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Theatre Mode

Updated 05 Jul
To unlock this mode you have to complete Arcade mode with every fighter.

Moves List Heihachi

Updated 24 Jun
CONVENTIONS

f - tap forward
F - hold forward
b - tab back
B - hold back
u - tap up
U - hold up
d - tap down
D - hold down

d/f - tap down and forward
D/F - hold down and forward
d/b - tap down and back
D/B - hold down and back
u/f - tap up and forward
U/F - hold up and forward
u/b - tap down and back
U/B - hold up and back

QCF - quarter circle toward (d,d/f,f)
QCB - quarter circle back(d,d/b,d)
HCF - half circle toward (b,d/b,d,d/f,f)
HCB - half circle back (f,d/f,d,d/b,b)

left punch = lp rp = right punch
left kick = lk rk = right kick

FC------------ full crouch (must be in full crouching animation)
N------------- no direction pressed on the joystick (neutral)
WR------------ while running
WS------------ while rising
WJ------------ While jumping
SS------------ sidestep+ do moves on either side(s) together
~------------- immediately followed by...
<>------------- Denotes that move has optional extension
( or... )--------- Denotes "or" - used for optional commands
(f-throw)----- Forward throw
(s-throw)----- Side throw
(b-throw)----- Back throw

H ----- High
M ----- Medium
L ----- Low

f,f------------> Forward Dash
b,b------------> Backward Dash
b,b,b,N------------> Backflip (only some characters)
u,N------------> Axis Shift - Sidestep
d,N------------> Axis Shift - Sidestep
d+lp------------> Low Left Jab
d+rp------------> Low Right Jab
d/f+lp------------> Uppercut
d/f+rp------------> Uppercut (Juggles)
d+lk------------> Left Sweep
d+rk------------> Right Sweep
d/f+lk------------> Side Kick
d/f+rk------------> Front Kick
(u/b_u_u/f)------------> Jump
(u_u/f+rp)------------> Quick Pounce
f,f,f------------> Run
f,f,F------------> Shoulder Smash
WR+b------------> Stop Running
WR+lp+rp------------> Running Dive
WR+lk------------> Flying Side Kick
WR+rk------------> Sliding Leg Trip
lp+rp+lk+rk------------> Ki Power (raises block damage)
f+lp+lk or f+rp+rk-----> Reversal Break (Annoucer says "Chicken")
(must be done at the beginning of reversal animation)


Heihachi retrieved the Mishima Financial Empire by defeating his son.
Scheming to further develop the MFE, Heihachi organized "Tekken Force",
the MFE's private corps and dispatched them to settle disputes and brought
waste land under cultivation to feed the poor countries of the world to
gain support of leaders worldwide.

Fifteen years later, a secret excavation by the Tekken Forces in Central
American ruins unearths an unusual find. They were annihilated by a
mysterious being.

Heihachi realized that the mysterious being could be the legendary
God of Fighting, and took action to realize his life's goal, to capture the
God of Fighting and therefore rule the world.

One day, Heihachi was visited by a 15-year-old boy named Jin Kazama.
Being informed that Jin was his grandson and hearing what had happened
to his mother Jun, Heihachi reasoned that the God of Fighting thrives on
the "strong souls" of others. Heihachi trained Jin to use him as a decoy to
lure the God of Fighting.

In Jin's nineteenth year Heihachi declared to the world that the third
King of the Iron Fist Tournament was forthcoming. At the same time he
noticed that Jin, the youngest of Mishima bloodline, began to show the
same "dangerous power" as Kazuya had. Heihachi decided to dispose of
Jin after he lured the God of Fighting in order to end the doomed destiny
of the MFE.



catch copy - King of the Iron Fist
nationality - Japan (though the Japanese government denies it)
fighting style - Mishima Style Fighting Karate
age - 73
height - 5'9
weight - 181 lbs
blood type - B
occupation - Leader of Mishima Finacial Empire
hobby - Meditation, Bathing
likes - Ruling the world
dislikes - Nothing
stage - Temple Entry Room


T h r o w s

lp+lk Shockwave Neck Breaker (tap lp to escape)
rp+rk Mishima Powerbomb (tap rp to escape)
f,f+lp+rp Super Headbutt (tap lp+rp to escape)
f,f+lp+rk Mishima Power Headbutt (only on Heihachi/Jin/Paul
Lei and Kuma)
(tap lp+rp to escape
headbutt, lp or rp to
counter)
(sidestep left) lp+lk One-Hand Slam
(sidestep right) lp+lk Tile Splitter Throat Chop
(from behind) lp+lk Atomic Drop


S p e c i a l M o v e s

lp+rp Sanchin Double Palms
lp,rp,lp+rp Sanchin Exhale
ss+lp+rp Side Sanchin Double Palms
rp+lk+rk Lighting Taunt
lp,rp One-Two Punches
lp,rp,rp Devil Fists
lp,lp,rp Shining Fists Combo
B+rp Low Spinning Backfist (short stun on counterhit)
d/f+lp,rp Twin Pistons
f,f+rp Demon Godfist
f+rp Spinning Backfist
d/f+rk or ws+rk Standing Kick
f,f+lk Split Axe Kick (stuns on counterhit)
f,n,d,d/f+rp Wind Godfist
f,n,d,d/f+lp Thunder GodFist
f+rk Right Axe Kick
f+lp,b+rp,lp Jab---Low Spinning Backfist---Thunder GodFist
f+lp,b+rp,rk Jab---Low Spinning Backfist---Geta Kick
f,n,d,d/f+lk Geta Kick
f,n,d,D/F+lk Low Geta Kick
f,n,d,D/F+rk Hell Sweep
(ws) or f,n,d,d/f+rk,rk Double Axe Kick
(ws) or f,n,d,d/f+rk~n~rk Delayed Double Axe Kick (5 frames,look
under move analysis)
f,f,F+lk,{u/f+rk} Flying Geta Kick,Windmill
rk~lk Scissor Flip Kick
U/F+rk~lk Alternate Scissor Flip Kick
d+rk Geta Stomp
U/F+rp+rk Corpse Splitter
u/f+rk,rk Windmill Kicks
QCF+rp Death Fist
f+lp,b+rp,lp Demon Rush
d+lp Tile Splitter
d+lp,rp Tile Splitter----Death Fist
u/f+lk,rk Hunting Geta
b,b+lk+rk Shadow Step
f,N,d,D/F+rk,{rk},{rk} Hell Sweep
N+lp ---Thunder Godfist
N+rp ---Demon Godfist
N+rk,rk ---Axe Kicks


U n b l o c k a b l e

d+lp+rk Electric Tile Splitter


R e v e r s a l

f (or F) Heel Thrust Kick

Heihachi's reversal is automatic if he is counterattacked meaning you
do a special move and they try to counter attack you with a high or mid
kick. It is actually a counterattack to a counterattack. So it isn't
really catergorized as a "reversal". His reversal can only reverse high
right kicks. The easiest, safest way to see his reversal is to do a Wind
Godfist as the opponent is throwing a high level kick. If you are a
juggler and start alot of your juggles with the Wind Godfist most people
may try to kick you out of it. This is a good time to test out the reversal.
Heihachi will catch their foot over his shoulder, twist it (lightning
cracks), then do a heel push kick into their solar plexus. The only
thing is you take damage as well as your opponent. They take more
damage and you take less damage. The reversal is not very reliable.


