Right Roundhouse (4) -h- 30 -Knocks Down

Very similar to the Left Roundhouse, this kick lacks the sidestepping
properties of the other one. It still hits high and it still suffers the same
recovery time (a bit shorter, but not enough to avoid the guaranteed attack),
so I think that you should never use this kick unless you are sure that your
opponent will sidestep and don't block or duck.


-Knee Kick (f+4) -m- 12

This is one of the most useful kick that Jin has in his arsenal. The damage
that it inflicts is not so great(12), but all the other properties that it has
are really useful: first of all it is the quickest kick that Jin has (a little
quicker than the Right Mid Kick or Right Axe Kick); it has a really short
recovery time which means that, if blocked, you will only be in a condition of
slight disadvantage for the following move. Furthermore the Knee Kick has
really high priority, so if you add the fact that,if it connects it will push
your opponent back, the Knee Kick will be perfect in close combat, to
interrupt your opponent pressing and gain some distance.


-Overhead Blow (f+2) -m- 18 -Kneel Stun,Knee Guard Stun

This move may not be Jin's most useful punch, but it still has some good
properties. First of all it hits mid, which means that you can punish ducking
opponents; in the second place if blocked, the Overhead will push slightly
your opponent on his knees(knee guard stun) which will give you a good
advantage for the next move, so if you perform after it a quick move such as
the Right Axe Kick, your opponent will be able to anticipate you only with a
low jab or he will lose every other contrast. If the Overhead hits (causing
the over knee stun), this advantage will force your opponent to block 'cause
you will be able to anticipate even the low jab. Another good property of
this move is that it covers a wide arc from high to low; for this reason the
Overhead can be useful in some juggles or during okizeme. The only drawback
of this move is the fact that it can be easily sidestepped (on the right). A
useful move after all.


-Flip Kick (4~3) -M- 25 -Ground Attack

If against a standing opponent this kick is pretty useless (is easy to block
and will leave you near his feet vulnerable to HIS okizeme tactics), against a
downed one it shows all its effectiveness. The Flip Kick has a double use:
first, as I told before, it can be used to hit an opponent who lies for too
long on the ground (a PLD Lei for example); in the second place it can be used
to force your opponent to tech-roll whenever possible, so you will be able to
start a guessing game and attack him while tech-rolling. The damage is good
(25-30) and in some cases, after some juggles (see the juggles section) the
Flip Kick is guaranteed.


-Demon's Paw (f,f+2) -m- 27 -Knocks Down

This is undoubtedly Jin's best mid-long range move since it has many pros and
to my opinion just one drawback. Even if it doesn't inflict too much damage
(good but not as good as Paul or Hei's Deathfist), the Demon's Paw has great
range, good priority (in the last part of his animation) and good speed;
furthermore it can be performed after a fw dash (dash buffered, see
Unconventional Moves section) or even after a Crouch Dash (as above) so its
range is even greater. If blocked the Demon's Paw will push your opponent bw
so it will be impossible for him to fight back with short and fast moves; if
the punch connects, your opponent will be knocked down (or sent to the other
side of the screen on CH) giving you time to start okizeme. The move is best
used in long distance, 'cause it gets some tracking properties and so is more
difficult to anticipate or sidestep it.

Now let's analize the drawback: this move can be easily sidestepped (on the
right and in some cases even on the left) leaving you opened for a massive
counter attack. I have to make a consideration about its strategical use: as I
told before, this move can be sidestepped on both sides, but is far easier to
sidestep it on the right; another one of Jin's good attack ,the Hell Sweep,
can be sidestepped only on the left, so a clever mix between this two attacks
can give some trouble to an average skilled sidestepping opponent. In the end
this move thanks to his reach and to the damage that inflicts is a great
juggle ender.


-Left Axe Kick (f,f+3) -m- 23 -Knocks Down, Juggles

The animation of this kick is the same of the third one of the Shoot The Works
combo, but, unfortunately, if you take it alone is not as good. First of all
this version lacks the guard stun property, so its strategical use is very
limited; furthermore this kick is a bit slow, so it can be easily interrupted
in the first part of its animation, which makes almost impossible for you to
hit a skilled opponent with it. Its range is a bit short, and if you use the
dash buffer motion (see Unconventional Moves), to gain range, the kick will be
slower and easier to interrupt. When the Left Axe Kick hits, you will be able
to perform some juggles. A not so good attack, I must say.


-Right Axe Kick (df+4,4_WS+4,4_f,n,d,df+4,4) -m,m- 10,16 or 13,21

This is the best kick that Jin has in his arsenal, and one of his most useful
attacks, thanks to his good properties. The Right Axe is one of Jin' quickest
kicks, (second only to the Knee Kick), and undoubtedly the one with best
priority; thanks to this two factors this kick is very useful in mid-close
range to anticipate or interrupt an incoming move. Another good property of
this move is the fact that it covers the whole frontal area, which allows you
to interrupt almost everything, and makes this move useful both during juggles
or okizeme strategies.

The range of the kick is good, and its animation will push you little fw, so
the move is well suited to shorten the distance between you and your opponent.
The only drawback of this move is its recovery time: if your opponent blocks
the kick, he will be able to hit you with a mid-range fast move (the hit is
guaranteed). The Right Axe Kick can be performed even with a WS motion or
after a Crouch Dash; in the first case you can hit your opponent after having
blocked some particular kind of low attacks (Lei' or Law' slide kicks for
example), in the second case you can use it as a mix-up with other CD attacks
(the Hell Sweep for example) or just to give this move more range. In the case
of the WS or CD motion the damage will be greater, 34 instead of 26. This kick
can be sidestepped on both sides(better on the right), in particular the CD
version, so be careful. The Right Axe Kick consists in two hits, and you can
choose to use only the first one; I will cover its properties in the following
"Right Mid Kick" paragraph.


-Right Mid Kick (df+4_WS+4_f,n,d,df+4) -m- 10

As I told above, the Right Mid Kick is the first part or the Right Axe Kick,
so it has the same speed, priority and range. The good thing is that this kick
doesn't suffer the same recovery time of the Right Axe, so your opponent will
not have any guaranteed hits after having blocked the Right Mid Kick.
Unfortunately the damage inflicted is very low (only 10) so the move becomes
more suited as an interrupter or for the set up game; remember, this is the
safest kick that Jin can perform. As for the Right Axe Kick this kick is very
good during juggles or okizeme strategies. The Right Mid Kick is guaranteed
after the Stonehead throw or the Bitch Kicks throw (see the Throws section).


-Twin Lancers (df+1,2_f+1+2,2) -m,m- 10,16 - Kneel stun on CH

As I told in the introduction, Jin has many moves which hit mid, fast, and
with good priority, and if the Right Axe Kick is the best kick with these
properties, the Twin Lancers is the equivalent with punches.
The first of this two blows is the fastest MID punch attack (only next to the
low Jab), and its priority is one of the best in the game, which makes this
move perfect to interrupt an incoming attack. The second punch has the kneel
stun property, and it is guaranteed if the first one connects as CH; in this
case you will have a really good advantage for the next move (at the perfect
distance for a Stun Punch, which can be interrupted only by a low jab), 'cause
your opponent will be able to perform only WS or FC moves. Another property of
this combo is that its animation moves you closer to your opponent, so you can
use this move to get in short-range combat; I must warn you that in this case,
if your opponent blocks the Twin Lancers, you will be in a position of dis-
advantage for the following move, just because the Twin Lancers suffers some
recovery time (it will not guarantee free hits). So even if you perform after
it a really fast move such as a low jab, your opponent will be able to
anticipate (and counter) you with a fast move; here starts a guessing game in
which you have many choices: for example you may try to reverse the incoming
attack, or you may try to back dash to make your opponent miss with his move
(most of the fastest moves are short-ranged),or you can simply block, its up
to you.... The general rule for all of Jin's moves must be applied here once
again: "you can't overuse it".


-Twin Pistons (WS+1,2) -m,m- 10,15 -Juggles on CH

This is one of the Mishima trademark move, but unfortunately Jin's version is
not so good if compared to the other. The worst thing about this combo is that
in order to connect with both hits (and to juggle), the first one must be on
CH; if you add the fact that the motion for this move is a WS motion (and with
a WS you can perform the Rising Upper)you can well imagine how difficult can
be to use it effectively. However I think that this move can still be useful:
first of all it has really good priority, it is little faster than the Rising
Upper and most of all it is a bit harder to sidestep. The recovery time after
the Twin Pistons is quite short, so your opponent will not get any guaranteed
hit after having blocked (even if he gets the advantage for the next move).
Furthermore during the animation of this combo, you will move fw, so you
should use the Twin Pistons not as Juggle starter, but just to keep your
opponent under pressure trying to catch him on CH and to give some variety to
your gamestyle.


-Rising Upper (WS+2) -m- 21 -Juggles

This is probably the best WS attack in the game, 'cause it hits mid, has good
speed, good priority, and , most of all, it juggles very high, so Jin can
easily perform one of the devastating juggles he has in his arsenal. Since the
motion required to perform is a WS motion, you can easily perform this move
after having ducked a throw attempt, a high attack, or after having blocked a
low attack with a long recovery time; this move can also be used , with the
quick WS motion (see Unconventional Moves section), to launch some sudden
attacks which can be very dangerous; furthermore, Jin recovers very quickly
after the Rising Upper, so that you can easily perform massive juggles. But my
favourite use for this move is after a successful sidestep; I've found in fact
that the WS motion after a sidestep comes out really fast, so you can use the
Rising Upper as a juggle starter after every successful sidestep; somebody
could say that Jin has yet another good sidestepping juggle starter, the Tooth
Fairy, and I do think it IS useful, but I still prefer in most cases to use
the Rising Upper; I will explain why: both moves have, (if you learn how to
execute the Rising Upper immediately after the sidestep),the same execution
time, but, while the Tooth Fairy, which has a long recovery time, leaves you
opened for a free attack if you miss or get blocked, the Rising Upper can be
performed with less risks 'cause its recovery time is shorter(no guaranteed
hits after having blocked it). In the second place the Rising Upper juggles
higher and after it you can perform some more damaging juggles (see the
juggles section). Even if you don't dodge an incoming attack, the crouch-ws+2
animation can fool your opponent, so that he may decide to block low, taking
the Rising Upper in his face; if you mix it with a throw or a low attack you
will give more than a problem to you opponent. However you must be careful
when using the Rising Upper, because it can be sidestepped easily; you should
also know that in some cases this move, if performed too early may lose the
contrast against some fast high attacks (Lei's or Law's standing RK for example)
or even against a throw.


-Tooth Fairy (SS+2) -m- 16 -Juggles

As I told in the Rising Upper paragraph, Jin has another really useful juggle
starter after a sidestep, the Tooth Fairy. Even if I prefer to perform after
each successful sidestep the Rising Upper, I must say that the Tooth Fairy is
still very useful, mainly for two reasons: first of all this move is very easy
to execute 'cause it can be performed at every time during the sidestep with
the pression of only one button; in the second place it has GREAT range,
greater than the Rising Upper, so you can choose to perform it when your
opponents goes too far after your sidestep; furthermore, the Tooth Fairy has
some evasive properties 'cause during its animation, Jin will crouch and duck
high attacks. As I wrote before, this move has only one drawback: its long
recovery time. If your opponent blocks the Tooth Fairy, he will be able to
inflict you a guaranteed hit which in most cases will juggle you (the uf+4
standard juggle starter, for example), so be careful.


-Can Can Kicks (d+3+4) -sm,h- 5,20 -Juggles

Jin learned this move from his mother but I must say that something went wrong
during the teaching, cause this version of the Can Can really sucks! Just
imagine: a move which has a very long recovery time(so that you opponent will
juggle you every time that he blocks it), with little range, and which can be
blocked both standing or ducking, well that's the Can Can Kick. Furthermore
when this move connects, you won't be able to perform the standard devastating
juggles which include the Stun Punch Rush, but you will have to juggle, in
most cases with the White Heron. Anyway I have to say that this move can still
be useful: when you block attacks which have short recovery times, and which
leave your opponent close to you, the Can Can Kick will be the most damaging
juggle starter, so I suggest you to learn when this move should be performed.


-Stun Punch Rush (b,f+2,1,2 or d+2) -m,m,m- 18,14,24 or 15 -Double over stun,
Juggles(d+2)

This is undoubtedly one of the most important attack that Jin has in his
arsenal. The Stun Punch Combo consist in three punches each one with its pros
and cons, so I will analize them one by one. The first punch is obviously the
most important of the whole combo, and its properties are so useful that it
can be considered a move on its own. This punch is very useful thanks to its
double over stun property which will stun your opponent on CH leaving him
opened for Jin' most damaging and inescapable juggles; for this reason is very
important to learn how to make the most of this property, trying to master the
right distance and the right timing to execute the Stun Punch. I have to say
that this punch lacks a bit of range, and isn't extremely fast, so you should
be careful cause if you use it from too distant you will miss, and if you use
it from too near you may be anticipated by a poking or a fast attack; anyway,
once started, the move has very good priority, so if you use it well it can
be devastating. When you will become more confident with all of Jin' moves you
will notice that some other techniques will put you at the perfect distance to
execute the Stun Punch; try to learn them and remember that you should use the
Stun Punch to hit your opponent on CH. Another good property of this punch is
that it is very hard to sidestep (at least to sidestep it consistently), so I
use it often when I have to deal with "sidestepping happy" opponents. If the
first punch connects, the second one is guaranteed even if not on CH.

Let's now analize the second punch: as I told before, when the first one
connects, the second punch is guaranteed, but I have to make a distinction
when it happens on CH or not. In the first case, even the second punch will
stun your opponent, but in this case the stun is escapable simply pressing f,
and after the escape your opponent will be able to block each subsequent
attack; in this case you can start a guessing game, but I think that is better
to stop at the first hit and go on with guaranteed juggles. If your opponent
fails to escape the stun, you will be able to perform some really devastating
juggles, but since it won't happen often (and never against a good opponent) I
think it is a waste of time (and damage). Instead you should use the second
punch when the first punch connects not on CH: in this case the second one will
just deal more damage. The second punch gives the Stun Punch Rush little more
range, but you should be careful, 'cause if you miss with the first and perform
the second, you can be interrupted and countered by a fast attack (the standing
right kick which most character have, just for example).

Even this punch is difficult to sidestep (and preferably on the opposite side
of the first punch), which makes this combo even more useful to stop, as I
told before, sidestepping opponents. This second punch CAN'T be reversed, so
if your opponent blocks the first one you can perform the second with no risk.

Let's end the analysis of this Stun Punch Combo with the last punch. Well I
have to say that I don't use this punch (both the 2 or d+2 versions) too
often, for two reasons: first of  all, when the Stun Punch connects on CH, as
I told before, you should stop at the first hit; even if you play against an
opponent who can't escape the second punch stun you should stop and use a WGF
(EWGF) instead of the d+2 ender to juggle him. Furthermore, if your opponent
blocks the first two punches, the last one can easily be sidestepped (on the
right) leaving you opened for a massive counter attack. For these reasons I
use the last punch only when the first two punches connect not on CH, 'cause,
in this case, the last punch (2)can't be sidestepped and will push your
opponent too far for him to fight back immediately; obviously I'm referring
to the 2 ender, 'cause the d+2 version suffers some recovery time and leaves
you near to your opponent. Furthermore the Stun Punch Rush is invaluable when
it comes to juggle your opponent, 'cause it is easy to perform, connects after
almost every juggle starter (and in some other particular cases, will even
juggle on its own, for example if you hit Lei while he is entering his PLD
stance) and, most of all, deals great damage. In the end I have to say that
this is a very useful combo and you should learn how to include it in your
fighting strategies.


-Mid Uppercut (df+2) -m- 15 -Staggers, Juggles on CH

Well I think that this is a very useful move with some good properties and for
this reason I use it quite often. First of all I have to say this Uppercut has
good speed, but most important it has really good priority in particular
against high-hitting moves, so that you can interrupt most of the high poking
attacks; the range is definitely short, so you should be careful or you will
miss. The Right Upper launches on CH, but even if it doesn't connects on CH,
you will have a chance to juggle your opponent thanks to the "stagger"
property; in this case, while your opponent goes BW holding his nose, you can
juggle him with a well timed and delayed WGF; you may even hit him with a
Demon's Paw, but remember that your opponent may escape your attacks by
holding down; I must say that even if this is possible, it is still difficult
to do it as reaction, so if you use it wisely, the Mid Upper will become a
nightmare for you opponent.

Another good property of this move is that it can't be sidestepped on the left
and since most of Jin's moves should be sidestepped this way, you can use the
Mid Upper to limit the sidestepping game of your opponent. Another way you can
use this move is to alternate it with a throw at close range(or in the wake up
game), starting a good and dangerous (for your opponent) guessing game. The
Mid Upper doesn't suffer a long recovery time, so if your opponent blocks it,
he will not be able to inflict guaranteed hits; A really useful move indeed...


-Crouch Dash (f,N,d,df)

This is one of Jin' basic motions which you should be familiar with. The
Crouch Dash allows Jin to crouch and dash fw ducking high attacks; during or
after it Jin can perform basically four attacks, but some other moves can be
executed even if they were not designed to be performed in this way. I will
cover each of the basic attacks in the following paragraphs, and all the other
moves in the Unconventional moves section. The Crouch Dash can even be
interrupted at any time, just pushing b or db during the animation; in this
way you can feint an attack in order to fool your opponent and make him make a
mistake.

While Crouch Dashing you are exposed to mid and low attacks, and some attacks
which start from the Crouch Dash can even be interrupted by High attacks, so
be careful; furthermore almost every attack which involve the CD can be side-
stepped easily on the left.


-Wind God Fist (f,N,d,df+2) -h- 25 -Juggles (not on CH)

Another Mishima trademark move and even in this case (as for the Twin Pistons)
Jin's version is the weakest. Its main weakness is that it hits HIG instead of
mid, so it will be almost useless for the guessing game after the Crouch Dash:
your opponent will be able to duck it and at the same time block a possible
Hell Sweep; you may perform a Right Axe Kick, but a skilled opponent will see
it coming (obviously a TGF it will be too slow), making your guessing game
useless.

As for all the moves which can be performed after the CD, even the WGF can
easily be sidestepped on the left, so, if you are playing against a good side-
stepping opponent, you must be very careful. Another major weakness is
represented by the fact that on CH the WGF will send you flying to the other
side of the screen making impossible to perform a juggle. Even if this move
can be performed with good speed, sometimes it seems to lack priority against
other high attacks, so you should not use it as an interrupter. However, this
move can be very useful to juggle after a whiffed a move, or to punish your
opponent after having blocked an attack with long recovery time.

Another way in which I use the WGF often, is to juggle after the Mid Uppercut
stagger: the WGF, thanks to its range, is the only juggle starter which
connects after it. The WGF can even be useful during juggles.


-Electric Wind God Fist (f,N,d,DF+2) -h- 30 -Juggles, guard stun

This version of the WGF requires one of the most difficult motions in the
game; in order to perform it you must execute the f,N,d,df motion very
quickly, you must press the button (2) as soon as you arrive in the df
position and keep holding both the direction and the button. The animation of
the EWGF is different from the WGF one 'cause Jin is surrounded by lightnings
even if you don't hit your opponent. Even if this move hits high, it still is
a really good and useful move: it is very quick, has very good priority, and
most important, it juggles on every hit; for all these reasons you can easily
imagine how well suited the EWGF is as an interrupter. Thanks to its very good
speed, the EWGF can be used as juggle starter during some recovery times.
Furthermore, when your opponent blocks the EWGF, he will be pushed too far too
fight back. Due to the quick motion that this move requires, this version of
the WGF lacks some range, but at the same time it's a little more difficult to
sidestep it (it still can be easily sidestepped on the left, but is very
difficult to sidestep it on the right). Obviously, if you don't need range you
should always perform this "Electric" version instead of the "normal" one.


-Thunder God Fist (f,N,d,df+1, 3 or 4) -m, m or l- 35(52 on clean hit),20 or 12
-Knocks down,

Juggles(4)

Another move that you can perform after the CD, another Mishima trademark
move. This move could have been a good mix-up to the Hell Sweep, 'cause it
hits mid, but unfortunately the TGF is too slow to be a real danger for even
an average opponent. As the other CD attacks, it can easily be sidestepped on
the left (it is almost impossible to sidestep it on the right), and after
having blocked it your opponent will be able to hit (and juggle) you before
you land, or before you perform any of the possible follow-up moves(the mid
kick or the sweep). Anyway the TGF can still be a useful move: first of all it
can be performed after some juggle starters, to deal a great amount of damage;
in the second place, if you perform the TGF at the very end of the Crouch
Dash, it will make Jin duck and dodge under high and (many) mid attacks; in
this way the TGF can be useful in some particular scenarios (you can use it to
duck under Lei's Razor Rush Punches and hit him during his rush, for example).
About the follow up moves, as I told before, your opponent can anticipate both
the mid kick or the sweep (with a jab) after having blocked the TGF.

I warn you not to use the Sweep, because even if it hits low it suffers a long
recovery time, which leaves you opened for a massive counter attack; however
if you are playing against a blind or a brain-dead opponent, remember that
after the sweep you can perform some juggles.


-Hell Sweep (f,N,d,DF+4,4) -l,m- 18,15 -Knoks down, Juggles(only the first hit)

Well, even if this move IS useful I have to say that, to my opinion, it has
been over-estimated a little. Yes, the Hell Sweep is Jin' best low attack, but
to my opinion it has too many cons to be considered one of Jin's most useful
moves; let me analize this move deeper, to explain what I mean.

First of all, this move comes out after a CD , but it lacks priority and can
be easily interrupted even by a high attack (the standing RK which most
character have, for example); in second place, as all the CD attacks, it can
be EASILY sidestepped on the left, so if you perform it at the end of the CD,
your opponent will sidestep it almost always; even if you perform it at the
beginning of the CD animation a skilled opponent will see it coming; this
could have been a minor drawback if this move didn't suffer a long recovery
time, but, unfortunately, this is not the case. The Hell Sweep, in fact,
suffers a very long recovery time: whether you stop at the first hit or
perform both the kicks, your opponent will be able, after having blocked, to
hit you during the recovery time with damaging (and in most cases juggling)
moves; for this reason, when you play against a really good player, you should
be cautious, 'cause your opponent will be well prepared to counter such a
popular move.

Obviously the Hell Sweep is still a useful move: it has good range, and it
deals good damage, in particular if you hit and stop at the first Sweep, you
will be able to perform some damaging juggles. As I told before, this move can
be easily sidestepped on the left, but is almost impossible to sidestep it on
the right, which is instead the side you should preferably choose if you want
to sidestep the Demon's Paw; for this reason you should can take advantage of
it and mix these two moves against average "sidesteppers".

This move is even good during okizeme, 'cause, in most cases, it hits a downed
opponent(see okizeme section). In the end a good move, but as I told before
you should be careful when using it against a skilled opponent.


-Spinning Kicks (uf+4,4,4,4) -m,l,l,m- 25,15,12,25 -Tracking ability

Jin learned this move from his father, Kazuya, and I must say that this time
he learned well. Unfortunately the move itself is not too useful, mainly
because the second and third hits of this combo can be easily Low-Parried.
Even if your opponent doesn't use a character with this ability, this move
isn't fast enough to represent a real danger, in most cases it will only annoy
your opponent. Obviously you may choose not to perform all the hits of this
combo, but even in this case you will not gain any advantages, cause the
recovery time after each kick is too long; for this reason if you stop at the
second or third kick and your opponent blocks, you will be opened for an
attack. If one of this two sweeps connects, you can juggle your opponent. Even
though this move has some interesting properties: first of all it is difficult
to sidestep, and even if it is possible(you must sidestep the first kick, on
the left), your opponent must attack immediately after the sidestep or he will
be forced to block the third or fourth kick. The second, and most useful
property is its tracking ability: in some cases in fact the Spinning Kicks
will follow your opponent even in a 180° arc (see okizeme section). You should
never use this move against a skilled player.


-Corpse Splitter (UB_U_UF+2+4) -M- 30

Well...hem...yes, this move is pretty useless. You should use it only to avoid
a charge of a running opponent, and only for taunting purposes...


-Hop Back Kick (ub+4) -m- 9

You will not use this move often, but it can still be useful to know that
whenever you want to go Bw safely you can use this kick which is quick and has
good priority. Remember also that while in the air you can buffer some
motions: for example if you hold back while hopping back, and press fw+2 as
soon as you hit the floor, you will perform a Stun Punch.


-Hop Kick (U_UF,4) -m-

While performed on the ground, even if the damage is good, this kick is slow
and has poor priority; for this reason you should use this kick only during
some juggles and only to give them a bit of variety.


-Stunning Hop Kick (UF,3) -m-

This kick is slow and has average priority, so I mention it only because it
has the property to stun your opponent on every hit; however it won't happen
often against a good player.


-Running Side Kick (f,f,f+3) -m- 30 -Guard stun, Knocks down

Even if you will not use this kick too often it can become handy in some
situations. First of all it hits mid, so that it will hit a ducking opponent;
but its most useful properties the Guard Stun: if your opponent blocks it you
will be able to inflict him some GUARANTEED hits; you may perform a Right Mid
Kick (easy), a Demon's Paw (hard) or, if you perform the kick at the right
distance, you will be able to hit your opponent with a perfectly timed EWGF; I
suggest you to learn to perform the Demon's Paw 'cause it is easier than the
EWGF and more damaging than the Mid Kick. Remember however that the Running
Side Kick can be easily sidestepped on the right, so you should perform it
when your opponent is forced to block. There is another way to perform the
Running Side Kick, and it will be covered in the Unconventional Moves Section.


-Electric Block (b+1+2)

This move is not very useful, mainly because it is a bit slow, so you can't
use it as reaction, to neutralize an incoming move. You may use it against a
flying move (King's f+1+4 or Ling's f,f+3+4) to start some juggles, but as I
told before in most cases you must perform the Electric Block before your
opponent starts its move, so even in this case, you should guess which move
your opponent will perform; to my opinion it is too risky against skilled
opponents. The only way I use this move is as a taunt, both on the ground and
during juggles (see Juggles section).


-Spinning God Fist (b+1+4) -!(m)- 40 - Unblockable

Well this unblockable has good speed if compared with other unlockables in the
game, and while performing it Jin ducks and slides fw; even though, at good
level of play, it can be easily interrupted so you should never use it against
skilled opponents. This move hits the big characters while they lie on the
floor.


-Super Spinning God Fist (B+1+4) -!(m)- 80 Unblockable

This is the big version of the SGF, and even if it deals more damage it is too
slow to be a danger for someone.


-Ultimate Tackle (d_db+1+2) -m-

The Ultimate Tackle is not a good move: it is slow, it can be interrupted
easily, has limited range (unless you use the CD motion, see Unconventional
Moves section), and if you miss you are opene to a counter attack; furthermore
it can be escaped in two ways, and even if you knock down your opponent, he
will be able to escape both the punches (1,2..or 2,1..) or the Arm Bar (1+2)
quite easily.


-Reversal (b+1+3_b+2+4) -h or m- Varies

The high-mid Reversal, that Jin learned from his mother Jun, can be useful,
but you must be cautious and learn when to use it. Besides the innovation of
the "chicken" which will break the reversal attempt but which will inflict
small damage, the worst mistake you can make is to become overconfident and
try the Reversal too often; this will make you become predictable and your
opponent may take advantage of it by performing delayed or Low attacks when-
ever you try the Reversal motion.

You should use the Reversal once in a while or during some combos, when it
will be more difficult for your opponent to break the reversal. Furthermore
the proper use of the Reversal may have a psychological effect on your
opponent: sometimes it will happen that he will become so concentrated in
breaking or avoiding the Reversal attempt that his attacks will lose
effectiveness; when it happens immediately take advantage of it.



---THROWS---

Let's now analize Jin's throws; I will not list the side or rear throws
because they don't have particular properties, remember only that you may
choose to use them after a successful sidestep. The following throws are
listed with the NAME, (COMMAND), -DAMAGE and ESCAPE COMMAND.


-Bitch Kicks (1+3) -30- escape with 1

This is the standard right throw, that Jin inherited from his father. The
damage of the Bitch Kicks is a standard 30, but after it you can do a
guaranteed Right Mid Kick (df+4), which will raise the total damage to a good
40. The only bad thing about this move is that it can be easily escaped since
it is required the pression of only one button (1).


-Flip Toss (2+4) -30- escape with 2

The left standard throw, with the same damage of the right one (30) but with
no guaranteed hits after it; the only interesting feature of this throw is
that your opponent will end laying on the ground face up and with the head TW
you, a position which can give you the opportunity to start some Okizeme
tactics (see Okizeme section).


-Stone Head (f,f+1+2) -33- escape with 1+2

Another move that Jin learned from his father, and a very useful throw indeed.
Firs of all the Stone Head can be performed after a dash or after a CD (see
Unconventional Moves Section) to gain range; in the second place it deals a
little more damage then the standard throws (33); after it you can perform a
ground attack, but your opponent can tech-roll to escape it, so be careful or
you will miss. The Stone Head requires the pression of two buttons instead of
one to be escaped, but since the throw comes out a little slower (due to the
f,f motion), at a high level of play it will happen often.


-Striking Shiho Rage (df+2+3) -38- escape with 1

Jin learned this move from his mother Jun, and this is his most damaging
frontal throw. After it, since you will end being on your opponent side (he
will recover slowly from his face up position) you can get a guaranteed Hell
Sweep so that the overall damage is raised to a total 56; if you don't hit
your opponent with the sweep and he stands up he will be back turned (see
Okizeme section for more). Another good property of this throw is that you can
delay it a bit by pressing the 2+3 during the -df- crouching motion; obviously
you can't do the throw from the full crouch position, but if can delay it
enough to fool sometimes your opponent; if you mix it with the instant (WS+2)
Rising Upper (which actually can be performed after a -df- command), you can
start a good guessing game. The only drawback about this throw is that is
seems to lack range and it requires only one button(1) to be escaped.


-Twisting Wrist Toss (d,db,b+1+3) -35- escape with 2

This throw deals good damage (35) but it requires a stick motion, which will
inevitably slow down the execution, and is easily escapable with the pression
of only one button (2), Even though it will make your opponent recover face up
head TW you, offering good okizeme options. Good to give some variety to your
throwing game.



---STRINGS---

I have to say in advance that I don't use the strings too often (at a high
level of play they are almost useless) but I will give them a quick look
'cause I think that at least two of them can have some use.


b+2,4,4,4,4,2,1+4,2,(1,3or4_3+4)

This set of strings is not so good 'cause the first two hits are high and the
fourth kick (a sweep) can be easily low-parried; if you manage to arrive to
the last hit unharmed, your opponent will have to block correctly the ender
you choose (remember however that the last TGF is a little slow, so it won't
be difficult for your opponent to duck to block the Can-Can kicks and than
rise and block a possible TGF).


b+2,4,2,1,2

I've listed this variation separately, 'cause this is undoubtedly Jin's most
useful string. It has some good properties: first of all this string is more
difficult to interrupt, and since the last three punches are mid, your
opponent can't low-parry the string and get free hits. The first punch of this
string has the property to turn slightly on the side your opponent; for this
reason if the first punch connects the following three hits are guaranteed, an
in some cases (for example if you hit you opponent on the left side, or after
having blocked some particular moves such Jin or Hei's Flash Punches) even the
last one will connect. This string can be used even during juggles, so be sure
that you learn the right timing and distance.


3,2,4,3,1+4,2,2,1,2
3,2,4,3,1+4,2,1,3
3,2,4,3,1+4,2,1,4

Whenever you start one of these sets of strings you should stop at the third
hit; the 4th in fact hits high, and you opponent will be able to duck it
easily and hit you with a WS attack.


f,f,N+2,1,2,2,3,4,3,2,1
f,f,N+2,1,2,2,3,4,1,2,1
f,f,N+2,1,4,4,2,4,3,2,1

If you have played T2 you should know that these set of strings are exactly
the same of Kazuya; they look cool, but unfortunately the first two variations
start with four high punches, so it won't be difficult for your opponent to
duck them. The last variation instead can be quite usefull, 'cause after the
first two punches Jin will perform a Right Axe Kick which hits mid. The 5th
punch is a low jab, and if you stop at it you will end ducking; this means
that you can perform, immediately after the recovery time, every WS attack (I
try this once in a while, to catch my opponent off guard).



---UNCONVENTIONAL MOVES---

This section of the guide is entirely dedicated to those moves which can be
performed with unconventional commands; this includes the moves that can be
dash buffered, the moves which came out after a CD, and the b+1 tricks.


-Dash buffer-

There are several moves that can be dash buffered, but  before listing them I
will explain for new players what is the dash buffer. The concept is quite
simple: whenever a move requires a starting -f- (forward) or -b- (back) stick
motion, you can initiate this move after a dash (f,f or b,b) because the
system will take the second f or b command of the dash as the f or b command
of the move. Obviously the same goes for moves which require a -f,f- (or b,b)
motion: in this case you can simply dash forward, hold the -f- direction and
press the button command; in this way the move will be performed after the
dash to gain a lot of range, so be sure to learn how to perform Jin's moves
with the dash buffer technique.

Here are the moves:

Demon's Paw: go with the dash buffer command whenever you look for range;
remember however that it will slower a bit the execution time.

Stone Head Throw: another good option after a dash, and a good alternative to
the Demon's Paw; if your opponent stands to block the punch attack, throw him
with the Stone Head; remember however that most players will try to escape
this throw even if it can be more difficult (it requires two buttons) whenever
they see Jin dashing fw 'cause it is the most common throw that comes out
after a dash.

Left Axe Kick: as I told in the Moves section this kick can be easily
interrupted, so I don't ever use the dash buffer command 'cause it slowers the
kick a bit.

Knee: well this could be obvious, but don't underestimate the dash buffered
version of the Knee Kick, 'cause it still is one of the best interrupters and
with this motion it gets more range.

EWGF: this motion is a bit difficult, but if you master it will give the EWGF
(or the WGF) more range making this move perfect to launch sudden attacks (the
motion will be f,f,N,d,DF+2); this motion is required if you want to perform
some juggles (see the Juggles section).

Hell Sweep: this is one of the moves which take more benefits from the Dash
buffer; with this motion you can gain a lot of range and perform the Sweep
immediately with no CD animation so that this move will become less predict-
able (f,f,N,d,DF+4).

Any other Crouch Dash(f,N,d,df...)attack: As you may have imagined you can
Dash buffer every CD attack, or even only the CD motion.



-Crouch Dash unconventional attacks-

The Crouch Dash attacks that we have analized in the Moves section, are
basically four: the WGF, the TGF, the Hell Sweep and the Right Axe Kick; but
as I've mentioned in the CD section, there are other attacks that can be
performed after this motion. For some moves the concept is similar to the Dash
Buffer one, 'cause the system will take the -f- motion of the CD as the first
-f- command of those moves which require a -f,f- command.

Here is a list of this moves:

Demon's Paw: you can actually perform the Demon's Paw after the CD motion to
give some variety to your CD attacks; the command will be f,N,d,df,F+2.
Remember however that in this case the Demon's Paw can be sidestepped more
easily.

Stonehead Throw: you can perform the basic throws after the CD (pressing f,
then the basic throw command), but the Stonehead is the quickest one; the
command is f,N,d,df,F+1+2. As I told in the Dash Buffer paragraph, a skilled
opponent will try to escape this one in most of cases 'cause it is the most
common throw after a CD.

Left WS Roundhouse: this move comes lot after a CD if you press the -3-
button; I don't use it often 'cause it hits high, so it can be easily ducked;
however I must say that this is the only move after a Crouch Dash that can NOT
be sidestepped on the left. Keep this in mind when you face a sidestepping
opponent.....

Ultimate Tackle: you can perform this move at any point of the crouch dash,
giving the tackle a bit of range; the command to perform it is f,N,d,df+1+2.

Run: You can even start a run after the CD by pressing f,N,d,df,f,f.

Besides the moves I've listed before, there are some other moves that may
involve the CD motion; after a full CD in fact, Jin recovers crouching, this
means that you can perform every WS attack. Since Jin's Ws moves are pretty
good, this option can be useful to catch off guard your opponent; for example
the Rising Uppercut can be well suited to hit an opponent who tried to
interrupt the CD with a high attack. The command for these moves is:
f,N,d,df,N,WS+.......

There is another move that can be performed with a CD motion and that can be
useful in some particular situations: the Running Side Kick. Actually it is no
longer a "Running" kick 'cause you don't have to run in order to perform it,
but the animation is the same of the Running Side Kick so I will call it this
way. The command to perform it is a bit tricky, and you should train a lot if
you want to master it; you must do: f,N,d,df,f,uf+3. You must press the button
as soon as the stick reaches the uf position, or you will perform the standard
uf+3 kick which is completely different. This version of the Kick has the same
properties of the "Running" version, and you can get the same guaranteed hits
after it, but I must say that the timing is a bit harder. Read the Running
Side Kick paragraph for other informations about this kick.


-The b+1 trick-

There is a little trick that regards the left jab that many Tekken players
don't know; before analyzing it I have to say that only Jin and Lei can do
this trick. When you perform a standing left jab Jin will deal a small amount
of damage, and you will have no advantage for the following move; if you press
b+1, the animation will be the same of the standard jab but the damage
inflicted will be greater and you will have a big advantage for the next move.
This advantage will give you the opportunity to throw your opponent, or to hit
him with some guaranteed moves; here are the moves (guaranteed) you can do
after the b+1.

b+1, 1+3 throw  43 damage+ground hit
  , 2+4 throw  43 damage
  , f,f+1+2 Stone Head throw 46 damage
  , 1,1, delayed 2 (Dld. Flash Punches)  42 damage, hard against Heihachi
  , f+4  23-28 damage
  , 2,2  46 damage


-Quick Ws motion-

Jin has some of the best Ws attacks in the game, and even if these attacks
must be started from the crouching position, there is a way to perform them
actually without the crouching animation. In order to do it you must press the
-df- or -db- direction and then press the button; for example the command to
perform a quick Rising Uppercut is db_df,N 2. You must wait a split second
before the db_df command before executing the move or you will perform a
crouching move. Be careful not to press d instead of db_df or your character
will sidestep. I use this quick Ws motion often, and mostly after a sidestep.



---JUGGLES---

Almost every character in the game (with few exceptions) can inflict a
considerable amount of damage, after having launched the opponent in the air,
by hitting (juggling) him with other moves; since this kind of damage is
100/100 guaranteed (you can't block while in the air) you can well understand
how important the concept of juggle is. At high level of play juggles will
happen less frequently, so you should learn how to deal the maximum amount of
damage every time that you juggle your opponent. Obviously some characters
have more ways than others to juggle their opponent, and other characters deal
more damage; Jin is a really good juggler, and even if he doesn't have very
quick launchers (such as the hopkick) he can inflict a big amount of damage
after almost every juggle starter. Let's take a look to Jin's juggle starters:

Rising Uppercut (WS+2): the best juggle starter 'cause it launches a bit
higher then the other starters and allows you to perform easily some really
good damaging juggles; after it you can easily perform a TGF.

WGF (f,N,d,df+2): a good juggle starter, but since it juggles only when it
connects not on CH you will not use it too often. It juggles high and after it
you could even perform a TGF but in this case the timing is really more
difficult then the one required after the Rising Upper.

EWGF (f,N,d,DF+2): to my opinion this is Jin's second best starter; it deals
more damage than every other starter, it juggles on every hit, and after it
you can even perform a TGF; even in this case the timing required is very
difficult to learn.

Twin Pistons (WS+1,2): this move launches high enough in the air to perform
some good damaging juggles, but the firs hit must be on CH.

Tooth Fairy (SS+2): another good starter, 'cause it can be easily executed
after a sidestep, it juggles high, but its recovery time is longer then the
above mentioned moves, so you will be able to juggle with less moves after it;
on CH it juggles higher.

Can Can Kicks (d+3+4): this is one of the worst juggle starters, and you will
use it only at short range and during short recovery times; after it you will
not be able to juggle with anything better then the White Heron, so if you
have the choice, use other juggle starters.

Mid Upper (df+2): this move juggles only on CH (even if you get a chance to
juggle your opponent even when it doesn't connects on CH, see Moves Section);
when it happens, this move juggles high enough to perform damaging juggles
(you can even perform a TGF but the timing is really hard).

Stun Punches Combo (b,f+2,1,d+2): I just mention it as a starter but you will
never juggle someone better then average with it.


There are other moves that, even if they don't launch your opponent in the
air, they will allow you to perform some small and average damaging juggles;
the most common of these starters is the Hell Sweep. Here is the list of these
unconventional juggle starters:

Hell Sweep(f,N,d,DF+4): after this move you can perform some average-damaging
juggles, mostly the one involving the White Heron Combo. You can even do a
Stun Punches Combo after it, but the timing is too hard do it consistently.

White Heron Combo (1+4,2,d+4): After the last sweep you can perform the same
juggles that you can do after the Hell Sweep.

Spinning Kicks (uf+4,4,4..): If the second or third sweep connect, you can
juggle your opponent mostly with the White Heron.

Left Axe Kick (f,f+3): Whenever it happens that this kick connects you can
perform some short juggles.


-The Stun Punch juggles-

The Stun Punch can be considered an unconventional juggle starter, 'cause
whenever it connects on CH you will have the opportunity to juggle your
opponent during the "double over stun" animation. I will mention only the
juggles you can perform after the first punch of the Stun Punches combo
because the stun after the second punch can be easily escaped. After the first
punch you may choose to launch your opponent in the air, or to hit him while
he is falling on the ground. In the first case you can launch him with the Can
Can Kicks (the easiest option), or you can go for the most damaging option and
try an EWGF; in this case the timing is hard, so you must train a lot in order
to do it consistently.

I can only give a couple of hits about the right timing: first of all if you
hit your opponent from afar with the Stun Punch, you will have a little more
time to perform the EWGF(in some cases you can even launch him with a very
fast and perfectly timed WGF); in the second place you should start the EWGF
motion as soon as Jin's right heel touches the ground. If you choose to hit
your opponent while he is falling on the ground, I suggest you to learn how
to hit him with a TGF which is the most damaging option.


-Electric Block juggles-

The Electric Block is a pretty useless move, but in some particular scenarios
it can be used to juggle your opponent; this happens whenever you use the
block against flying moves such as King's 1+4; the Electric Block will bounce
up and you will be able to juggle him. Remember however that in most cases you
won't have enough time to do it as reaction, so if you want to use it you
should guess what move your opponent will do.


-Flip-over juggles-

The concept of flip-over is quite simple: hitting your opponent with certain
attacks or from a side you will make him flip-over and land face down; since
your opponent can not tech-roll when he lands face down, this is one of the
few cases when a ground hit is guaranteed. The most common scenario when you
can do a flip-over juggle is when you juggle your opponent from a side with a
Tooth Fairy or a Rising Upper: if you hit him with a move you will make him
flip. However you must be careful because when your opponent is in the air
facing the ground, he will not juggle in the common way; he will not bounce
upwards, instead he will bounce downward after any successive hit so you must
learn the right timing or each juggle. In some cases if you hit him with the
wrong move your opponent may re-flip so he will land on the ground face up, so
be careful.


-Face down sweep juggles-

Another way to juggle your opponent is to tap the left kick (3) when you lay
on the ground face down; Jin will perform a sweep which once connected will
allow you to juggle your opponent. This will not happen too frequently and you
must be careful, cause whenever your opponent blocks the sweep you will be
opened to a WS attack.


-Diving stun juggles-

This is another juggle opportunity that will happen whenever you perform a
dive after a having rolled FW while getting up. The dive will guard stun your
opponent if he blocks it, so you will have the chance to hit him with a
guaranteed jab which will juggle him. Be careful however because during the
roll animation you are vulnerable to mid, low and some high attacks.



--List of Juggles--

Now that we have analized the possible starters let's take a look to some of
Jin's possible juggles; this is obviously not a complete list, it is only a
selection of my favourite juggles.


WS+2  TGF,3
     b,f+2,1,2, f,f+2
     b,f+2,1,d+2, f,f+2
     b,f+2,1,2, df+4(4)
     f,f EWGF, b,f+2,1,2
     WGF, f,f, 1+4,2, f,f+2
     U/F,4, b,f+2,1,2
     b+2,4,2,1,2
     EWGF, EWGF
     EWGF, f,f+2
     1,2,4, f,f+2
     f+4, b,f+2,1,2
     4, f,f+2
     U/F,4, 1+4, d/f+4,4
     U/F,4, 1, f,f+2
     4 , 4~3

WGF_EWGF, TGF,3
         b,f+2,1,2, f,f+2
         b,f+2,1,d+2, f,f+2
         b,f+2,1,2, df+4(4)
         EWGF, EWGF
         b+2,4,2,1,2
         1,2,4, WGF

WS1+1,2 on CH, b,f+2,1,2, f,f+2
              b,f+2,1,d+2, f,f+2
              b,f+2,1,2, df+4(4)

SS+2,  b,f+2,1,2, df+4 (easier on CH)
      b+2,4,2,1,2 (on CH only)
      1,2, b,f+2,1,2
      2, b,f+2,1,2
      2, 1+4,2, f,f+2

d+3+4, 1+4,2, EWGF
      1+4,2, f,f+2
      1+4,2,4
      1+4, d/f+4,4

df+2 on CH, b,f+2,1,2, f,f+2
           b,f+2,1,d+2, f,f+2
           b,f+2,12, df+4,4
           TGF,3


-Unconventional juggles-

1+4,2,d+4 or f,N,d,DF+4, 1+4,2, f,f+2
                        1+4,2, EWGF
                        1+4,2, df+4,4
                        df+4, 1+4, df+4,4
                        1+4,2,4

f,f+3, 1+4,2, f,f+2
      1+4,2, EWGF
      1+4,2, df+4,4


-Stun Punch juggles-

b,f+2 on CH, EWGF(WGF), TGF,3  the most difficult juggle in the game
            EWGF(WGF), b,f+2,1,2 , f,f+2
            EWGF,.....any standard juggle after the EWGF
            d+3+4,....any standard juggle after the d+3+4
            TGF,3
            b,f+2,1,2

-Electric Block juggles (against flying moves)-

B+1+2,  1,1,2
       1,2,2
       1,2, d/f+4,4
       1+4,2, f,f+2
       1,2, WGF
       1,2, f,f+2
       1, b,f+2,1,d+2
       1, b,f+2,1,2
       b,f+2,1,d+2
       b,f+2,1,2

-Flip-over juggles-

SS+2, 2,(flip) b,f+2,1,2, 4~3
              b,f+2,1,2, f,N,d,DF+4

SS,WS+2, TGF(flip),3, 4~3
        f+4(flip), b,f+2,1,2 4~3
        df+1(flip), b,f+2,1,2, 4~3
        2, b,f+2,1,2, 4~3
        EWGF(flip), 4~3

-Face down sweep juggles-

FCD,3, 1+4,2,4
      1+4,2, WGF
      1+4,2, f,f+2
      WS+4, 1+4, df+4,4
      WS+4, 2, f,f+2
      1+4,2, df+4,4
      WS+2, df+1, f,f+2

-Dive stun juggles-

f,f+1+2 (on the ground), 2, b,f+2,1,2
                        2, b,f+2,1,d+2
                        f+4, 1+4,2, f,f+2


Remember that at high level of play you will not have too many chances to
juggle your opponent, so try to inflict the maximum damage after every single
starter.



---OKIZEME---

The word okizeme is used to represent all those "infamous" techniques that
Tekken players use to inflict damage against a downed or getting up opponent;
if one doesn't know how to get up, Okizeme can inflict more damage then any
juggle or unblockable moves; is for this reason that I consider knowing how to
get up properly a basic skill, and more than often, these techniques can be
used to recognize a good Tekken player from a just average one. A well planned
Okizeme can become a dangerous guessing game even for those players who know
how to get up, and if used properly it can give you those spare points of
damage which will allow you to win the match. Jin possesses some well suited
moves for okizeme tactics, but before I go further I have to explain a basic
concept about Okizeme: Okizeme starts with the move with which you knock down
your opponent; I will try to explain what I mean.

The most important thing about it is that you should exactly know how your
opponent will land when you knock him down: will he land face up or will he
land face down? And feet towards you or head towards you? This kind of
knowledge can give you the advantage for the following guessing game; and
getting up is THE guessing game in Tekken 3.

Before analizing the moves you can perform during Okizeme, we must consider
the possible ground positions and all the possible options your opponent have
to get up:

Possible ground positions (I will use the abbreviations used by tragic in his
TEKKEN3 MANUAL):

Play dead(PLD)  : face up, head towards you
Slide(SLD)      : face down, head towards you
Face down(FCD)  : face down, feet towards you
Knock down(KND) : face up, feet towards you


Possible getting up options:

-Tech-roll: your opponent can get up as soon as he hits the ground (as long as
he lands in PLD or Knock Down positions) simply pressing the punches(roll TW
the stage) or the kicks(roll TW the screen).

-Roll(Fw or Bw): after having landed, your opponent may choose to roll towards
you or backwards (pressing -f- or -b-); during the first part of the roll
animation he is vulnerable to mid and low attacks and even to some high one.
After the roll he may attack you with a low or mid kick (3 or 4 after the
roll) which will came out with different speed depending to the starting
ground position; as long as your opponent doesn't use Ling, Lei or Hwoarang,
he can even perform the dive(remember that he can juggle you after the fw roll
and dive if you block it).

-Rise: your opponent can rise from the ground and block both high or low
simply pressing up on the stick/pad. During the first few frames of the rising
animation he is vulnerable to low connecting attacks, so if you hit him during
these frames he will not be able to block.

-Ground Roll: your opponent can decide to roll on both sides and change ground
position (from face up to face down) or he can roll and rise; in the first
case he will be able to rise, roll or attack, in the second case he can only
block or attack.

-Attack: your opponent can attack you with a mid or low kick almost from every
ground position, but these attacks will came out with different speed,
depending from the starting ground position.

-Lightning kick: if your opponent is laying on the ground in KND position he
can even perform a low kick, which has good speed but suffers a long recovery
time; Hei, Bryan, Ogre, True Ogre, Kuma and Gun Jack can't perform this kick.

-Lay on the ground: obviously your opponent may choose to lay on the ground,
which in most case can be the safest option: you can hit him with a ground
hit, but in most cases this hit will push him far enough to let him get up
safely.


Ok, we have analized the possible options, so now we can go straight to Jin's
okizeme moves; as I told before, in the Move Analysis section, the main
weapons for okizeme are: the White Heron, the Flip Kick, the Right Axe, the
Hell Sweep and obviously low poking moves such as the left low jab or the
right low kick. I will now consider some basic okizeme strategies based on
your opponent ground position:


-Opponent in PLD position:

Your opponent will end in this position after the Twisting Wrist Toss
(d,db,b+1+3) and after the right Side Throw. When your opponent is in a PLD
position every hit that he takes during the rising animation will make him
recover with his back TW you; this can give you a very important advantage ,
'cause he can't block. Even if you hit him with a fast attack while he is
performing an attack from the PLD position, you will be able to interrupt the
attack and make him recover BK. In these case , the most useful interrupter is
the low jab, 'cause if you connect you can juggle with a WS+2 (Rising Upper);
the good thing about the low jab is that it is so fast that you will have
better chances to hit your opponent(you can perform it twice). Another good
attack you can perform is the Right Axe Kick, but it will push your opponent
too far to juggle him; a well timed Overhead Blow (f+2) or Knee Kick can be
devastating, 'cause your opponent will be pulled TW you (this is a sort of
glitch) facing the wrong direction so that you can hit him with a Stun Punch
Combo. If your opponent rolls back you can try to hit him with a Demon's Paw
(ff+2) or with a Right Axe (df+4,4) at the beginning of the roll animation.
If you think he is going to attack after the roll, then the best option is to
run after him then sidestep on the left: both the low kick or the mid one can
be sidestepped in this way if he tries to perform them after a roll from the
PLD position. If you don't want to take the risk of the sidestep (the timing
can be tricky), you can easily anticipate any attack with a Demon's Paw
(f,f+2); if you want to show some skill you can even anticipate the attacks
with a dash buffered EWGF (f,f,N,d,DF+2) and juggle your opponent. If you
think that your opponent is going to block after the roll, then you can run
after him and perform the Running Side Kick(f,f,f+3) so that he will take the
guaranteed hit after it, or you can pursue him with a Crouch Dash and start a
guessing game. Note that Lei can perform another attack when in PLD position,
his 3+4: be careful and try to anticipate it with a White Heron or sidestep it
on the right. If your opponent lays on the ground, hit him with a Hell Sweep
or with a Flip Kick.


-Opponent in SLD position:

Your opponent will end in the SLD position after the standard right throw
(Flip Toss); from here you should guess what your opponent is going to do: if
he rises, you can juggle him with a White Heron or hit him with a Right Axe
Kick in the first part of the rising animation. If he rolls back you can dash
after him and immediately do a White Heron, which, if timed correctly, will
hit your opponent during the first part of the roll animation. If you don't
want to guess whether you opponent is going to roll or not (or you think that
he is going to block after the roll), you can wait until he starts the roll
and then perform a Running Side Kick (f,f,f+3 or f,N,d,df,f,uf+3); you will be
able to take advantage of the guard stun and hit him with well timed Demon's
Paw. If you think that your opponent is going to attack after the roll, try to
anticipate him with a Demon's Paw. If your opponent simply attacks you with a
mid or low kick, the best option is to sidestep on the right and crouch: in
this way you will effectively sidestep a possible mid kick and block the low
one (which can not be sidestepped at all), and in both cases juggle with a
Rising Upper. A low kick will interrupt both the rising animation and the
attacking one, but it will deal poor damage.


-Opponent in KND position:

This is the most common ground position, and your opponent will lay in this
way after most of your juggles. As for all the other ground positions, if your
opponent rises, the best option is the White Heron which will juggle and deal
good damage; this move is also good to stop your opponent if he tries to roll
back. In most cases you will start your okizeme tactics a little distant from
your opponent (the last hit of a juggle will make him fly away), so I found
that is better to make a step to shorten the distance and in the case that my
opponent tries to hit me with a low or mid kick, immediately dash out of range
and juggle with a WGF(EWGF). If your opponent gets confident and tries a FW
roll (maybe to perform a dive) immediately stop him with a fast low-mid move
(even an EWGF will work). Remember that while in this ground position your
opponent can perform the lightning kick. If you think that your opponent is
going to stay on the ground, you should hit him with a Flip Kick or a Hell
Sweep; keep in mind that there are some juggles which will hit a non tech-
rolling opponent, so if you think that your opponent is going to lay on the
ground DO them.


-Opponent in FCD position:

Jin doesn't have many moves that will make your opponent end in this position,
but since his reversal has one animation that will do it, I will analize even
this ground position. The most important thing about this position is that in
most cases, if your opponent lays on the ground a Hell Sweep will completely
MISS, so be careful or you will be juggled with the standard low sweep
(FCD,3). If your opponent rolls back you will hardly hit him during the roll
animation, so I suggest you to run after him and perform a Running Side Kick.
If your opponent rises you can hit him with an immediate Right Axe Kick or
with a White Heron.


-Tech-rolling opponent:

Tech-roll is a new feature of Tekken 3 and it can be useful to avoid ground
hits; the bad news is that your character recovers crouching and during some
frames of the tech-roll animation (32 frames in total), he is vulnerable to
low (between 20-21 frames) and mid (between 21-32 frames) attacks. So whenever
your opponent tech-rolls, you should try to hit him during those frames, and
since he can't block mid for a long period (compared to the other one), you
should focus on fast mid attacks; the Right Axe Kick is very good at this task,
even though a well timed Demon's Paw can do more damage. Hitting your opponent
every time he tech-rolls is a good way force him to stay on the ground, which
is exactly what you need to start your okizeme tactics.


-Other ground positions:

In some cases, such as the left side throw, the Striking Shiho Rage throw and
some reversal animations, your opponent will end laying with a side TW you; in
these cases you should learn how he will get up and how he will react to a
direct attack (for example after the Shiho Rage throw your opponent will get
up back turned). However you can always sidestep and get in a more comfortable
position....


-Other advices for okizeme:

Remember that even if you don't succeed in hitting your opponent WHILE he is
getting up, you can always hit him AFTER he got up. Even in this case in fact,
you can start a guessing game full of Throws, Uppers, low kicks, Right Axe
Kicks, Hell Sweeps and so on...



---SOME STRATEGICAL ADVICES---

If you have read this guide to this point (I hope so...), you will have
understood that Jin has all the weapons to give some hard time to every
character in the game; however as I told in the preface, knowledge has spread
during these years, so some old concepts that could have been useful in the
past, now must be revisited.


-Custom Strings and Set Up moves:

Let's start with some considerations about the CUSTOM STRINGS: even if I think
that the concept of "set up moves" is very important, I have to say that
custom strings as we know them, are nowadays completely useless. To explain
what I mean, I will take for example some custom strings mentioned in the BEST
strategy guide (dedicated to Jin) I found on the net, the incomparable
Slikatel's one. In the custom strings section he lists a "decent amount of
pre-configured custom strings":

d/f+1,2, d+1, WS+2
d/f+1,2, d+1, WS+1,2
d/f+1,2, d+1, WS+4, b,f+2,1,
d/f+1,2, d+1, d+4, WS+4,4
d/f+1,2, d+1, WS+4, f,f+2
d/f+1,2, d+1, WS+1, d/f+1, d/f+4,4
d/f+1,2, d+1, d+4, D+1+2....
d/f+1,2, d+1, WS+1, 1,2,4
d/f+1,2, d+1, WS+2, f+4
etc....

Let's go step by step: the first move is a Twin Lancers, and I must agree that
it is a good set up move (if it connects on CH); after it we have a low jab
and then, in most cases a WS move; well against a skilled opponent this string
is useless and most important it can be a sort of suicide: If your opponent
blocks the Twin Lancers, he can EASILY anticipate the d+1 with an average fast
attack, due to the recovery time of the Twin Lancers. If your opponent is not
so reactive you go on and perform the d+1; if he blocks the d+1 he can EASILY
anticipate the following WS attack even with a HIGH move; so even if the Twin
Lancers hits, your opponent can block the d+1 and anticipate you from there.
Let's take for example a Jin vs Jin scenario: The P1 wants to performs the
custom string df+1,2 ,d+1, WS+2,; that's what may happen:

-P2 blocks the Twin Lancers and performs a Flash Punches Combo: P1 will take
all the combo in his face(the same thing would happen if the df+1,2 hits not
on CH; P2 would have blocked the second hit and anticipate P1 with a fast
attack).

-P2 blocks the df+1,2, waits, blocks the d+1 and performs a Right Axe Kick
(or a Flash Punches Combo): P1 takes the attacks in his face.

-P2 takes the df+1,2 on CH then blocks(hopely) the d+1 and attacks with a fast
attack: P1 takes the attack in his face once again.

-P2 takes the df+1,2 ,the d+1 and the WS+2: well, P2 is definitely not a good
player.

The most important rule in Tekken3 which makes the custom strings almost
useless is that if your opponent blocks a d+1, d+2, d+4 and other poking
attacks, he will always have a good advantage for the following attack. Most
of the strings above mentioned start with the Twin Lancers, but I can tell you
for sure that if it doesn't connect on CH, your opponent can ALWAYS anticipate
you after having blocked the second hit. Obviously if the Twin Lancers connect
on CH you will have a good advantage but your opponent will surely know it and
in most cases, he will try to block the following attack; since it will be a
d+1(in the custom string case), he will be able to block and counter you from
there.

Most people feel comfortable after a d+1 (even if blocked) and try a WS
attack: sometimes this can be one of the reasons of their defeats; obviously
if the d+1 hits you will have the advantage, and you will be able to perform
the WS move, but at a high level of play your opponent will almost surely
block it. That's why I don't consider custom strings useful as long as you
are playing against a good opponent.

Instead I would like to stress the importance of a good SET UP game: the
concept is similar to the custom string one: you perform an attack which will
give you a reasonable chance to hit your opponent with another move. The
purpose of a set up move is to fool your opponent and force him to make a
mistake; in most cases a guessing game is involved in this process, cause in
Tekken3 there is a counter move for each attack (with some exceptions like
guaranteed hits). I will make an example to explain what I mean:

You perform a Twin Lancers and hit your opponent on CH; now Jin is at the
perfect distance to perform a Stun Punch; if your opponent performs a move
which is not very fast, the Stun Punch will connect on CH( and this is exactly
what you want). Your opponent however may anticipate you with a low jab
(remember that he recovers crouching after the 2nd hit of the Twin Lancers);
in this case you can wait, make him whiff, and punish him during the short
recovery time, or you can try to anticipate him with a Right Axe Kick;
obviously your opponent may decide simply to block after being hit by the Twin
Lancers, and in this case you can throw him and go for okizeme. In all the
cases your opponent will be forced to think fast and play defensively.

As you may have noticed, your opponent has always one option to counter your
strategies, but if he makes a mistake you will be able to inflict him a good
amount of damage. A good set up move has often some "stun" properties, will
give you a slight advantage or will put you at the perfect distance to perform
another move. I will list some (to my opinion) good set up moves:

Flash Punches     - the first two hits
Twin Lancers      - when it connects on CH
Shoot the Works   - if blocked
One-Two Knee      - if it connects
Knee Kick
Right Mid Kick
Overhead Blow     - both if blocked or if it connects
Running Side Kick - if blocked

You should practice and make some experimentations to find the proper way to
use these or other moves to build your own set up strategies; however try to
never create a pattern 'cause you will become predictable and this is the
worst mistake you can make.


-Poking:

Poking is a term used to indicate fast attacks with very high priority which
will interrupt most of your opponent attacks. These kind of attacks will deal
in most cases low damage, but will sometimes frustrate your opponent giving
you a good psychological advantage. Jin has many good poking attacks and some
of them can even inflict good damage or set up for other moves; I will list
some of them:

1
1,1
1,2 (,3_,4)
d+1
d+4
f+4
df+4
df+1 (not exactly a poking move, but kinda of..)

The most important thing about pokes is that, as you may have read in the
custom string section, in most cases you must stop whenever your opponent
blocks one of these attacks, otherwise you will be anticipated (it will always
happen after a d+1_2 or d+4). Whenever you hit with one of these moves you
will have a slight advantage for the following attack, so in most cases if you
perform two consecutive pokes and your opponent tries to attack, you will hit
him twice; obviously you must choose compatible pokes, or you will miss with
the second one: for example if you poke with a f+4(which will push back your
opponent) you should follow with a df+4 instead of a d+1, cause the second one
is very short and could miss.

As you may have noticed some poking attacks can be even useful set up moves,
so be sure to master their utilization. Another good way you can use some (not
all) pokes is as "set up" for set up moves....hem, even if it sounds strange
it is possible. The concept is simple: if you hit with a poke, you will have a
little advantage, so you can try to perform one of your favorite set up moves.
Note that THIS IS NOT A CLASSIC CUSTOM STRING, 'cause you will go on with the
attack only if you hit (probably on CH) with the first move; otherwise you
must stop or you will be countered easily.

As I wrote for the set up moves, do not create patterns or a good opponent
will kill you in seconds. Finally, remember that pokes are the best
interrupters that your character has, so use them for what they are.


-Spacing and Recovery times:
==============================================================================
As I told in the introduction I consider the knowledge of spacing and timing
really basic skills. The concept of spacing embraces ,not only the right
position to take during the match in order to use your favourite moves, but
also the ability to read your opponent game style and make him whiff with some
(most) of his moves. Jin is very good at this 'cause his fw and bw dash are
wide and quick, not to mention his sidestep to which I will dedicate an entire
section; furthermore many of Jin's moves can be dash buffered(or CD buffered)
to gain more range and this can be very useful to make your spacing strategies
more deadly. Dashing in and out, however, must be done with skill (due to the
long recovery time that the bw dash has) or you will be hit in the process.

For this reason you should learn the range of your opponent moves (at least
the range of the moves that he uses more often) and try to take advantage of
it. I think that Jin is a good all round character, but it can be more deadly
if use at mid range; from this distance you will be able to dash out
(sidestep) most of your opponent attacks and punish him, or you will be able
to counter him with Jin's fast hitting moves. Obviously you won't be able to
dodge all of your opponent' attacks, so at this point, the knowledge of
recovery times becomes invaluable. When I say recovery times I don't want to
mean only those recovery times that will allow you to hit your opponent for
free (you have to know them if you want to inflict the maximum damage to your
opponent), but all the recovery times that give you even only a slight
advantage (or disadvantage) for the following move. If you know when your
attacks will have priority, you will be able to set offensive strategies more
accurately and with less risks.


-Psychological domination:

Well by now you should know most of Jin's best weapons and strategies, but
none of them can give you better chances to win than a "psychological
domination." If you are a good T3 player you may have noticed how, against an
even-skilled player, the match often turns out in a poke war in which, as the
good old Abrar wrote, "both players try to get the upper hand". It may happen
that one of the two players succeed in this early in the match, maybe with a
powerful juggle, but believe me, this is the exception, not the rule. The
subtle balance in these matches is not dictated by moves or strategies, but
dictated by psychology; I have won (and lost)loads of matches which were
entirely in my opponent's hands by gaining a psychological advantage, obtained
maybe just blocking two or more consecutive attacks or escaping one or two
throws at the right moment. So I suggest you to try to remain calm for the
entire match, even when things turn bad for you; since Jin (as almost every
other character) can easily extinguish half of your opponent life-bar (even
more with some juggles), the match is, if you don't "psychologically" give up,
balanced till the last point of damage.

For this reason, whenever you are very near to victory, don't hurry, don't
take useless risks, wait for the right opportunity and strike. Another good
way to gain psychological advantage is to punish your opponent whenever he
makes a mistake or you read his game; hitting him during all his long
recovery times, ducking under a throw attempt, staying out of range or side-
stepping his best attacks, blocking consistently his low-mid pokes, can put
on him a lot of psychological pressure; maybe he will attack sconsiderately
with his most powerful moves(which is good) or better he may stop to attack,
too frightened to retaliate, giving you the opportunity to dictate the game
and.... "get the upper hand". Other good psychological agents are okizeme
(see Okizeme section) and unexpected Reversals (see related paragraph in the
Moves section). Obviously if your opponent is skilled he will try the same
"psychological trick" against you....



---THE SUBTLE ART OF SIDESTEP---

I think that among all the innovation that Namco has made in this chapter of
Tekken, the most important is the Sidestep. This brillant feature adds depth
to the game, giving the player the opportunity to build spectacular and
effective gamestyle to face aggressive opponents with effectiveness and style.
Since I started to play, sidestep has been my favourite move, and even if some
characters are better than others in the sidestepping game, I always try to
include it as an important part of my gamestyle. Luckly Jin has a very good
sidestep (quick and deep), so when I started to play him (he was my first
character) it didn't take me long to find a proper use for it.

The most important thing about sidestep is that, obviously, it gives you,
whenever you successfully sidestep an incoming attack, the chance to hit your
opponent; even in this case some characters have better moves to use after a
sidestep, and again Jin is one of them: his Tooth Fairy (maybe the best SS
attack in the game), his Rising Upper, and his EWGF (the normal WGF won't
juggle from the side) are really good at this task. Remember that you may
interrupt the sidestep animation with any stick motion or with the pressing
of any button, but you will not be able to block in the very first part of
this animation (between 1-11 frames).

However sidestepping is not as easy as it seems, 'cause most moves have a
natural way to be sidestepped (you must SS them on one direction only), and
some of them can't be sidestepped (almost) at all. Before starting to analyze
how to deal with each character and their most common attacks, I want to
explain the difference between the various ways to sidesteps. A first and
universal consideration should be made for what concerns the position at which
you will end after a SS: as long as you aren't performing an "interrupted" SS,
the nearer you are (to your opponent) at the moment that the SS takes place,
the deeper your sidestep will be; another parameter that will influence the
depth of your SS is the range of the attack you are going to sidestep: the
longer the range, the deeper the SS (the SS of a very long-ranged attack such
as Hei's f,f+2 for example, will make you end behind your opponent). The first
way to sidestep is the most common one, that is when you sidestep anticipating
your opponent's attack (you start the SS before your opponent starts his
attack); this SS requires obviously some guessing skills, and should be
performed from short-mid range, 'cause at the long one your opponent's attack
may trak and hit even if the direction you choosed for the SS was correct.
This kind of SS can be dangerous, 'cause you must rely only on your guessing
skills. The second way to perform a SS is to do it as reaction; it is the most
difficult way to sidestep an attack and some moves can't be sidestepped in
this way; you need good reflexes and still a bit of guessing skills.

As I told before, some moves have a natural direction on which you have to
choose if you want to successfully sidestep; however there is a way to side-
step that may give you the opportunity to sidestep some attacks even on the
wrong side. IN order to do this you have to perform the SS motion and at a
point of its animation hold back (-b-) with the stick/pad. In this way the
sidestep will be less deep(you actually stop at that point), but you will move
very slightly bw, so that your final position will be less by side but little
more distant from you opponent. With the powerful technology I have in my
hands I will show you a visual example of the difference between a stopped SS
and a normal one (please forgive me...):

 Starting position       After a "stopped" SS        After a normal SS
     _     _                     _                          _
 P1 O_     _O P2            P1  O_                     P1  O_
                                    _                       _
                                    _O P2                   _O  P2

I will make an example of a possible scenario in which a stopped SS could be
useful:


-A Jin vs Jin match: P1 is going to perform a Demon's Paw(f,f+2); P2 can
sidestep it easily on the right, but in the case that P1 makes a feint and
performs a Hell Sweep he would be hit by the sweep(that must be sidestepped on
the left); so P2 decides to sidestep on the left, which is not the natural
direction to sidestep the Demon's Paw; in this case, if he holds back during
the SS (and stops it) he will be able to sidestep even the Demon's Paw (or in
the worse case block it) otherwise he will be hit.

This concept is more difficult to explain than to do, so don't get scared by
my complicated explanations (uhh..my english) and just try it in practice
mode. As you may have understood this way to sidestep can be very usefull when
you face a character which has a lot of moves which must be sidestepped on one
direction and just one or two (dangerous) which should be sidestepped on the
other side.


-Attacking after a sidestep:

As I told before, Jin has some really good attacks he can perform after a
successful sidestep, but obviously some of them will be more suited for
certain situations. The most usefull attacks in Jin's arsenal, in the case of
a SS, are: the Tooth Fairy, the Rising Upper, the EWGF, his Throws and the
Flash Punches Combo; let's analyze the different cases.

The utilization of each move is dictated by the distance from your opponent at
which you will end after the SS, so I will consider each move separately; I
assume that you perform them after having successful sidestepped an incoming
attack.

Tooth Fairy: you should use it whenever you perform a deep sidestep and end at
mid distance from you opponent; be sure to perform it during a long recovery
time and not in fron of your opponent, 'cause if blocked, you will be hit for
free.

Rising Upper: you should use this upper whenever you end near to your opponent
'cause it lacks the range of the Tooth Fairy; remember to learn how to perform
it quickly after a sidestep 'cause it is Jin's best juggle starter.

EWGF: very usefull when it comes to juggle after a "Stopped" SS cause it is
very quick and juggles even on CH; the only drawback of this move is that you
have to train properly if you want to perform it whenever you need it.

Flash Punches Combo: the ultimate punishment for all those moves which have
very short recovery times, the best attack after a short SS cause will almost
always anticipate your opponent.

Throws: throws work well after every kind of sidestep as long as you end at
short distance; otherwise you will waste a good opportunity to inflict some
damage to your opponent.


-Vs Characters sidestepping strategies:

I just want to make a consideration before I go on: sidestepping game can't be
done for the full length of the match, cause if your oponents understands what
you are going to do he will play a short-ranged game with a lot of pokes and
hard to SS moves; this counter measure can taken with every character so
please don't misunderstand what I mean; I will only indicate the way to set a
SS game, to sidestep the most common juggle starters or powerful moves of each
character, not the way to win against them 'cause I think that it would be
impossible. You can adopt SS strategies against every character, but as all
other strategies it will not always work, so be ready to change and adapt
yourself to your opponent.


Vs Jin:
Jin is a character which can be sidestepped quite easily by a skilled player;
all of his CD attacks can be easily sidestepped on the left; the Demon's Paw
should be sidestepped on the right, but if you time well the sidestep and
perform a "interrupted" SS you will be able to sidestep it even on the left.
The Twin Lancers can be sidestepped on both directions as log as you are very
close; the Right Axe Kick can be sidestepped easily on the right, and with an
anticipated SS even on the left; the only attack which is difficult to side-
step is the Stun Punch Combo (the first two hits).

Vs Heihachi:
Hei is one of the easiest characters to sidestep in the game; all his most
dangerous attacks can be sidestepped on the left: Twin Pistons ,WGF, TGF, Hell
Sweeps, Deathfist, f,f+2... The only good attack which can't be sidestepped on
the left is uf+3,4 (you must go on the right) but you can't overuse it. Be
careful however to those players who stay defensive and use short moves and
pokes, 'cause in this case Hei may become invincible.

Vs Paul:
Almost all of Paul's common attacks can be easily sidestepped on the left:
Deathfist, f,f+3,4...d,df,f+1(early or you will be hit); the main exception
is represented by d+4,2 which can't be sidestepped in this way(it should be
sidestepped on the right from near and anticipating the SS); however if you
sidestep on the left and take the first hit of this move you will not be hit
by the second; if you can't see this move coming, simply stay out of range...
Paul becomes more dangerous when the player uses short and "high priority"
attacks; his df+4,.. df+1 can be SS in both the directions, his standing 4...
d+4,2....df+2...uf+4 mainly on the right; his uf+3,4 must be sidestepped on
the left, but if you make a stopped SS on the right you will block the first
hit and the second will miss.

Vs Lei:
Lei is a very difficult character to sidestep; mainly you should go on the
right, cause in this way you can SS the uf+4 and some other attacks;I must say
that is very hard to sidestep his db+4, cause you should be very near and SS
on the left. I suggest you to go always on the right and duck immediately
after the SS;in this way you can block a possible sweep and at the same time
SS the uf+4; sometimes it may happen that the SS will bring you near enough to
hit Lei with the WS+2 after having blocked the db+4 even if he enters the
Snake Stance (in normal conditions you can't do it). If your opponent uses the
Rush Punches (f,N,1,2,1,2,4_3) there is an easy way to counter him: you must
block the fist punch and immediately hold the stick to make Jin SS on the
right; in this way you will take the third punch and sidestep after it; the
4th punch will always miss. Now, if you DUCK you can counter both the possible
final kicks: if your opponent performs the standing mid kick, it will miss due
to your SS, and if he performs the low kick you will block it; in both cases
you will be able to juggle with a WS+2.

Vs Nina:
Nina is a strong character which has all the weapons to be devasting; she is
even not easy to sidestep, since she can perform a large number of qick pokes
and short strings. I will focus on those attacks which will juggle or hit you
at mid-long range:db+3+4, her standard juggle starter, must be sidestepped on
the right; you must be at short-mid range or the kick may hit you. db+4,3,
this variation of the previous kick is a bit tricky to sidestep, 'cause you
must go (anticipating) on the right with an interrupted SS; you will take the
first kick but the second will miss, so that you can juggle her. The f,f+3
kick is quite easy to sidestep 'cause you can go on both directions, from
long range I suggest to go on the left. Let's go to her hand attacks: d,DF+2
can be sidestepped early on the right or always on the left; the f+1+2 is a
bit triky 'cause it must be sidestepped anticipating on the right, or you
will be hit. About her pokes and short strings, I suggest you to learn how to
sidestep the first hit and attack immediately after the SS.

Vs Law:
Law is a tough opponent, but as long as you stay at long range, he is not so
difficult to sidestep. At this distance his main weapons are b+1,(2,1) and
b+2(,3,4); the first one can be easily sidestepped on the right (the third hit
of the combo must be sidestepped on the left, so whenever you sidestep the
first punch you should attack immediately or the last one may hit you anyway)
while b+2 should be sidestepped on the left; however even if you go on the
right when he performs b+2,3,4 you will be hit only by the first hit of the
combo, the other two will miss and you will be able to hit him. His UF+4,3+4
can be sidestepped on both sides while the uf+4 must be sidestepped on the
right. As for all the other characters you will start to have some problems
when Law comes at close range with his quick jab attacks; his main punch
strings are 1~1,.. and its variations, and f+2,2(2); in the first case you
can sidestep on the right the first two punches and immediately attack, before
the third comes out. About f+2,2,(2) ,you can sidestep on the right the first
punch and immediately attack (or the second and third will hit you) or you can
sidestep the whole combo on the left (remember however that you can duck under
the third punch). As you may have noticed you will be able to SS him easily,
but you must be reactive and attack as soon as you have sidestepped, or you
may be hit by another attack.

Vs Yoshimitsu:
Yoshimitsu has a lot of moves, but with the exception of the df+4 (which must
be sidestepped anticipating on the right), and his f,f+4 (anticipating on the
right), they are not difficult to sidestep; I will list some of them: df+2 can
be sidestepped on both directions b+3,1 on both directions 4-3 very easily on
the left df+1,1,1,1  very easily on the left b+1,1,1 easily on the right, the
first two hits even on the left (attack immediately after) uf+4 on both
directions db+1 on both directions b1+2, on the left.

Vs Julia:
I think that Julia is a very good character; she can't be sidestepped easily
since almost of her combo which have a low kick will hit you whenever you go
on the right or on the left; however it is still possible to make a side-
stepping game when she performs certain moves: d,DF+1,2.. you can sidestep
this attack on both directions, even if sidestepping it on the left is easier;
if she performs a d,DF+1-delayed 2, you will be able to SS even after having
blocked the first hit (you must go on the left). Another attack thay you can
sidestep is 1,1,1; you should go on the right and, if you want to show some
skill, immediately do a WS+2; in this way you may even hit her if she performs
1,1,4,3(before the first low kick which will otherwise hit you). In general
you will be able to sidestep her whenever she uses long ranged moves (f,f+1
for example) otherwise it will be a suicide.

Vs Bryan:
Many Bryan players use single powerful moves, and whenever you are facing one
of them you should be able to sidestep him quite easily; his WS+3_d,df,f+3 can
be easily sidestepped on the left and the same goes for his WS+1_d,df,f+1; the
f,f+2 is a very fast attack but if you anticipate the SS you can do it on both
directions. The WS+2_d,df,f+2 can be sidestepped more easily on the right, but
since it is a slow attack you should be able to sidestep it even on the left,
just by anticipating a little the SS (an "interrupted" SS will work too. Even
his df+1,2 (df+2) of df+4 can both be sidestepped on the left, you should only
anticipate a little the SS or do an "interrupted" SS. This are the most common
attacks, but not the most effective; whenever you will fight against a player
who uses Bryan's short combos(or just the first hits of them), you will have
problems in sidestepping him; in this case go with other strategies...

Vs Ling:
Ling is another one of those characters which can be difficult to sidestep;
the main two attacks I can suggest you how to SS are f,f+1+2,1+2 which must be
sidestepped on the right and her BK,4 which should be sidestepped on the left.
Her f,f+3 must be sidestepped on the left, while her db+1 can be sidestepped
on both directions. Her Phoenix Stance(d+1+2) can be very dangerous, but in
this case the sidestepping game can be useful; the Tooth Fairy is, when she is
in this stance, Jin's best juggle starter, so don't be afraid to use it. Ling
is a very strong character and her sidestepping game is the best in the game,
so be careful not to became the prey instead of the hunter...

Vs Eddy:
Eddy is probably the most difficult character to sidestep in the game, to my
opinion trying to sidestep him is a waste of time.......

Vs King:
Sidestepping King can be a duifficult task since his most useful moves have to
be sidestepped on different directions: his df+3,..df+2..FC,df+1 must be side-
stepped on the left, while f,f+2, and uf+4(his most common juggle starter)
must be sidestepped on the right; other good attacks can be sidestepped on
both directions: df+1,..f,f+4,..b+4..FC,df+2.

Vs Kuma (or Panda):
Kuma is not difficult to sidestep 'cause most of his attacks can be side-
stepped on the left; here is a short list of the most common moves:
df(hold)+1,2,1,2 can be sidestepped on the left
1+2,1+2 can be sidestepped on the left(you will end in most cases behind Kuma)
f+1+2 on both directions
f,f+2 on the left
1,1,1 on the right, the first one even on the left(attack immediately after
     the SS)
f+1~1,1 on both directions
FC,d+1,1...you must sidestep the first hit on the left and then sidestep
again (on the left); it may sound difficult but instead it is quite easy,
'cause these attacks are slow; in most cases you will end behind Kuma.

Vs Hwoarang:
Hwoarang is not easy to sidestep, since he has a good amount of short strings;
his main, and most damaging, juggle starter f,N,d,df+4 can be easily side-
stepped on both directions; the other CD attacks like f,N,d,df+2 or
f,N,d,df+3~3 should be sidestepped on the right, so, whenever he goes into a
CD, sidestep on that direction. His other juggle starter RFF+4~4, can be
easily sidestepped on the left. I have to say that whenever I play against
Hwoarang I don't rely too much on sidestepping game even because Hwoarang has
himself a vey good SS.

Vs Gun Jack:
Gun Jack shares many moves with Kuma, and in most cases they will be side-
stepped in the same way; I will make a short list of his most common attacks:
1,1,1 can be sidestepped on both directions
1+2,1+2  on both directions
b,db,d,DF+2 on the right
b,db,d,DF+1 on the left
d+1+2 on the right.

Vs Ogre:
As long as Ogre stands he is not difficult to sidestep; his f+2,..f,f+2,..
uf+4..f,f+4 and d,db+4 can all be sidestepped on the right; the only exception
is his df+1,2 which should be sidestepped on the left. However if you go on
the right anticipating the SS, the first blow will hit you, but the second
will miss, giving you the opportunity to hit Ogre. When he ducks you will have
more problems, since from this position he can perform some attacks which have
to be sidestepped on different directions: FC,f+1 and FC,df+2 should be side-
stepped on the left while FC,f+2 and FC+3,3,3_4 must be sidestepped on the
right. About the last combo(FC+3,3,3_4) you will be hit by the first kick, but
the other two will miss even if you duck, so I suggest to do it and juggle
with a WS+2.

Vs Anna:
Well, Anna can be as difficult to sidestep as Nina, and I don't have any
particular strategies to suggest you....

Vs Dr.Boskonovitch and Gon:
NO COMMENT.

Note that when I say "you should sidestep on the left(or right)" I mean the
left(or right)
of YOUR character.


-Offensive sidestep:

The most obvious use of the sidestep is the defensive one, but there is
another way you may use it, that is in the offensive game. This strategy
consist in get close to your opponent (with a fw dash) and perform a sidestep
(or two) even when you think that he is not going to attack. In this way you
can achieve two main objectives: first of all this can be the most effective
way to get close to your opponent, since the sidestep may dodge pokes and
defensive moves; in the second place, if you do it correctly you will make any
following attack less likely to be sidestepped. After a the sidestep you
should perform a fast attack or a throw. I have noticed that most players
tends to duck when you get close in this way, so you can perform a quick WS+2
and juggle them; after a few successful attempts your opponent will inevitably
stand and block, so that you can throw them (the Striking Shiho Rage is a very
good option 'cause you can delay the throw and perform it during the crouching
animation) or hit with an Hell Sweep. A reactive player will try to anticipate
you with a quick mid poke (cause if you perform the WS+2 you may duck a high
attack) or try to dash bw, in this case you can perform an EWGF, a Flash
Punches Combo or, if you think that his attack will be faster then yours, you
can block or even try a Reversal. As I told before, if you sidestep correctly,
your attack will be less likely to be sidestepped; this will happen when you
sidestep in the direction that your opponent may choose to sidestep that
attack; I will make an example: If you perform an EWGF your opponent will be
able to sidestep it on the left; but if you sidestep on right (which is his
left...) before performing the EWGF you will probably hit your opponent even
if he makes the SS; I say probably 'cause if you start the EWGF too late your
opponent may sidestep it.



---THE END..?---

You have reached the end of this strategy guide, I hope you enjoyed it and,
most important, I hope you have found something useful; I thought I could put
all my Tekken knowledge in this guide, but I have found it impossible, 'cause
every day I play I discover new stuff. However I think this will be the only
T3 version of the guide, 'cause since TTT is in the arcade(and coming on PS2)
I will focus on TTT Jin; I don't know whether I will update this guide with
the TTT stuff or write a now one, but surely these will not be my last words
on the Tekken matter..(I hope so!!!!!).



---WHAT TO EXPECT IN FUTURE REVISIONS---

Well, you can expect to see more TTT strategies, relative to tagging and the
analysis of the new moves that Jin got in Tekken Tag Tournament.



---CREDITS---

Well this section should be the longest of all the guide; there are such many
people to which I must say "thank you" that to list them all is almost
impossible, so please forgive me if I forgot someone. And the "thanks" goes
to......

-The divine school of Hokuto: all my daily Tekken mates, some of the most
skilled people I've ever seen playing videogames; MarscialGump, who forced me
to learn how to play against all the Tekken characters (he learns how to use
a new one in one or two days...I'm afraid for TTT), Antonio (IIIInokiiii..)
who showed me the power of Hei (and his Kick-canoa), Patrick for some really
good matches and most of all Simone Ceccarelli (the best Lei I've ever seen)
who played and plays with me countless battles...thank you.

-Abrar: the guy who gave me the motivations and the will to write this guide,
not to mention countless awsome talks on ICQ; without him this guide would
never be published (sorry if took too long...he,he you know what I mean
abrar). Visit his site Inside Tekken, at
--> http://www.geocities.com/TimesSquare/Bridge/2700/index.html

-The guys at Salute and Inside Tekken: mIrAge, The Chief, Shauno, Notti,
Joshic, 7th Pixel, Emmanuel, Iron Fist, Cinder they are too many to mention
everyone, so please forgive me and thank you.

-Benny, for his pure spirit (we know what I mean...).

-Marco and Maurizio for having beaten me(heavily) in my first year of Tekken.

-Francesco and Kharkass for our 8h Tekken sessions.

-Triple Lei (Justin Sison) for having spent the last day of his Christmas
holidays to edit the faq to make it readable; visit his web page
http://members.xoom.com/kaosu15

-Slikatel, for having opened my eyes on the world of Tekken, and Castel for
keeping my eyes opened.

-Tragic for having written the basics of the Tekken Knowledge.

-Giorgia, my girlfriend, for having not blasted me in all these years of
Tekken play, thank you.



---DISCLAIMER---

This guide is meant to be freely distributed on the web without any change as
long as it is for personal use; if you want to take any part of this guide and
use it in another context please e-mail me before ([email protected]).
This faq is (c) of Dario Natoli, Tekken is (c) Namco.



End of the document......UNDER THE MASK HE IS RED