TEKKEN TAG TOURNAMENT 10-STRING AVOIDANCE FAQ
Version 0.001
January 21, 2000
FAQ written by $muvMoney/David J. Antoine (
[email protected])
Copyright (c) 2000 $muvMoney/David J. Antoine. All Rights Reserved.
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################################################################################
# TABLE OF CONTENTS #
################################################################################
CHAPTER I - INTRODUCTION
What Is This?
Where To Find This FAQ
Special Thanks
Special People
Contributors
Legend
CHAPTER II - MISHIMAS & KAZAMAS
Jin Kazama
Kazuya Mishima
Heihachi Mishima
Angel/Devil
Jun Kazama
Lee Chaolan
CHAPTER III - MARTIAL ARTS WANNABES
Forrest Law
Lei Wulong
Eddy Gordo/Tiger Jackson
Paul Phoenix
Hwoarang
Baek Doo San
Bryan Fury
Ling Xiaoyu
Bruce Irvin
CHAPTER IV - AINT NUTHIN BUT A CHANG WANG
Julia Chang
Michelle Chang
Wang Jinrei
CHAPTER V - THE WILLIAMS SISTERS
Nina Williams
Anna Williams
CHAPTER VI - THE JACKS OF ALL TRADES AND SPADES
Gun Jack
Jack-2
Prototype Jack
Ganryu
Kuma/Panda
CHAPTER VII - THE KINGS OF GIANT SWING
King
Armor King
Alex/Roger
CHAPTER VIII - THE MITSUS
Yoshimitsu
Kunimitsu
CHAPTER IX - THE OGRES
Ogre
True Ogre
CHAPTER X - MOKUJIN/TETSUJIN
CHAPTER XI - BIBLIOGRAPHY
Acknowledgements
What's New In This Version
Version 0.001
Upcoming
CHAPTER XII - EPILOGUE
################################################################################
# CHAPTER I - INTRODUCTION #
################################################################################
=================
= What Is This? =
=================
Welcome to the Tekken Tag Tournament 10-String Avoidance FAQ. This FAQ will
detail how to block/avoid destruction by character's 10-hit string. I will not
detail everything in a character's hit strings. I will only give you enough
detail to get by without misblocking. In future revisions, I may include more
advanced topics including all possible reversal/parry points. I assume you know
how to play TTT so I'm not going to include some fancy introduction to this
section. Let's get to the crux of the matter, shall we?
==========================
= Where To Find This FAQ =
==========================
This FAQ will be posted on GameFAQs. It can be also be found here:
http://davidja.tripod.com/faqs/ttt10stringavoid.txt
http://homepages.msn.com/arcade/smuvmoney/faqs/ttt10stringavoid.txt
==================
= Special Thanks =
==================
Without the following, this FAQ would not be possible.
------------------
- Special People -
------------------
God: For allowing me to grace this earth and blessing me
Family: For birthing, raising, loving, and tolerating me
Myself: For finally deciding to write a 10-hit string FAQ so others don't have
to killed by these things
----------------
- Contributors -
----------------
Web Sites: Tekken Zaibatsu, TekkenTagTournament.com
==========
= Legend =
==========
For the charts I will be using in this FAQ (known as blocking charts), this is
what each number or letter will mean:
0-9 = Block high (hit is always mid or high in that circumstance)
L = Block low (hit is either high or low but never mid in that circumstance)
: = End of string
/,\,- = Possible string paths
Outside of the blocking chart, assume standard numerical Tekken notation unless
otherwise specified. Here is an example of a blocking chart:
1-L-3-4-5-L-7-L-L-0:
This chart is indicating that you should block low at hits 2, 6, 8, and 9 (the
L's) because those hits regardless of the string are either high or low but
NEVER mid. If the move is actually low, you can parry it. If the move is high,
chances are you can crouch and counter pretty easily. For the other hits
listed as numbers, always block high as the move is always mid or high. With
that said, let's look at the individual characters who have hit strings.
################################################################################
# CHAPTER II - MISHIMAS & KAZAMAS #
################################################################################
========================
= Jin Kazama/Devil Jin =
========================
Jin has the most hit strings in the game. He can do 5, 8, 9, 10, or 11 hit
strings IIRC. However, you can use process of elimination to determine what
string Jin might do simply by looking at the first two hits. He has four string
starters:
Punch-Kick
Kick-Punch
Punch-Punch
Devil Jin only
Here are the charts and the explanation for each set:
4-5: L-1:
/ /
JIN PUNCH KICK = 1-2-3-L-5-6-L-8-9-0-1:
\
L:
If he starts with a punch kick combo, one of two things can happen:
1) Jump Kick: If he leaves the ground, attempt an attack reversal or throw a
jab. This is the best way to stop the jump kick string. If you miss that
reversal/punch at hit 3, block low at hit 4 and then block high and attempt
another reversal at hit 5. After that, hit 7 is low. He throws high moves for
hits 8 and 9 so try to stop him there (crouch and counter) because at hit 10, he
can go mid (Thunder God Fist) or low (Can-Can Kicks). If hit 10 gets you, then
it won't matter what hit 11 because you will be juggled. If you do block hit
10, he can still mix it up if he went for the Thunder God Fist.
2) If he does a punch (Laser Cannon) after the punch kick opening, simply block
high until hit 5. The combo ends there.
L:
/
JIN KICK PUNCH = 1-2-3-4-L-6-7-8-9-0:
\
9:
If the string starts with a kick-punch combo, crouch at hit 4 and counter. This
is the best way to stop this string so you don't have to worry later. However,
if you block hit 4, you will eat a stun that will let him continue the string
with a White Heron combo (1+4,2). From there he can do the following at hit 8:
1) Thunder God Fist: Stand up if you think this coming. However, he can follow
up the Thunder God Fist with a mid/low kick.
2) Stun Punch: He starts the b,f+2 string. Just block high.
L-6-L-8-U:
/
JIN PUNCH PUNCH = 1-2-3-4-5-6-L-L-9-0:
\
U:
If the 10-string starts with two punches, then it is also somewhat complicated.
Here is what can happen next:
1) Punch Punch to Kick Kick: If hits 3 & 4 are kicks, then he is going for a 9-
string where hits 5 and 7 are low. You have to hit him between hits 8 (mid) and
9 since hit 9 is actually unblockable.
2) Punch Punch to Punch Punch: If hits 3 & 4 are punches, hit 7 will always be
low. Hit 8 can be high or low so block low to be safe. Stand up for hit 9
since that is always mid in this case. Hit 10 can be an unblockable so if you
see lightning, hit him before he hits you.
DEVIL JIN = 1-2-3-4-5-6-7:
Just block high. This is a true combo where only the 6th hit is mid.
For the record, this is the only section that is large and difficult. The rest
become much easier. Jin just has too many hit strings. :)
==================
= Kazuya Mishima =
==================
Kazuya has 3 hit strings: 1 9-hit and 2 10-hit. Here is the blocking chart:
U:
/
KAZUYA = 1-2-3-4-5-6-L-L-9-0:
\
8-U:
Kazuya always starts with two punches. However, what will happen next is based
on hits 3 & 4:
1) Kicks: If hits 3 & 4 are kicks, then Kazuya is doing a 9-hit string. Block
low at hit 7 (always low), stand up for 8 (mid), and hit him out of hit 9
(unblockable).
2) Punches: If hits 3 & 4 are punches, then block low for hits 7 (always low) &
8 (high or low but never mid) and stand up for 9. If he starts to glow or spin
around, hit him because he is doing an unblockable.
====================
= Heihachi Mishima =
====================
Even though Heihachi has 4 10-hit strings, 3 of them can be blocked exactly the
same way. Here is the blocking chart:
HEIHACHI = 1-2-3-4-5-6-L-8-9-0:
\ /
L-L-6-7
Heihachi can start the string two ways:
1) Kick: If he starts the string with a side kick, hits 4 and 5 are low (Hell
Sweeps). You can low parry them. The rest are high or mid.
2) Punch: If he starts with a punch, the 7th hit is low. Block low or parry.
If you misblock the last low hit of either string, you eat the rest of it IIRC.
===============
= Angel/Devil =
===============
Angel/Devil only have one 10-hit string taken from Kazuya. Here is the block
chart:
ANGEL/DEVIL = 1-2-3-4-5-6-L-8-9-0
Hit 7 is always low. Block low here or eat the rest of the string.
==============
= Jun Kazama =
==============
Jun has 3 hit strings - 1 4-hit and 2 10-hits. Here is the block chart:
JUN = 1-2-3-4-5-L-7-L-9-0:
\ \ /
4: L
Here is what can happen during the string:
1) Kick @ Hit 4: If hit 4 is a kick, the string will end there.
2) Punch @ Hit 4: If hit 4 is a punch, then be prepares to block low at hit 6.
Hit 6 is always low, but it can take one of two forms:
1) White Heron Kick: If hit 6 is the start of the White Heron combo, hit 8 is
high (it can be high or low) and hit 9 is low. Blocking hit 9 low allows hit 10
to go over your head since it is high.
2) Punch: If hit 6 is a punch, then hit 8 will be low. I believe hits 9 and 10
are a Cartwheel Kick that can be reversed IIRC.
Remember Jun has many other strings series as well, which are not covered here.
===============
= Lee Chaolan =
===============
Lee has only one 10-hit string that is taken from Law:
LEE = 1-2-3-4-5-L-7-8-9-0:
As with Law, hit 6 is always low.
################################################################################
# CHAPTER III - MARTIAL ARTS WANNABES #
################################################################################
These are characters who are imitations of famous martial artists past or
present or who follow a popular, established martial art.
===============
= Forrest Law =
===============
Law's 10-strings are almost as complex as Jin's. Unlike Jin, they can be
defeated with a simple blocking scheme if you know the patterns. Here is Law's
simple blocking chart for all his strings:
LAW = 1-L-3-4-5-L-7-L-L-0:
Hit 2 can go high or low but not mid so block low to be safe. Hit 3 is always
mid so stand up quickly. Hit 4 is high. Hit 5 is always a high left kick so
reverse it if you wish to or crouch and counter before Hit 6. Hit 6 is always
low and is good parry bait. However, if you misblock it, you will usually eat
the rest of the 10-string. Hit 7 can be high or mid so stand up to be safe.
Hit 8 and 9 can be high or low but not mid so block low to be safe. Hit 10 is
always mid so stand up. You can also reverse hit 10 as it is always a flip
kick/somersault.
==============
= Lei Wulong =
==============
Lei has 3 strings: 1 9-hit and 2 10-hit. Here is the blocking chart:
L-L-9:
/
LEI = 1-2-L-4-5-6-7-8-L-0:
\ /
9
It actually gets complicated if you forget to do one thing: block low on the 3rd
hit. If you block the 3rd hit, simply Hop Kick for a free juggle or WS+4 for
free damage. If you don't block it, he can juggle you with low backfists (very
likely) or he will perform a backflip at hit 4 and continue the string (unlikely
but possible). Here is what can happen in the string from there:
1) Three Backflips: If Lei backflips, three times, he is going into his 9-hit
string. After the third flip, block low or parry hits 7 & 8 and stand up for 9.
2) One Backflip: If he only backflips once, you won't have a problem until hit
9, which can be mid or low. However, since hit 7 is a break point and a high
kick, you have a window where you can crouch and quickly counter (hit 8 is mid)
or reverse the kick. Since the other two strings are the same until hit 9, you
best stop Lei before that time. If you block hit 9, you can reverse hit 10 as
it is always a high kick.
Do yourself a favor: Block low at hit 3 and counter to stop the string. :)
============================
= Eddy Gordo/Tiger Jackson =
============================
Eddy only has 1 true hit string. However, he can link to his Leg Whip strings
halfway through the string for many more possibilities. Here is his blocking
chart:
EDDY/TIGER = 1-2-3-4-5-6-7-8-9-0-1:
\
L
If the 6th hit is low, he goes into the Leg Whip strings (which will not be
discussed here). Block high otherwise. It may be better to stand and block
since Eddy's 11-hit has no break points after the 4th hit or later IIRC.
============
= Hwoarang =
============
Hwoarang has 2 10-hit strings. Here is his blocking chart:
HWAORANG - 1-2-3-L-5-6-L-8-9-0:
For Hwoarang, hits 4 & 7 are always low. Hits 7 & 8 are the Firecracker combo
(d+4,4) so block low and counter/punish.
================
= Baek Doo San =
================
Beak also has 2 10-hit strings. Here is his blocking chart:
BAEK = 1-2-L-4-5-6-7-8-L-0:
\
L-5-6-7-L-9-U:
If hit 3 is low (it can be high or low), hit 4 is mid and hit 9 will be low. If
hit 4 is low (it can be low or mid), hit 5 is mid, hit 8 will be low, and hit 10
will be an unblockable that can be reversed IIRC, avoided, or countered.
================
= Paul Phoenix =
================
Here is how you can best defend against Paul's 10-strings:
5:
/
PAUL = 1-2-3-4-5-6-7-L-9-0:
\ /
L-6-7-8-L
If he goes into his 5 hit, it ends in a deathfist so block high if you're
not sure what string he is doing. It's not worth losing a ton of damage because
you crouched at hit 5. He can also do a 10-hit string where the 5th hit is low.
If Paul goes into his 10-hit strings, remember this: If the 5th hit is low, the
9th hit is also low. Otherwise, the 8th hit will be low. That's all you ever
need to know.
==============
= Bryan Fury =
==============
Bryan Fury has 3 hit strings: 2 8-hit and 1 10-hit. Here is the blocking chart:
BRYAN = 1-2-3-4-5-6-7-8-9-0:
\
8:
Bryan's block chart is quite simple because there are no low hits in any of his
hit strings. Also, hits 5 & 6 are always high - you know the routine. :)
===============
= Ling Xiaoyu =
===============
Ling has 2 10-hit strings. Here is the blocking chart:
LING = 1-2-3-L-L-6-L-L-9-0:
\ /
4-5
Ling can go low or mid at hits 4 and 5. After that, hits 7 & 8 are always low.
===============
= Bruce Irvin =
===============
Bruce Irvin has no 10-hit strings. He has tons of other canned strings. :)
################################################################################
# CHAPTER IV - AINT NUTHIN BUT A CHANG WANG #
################################################################################
===============
= Julia Chang =
===============
Julia has 3 10-hit strings. Here is the blocking chart:
JULIA = 1-2-3-4-L-6-7-L-9-U:
\
8-L-0:
Remember that the 5th hit is always low - low parry it if you can. Stand up
again for hits 6 and 7 since they are either mid or high. It get somewhat
complicated after that though. Hit 8 can be high, mid, or low, but hit 9 is a
break point. Even if you misblock hit 8, you will be OK as long as you block
hit 9. It comes down to this for the last three hits:
1) Hit 8 Is Low: if Hit 8 is low, block high for hit 9. If hit 9 is blocked,
hit 10 won't come out since it's a Sky Upper (listed as an unblockable).
2) Hit 8 Is Not Low: If hit 8 isn't low, hit 9 will be low and hit 10 will be
mid (a Flash Upper). That wasn't too confusing, was it? ;)
At hit 8, you basically switch blocking from low to high or vice versa.
==================
= Michelle Chang =
==================
Michelle has the same 10-hit strings as Julia:
MICHELLE = 1-2-3-4-L-6-7-L-9-U:
\
8-L-0:
Remember that the 5th hit is always low - low parry it if you can. Stand up
again for hits 6 and 7 since they are either mid or high. It get somewhat
complicated after that though. Hit 8 can be high, mid, or low, but hit 9 is
break point. Even if you misblock hit 8, you will be OK as long as you block
hit 9. It comes down to this for the last three hits:
1) Hit 8 Is Low: if Hit 8 is low, block high for hit 9. If hit 9 is blocked,
hit 10 won't come out since it's a Sky Upper (listed as an unblockable).
2) Hit 8 Is Not Low: If hit 8 isn't low, hit 9 will be low and hit 10 will be
mid (a Flash Upper). That wasn't too confusing, was it? ;)
At hit 8, you basically switch blocking from low to high or vice versa.
===============
= Wang Jinrei =
===============
Wang only has one ten hit string. It is actually from Julia and Michelle Chang:
WANG = 1-2-3-4-L-6-7-8-L-0:
Hits 5 and 9 are low - simple. :)
################################################################################
# CHAPTER V - THE WILLIAMS SISTERS #
################################################################################
=================
= Nina Williams =
=================
Nina has three 10-hit strings. Even though they can get really hectic, it is
simple to block them if you know the trick:
NINA = 1-2-3-4-5-L-L-8-L-0:
Hit 1 can be mid or high. The second through fifth hits are always high so you
can crouch and D+1 before hit 6. Hit 5 is always a high kick so reverse it if
you're feeling risky and frisky. The 6th hit is always low for all strings.
Hits 7 and 9 can be high or low but never mid, so if you're not sure what string
she is doing, then block low at those points to be safe. Stand up for hit 8
with Nina since it can be only mid or high. Hit 10 is always a kick so if you
block/avoid hit 9, feel free to reverse the kick.
=================
= Anna Williams =
=================
Anna only has one hit string so the blocking chart is simple:
ANNA = 1-2-3-4-5-L-7-8-9-0
Hit 1 can be mid or high. All the hits afterward are high except for Hit 6
(low). Ironically, you can use Nina's blocking chart as well for Anna since
Anna's only string is also used by Nina.
################################################################################
# CHAPTER VI - THE JACKS OF ALL TRADES & SPADES #
################################################################################
============
= Gun Jack =
============
Gun Jack has 4 10-hit strings:
GUN JACK = 1-L-L-4-5-6-7-8-9-0:
\ / \ /
2-L-L-L L
There are two ways he can start the string:
1) Jump Punch: If he jumps for Hit 1, then hits 3-5 will be low Cossack Kicks.
2) Low Right Punch (d+2): From here, he will go into a low Shark Attack for hits
2 & 3 and uppercut for 4 and 5.
At hit 6-8, block high for the Wild Swing mid triple. He can then go low or
mid. If you see Gun Jack duck down, block low. Stand for hit 10.
==========
= Jack-2 =
==========
Jack-2 has the same strings as Gun Jack:
JACK-2 = 1-L-L-4-5-6-7-8-9-0:
\ / \ /
2-L-L-L L
There are two ways he can start the string:
1) Jump Punch: If he jumps for Hit 5, then hits 3-5 will be low Cossack Kicks.
2) Low Right Punch (d+2): From here, he will go into a Shark Attack for hits 2 &
3 and uppercut for 4 and 5.
At hit 6-8, block high for the Wild Swing mid triple. He can then go low or
mid. If you see Jack-2 duck down, block low. Stand for hit 10.
==================
= Prototype Jack =
==================
P. Jack only has one string, borrowed from Gun Jack and Jack-2:
PROTOTYPE JACK = 1-L-L-4-5-6-7-8-9-0
Block low at hits 2 & 3.
==========
= Ganryu =
==========
Ganryu does not have any 10-hit strings.
==============
= Kuma/Panda =
==============
Kuma doesn't have any 10-hit strings either.
################################################################################
# CHAPTER VII - THE KINGS OF GIANT SWING #
################################################################################
========
= King =
========
King has 5 10-hit strings, but he can turn them into 9-hit strings by starting
with a right punch (F+2). In any case, the F+2 right punch is always considered
hit 2 in this analysis even if King started the string with it.
Here is his blocking chart:
2
\
KING = 1-2-3-4-5-L-L-L-9-0:
\ /
6-L-L-L-T:
Everything up to hit 5 is mid or high. However, hit 6 can be mid or low
depending on what hit 5 is:
1) Hit 5 Punch: If hit 5 is a punch (df+2 elbow), hits 6 and 7 are low.
2) Hit 5 Kick: If hit 5 is a kick (WS+3), hit 6 is a mid jump kick (uf+3). Both
kicks are easily reversible. Hit 7 is always a low Stagger Kick.
Even though hit 8 is always low, hit 9 can be low or mid depending on hit 8:
1) Hit 8 Stagger Kick: If hit 8 is a Stagger Kick, stand up and block high for
hit 9 and hit 10.
2) Hit 8 Foot Sweep: If hit 8 is a foot sweep (d+3), then hit 9 is low. Block
low at all costs as hit 10 is a throw (escaped by 1+2). If hit 9 is blocked,
hit 10 will not come out.
It is important that you block the first low Stagger Kick in either combo. If
you misblock, you are stunned for a long time, giving King a huge advantage.
==============
= Armor King =
==============
Armor King only has one 10-hit string, which is taken from King:
2
\
ARMOR KING = 1-2-3-4-5-L-L-L-9-0:
Block low at hits 6, 7, and 8. Like King, he can start his string with an F+2.
Like King, I believe that hit 6 causes a long stun if misblocked.
==============
= Alex/Roger =
==============
Alex/Roger does not have any 10-hit strings.
################################################################################
# CHAPTER VIII - THE MITSUS #
################################################################################
==============
= Yoshimitsu =
==============
Yoshimitsu has 7 hit strings total - 2 5-hit, 2 8-hit, and 3 10-hit. Several of
them end in unblockables so it is imperative that you stop the string before he
gets to that point. Here is the block chart for Yoshimitsu 10-strings:
6-7-8-U-U:
/
YOSHIMITSU = 1-2-3-4-5-L-7-U-U-U:
\ \
U: 8:
Yoshimitsu can start his two ways:
1) Punch Upper Upper: If Yoshi starts with a Punch and two Uppercuts, you can
reverse the 4th hit, a high right kick. You can also crouch under and counter.
Hit 6 in this case can be low or mid so it is best to stop Yoshi before then.
2) Two Kicks: If Yoshi starts with 2 kicks, you can reverse the second one or
crouch under and counter. In this scenario, you need to stop him before hit 5
because he has 5 hit strings that end with unblockables. If he doesn't do a 5-
hit with the unblockable, then you can reverse hit 5 (a right kick) or low parry
hit 6 (a low kick). If you do neither, you may end up eating unblockables.
In either case, if Hit 5 is a kick, hit 6 will be low. Be careful in both
cases. If you don't stop Yoshi by hit 7, you may be eating unblockables if he
does a full 10 hit. If he ends up doing an 8-hit, consider yourself lucky. :)
=============
= Kunimitsu =
=============
Kunimitsu only has one 10-hit string taken from Yoshimitsu:
KUNIMITSU = 1-2-3-4-5-L-7-8-9-U
Hit 10 is unblockable. Hit 6 is low. Hits 4 & 5 are high kicks so reverse or
counter. You can stop the unblockable if you're quick.
################################################################################
# CHAPTER IX - THE OGRES #
################################################################################
========
= Ogre =
========
Ogre has no 10-hit strings. He already borrows enough moves from other people.
=============
= True Ogre =
=============
True Ogre has no 10-hit strings either. He also borrows a lot of moves from
other people and can breathe fire to boot. Why would he need them?
################################################################################
# CHAPTER X - MOKUJIN/TESTUJIN #
################################################################################
Mokujin/Tetsujin is a copycat character. It will take on the moves and
mannerisms of any character except Ogre, True Ogre, and Angel/Devil. However,
it is important to be able to quickly figure out who Mokujin/Tetsujin is
mimicking. The easiest one to tell is Eddy by his obvious stance. However,
others are harder unless they throw moves at you.
################################################################################
# CHAPTER XI - BIBLIOGRAPHY #
################################################################################
====================
= Acknowledgements =
====================
I found the information for 10-hit strings in TTT at the following locations:
Tekken Zaibatsu (
http://www.tekken.net)
Tekken Tag Tournament Official Site (
http://www.tekkentagtournament.com)
==============================
= What's New In This Version =
==============================
Here is where I list what has changed between revisions.
-----------------
- Version 0.001 -
-----------------
First version
Almost complete already
------------
- Upcoming -
------------
More advanced ways to specific counter/avoid 10-hit strings
Any appreciable feedback
################################################################################
# CHAPTER XI - EPILOGUE #
################################################################################
I hope this has helped clear up how to block 10-hit strings. I didn't want to
get too much into parrying and reversals. Once you can block the 10-strings,
then consider how to parry, reverse, and counter. I would appreciate any tips
on the FAQ itself. Email me at the address below any comments, questions,
critiques, or flames. Thank you for taking your time to read this.
This Electronically Published Document is copyrighted (c) and trademarked (tm)
by David Antoine. All Rights Reserved. This document is protected by
applicable copyright laws and international treaties. Unauthorized
reproduction, retransmission, and/or a breach of copyright, partial or full, may
result in civil and criminal penalties and is subject to maximum punishment and
prosecution to the highest extent possible by law. Please properly credit David
Antoine where credit is due. This document is the sole property of David
Antoine.
TTT 10-HIT STRING AVOIDANCE FAQ
FAQ Written by $muvMoney/David J. Antoine
Copyright (c) 2000 $muvMoney/David J. Antoine. All Rights Reserved.
[email protected]
http://davidja.tripod.com/faqs/ttt10stringavoid.txt
http://homepages.msn.com/arcade/smuvmoney/faqs/ttt10stringavoid.txt
John 14:27
Numbers 6:24