T e n s t r i n g s

d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp,lp - Tenstring
d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp,rk - Tenstring
d/f+lk,rp,rp,rk,rk,lp,rp,lp,rp,lp - Tenstring
f,f,n,rp,lp,rp,rp,lk,rk,rk,lp,rp,lp - Tenstring


W i n n i n g S t a n c e s

To control the winning stances of your character after a match you must press
one of the four attack buttons right after your victory. You have like 1.5
seconds to choose a stance if you do it while the camera focuses only on your
character. Here are Heihachi's winning stances:

lp- Three guarded Zenkutsu Dachi steps
rp- Horse Stance, electrical surge
lk- Electric Tile Splitter
rk- Kneel Indian Style



-----------------------------------------------------------------------------


G e t t i n g H e i h a c h i

Heihachi becomes playable about 5 days after Bryan Fury becomes playable in
the Time Release scheme. His subboss is Jin and when you play against Ogre
and beat the first Ogre in the first round, instead of Ogre picking up
Heihachi during the little cinematic he picks up Jin.

-----------------------------------------------------------------------------


H e i h a c h i ' s G e a r

Heihachi has two outfits right now. The punch buttons give you his classic
baggy pants and no shirt. This time they are blue and grey with a traditional
kabuki type look.

The kicks give you his seconds outfit were he sports the pimp gear (Pimpachi).
He has a pair of white pants, white shoes, a white vest and black shirt with
a gold pendant (might be Michelle's pendant she was searching for in Tekken 2,
he could have taken it from Kazuya after he defeated him). Last but not least
he wears a maroon fur coat with white puffy cuffs and black gloves.

-----------------------------------------------------------------------------


C r o u c h D a s h i n g

&

D i a g o n a l s

To be successful with Heihachi you must know how to crouch dash and hit
diagonals consistently. If you have bad diagonals on the joysticks you are
playing on, your are in a whole heap of trouble. Heihachi relies on diagonal
motions in quite a few of his moves. The one movement that people ask me
about all the time is the hellsweeps. They say they can't do them or do them
sometimes. Well the way to do it is to; tap forward, return to neutral, then
immediately hit down, then roll to D/F and hold. After that tap either button,
in this situation it would be rk for the hellsweep(s). Crouch dashing is one
of Heihachi's best tools cause it can avoid high attacks very quickly and if
you need to gain ground but don't want to attack yet, you can crouch dash
forward and get inside of their defenses at lightning speed. If you need to
get back out quickly, you can just shadow step (b,b+lk+rk).

If you hold D/F while intiating crouch dashing moves like the uppercuts and
hellsweeps, you can cover more ground. Learning to delay is very important
because some harder juggles require delayed movements and delaying gains you
distance as well as ducking under high, mid, and some low, yes low attacks.
Examples of delayed juggles are:

ie. f,n,d,d/f+rp, lp, lp, lp, lp, f,n,d,d/f+rp

In order to get the last wind godfist to connect you MUST delay the crouch
dash for it by holding D/F for a little bit.

The difference in the alternate double axe kick motion and the hellsweep
motion is you have to hold D/F for the hellsweeps and tap d/f for the double
axe kicks at the end of the crouch dash motions. Heihachi cannot do a double
axe kick by tapping d/f+rk,rk. That was a mistake on my part. He can only do
ws+rk,rk or f,n,d,D/F+rk,rk. The crouch dash version is basically the same as
ws+rk,rk because Heihachi does the kick while standing (ws). The crouch dash
is just a way to get inside your opponents space quickly.

From the crouch dash you can do a wide range of techniques that can confuse
your opponent as to where it will hit. You can either do a thunder godfist,
hellsweep(s), wind godfist or the double axe kicks. If your opponent is
expecting a low attack you can hit with either the thunder godfist, the double
axe kicks or wind godfist, but if they are expecting something high you can
hellsweep then go into a thunder or demon godfist, or the double axe kicks.

-----------------------------------------------------------------------------


M o v e A n a l y s i s
(main-high priority moves)

I'm not gonna get way into detail about moves, but here are some of Heihachi's
high priority moves you should know a little about.


S a n c h i n D o u b l e P a l m s

This is a great combo breaker and is so quick it can be used in most
situations. Unlike a simple jab or kick to stop an oncoming opponent, the
Sanchin Double Palms inflicts twice as much damage as a normal jab or kick.
breathing movements and tension exurtions>


T w i n P i s t o n s

The Twin Pistons are one of Heihachi's main juggle starters and best moves.
It has good range and sets you up for a few more flashier juggle opportunities
then some of the other juggler starters. Damage is also a little less than
Tekken 2.


L o w S p i n n i n g B a c k f i s t

The low spinning backfist could only be seen in one of Heihachi's ten hits
from Tekken 2. Now it is a stand alone move and you can use it at will. It is
pretty fast for it's purpose which is to stun. It is a little slower than
Kazuya's stun. I've done some pretty combos from starting with the low
spinning backfist. You can find them just below this section under Juggles/
Combos.


H u n t i n g G e t a K i c k s

The Hunting Geta Kicks are identical to Baek and Hwoarang's Hunting Hawk
Kicks except there is only two kicks not three. The best time to use it is
when someone is recovering, you can run up to them if they are trying to
quick rise and pop em with a Hunting Geta. Also you can use them in some
juggle combos. There has been much debate over juggles that involve the
Hunting Geta Kicks some are skeptical that they even work now, but believe
you me they work. The most important thing is you need to start with a very
high juggle starter like the Twin Pistons or the Demon Godfist. As soon as
the uppercut hits I wait a split second then start the motions for the
Hunting Geta. If you start too late you will whiff just over their head when
they are hitting the ground. You have to do the move almost immediately
because of the speed characters land now. They land relatively quicker now,
not much quicker but enough to change your juggle timing. Timing is the
secret to your success here.


D o u b l e A x e K i c k s

The double axe kicks can be performed 2 ways. The first is simply tap rk,rk
after getting up from a crouch (ws)+rk,rk. The last is f,n,d,d/f+rk,rk. Each
do the same kick it is just a matter of preference. I generally do
f,n,d,d/f+rk,rk, but I do use the other one too. (ws)+rk,rk does do a little
more damage, but if you can't perform the crouching motion quick enough during
a juggle or a combo, try the (ws) version.
You can also delay the double axe kick 5 frames. I delayed a few times and
thought it was the cpu slowing down, cause Tekken 3 machines do slow down the
animation sometimes. I tried again at normal game speed and there it was....a
delayable double axe kick! It looks like a front kick that sticks out for a
second then the axe kick comes out a split second afterwards. The delay is
enough for you to notice.


H e l l s w e e p

The hellsweep is your best friend when playing as Heihachi. The only flaw with
the hellsweep is not the move but the fact that it can be low cancelled and is
a high priority move of Heihachi's arsenal. Too many hellsweeps can break you,
so use wisely. I mean don't be a one move wonder or try to do them constantly
because very good players will catch on fast and capitilize on the pattern.
Use them mainly in juggles, to start juggles, or to counter something. There
are alot of variations for the hellsweep so make up a variation that suits
you.


S h i n i n g F i s t s

The shining fist have been a high priority move for the Mishima's since
Tekken. These are good for defending in close quarters, but unfortunately
Heihachi can't delay them like Jin.


S t a n d i n g K i c k

The standing kick is very useful and has a basic maneuver that works well in
many of Heihachi's combos and juggles. Standing kicks are basic for everyone,
but the while standing version for
Heihachi is pretty tricky cause ws+rk,rk will more commonly come out instead
of the intended ws+rk. The best way to get only the only kick is to just
relax your fingers. It's hard to do while in a heated battle but if you have
the advantage practice the while standing version. The last and secong version
is d/f+rk. This version is alot easier to do. Either one will do, it's just
when doing it after a move that has you crouching while it's being executed,
like a hellsweep, it's more efficient to do the while standing (ws) version.


H e i h a c h i ' s U p p e r c u t s

The Wind, Thunder and Demon Godfist are Heihachi's power uppercuts. They are
quite damaging especially the last two and all look pretty cool in juggles.
The only one that is quite reliable is the Wind Godfist only because the
recovery is the best out of the three and you can juggle it quite easily with
other moves. The last two are just cannons. They are intended to inflict major
damage on counterhits and they do work well in juggles, but if you are just
starting they are sometimes tricky to time. One thing though is people pretty
much catch on to too many wind godist because they know you just want to
juggle so they start reversing and making juggling basically difficult if you
can't adjust. Mix up things and should should see better results. Maybe
instead of starting with a uppercut start with a hellsweep then use one of the
uppercuts as a juggle ender. Use your imagination and mix and match stuff. The
next section has juggles that should keep you occupied and uppercutting like
crazy.

------------------------------------------------------------------------------------------------



C o m p r e h e n s i v e J u g g l e s

I have decided to list only the best Heihachi juggles. You can experiment and come up with
your own variations, but I'll list the most damaging variations I've used.
This is the most massive Heihachi Juggle list compiled in one place.

Juggles for beginners on up.....

Juggler Starters:

f,f+rp
d/f+lp,rp
d/f+lp
(ws)+lp
f,n,d,d/f+rp
f,n,d,D/F+rk
u/f+lk,rk
f,f+lk


B e g i n n e r

- f,n,d,d/f+rp, lp, d/f+lp,rp (4 hits)
Wind Godfist, Left Jab, Twin Pistons

- d/f+lp,rp, lp, d/f+lp,rp (5 hits)
Twin Pistons, Left Jab, Twin Pistons


- f,n,d,d/f+rp, lp, lp, lp, QCF+rp (5 hits)
Wind Godfist, 3 Left Jabs, DeathFist

- f,n,d,d/f+rp, lp, lp,rp,lp+rp (5 hits)
Wind Godfist, Left Jab, 1,2 punches, Sanchin Exhale


I n t e r m e d i a t e

- lp+rp (non-blocking opponent), f,n,d,d/f+rk,rk,rk,n,rk,rk (6 hits)
Sanchin Double Palms, 3 Hellsweeps-Axe Kicks

- f,n,d,d/f+rp, lp, f,n,d,d/f+lp (3 hits)
Wind Godfist, Left Jab, Wind Godfist

- f,n,d,d/f+rp, lp, lp, f,n,d,d/f+rp (4 hits)
Wind Godfist, Left Jab, Left Jab, Wind Godfist

- f,n,d,d/f+rp, f,n,d,d/f+lp (2 hits)
Wind Godfist, Thunder Godfist

- f,n,d,d/f+rp, lp, f,n,d,d/f+lp (3 hits)
Wind Godfist, Left Jab, Thunder Godfist

- f,f+rp, lp,rp, f,f+rp (do on the big guys) (4 hits)
Demon Godfist, 1,2 punches, Demon Godfist

- f,f+rp, lp,rp, d/f+lp,rp (5 hits)
Demon Godfist, 1,2 punches, Twin Pistons


E x p e r t

- f,n,d,d/f+rp, lp, lp, lp, lp, f,n,d,d/f+rp (6 hits)
Delay the crouch dashing motion for the last Wind Godfist to
connect. Holding D/F will help gain more ground in the crouch dash.
Tougher than it looks!

- f,n,d,d/f+rp, lp, lp, lp, lp, qcf+rp (6 hits)
Same as above except different enders.

- f,f+rp, lp, u/f+lk,rk, f,n,d,D/F+rk,rk,lp (7 hits)
or f,f+rp, u/f+lk,rk, f,n,d,D/F+rk,rk,lp (6 hits) (a little easier, still
hard)

Demon Godfist, Left Jab, Hunting Geta, 2 Hellsweeps-Thunder Godfist
or
Demon Godfist, Hunting Geta, 2 Hellsweeps-Thunder Godfist

Extremely hard!! The stipulations on this combo are simple though.
First you can only start off with a Demon Godfist. Looks like no
other juggle starter will knock them high enough. Plus you have to hit
any non-blocking opponent. A counterhit will help, but all you really need
is to connect as far away as possible. You must do the left jab and
the Hunting Geta Kick as SOON as possible. If not the combo will prove to
be very frustrating and the Hunting Geta simply won't connect. It works on
everyone, not just big characters and it does 90-95% damage on the CPU. If
you stun them before hand (f,f+lk) the combo becomes 100% damage. Look for a
video of this juggle and other expert juggles on my website.


- f,f+rp, lp, f,n,d,d/f+lp, f,n,d,D/F+rk,rk,lp (6 hits)
Demon Godfist, Left Jab, Thunder Godfist, 2 Hellsweeps-Thunder Godfist

Tough!! You must get the jab as early as possible and do the first Thunder
Godfist as early as possible. Then as you are just about to land start the
motions for the hellsweeps (Joystick Buffer).

- f,n,d,D/F+rk,n,rk, f,n,d,d/f+rp, f,f+rp (4 hits)
1 Hellsweep-Standing front kick, Wind Godfist, Demon Godfist

Starting this combo is a pain because simply doing one hellsweep into a
standing kick is tough. You have to be carefull not to hit the right kick
button twice after you go neutral and pause after the hellsweep. It's just
hellsweep-standing kick. Do the Wind Godfist as SOON as possible and also
start the Demon Godfist as SOON as the Wind Godfist connects.

- f,f+rp, f,n,d,d/f+rp backturned - turnaround lp, f,n,d,D/F+rk,rk,lp (5 hits)
Demon Godfist, (early)Wind Godfist, turnaround left jab, 2 hellsweeps-
thundergodfist

- f,f+rp, lp,rp, f+lp, b+rp, lp (6 hits)
Demon Godfist, left-right punches, Demon Rush

- f,n,d,d/f+rp, f,n,d,d/f+rp, f,n,d,d/f+rp (3 hits)
Wind Godfist, Wind Godfist, Wind Godfist
I found this one to be easier if you get a counter on the
first one then immediately follow-up with the second, then
add a slight delay by hold D/F to the crouchdash before doing
the last Wind Godfist.

- f,n,d,d/f+rp, lp, lp, f,n,d,d/f+rk, d+lp (5 hit)
Wind Godfist, left jab, left jab, hellsweep, tile splitter
This one is a cool looking one that's not really that hard,
but shows some finesse. First try to get the jabs out early, but
not too fast. Then when you do the one hellsweep it should clip them
in a upbackwards sorta trajectory, but not too far. Then bust them with
a tile splitter.

- f,n,d,D/F+rk, ws+rk, d/f+lp, f,n,d,d/f+rp (4 hit)
Hellsweep, Standing kick, left uppercut, Wind Godfist
This one is real weird cause of the timing. I actually
got the hang of it just recently. What you do is do the
hellsweep from in close on a counterhit and make them land
head first. Then do the standing kick while recovering from
the hellsweep into a left uppercut immediately into a Wind Godfist.
Be careful not to hit rk twice during ws+rk, that's what makes this
combo an expert juggle. You might be able to do the d/f+rk version
of the standing kick, but that might make the combo a little harder
since ws+rk would be more effecient since you are going to rise after
hellsweeping.

- f,f+rp, u/f+lk,rk, dash d+rk (4 hits)
Demon Godfist, Hunting Getas, Geta Stomp

- f,n,d,D/F+rk,rk,n,rk, f,n,d,d/f+rp (4 hits)
2 Hellsweeps-Standing front kick, Wind Godfist

- f,f+rp, lp, f,n,d,D/F+rk,n,rk, f,f+rp (5 hit)
Generally I would say to only do this one on bigger
characters, but it does work on the regular size characters.
I experimented this one on smaller characters like Ling and it
works, but is quite difficult. Basically the combo is a close
quarters juggle. You should be in close the entire time so the
last Demon Godfist is sure to juggle.

- f,f+rp, lp, f,n,d,D/F+rk,rk,rp, f,n,d,D/F+rk (6 hits)
Demon Godfist, Left Jab, 2 Hellsweeps-Thunder Godfist, Hellsweep
This juggle ends with a anti-quickrise move, the Hellsweep. There
is a chance to avoid the last sweep but it's tough to do so if the
followup hellsweep is done at the correct time.

- f,N,d,D/F+rk,rk,rk,lp, f+lp,b+rp,lp (7 hit)
3 Hellsweeps-Thunder Godfist, Demon Rush
You must counterhit with the first hit to do this
cool combo.

- f,n,d,D/F+rk,n,rk, f+lp, b+rp, lp (5 hits)
1 Hellsweep-Standing kick, Demon Rush

- d/f+lp,rp, lp, f+lp, b+rp, lp (6 hits)
Twin Pistons, Left Jab, Demon Rush

- f,f+rp, lp, lp, f+lp, b+rp, lp (7 hits)
Demon Godfist, Left Jab, Left Jab, Demon Rush

- f,n,d,D/F+rk,rp, f,n,d,D/F+rk,rk,lp (6 hits)
1 Hellsweep-Thunder Godfist, 2 Hellsweeps-Thunder Godfist

- u/f+lk,rk, run in f,n,d,D/F+rk,rk,lp (5 hit)
Hunting Getas, dash forward 2 Hellsweeps-Thunder Godfist

here are a few more expert juggles...

f,N,d,D/F+rk,rk,rk,lp, lp,lp,rp (7 hit)
f,N,d,D/F+rk,rk,rk,lp, lp, qcf+rp (6 hit)
f,N,d,D/F+rk,rk,rk,lp, lp, d/f+lp,rp (7 hit)
f,N,d,D/F+rk,rk,rk,lp, lp, lp, f,n,d,d/f+rp (7 hit)


S t u n J u g g l e s

After much play, I have found that the low backfist isn't
that reliable for combos and is just plain impractical.
f,n,d,d/f+rk,rk,n,rk isn't a hellsweep, double axe
kick it's a hellsweep, neutral postion, standing front snap
kick. f,n,d,d/f+rk,rk,n,rk,rk is the hellsweep, axe kicks so be
carefull not to hit the rk twice after you go neutral.

- f,f+lk, f,f+rp, u/f+lk,rk, f,n,d,D/F+rk,rk,lp (7 hit)
100%!! Best Juggle to date
This one is the exact same as the first expert juggle.
This one just includes a stun to make the juggle 100%.
This one is very hard becuase you have to watch out against
people who know how to break stuns, because that will mess up
the combo totally. You have to hit with the Demon Godfist a certain
way in order to get the rest of the combo to work correctly. For the
Demon Godfist you must hit from as far away as possible like right at the
tip of their chin. That sets up the hunting getas to hit correctly. Next
it gets harder. You have to joystick buffer the hellsweeps while doing the
hunting getas. So when you are doing u/f+3,4 hold forward during the kicks
which looks something like this, u/f+3,f+4. When you land you have done 2
parts of the hellsweep (f,n) cause when you land you are in neutral. Now all
you do is d,d/f+4,4,1. That's alot to do but it is done quickly and looks
very cool.

- f,f+lk, f,n,d,d/f+rp, lp, lp, lp, lp, f,n,d,d/f+rp (7 hit)
Same as the earlier version above in the expert section, but stun beforehand.
It's still tough nothing has changed.

- f,f+lk, f,n,d,d/f+rp, lp, f+lp, b+rp, rp (6 hit)

- f,f+lk, f,n,d,D/F+rk,rk,n,rk, f,f+rp (6 hit)
Split Axe Kick (stun), 2 Hellsweeps-Standing kick, Demon Godfist

- f,f+lk, f,n,d,D/F+rk,n,rk, f,n,d,D/F+rk,rk,rp (7 hit)
Split Axe Kick (stun), 1 Hellsweeps-Standing kick, 2 Hellsweeps-Demon Godfist

- f,f+lk, f,n,d,D/F+rk,n,rk, f,n,d,D/F+rk,rk,lp (6 hit)
Split Axe Kick (stun), 1 Hellsweeps-Standing kick, 2 Hellsweeps-Thunder
Godfist

- f,f+lk, u/f+lk,rk, dash d+rk (4 hit)
Split Axe Kick (stun), Hunting Geta, Geta Stomp

- f,f+lk, u/f+lk,rk, f,n,d,D/F+rk,rk,n,rk,rk (7 hit)
Split Axe Kick (stun), Hunting Geta, dash 2 Hellsweeps-Double Axe kick


f,f+rp as your juggle ender for the next two juggles, these
are tough.>
f,f+lk, f,n,d,d/f+rp, f,n,d,D/F+rk,n,rk, f,n,d,d/f+rp, QCF+rp (6 hit)
Split Axe Kick (stun), Wind Godfist, 1 Hellsweep-Standing kick, Wind
Godfist~Deathfist

f,f+lk, f,n,d,d/f+rp, f,n,d,D/F+rk,n,rk, f,n,d,d/f+rp, f,f+rp (6 hit)
Split Axe Kick (stun), Wind Godfist, 1 Hellsweep-Standing kick, Wind
Godfist~Demon Godfist

and more stun combos...
f,f+lk, d/f+lp,rp, lp, f+lp,b+rp,lp (7 hit)
f,f+lk, f,n,d,D/F+rk,rp, f,n,d,D/F+rk,n,rk,rk (do on big guys) (6 hit)
f,f+lk, f,f+rp, lp, lp,rp,lp+rp (6 hit)
f,f+lk, f,n,d,d/f+rp, lp, f,n,d,D/F+rk,rk,lp (6 hits)
f,f+lk, f,n,d,D/F+rk,n,rk, f,n,d,D/F+rk,lp (5 hits)

------------------------------------------------------------------------------------------------


F l i p J u g g l e s

Since flip juggling has just become pretty popular in Tekken 3 and interest
is growing on the topic I have a few juggles to share. There aren't many now
but they are pretty hard and should keep some of you busy learning them.

Flip Juggle starters:

f,f+rp, (early) f,n,d,d/f+rp

- bt means backturned (ie. bt lp means turnaround left jab)
- Heihachi's flip juggle starter is f,f+rp, (early)f,n,d,d/f+rp


f,f+rp, (early)f,n,d,d/f+rp, bt lk, rk~lk
f,f+rp, (early)f,n,d,d/f+rp, bt lp, f,n,d,D/F+rk,rk,lp
f,f+rp, (early)f,n,d,d/f+rp, bt lp, qcf+rp, rk~lk
f,f+rp, (early)f,n,d,d/f+rp, bt lp, f,n,d,d/f+rp, rk~lk
f,f+rp, (early)f,n,d,d/f+rp, bt lp, d/f+lp,rp, rk~lk

Flip Kicks in these juggles are guaranteed becuase they land on their stomach
and you cannot quickrise from a face down position.

Heihachi's flip juggle starters are f,f+rp, (early) f,n,d,d/f+rp. It's both
of them one right after the other. The demon godfist then as soon as possible
a windgodfist. The opponent should flip over Heihachi's head careening belly
down then you will be on the opposite side you started the juggle with your
back turned. So if you started juggling on the right side (player 2) then you
would have to finish the juggle up on the left (player1).

-------------------------------------------------------------------------------------------------

O k i z e m e

After playing countless matches I have realized that okizeme is very helpful.
I find that combos are very effective and are the bread and butter Heihachi
along with his uppercuts and other countless combos. Here are some okizeme
combos that I use:

d+rk
f,n,d,D/F+rk,rk,rk,n,rk,rk
f,n,d,D/F+rk,rk,rp
f,n,d,D/F+rk,rk,lp
f,n,d,D/F+rk,rk,n,rk, f,n,d,d/f+rp
f,n,d,D/F+rk,rk,n,rk, QCF+rp
f,n,d,D/F+rk,rk,rk,rp
f,n,d,D/F+rk,rk,rk,lp, lp, qcf+rp
f,n,d,D/F+rk,rk,rk,lp, lp, f,n,d,d/f+rp
f,n,d,D/F+rk,rk,rk,lp, lp,lp,rp



------------------------------------------------------------------------------------------------


S h a d o w S t e p p i n g


Shadow Stepping is a move that is almost always neglected by Heihachi players.
The move is done my simply doing b,b+lk+rk. I want to elaborate a little on
the move because it can actually get Heihachi out of trouble at that moment
you need to run like a chicken, hehe. I'll list a few situations that the
shadow step can work for you.


S i t u a t i o n 1

- Opponent is on you like a monkey on a banana, heh

You can shadow step and open up a gap between the two of you. Also after
shadow stepping, you can do a quick demon godfist to maybe surprise them if
they follow you. A hellsweep or deathfist works well also after shadow
stepping a oncoming opponent.


S i t u a t i o n 2

- You are subject to low attacks or having trouble avoiding them.

Shadow stepping works well here too cause if you notice a certain pattern
forming you can calculate what they will do so you can dodge accordingly.


S i t u a t i o n 3

- Opponent is slamming buttons and you know you can beat them, but you
somehow constantly keep getting hit.

Dodging away with the shadow step is perfect here and gives you time to recoup
and figure out what you want to do next.


S i t u a t i o n 4

- Opponent keeps trying to juggle you.

If someone or the computer is constantly attemping to juggle, a well timed
shadow step into a immediate demon godfist will work very well.


S i t u a t i o n 5

- You get a hellsweep low cancelled

First off you should know who can low cancel so you will be aware of that when
fighting that character. Now the thing is when you are low cancelled you are
temporarly stunned for a split second or so, just enough to notice a split
second of vulnerabilty/confusion if you weren't expecting the low cancel. Now
what you do is the second you get low cancelled buffer the shadow step to get
away...fast! If you don't act fast you may get trapped in a bad situation.
Buffering the shadow step after a low cancel is simply done by holding down
rk, which is the kick that does the hellsweep and tapping b,b when you see the
cancel then immediately hit lk. Heihachi will recoup from the low cancel and
duck away running almost instantaniously and high tail it into the background,
hehe.

As you see those are a few common example of when to shadow step. There are
more situations, but those are the ones you'll probably encounter the most.

------------------------------------------------------------------------------------------------


J o y s t i c k B u f f e r i n g

Joystick Buffering allows you to do part of your next move while doing a move.
It's a somewhat complicated principle but here is a very good example for
Heihachi.

You can joystick buffer hellsweeps after hunting geta kicks (u/f+lk,rk) so
that the sweeps juggle instead of miss. What you do is hold forward during the
kicks which normally is done by doing u/f+lk,rk. Now all you do is u/f+lk,f+rk
, then the second you land do d,D/F+rk. The neutral postion is understood
because when you land you are in neutral for a split second. By holding
forward during the hunting getas you knock out having to do f,n for the
hellsweeps when you land. This makes juggling with hellsweep after the hunting
getas possible. You can finish off with any of the hellsweep varitaions. So
like u/f+lk,f+rk, d,D/F+rk,rk,lp [d,D/F+rk,n,rk.....d,D/F+rk,rk,rp....
d,D/F+rk,lp.....d,D/F+rk,rp.....d,D/F+rk,n,rk,rk, etc]

In review it would look like this u/f+lk,f+rk, [hellsweep variation]


------------------------------------------------------------------------------------------------


A g a i n s t t h e C P U

Okay I will explain this considering your machine is set to hard mode. If not
you could still use these techniques and do even better on the lower levels.
These are very simple minded strategies listed below just to show you a very
easy way to beat the game against cpu opponents.


Ling Xiaoyu - Ling is best in her "art of phoenix" stance. She goes into it
almost immediately most of the time. Approach her, do not back too far away
cause you will get the beat down of your life. She'll charge in and start
doing crazy juggles. The best thing to do is to do the twin pistons as soon as
she gets down in the art of phoenix and juggle with whatever you want. Also
you can do some hellsweep, demon godfist combos/juggles. Another way to get
her out of the stance is to do a tile splitter (d+lp).

Yoshimitsu - Yoshi has a solid defense so it is quite a chore to get a float
off on him so you can juggle. The best way to get started is to do constant
pecking at him. I generally poke at him until he decides to step up to me.
This usually leaves him open for juggle starters.

Nina/Anna - Nina is too aggresive. I like to juggle but another thing you can
do is overpower her with Heihachi's shining fist as she charges in. This
normally knocks her back pretty far. She will more than likely roll backwards
if you stand still. Don't move in at her after the shining fists cause she'll
trip you as she gets up. Just wait so she runs towards you, then just sidestep
whatever she does and combo with the twin pistons or wind godfist. You can
also try for a side grab. Nina will reverse you at the worst times so don't
overuse shining fists and whatnot, mix up things against her. Mix up your
techniques against everyone, cpu or human for that fact.

Forest Law - Law will track most sidestep attempts so use sparingly. I
generally interrupt him during his kicks and do the twin pistons or the
sanchin palms. If you do the sanchin palms, back off afterwards then rush in
and do the twin pistons or low spinning backfist if he attacks high after
getting up.

Paul - Paul is truely a pain on harder modes cause the cpu knows just how far
to stay back out of range and avoid attacks. If you rush in too quickly
without any thought of what to do, Paul will open a can of whoopass on you.
He will also do ten hits like you don't know how to block them. You do know
how to block them, right? The best way to put the slip on him is to play
defensely simultaneously playing offensively. Sounds hard, but what I mean is
if you mess up while attacking or Paul blocks, immediately get into that
defensive state of mind and attack again when he slips or messes up.

Eddy/Tiger - Eddy is plain pathetic. If you learn to block his techniques
your set. You can thrash him easy. One catch is you have to sneak inside of
his defense, getting in as close as possible while staying low and blocking
low or mid. If you get up from the crouch after moving in you might get popped
with his little backflip into the handstand spin kick. You can do (ws)+rp to
get a juggle and do whatever you want but the bottom line is if you move in
and get stumped on what to do you better think a little faster. I usually
poke him if this happens to me then try to juggle him.

Lei - I find that when Lei get's into any stance where most of his attacks
hit high, it is easy to sidestep and throw. This might be hard to get used to,
but I find that it is quite effective. Watch out though cause he doesn't fall
for it more than once or twice. He'll just switch stances then poke you
mercilessly and maybe do the rave kicks. To counter that get those twin
pistons ready for him any time during his stance changes. Also if you get
razor rushed alot you can ovverride them with the shining fists (lp,lp,rp).
The shining fist are a high priority move and are good when defending in close.

Hwoarang - He usually plays very good defense with a very penetrating offense.
I usually just try to beat him to the punch whenever I see him move. A good
way to get some space between the two of you so you can bust out with a
counterattack is the shadow step. If you run away and he tries chasing you,
do the twin pistons to stop him in his tracks and juggle him with whatever is
suitable. You can repeat or if that fails don't trade juggler launchers with
him like the Wind Godfist or Demon Godfist cause his kicks are a little bit
faster but one thing you can keep in mind is to switch up the range you attack
him with the juggler launchers. If you go low and wear him down with
simplistics then come up with d/f+rp or so that gives you more options to
follow up with instead of just doing Wind Godfist (it gets blocked), Wind
Godfist, etc.

Jin - Jin can be one of the easiest or one of the hardest to fend off. You can
deathfist him to death and get MC's (major counter) on him and kill him in 2-3
hits but if the cpu isn't up for that crap and blocks each any every one of
your deathfists you can then use the deathfist as a ploy then juggle him. The
way to do this is to deathfist, then if he blocks try to catch him off guard
with either the Demon Godfist or the Twin Pistons as he rushes in. Usually
a blocked deathfist will push them back a little bit as they block and it
spaces the two of you out about 2 character lengths. This give you room to
initiate a juggle starter or more or less a combo of some sort.

King - I play against King similar to Jin. Use the strategy above. Their
aggresiveness is very similar. If you get a person how just wants to multi
throw you should have them beat in no time. What you do is don't chance trying
to the intitial grab, instead duck and just as the grab is about to finish
whiffing, come up with a ws+rk,rk or ws+rk, f,n,d,D/F+rk into a juggle is cool
also. There is alot you can do against a missed grab. Just don't panic when
you see someone going for a multi. There are some all around good King players
who don't rely on multis, but they are hard to find.

Julia - Julia's main weakness is a missed or unneccessary earthquake stomp. Unneccessary I mean
just doing it at the wrong time. The cpu does this quite often. All I do is either do a headbutt
or some other throw. If not I either do a wind godfist as a quick juggle starter or do the split
axe kick which stuns on a MC (major counter). The timing is pretty stiff. You have to do it just
as she lands to get the stun, if you do it as she is getting her balance after landing it will
make her bounce instead and you can still juggle afterwards. Other things to look for is her
d+4,1, the low kick into the heaven cannon. If blocked it leaves Julia very vulnerable and you
do whatever afterwards like a juggle starter or throw.

Gun-Jack - He is also left vulnerable like Julia after a missed or unneccesary giant
foot stomp. Thats the move where he flies into the air then lands on you. You can follow
the same procedure as the one used against Julia. You can do tons of things to Gun-Jack
that you really couldn't do to the other characters because of his big size. There
are some awesome juggles that work alot easier on Gun-Jack, Ogre 2, and Kuma/Panda than
on someone like Law or Bryan, etc. One juggle that works easier on the bigger characters
is . This juggle works on others but
it is just a heck of alot easier to do against Gun-Jack, Kuma/Panda, and Ogre 2 cause they
are bigger. You can interrupt Gun-Jack during his best moves like the Cossack Kicks and the
arm swings. If you do you get instant counterhits. Play keep away and blast him with a juggle
starter when the right time for you comes.

Mokujin - Look to the character he is imitating for strategy on beating him.

Bryan - Bryan is one good turtler when played like one. Sidestepping is pretty hard
to do against him cause he will more than likely do a shin kick to stop you from
getting to his side. I just generally trade hits with him. This is just a thing
that I have found that works best, for me that is. Bryan is the only character
that can cause me pain in mere seconds. So the best bet is to try and do the sanchin
double palms to interrupt his combos, then as he rushes in, do a juggle starter
and juggle him.

Kuma/Panda - Kuma can be treated much like Gun-Jack. One good thing that you can do to both
Kuma and Gun-Jack is to sidestep their arm swings. They are fairly slow and easily
sidestepped and you can just grab afterwards. Also you can interrupt her moves with the
Sanchin Palms then rush her with a Demon Godfist which can let you tack on a few hellsweep
variations and hellsweep combos.

Heihachi - Heihachi is a sucker for sidesteps. Alot of the things the cpu Heihachi
relies on like the deathfist can be easily sidestepped. I just try to get a
MC on him as he tries doing anything either stunning him to setting him up for a
juggle or a combo.

Ogre 1 & 2 - Ogre is pretty easy for a boss against Heihachi. He usually falls
for things like hellsweeps which can lead to a Thunder Godfist or Demon Godfist.
You can also try the juggle that I listed under he Gun-Jack strategy. There
are a few more in the juggle section which is above under Juggles.

-----------------------------------------------------------------------------


D e f e n d i n g T a c k l e s

If someone tries to tackle you, you can escape before any damage is done if
you get caught in the tackle. It is simply done by pressing lp+rp just as
they get you going down. If done correctly you will roll over on top of them
and stand up in the advantage position. If you do get fully caught you can
escape the arm bar by pressing lp+rp, rp,rp,rp,rp. To esacpe leg locks lp+rp,
lp,lp,lp,lp. To block punches you must press the opposite button they start
off the punches with.


-----------------------------------------------------------------------------


C h i c k e n i n g


Chickening or reversing a reversal isn't really a forte of mine. Although I
do know the importance of knowing how to use it and when to use it. Heihachi
has some cool follow-ups that aren't necessarily guaranteed, but are good
moves to regain the offensive.

The easiest way to chicken is to buffer, so iff you can't or don't buffer
moves now is a good time to start. If you throw a left split axe kick (f,f+lk)
and know that the opponent will reverse it, hold down the lk while doing the
split axe kick and just tap f+lp. It's that easy! It would be vice versa for
any attack that can be reversed. If you throw a rp, hold it then if you get
reversed tap f+rk while still holding rp. Get the hang of it? Well here is a
run down:

To chicken if your opponent reverses a left arm or leg it's f+lp+lk, if it's
a right arm or leg it's f+rp+rk.

Here is a brief list of some more commonly reversed Heihachi moves:

d/f+rp
f,n,d,d/f+rp
f,n,d,d/f+lp
f,n,d,d/f+lk
f,f+lk
qcf+rp
d/f+lp,rp

There are probably more, but those are the most common. Also with ten strings
if you notice you keep getting reversed on a certain part of the string all
you do is hold that button down (buffer) and tap forward and the correlating
button. Say it's a right punch, hold down rp momentarily during the string
(not too long or you may have to stop the ten string) and if you think you'll
get reversed tap f+rk. The same goes for a left limb. Get it? Got it, good.


-----------------------------------------------------------------------------


t r i c k s, h i n t s, & t i p s


||free hits after the Tile Splitter Throat Chop||

You can get free hits after doing the right side throw because after Heihachi
chops them across the throat they roll over onto their stomach. From here you
can do a very quick dash backwards then a scissor flip kick. The reason you
have to dash back quickly is because you end up so close to them after the
throw and when you flip, you'll miss and take 5% damage yourself. You can also
get in a guaranteed geta stomp to the back of their head after the throw. Also
you can slip in a couple hellsweeps on them before they get up. So you can get
a free scissor flip kick, geta stomp, and a couple hellsweeps after the throw.

||free hits after the One Hand Slam||

You can also get free hits after the left side throw. Much the same as the
tile splitter throat chop. They end up on their stomach so can get a geta
stomp, hellsweeps, or a scissor flip kick done the same way as the one above
(quick dash backwards, then flip).

||No delay before Scissor Flip Kick||

If you hold U/F while doing the scissor flip kick, it will come out without
any delay or noticability. Plus it comes out a little bit quicker, so when
doing them in combos they will connect more often or if you even do it out
the blue you might be able to clip someone better because they may watch for
the delay, but with this method they may not see it coming without the delay
before it.


||crouch dashing prowess||

I must emphasize, when you play Heihachi or any of the other Mishima
characters, you have to get your crouch dashing skills down pat. Other than
the tips in the crouch dashing section, there are a couple more tricks than
anything.

//Stand still Split Axe Kick & Demon Godfist

You can do a Split Axe Kick and Demon Godfist that has no noticeable crouch
dash to it. What you do is, do a normal crouch dash, but hold D/F and roll
the joystick back to neutral then quickly hold forward and tap either lk for
the split axe kick or rp for the demon godfist. It takes practice, but if you
can do a stand still hellsweep that has no apparent crouch dash then use the
same principal here, but after the D/F hold forward and tap the desired
button, lk or rp.


||sidestepping Sanchin Palms||

You can do a sanchin double palm from a sidestep. The benefit from this is
just a mix up strategy for your sidestepping game. Instead of always
sidethrowing when you get the opportunity try a side sanchin double palm. You
can juggle afterwards and it is a different strategy you can include in your
own strategy. The best juggles after this move would be to a small hellsweep
juggle.


||Mishima Powerbomb||

You can get a free front kick in after this throw. After doing rp+rk tap
d/f+rk.


||Tips on leaving no breathing room||

If you are playing a opponent who starts turtling do the first two parts of
the Demon Rush. If they block or get hit by the second punch (low spinning
backfist) do the Twin Pistons. If they try anything else but block the Twin
Pistons will rip right through and totally connect setting you up for juggles.
Another thing you could try is do the first two parts of the Demon Rush, if
they block tap f,f,n,lp+lk or rp+rk for a throw. You have to dash because
there will be a little gap in between you and your opponent. You could even
do the super headbutt (f,f+lp+rp) if you wanted, because to break the move
you have to tap lp+rp changing up on the escape methods they would have to
use to get away.


||Crouch Dashing Sidestep Tips||

You can crouch dash from a sidestep. Nothing is different, it's just sidestep
and as the animation for the sidestep starts crouch dash. A good guessing
game trick you can do is, if you are a full screen apart from your opponent,
dash towards them. When you get just within their range, sidestep. If they
threw a attack and you successfully dodged it, you can get a counterhitting
crouch dash move. The best would be a Thunder Godfist. You can do any crouch
dashing move, but for damage do the Thunder Godfist. If you don't want to
use the Thunder Godfist and want to juggle then use the Wind Godfist or the
Demon Godfist, but use the crouch dashing trick for the Demon Godfist (look
above in this section at Crouch Dashing Prowess). You can also do a
sidestepping Sanchin Double Palm after doing the full screen trick, and
juggle or do whatever you want after the palms. Use all the options you can,
you'll be surprised at how much you can do.



S t r i n g C a n c e l s


You can cancel Heihachi's tenstrings at certain points and start new combos.

Here is one of his tenstrings d/f+lk,rp,rp,rk,rk,lp,rp,lp,rp,lp. Instead of
doing the tenth hit which is a Thunder Godfist, you can cancel the string at
the ninth hit which is a Demon Godfist and dash forwards and start a new
combo most preferrably a juggle. So instead of doing the regular string you
could do:

d/f+lk,rp,rp,rk,rk,lp,rp,lp,rp cancel here, dash forwards f,n,d,d/f+rk,rk,lp

Now you have made the combo a twelve hit instead of a ten. You could also do
things like a deathfist, twin pistons, hunting geta, wind godfist or a low
geta kick after cancelling the ninth hit in the above ten string.

For the strings that have the low spinning backfist as the ninth hit you can
cancel out the string and do a juggle.
An example for the tenstring d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp,rk would be:

d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp, cancel here, d/f+lp,rp, qcf+rp

Now all I did here was stopped at the ninth hit and turned started a new
combo which ended up being a juggle. You could also do:

d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp, cancel here, f,n,d,d/f+rp, f,n,d,d/f+lp
or
d/f+lk,rp,rp,rk,rk,lp,rk,lp,rp, cancel here, f,n,d,d/f+rp, lp, f,n,d,d/f+lp

As you can see instead of doing the same things over and over you can
compromise and incorporate different attacks into things you never thought
you could.


S t r i n g E x t e n s i o n s


Heihachi really doesn't have any string extensions because the last hit in
his tenstrings rock the opponent so hard they are too far out of range for
you to do anything else.
------------------------------------------------------------------------------------------------


T o u r n a m e n t F i g h t i n g


Most people know that I use Jin. I used to use him exclusively but in tournament
I would lean towards Heihachi. The main reason is he has more power in smaller
juggles than Jin. Jin gets his power from his juggles, but they are somewhat
harder. Both characters are skill characters. Characters like Paul and Nina
are tourney favorites beacuse their moves are not hard to do and don't rely on
diagonals. Jin, Heihachi and Julia rely on diagonals. If you have a messed up
controller and are playing in a top class tournament or any tournament your
doomed. I have gotten some high win streaks on bad controllers and buttons in
Tekken 2 using Kazuya, he used alot of diagonals but the reason was I had
more experience than the other guys and pulled off some lucky wins. In a
tournament don't take those chances if you know you want to use Heihachi, Jin,
Julia or anyone else who relies on diagonal motions, make sure the controllers
are working properly and the buttons don't stick or delay. If you can hear a
springing sound on the buttons and it seems to have slow reactions, tell the
arcade attendant to fix it. I forget what the little thing is called, but it's
a little device that makes contact with the buttons. If you lift up the
control panel and locate the buttons you'll see what I am talking about. If
the button(s) is having trouble contacting the device this should be taken
care of immediately.

Other than that I haven't played in a Tekken 3 tournament yet but really want
to. I don't know who I'd play, but probably almost anyone.

If you do pick Heihachi in tournament play use this strategy guide. If it
works for you, I'll try to find tons more things to help out in tournament
play.

Moves List Gun Jack

Updated 24 Jun
Conventions
-----------

G.Jack - Gun Jack (duuuh... )
d - down
u - up
f - forward
b - back
lowercase letters - tap stick
uppercase letters - hold stick
QCF - quarter circle forwards; circle stick from down to forward
QCB - quarter circle backwards; circle stick from down to back
HCF - half circle forwards; circle stick from back to forward
- high jump (hold up)
"/" - diagonal motion
"+" - at the same time
"~" - input second command immediately after first
"," - one after the other
"_" - or
"() and []" - optional input (or follow-up)
"#" - hold position before button is pressed
":" - slight pause (in tenstrings only)
N - neutral position
(WS) - while standing; return stick to standing position from crouch

1 - left punch 1 2
2 - right punch O O
3 - left kick O O
4 - right kick 3 4


-----------------------------------------------------------------------------
General Moves
-------------

d/f+1 - uppercut
d/f+2 - uppercut (juggles)
d/f+3 - side kick
d/f+4 - front kick
(WS)+2 - uppercut (juggles)
(WS)+3 - rising spin kick
(WS)+4 - rising front kick

f,f - dash forward
b,b - dash backwards
(u,N)_(d,N) - sidestep
1+2+3+4 - charge gives block damage and major counters
f+2+4 - right reversal escape
f+1+3 - left reversal escape
(u/b_u_u/f) - low jump
(U/B_U_U/F) - high jump
,(1_3_4) - jumping attack
+(1_3_4) - high jumping attacks
3 - landing sweep
4 - landing sidekick
(u_uf)+2 - quick pounce
U+2 - hard pounce
f,f,f - run
shoulder ram - more than half a screen away and opponent standing
stomp - more than half a screen away and opponent lying
tackle - less than half a screen away and opponent standing
2,1,2,1,2,1 - after mounted tackle
2+4 - tackle dodge during impact
d+1+2 - tackle reversal during fall
d+1_2 - tackle punch counter and kickoff (during mounted punch)
B - stop running
1+2 - flying cross chop
3+4 - head first dive


-----------------------------------------------------------------------------
Recovery Moves
--------------

any button (as soon as you hit ground) - quick-recover
D+1 - roll over
D+1+2 - "Get Up Punch"
1 - roll sideways
u - stand up
3 - rising sweep
4 - rising high kick
f - roll forwards
b - roll backwards

Recovery moves can also be chained together such as:
1,b,3 - roll sideways, then backwards, then get up with a sweep


-----------------------------------------------------------------------------
Special Moves
-------------

Throws: Front

Name{Escape} Motion Damage Comments

Body Slam{1} 1+3 35 from Ganryu
Lift Up Slam{2} 2+4 30
Piledriver{1+2} d/b,F+1+2 58
Backbreaker{2} QCB+2 45
Pyramid Driver{1} QCF+1 40
Catapult{2} D/F+2+4 30 juggles
Modified Catapult{2} d/f,D/F+2+4 30 juggles
Punishment Drop{1}, U/F+1+2, 33 from P.Jack
(Megaton Blast) (d,D/F+2) 60 from P.Jack
Slap Down{2} D/B+2+3 32 from P.Jack
Jaw Breaker{2} f,F+2+3 35 from Ganryu
Hell Press, D/F+1+3, 25 stuns if blocked
(Hammer) or (1+2) or 10
(Megaton Sweep) (b,d/b,d,D/F+1) 29?

Throws: Side, Back

Modified Death Shot{1} 1+3 or 2+4 40 left-side
Flipping Choke Slam{2} 1+3 or 2+4 40 right-side
Spinal Crush 1+3 30,40 back-side
Death Shot 2+4 70 back-side

Special Techniques:

Name Motion Hit Level Damage Comments

Hell Press d/f+1+3 M 20 missed throw attempt
Get Up Punch D+1+2 M 12 while lying
Hammer Combo 1,1,1 H,H,M 18,15,18
Punch Combo 2,1,2 H,M,M 12,21,20 juggles
Double Hammer1 1+2,1+2 M,M 21,22
Double Hammer2 (WS)+1+2,1+2 M,M 21,17
Fast Uppercut (WS)+1 M 20
Scissors, f,f+1+2, M 22
(Low Scissors) (1+2) or L 15
(Megaton Hit) (d/f+2) M 25
Palm Lift D#+1+2 L 21 from Ganryu
Low Scissors D#,d/f+1+2 L 21
Wild Swing D#,d/f+1,2,1,1 H,M,M,H 12,15,15,30
Hammer Rush 1, D#,d/f+2, M, 10,
(L_M_H ending) (D_D/F_F)+1 L_M_H 8_10_12
Hammer Rush 2 D#,d/f+2,1,2 M,M,M 15,10,15
Hammer Rush 3, D#,d/f+1,2, M,M, 15,12,
(L_M_H ending) (D_D/F_F)+1 L_M_H 8_15_12
Hammer Rush 4, D#+1,1,1,2, L,L,M,M, 10,8,12,
(L_M_H ending) (D_D/F_F)+1 L_M_H 8_15_12
Megaton Strike D#+1,2 L,M 10,25
Upper Rush 1 D/F+2,1,2, M,M,M, 15,10,15, juggles
(L_M_H ending) (D_D/F_F)+1 L_M_H 8_15_12
Upper Rush 2 D/F+1,2,1,2 M,M,M,M 15,12,15,12
Bravo Knuckle d+1+2 M 45 juggles
Megaton Sweep b,d/b,d,D/F+1 L 29
Megaton Blast b,d/b,d,D/F+2 M 40
Megaton Upper HCF,D/F+1 M 22 from P.Jack (juggles)
Palm Strike d/f+2+3 L 12 from Ganryu(juggles)
Sumo Stomp d+4 M? ? from Ganryu
Revolver D,d/b+1,1,1,2 L,L,L,M 18,25,25,40 P.Jack's "Machinegun"
Machinegun d/b+1,1,1, L,L,L, 15,15,15,
1,1,2 L,L,M 15,15,40
Cossack Dance D/B+3,4,3, L,L,L, 18,12,10,
4,3,4 L,L,L 12,12,12
Hip Press u/f+3+4 M 26
Head Slide f+3+4 M or L 25 from P.Jack (depends
on distance)
Sit Down, d+3+4, -- -- evasion move
(Hip Press) (3+4) M 26
(Roll B_F) (B_F) -- -- evasion move
(Sit Punches) (1,2,1,2) or L,L,L,L 10,10,10,10
(2,1,2,1) L,L,L,L 10,10,10,10

Unblockables:

Dark Cutter f+4~1 H 101 from P.Jack
Dive Bomber, 3+4, --
(Hopping Delay) (3+4),(3+4) -- 60 from P.Jack
Gigaton Punch (5x) HCF(5x)+1 M 20, unblockable
(40,60,80,199) after 3x

Tenstrings:

Motions Hit Level Damage

D+2:1:1:1::2:1::21::1+2:1+2 L,L,L,M,M,H,M,M,M,M ?
D+2:1:1:1::2:1::21::d+1+2:1+2 L,L,L,M,M,H,M,M,L,M ?
u/f+11:4::3::4::1::2::1:1+2:1+2 M,M,L,L,L,M,M,M,M,M ?
u/f+11:4::3::4::1::2::1:d+1+2:1+2 M,M,L,L,L,M,M,M,L,M ?

Note on Damage:

(from a post by -MG- on rgva)
"AFAIK the 'normal' damage settings are:
/100 in 1-player
/140 in 2-player

e.g. King's multi that ends in the rolling death cradle does 120
damage points total, which is why it will kill the CPU before it's
even finished, but a human opponent is left with a tiny amount of
energy."


-----------------------------------------------------------------------------
Move Analysis
-------------

Throws: General

Although you might have some trouble getting close enough to perform many of
his throws he seems to have better range than most characters (long arms) so
that helps. If you want to win, stick with the most damaging throws that
allow good follow-ups and require more than one button press to escape (i.e.
the Piledriver (d/b,f+1+2)). Don't use the same throw over and over again or
your opponent will catch on. However, if you're playing for fun (or against
the CPU), for the sake of variety, mix them up. He's got some of the most
painful and funniest throws in the game... not to mention a large abundance.

Throws: Specific

Hell Press (d/f+1+3) - G.Jack spreads himself out and falls right on top of
the opponent. Must be done up close.. if not G.Jack does not land on top of
the opponent and only does a little damage. Not a terribly good move because
it's slow (you'll probably get knocked out of it) and leaves you wide open if
you miss. But there are three good things about it. It stuns if blocked
thus retaliation by the attacker is not easy. Many times I would perform the
Hell Press, they would block it and be stunned, miss their window to counter,
which gave me enough time to get up and block (or even interrupt!) their
follow-up. The other good thing about it is that it is inescapable... his
only throw that cannot be escaped by a mere press of a button. Finally it's
good because of the follow-ups after a successful Hell Press (you landed
right on your opponent). You can press 1+2 (repeatedly as soon as you land
on top of them) for a painful double-handed face bash or b,d/b,d,D/F+1
after getting up to swipe their prone body. