Tekken Tag Tournament (PlayStation 2, Namco, 3D fighting game)
Mokujin FAQ (Frequently Asked Questions)
11/21/01 V1.0
Written by: Richard Uyeyama (ru e ama ru e ama best vwh net)*
* Instances of the letter "y", the "at" symbol, and all periods have been
removed (replaced with spaces) from the above e-mail address in order to
prevent unscrupulous UCE (unsolicited commercial e-mail) bot processes
from adding to the amount of e-mail I already get...
The latest version of this file can be found at:
King of Iron Fist Dream Match 2000
http://ruyeyama.best.vwh.net/psx2/koifdm00.html
Document formatting, organization, and wording Copyright 2001 by Richard
Uyeyama.
Permission granted by author to duplicate (unaltered) this document in its
entirety for NON-PROFIT purposes only. All other rights reserved. Author
reserves the right to rescind specific or general permission, if he sees a
reason (such as loophole abuse) to do so. Unauthorized duplication of
this document is a violation of all applicable national and international
laws.
This document is protected by International Copyright Law. It is a
criminal act to use this document (or any derivative work (including
translations)) in any way that makes you (and/or your company) money; you
MAY NOT sell this document, host this document on a website with an ad
banner and/or membership fee, give this document away as a "purchase
bonus", and/or use this document in any other manner which profits
(financially) you (and/or your company) either directly or indirectly.
If you are unsure as to whether you can use this document, or if you wish
to apply for specific rights not granted to you by the above, send a
polite, detailed, and clearly phrased inquiry to me at the e-mail address
listed above. Note, however, that due to the amount of e-mail I get, I
may not be able to reply to every query or request I receive (also note
that the lack of a reply will NEVER constitute legal permission).
GameFAQs (www.gamefaqs.com) has been granted permission to host this
document.
The following webpage contains the most recent version of the above
copyright notice. If there is a discrepancy between the above copyright
notice and the one located on my current webpage, the information on my
webpage will be treated as authentic:
http://ruyeyama.best.vwh.net/faqlegal.html
Tekken Tag Tournament is Copyright 1994, 1995, 1996, 1999 by Namco, Ltd.
All rights reserved.
"I am who I am."
"Who are you?"
-- The Gypsy, and Karen
(excerpt from The Gypsy, by Steven Brust & Megan Lindholm)
Table of Contents:
0. Document History
I. Basic Stuff
1. What is this document?
2. Who is Mokujin?
A. So what's this about Tetsujin?
3. Terminology, notation, and stuff?
II. Mokujin Styles
1. Is it possible to select Mokujin's style, or is it random?
A. When does Mokujin select his style?
2. Which character styles can Mokujin use?
3. How do I recognize which style Mokujin is using?
A. Team intro sequence
B. Match-initial actions
C. Fighting stance
D. Other
4. Is there any difference between the normal and Mokujin versions
of a character?
5. Can Mokujin use character-specific Tag moves?
III. Miscellany
1. Do you know of any Mokujin-related codes?
2. What are those marks on Mokujin's back?
3. So what's this I hear about a Gold Tetsujin?
A. Gold Tetsujin-related bugs
4. Is there a way to start a round with my secondary character?
5. How many styles can the game keep in memory?
IV. Thanks and Stuff
-------------------
0. Document History
-------------------
V1.0: 11/21/01
Launch version
(11/24/00: EU version PS2 Tekken Tag Tournament now on sale)
(10/18/00: U/C version PS2 Tekken Tag Tournament now on sale)
(3/30/00: J version PS2 Tekken Tag Tournament now on sale)
--------------
I. Basic Stuff
--------------
I.1 What is this document?
This document is an English language informational resource for the
PlayStation2 version of Tekken Tag Tournament, a 3D polygon versus tag
fighting game by Namco.
In this document, I'll be covering the answers to some of the most
commonly asked questions in regards to the character Mokujin, as well as
some other Mokujin-related information which may also be of interest.
This is not a strategy guide, however, so do note that I will *not* be
detailing strategies on playing against CPU and/or human opponents, either
as or against Mokujin.
This document was written for the J version of Tekken Tag Tournament.
It is, however, likely that some, if not all, of the Mokujin-related
information contained herein will also apply to other home versions (U/C,
EU, etc.) of the game...
Also, although this document was written for the home (PS2) version
of the game, some (but not all) of the information in this document may
also be applicable to the arcade version of Tekken Tag Tournament...
I.2 Who is Mokujin?
Mokujin is the 12th character that will be released (i.e. all
characters except for Devil/Angel and Unknown will be released before
Mokujin) via the "time release" process (complete Arcade Mode with
different primary characters) which unlocks the 14 extra characters (for
more information on character unlock processes, consult a Secrets FAQ for
this game). Once released, Mokujin will be available to the left of Wang
on the character select map.
Unlike the other characters, Mokujin does not have a fighting style
of his/her own. Rather, he/she will, before each time he/she appears in a
battle, randomly select someone else's style to use...
Mokujin has four "costumes", as follows:
1: Tetsujin (male, iron)
2: male Mokujin
3: female Mokujin (light bark)
4: female Mokujin (dark bark)
In cases where both players select the same Mokujin costume, the
player who selected Mokujin first will get that costume, while the other
player will get an alternate costume, as follows:
main alt
1 - 2
2 - 1
3 - 4
4 - 3
I.2.A So what's this about Tetsujin?
------------------------------
"Tetsujin" can be interpreted as "iron person", just as "Mokujin" can
be interpreted as "wooden person". Thus, just as Mokujin is made of wood,
Tetsujin is made of iron.
"Tetsujin" is actually the default costume (and thus what he/she/it
is listed as in the "Character Usage" chart), but I shall generally be
referring to the character as "Mokujin" (rather than "Tetsujin" or the
more unwieldy "Tetsujin/Mokujin") throughout this document, for reason
that:
a) the character was originally introduced as "Mokujin" in Tekken 3, and
b) the Mokujin costumes outnumber Tetsujin 3 to 1. =)
When it's necessary to refer to Tetsujin as distinct from Mokujin,
however, I will, of course, do so. ^^
And in case anybody's wondering, yes, Tetsujin and Mokujin are
considered distinct from each other (with the restriction that you may not
have both on your team) outside of the "Character Usage" chart, just as
(iirc) Devil and Angel, Eddy and Tiger, Kuma and Panda, and Roger and Alex
are...
I.3 Terminology, notation, and stuff?
For the sake of simplicity, I shall hereafter refer to Mokujin as
"he" (as opposed to "he/she" or "he/she/it") in this document.
In this document, I shall be using the "standard" numerical notation,
when referring to the five buttons:
numerical function controller defaults
1 2 5 LP RP Ch S T L1/L2/R1/R2/R3/RA
3 4 LK RK X O
At times, I may also use the following notation:
+ at the same time as
, then
/ or
And in denoting d-pad/stick positions and movements, I'll be using
the following notation:
n neutral Here's a visual chart:
u up
d down u u
f forward ub uf uf ub
b back b n f f n b
df down-forward db df df db
db down-back d d
uf up-forward
ub up-back (facing right) (facing left)
And here are some terms I may employ:
Primary character - The character you selected first. The
character ending you get in Arcade Mode will be for your
primary character.
Secondary character - The character you selected second.
Foreground character - The character currently participating in the
battle.
Background character - The character waiting to tag in.
------------------
II. Mokujin Styles
------------------
II.1 Is it possible to select Mokujin's style, or is it random?
It's random.
And yes, it is possible for him to select the same style twice (or
more) in a row...
II.1.A When does Mokujin select his style?
-----------------------------------
Mokujin seems to select a style (randomly) at these times:
1) on the character select screen (see explanation below)
2) before the team intro sequences (i.e. match-initial)
3) before each time he tags in
4) before the win/lose pose, if Mokujin is the background character
Notes for situation 1 (above): On the character select screen, if
Quick Select (Game Options) is set to OFF, a style is selected each time a
Mokujin character model is loaded (i.e. select cursor moves to Mokujin
after having been on somebody else, or a different Mokujin costume is
selected, after an earlier choice is cancelled (SELECT button)).
Of course, I don't know exactly how the process was programmed, so
it's possible that the actual process is something slightly (or greatly)
different. The above does seem to match the data, though. ^^
II.2 Which character styles can Mokujin use?
Mokujin can use the style of any character in the game except:
Devil/Angel, Ogre, Roger/Alex, True Ogre, and Unknown. Here's a pair of
lists for easy reference (characters listed in alphabetical order):
Styles Mokujin can use (28) Styles Mokujin cannot use (5)
Anna Devil/Angel
Armor King Ogre
Baek Roger/Alex
Bruce True Ogre
Bryan Unknown
Eddy/Tiger
Ganryu
Gun Jack
Heihachi
Hwoarang
Jack-2
Jin
Julia
Jun
Kazuya
King
Kuma/Panda
Kunimitsu
Law
Lee
Lei
Michelle
Nina
P.Jack
Paul
Wang
Xiaoyu
Yoshimitsu
Side note: Mokujin could actually use Roger/Alex style in the arcade
version of the game, but for some reason, that style was removed from
Mokujin's repertoire for the home version. =/
II.3 How do I recognize which style Mokujin is using?
II.3.A Team intro sequence
-------------------
At the beginning of every match, each team will get a team intro
sequence, during which each character performs an intro sequence action.
Each character has either one or two standard intro sequence actions,
which seem to be shortened versions of the match-initial actions (see
section below) that character has (exceptions: Devil/Angel's intro
sequence is based on Kazuya's (Devil = "Devil Kazuya"), and Unknown's is
completely unique (Mokujin, however, emulates neither character, so...)).
For certain specific character (and/or costume) combinations, a team will
instead display a special team intro sequence. However, Mokujin has no
special team intro sequences, even when emulating a character who does.
Characters with two standard intro sequences (17): Bryan, Eddy/Tiger,
Gun Jack, Heihachi, Hwoarang, Jin, Julia, King, Kuma/Panda, Law, Lei,
Nina, Ogre, Paul, True Ogre, Xiaoyu, Yoshimitsu.
Characters with one standard intro sequence (16): Anna, Armor King,
Baek, Bruce, Devil/Angel, Ganryu, Jack-2, Jun, Kazuya, Kunimitsu, Lee,
Michelle, P.Jack, Roger/Alex, Wang, Unknown.
For those characters with two standard intro sequence actions, that
action can actually be selected, simply by holding down a button as the
stage loads:
button result
1 or 2 intro action 1
3 or 4 intro action 2
nothing random
Note, however, that the intro action can only be selected for the
foreground character; the background character appears to select one at
random.
If Mokujin is the foreground character for the first round of the
match, you can use his intro sequence action to identify which style he's
using. If Mokujin is the background character, however, the data is
meaningless, as he'll only choose a new style when he tags in...
II.3.B Match-initial actions
---------------------
Right before the beginning of the first round of each match (i.e.
after the team intro sequences), each foreground character will perform a
match-initial action. If Mokujin is your match-initial foreground
character, you can use these actions to identify which style he's using.
For those characters with two match-initial actions, that action can
actually be selected, simply by holding down a button as the match-initial
actions load:
button result
1 or 2 match-initial action 1
3 or 4 match-initial action 2
nothing random
Characters with two match-initial actions (17): (same as list in
"Team intro sequence" section, above)
Characters with one match-initial action (16): (same as list in "Team
intro sequence" section, above)
II.3.C Fighting stance
---------------
For rounds other than the first (as well as any time Mokujin tags
in), you don't get a match-initial action to view, so you'll have to
examine Mokujin's stance instead. Each of the 28 characters he emulates
has a unique ready stance (with the possible exception of Jack-2 and Gun
Jack, whose stances are almost (if not completely) identical), so if you
learn to recognize those, you'll be able to identify Mokujin's style at
times other than just match-initially.
II.3.D Other
-----
Attacks - If you're unable to identify Mokujin's style before the
round begins (or when he tags in), you may be able to identify him by what
attacks (including throws) he is able to do.
Win pose - If you failed to identify Mokujin's style during the
round, and yet still somehow won, you could try identifying his style (for
future reference, in order to help you identify that style the next time
you see it) by his win pose. Each character has up to four win poses,
which can be selected simply by holding down one of the four attack
buttons as the win pose loads (this command will be applied to both your
foreground and background character).
Characters with 4 win poses (19): Bryan, Eddy/Tiger, Gun Jack,
Heihachi, Hwoarang, Jack-2, Jin, Julia, King, Kuma/Panda, Law, Lei,
Michelle, Nina, Ogre, Paul, True Ogre, Xiaoyu, Yoshimitsu.
Characters with 3 win poses (3): Anna (1, 2/4, 3), Lee (1/3, 2, 4),
P.Jack (1/4, 2, 3), Xiaoyu 5P costume only (seifuku) (command 1 randomly
yields win2, win3, or win4).
Characters with 2 win poses (10) (commands: 1/3, 2/4): Armor King,
Baek, Bruce, Devil/Angel, Ganryu, Jun, Kazuya, Kunimitsu, Roger/Alex,
Wang.
Side note on win poses: The game seems to end the win pose scene once
*either* character (foreground or background) has completed his/her win
pose. So if one character has a shorter win pose than the other, the
longer win pose will get cut short...
Summary chart - Here's a chart showing how many match-initial actions
(note: the number of standard intro sequences is the same as the number of
match-initial actions in all cases) and win poses each character has:
(characters listed in the order they appear on the character select map,
left to right, top to bottom)
(characters Mokujin cannot emulate are marked with an asterisk (*))
Character Init. Win
Kunimitsu 1 2
Kazuya 1 2
Bruce 1 2
Kuma/Panda 2 4
Jack-2 1 4
Lee 1 3
Baek 1 2
Michelle 1 4
Armor King 1 2
Gun Jack 2 4
Anna 1 3
Bryan 2 4
Heihachi 2 4
Ganryu 1 2
Julia 2 4
Jun 1 2
Xiaoyu 2 4
*Xiaoyu 5P 2 3
Yoshimitsu 2 4
Nina 2 4
Law 2 4
Hwoarang 2 4
Eddy/Tiger 2 4
Paul 2 4
King 2 4
Lei 2 4
Jin 2 4
Wang 1 2
P.Jack 1 3
*Devil/Angel 1 2
*True Ogre 2 4
*Ogre 2 4
*Roger/Alex 1 2
*Unknown 1 76
II.4 Is there any difference between the normal and Mokujin versions
of a character?
Yes. While Mokujin has no extra (or disabled) moves, there are some
other differences.
Height - The Mokujin version of a character may be taller or shorter
than the normal version of that character. While in most cases, a slight
difference in height will not make any significant difference in how one
should play a particular style, in the more extreme cases (Kuma/Panda
style, for example), you probably will notice a difference in the
effectiveness of certain moves and combos.
Energy effects - Mokujin's energy effects will differ from those of
the character he's emulating. The energy effects for costume 1 (Tetsujin)
will be firework-like sparks, and the energy effects for the other three
costumes will be flurries of leaves (yes, leaves).
Side note: Interestingly, Mokujin's weight actually *changes*,
according to what style he's using! So when emulating the heavier
characters, he will weigh more, and when emulating the lighter characters,
he will weigh less. Keep this in mind if you're fighting against Mokujin,
as heavier characters are obviously harder to "juggle".
II.5 Can Mokujin use character-specific Tag moves?
Yes, but only when tagging out (i.e. going from foreground to
background), it seems.
So if you're playing with Mokujin and Julia, for example, if Mokujin
is using Michelle's style, you'll be able to do a Michelle-to-Julia tag
move (b+2, 5); but if Mokujin is in the background, you won't be able to
do a Julia-to-Michelle tag move.
Side note: If paired with Devil, Mokujin, when using Kazuya's style,
*will* actually use the special Kazuya-to-Devil transformation, when
tagging out.
---------------
III. Miscellany
---------------
III.1 Do you know of any Mokujin-related codes?
Just one.
Alternate hit sounds - Hold d/df/db on the d-pad/stick as a round
loads, and during that round, instead of the normal sounds when Mokujin
gets hit by (or blocks) attacks, an alternate set of sounds will be used.
Costume 1 (Tetsujin): "metallic" sounds
Costumes 2-4: "wooden" sounds
III.2 What are those marks on Mokujin's back?
(note: Tetsujin has no marks on his back; he just has a blank panel)
The character you see repeated on Mokujin's back is "sei" (can also
be read as "shou"), a Japanese character with a variety of contextual
meanings, including: true, just, correct, exact, original, and plus
(mathematical addition). "Sei" is a 5-stroke character, and is sometimes
used to keep track of an event-updated count, in much the same way as the
pattern of four vertical lines and a diagonal slash across them is used in
Western society.
Unfortunately, the panel on Mokujin's back is not as neat as it was
in Tekken 3 (PSX), so it's harder to make out the individual characters,
especially in the lower left corner (which is where the count ends). If
the count is the same as in Tekken 3, there are ten complete characters,
and one incomplete character (containing the first three strokes of "sei")
on Mokujin's back. Thus, the number represented on Mokujin's back would
be 53.
As far as what's being counted... I don't know. The number of
days/weeks/years Mokujin's been alive, perhaps?
III.3 So what's this I hear about a Gold Tetsujin?
Any Mokujin or Tetsujin will turn into a Gold Tetsujin when any one
of the following conditions has been fulfilled:
1) You have 10 victories against Challengers in Arcade Mode (the
number of challenge Wins will be shown in the lower left (P1) or
lower right (P2) corner of your screen; losing to any challenger
or CPU opponent will reset the count (to 0)).
2) You have 10 consecutive victories against CPU opponents during a
Survival Mode game (the number of survival Wins will be shown in
the lower left/right (P1/P2) corner of your screen).
3) You have 10 consecutive victories in Versus Mode (the number of
consecutive Wins will be shown in the lower left/right (P1/P2)
corner of your screen).
Notes: In Arcade Mode, if you have the "Character Change At Continue"
option set to "YES", as well as in Versus Mode (where you always get to
reselect your team, regardless of your game settings), you don't
necessarily have to use Mokujin to rack up your 10 challenge wins; once
you have 10 (or more) wins, any time you select Mokujin/Tetsujin, you'll
get Gold Tetsujin instead...
Gold Tetsujin will revert back to normal, once you lose to any CPU or
human opponent (which resets the win count to 0), or complete your Arcade
Mode game (and yes, if you finish Arcade Mode with Gold Tetsujin as your
primary character, you'll get him in your Arcade Mode ending). (note:
exception(s) in Arcade Mode; see Gold Tetsujin bugs section, below)
Gold Tetsujin looks just like Tetsujin, except that he's gold. And
yes, even the female Mokujins will turn into a (male) Gold Tetsujin. ^^;
Gold Tetsujin is considered to be a costume distinct from the standard
four Mokujin costumes, so you could actually consider it to be Mokujin's
5P costume (even though there's no way to directly select it). Gold
Tetsujin's portrait (versus screen, character select screen (Quick Select
version), and records), name (life bar, character select screen (written,
and announcer-spoken (if Quick Select = OFF)), and records), energy effect
(see "normal versus Mokujin version of a character" section of this
document), and special hit sounds (see "Mokujin codes" section of this
document) will be the same as Tetsujin's.
Side note: The fact that Mokujin turns into a Gold Tetsujin (and thus
is considered to be Tetsujin, for the purposes of records) after 10
victories in Survival Mode makes it impossible for Mokujin to appear on
your Survival Mode high score list, for any score of 10 or more victories.
III.3.A Gold Tetsujin-related bugs
--------------------------
Normal Tetsujin instead of Gold Tetsujin on character select screen:
Arcade Mode
Character Change At Continue = YES
Character Select Cursor = HOLD
Quick Select = OFF
If Gold Tetsujin is your secondary character, when you're challenged,
select the same primary character as before. The character model for your
secondary character will appear as normal Tetsujin (though he will still
be Gold Tetsujin during the match).
Mokujin-Tetsujin hybrid:
Arcade Mode (also works in 1 On 1 Mode, I think)
Character Change At Continue = NO
Quick Select = OFF (optional)
Instructions:
1) Select Mokujin (as either primary or secondary character) with
costume 2, 3, or 4 (i.e. not Tetsujin).
2) Defeat 10 challengers, and Mokujin will turn into Gold Tetsujin.
3) Lose to a CPU opponent, and then continue your game (note: Gold
Tetsujin will not revert to Mokujin at this point, even though he
should).
4) Interrupt the match (do not let Mokujin (Gold Tetsujin) win
against the CPU opponent you continued against) with a player
Challenge. This should activate the Moku-Tetsu hybrid.
Moku-Tetsu hybrid identifying qualities: The Moku-Tetsu hybrid's name
(life bar, character select screen), character select screen character
portrait (if Quick Select = ON), and versus screen character portrait will
be Mokujin, but the character model (character select screen (if Quick
Select = OFF), in-game) will be Gold Tetsujin.
The Moku-Tetsu hybrid will remain in play until you lose to a
challenger or your Arcade Mode game ends (i.e. lose to a CPU opponent and
don't continue, or complete Arcade Mode), or you earn 10 challenge
victories (after which the Moku-Tetsu hybrid will once again become Gold
Tetsujin).
Moku-Tetsu hybrid bugs:
a) Energy effect visual glitch: The Moku-Tetsu hybrid's energy effect
will be firework-like sparks eclipsed by large, black squares (this looks
quite odd; do a kiai-dame (press all four attack buttons at the same time
(note: holding down three, and then pressing the fourth will also work) to
easily view a character's energy effect). This is probably due to the
game getting confused as to whether the character is Mokujin or Tetsujin
(name is Mokujin, but model is Gold Tetsujin), who each have different
energy effects.
b) Special hit sounds: If the "special hit sounds" code is activated
for the Moku-Tetsu hybrid (see "Mokujin codes" section of this document),
instead of special hit sounds, there won't be any hit sounds at all (i.e.
only attack sounds, as if the character attacking the Moku-Tetsu hybrid
were missing completely) for the Moku-Tetsu hybrid. Again, this is
probably due to the game getting confused as to whether the character is
Mokujin or Tetsujin, who each have different special hit sounds.
c) Character select screen character name announcement: If the
Moku-Tetsu hybrid is your secondary character, instead of saying "Mokujin"
or "Tetsujin" when your team is auto-selected (after a challenge), the
announcer will say nothing at all. Again, the game probably gets confused
as to whether the character is Mokujin or Tetsujin...
d) After finishing Arcade Mode: Instead of the Moku-Tetsu hybrid,
your original Mokujin costume selection will be used for the match-winning
replays (for matches won with the Moku-Tetsu hybrid) and game ending (if
Mokujin was your primary character).
e) Costume conflict: The Moku-Tetsu hybrid will be considered to be
your original costume selection for the purposes of costume conflicts
(e.g. if you used costume 3 to activate the Moku-Tetsu hybrid, your
challenge opponent will not be able to select Mokujin's costume 3).
Moku-Tetsu hybrid notes:
Tetsu-Tetsu hybrid: If you start off with Tetsujin (costume 1)
instead of one of the Mokujin costumes, you won't get the Moku-Tetsu
hybrid, but a silver-gold Tetsujin hybrid instead. Since Gold Tetsujin
and Tetsujin have the same energy effect, special hit sounds, and name,
there will be no bugs associated with these things. However, at the end
of the game, for the match-winning replays and game ending, your original
costume selection (normal Tetsujin) will be used instead of Gold Tetsujin.
Similarly, the Tetsu-Tetsu hybrid's costume will be considered to be your
original selection (normal Tetsujin) for the purposes of costume
conflicts...
[side note: The Mokujin-Tetsujin hybrid apparently exists in the U/C
version of the game as well. Thanks to David Blake for testing this for
me.]
III.4 Is there a way to start a round with my secondary character?
Yes.
Just hold down button 5 (Change) while the round is loading, and for
that round, your secondary character will start in the foreground.
If your (human) opponent is good at recognizing Mokujin's
match-initial actions, and you're reasonably competent at recognizing
Mokujin's style from his stance, starting the first round with Mokujin in
the background can be advantageous.
III.5 How many styles can the game keep in memory?
As far as I can tell: 31.
I tested this in Practice Mode, in Versus Mode, and in an Arcade Mode
challenge, using a team of True Ogre and Roger versus a team of Mokujin
and Devil. Once the battle started, I ejected the CD (note: the game
doesn't crash when you do this, though the stage BGM (which I believe is
played directly from the disc) does stop; you can even remove the disc and
close the tray again, so as to avoid accidentally damaging your tray
and/or getting dust (or anything else) inside your system), and proceeded
to test how many styles Mokujin could call upon (tag Mokujin in, note what
style he's using, tag him out, tag him in, note what style he's using,
etc...). Mokujin had access to all 28 styles, and since True Ogre, Roger,
and Devil are all styles Mokujin doesn't use, that brought the total
number of styles in memory to 31!
In other words, the game can apparently hold in memory every style in
the game *except* one. If the game is in fact incapable of holding in
memory all 32 styles in the game, then perhaps the reason why Roger/Alex
style was removed from Mokujin's repertoire in the PS2 version of the game
(Mokujin can use Roger/Alex style in the arcade version) was simply to
prevent any case where 32 styles would be needed in a match...
--------------------
IV. Thanks and Stuff
--------------------
Thanks to:
David Blake
(
http://inconnu.isu.edu/~iamnothing/), for testing for the
Moku-Tetsu hybrid on the U/C version of the game.
(eof)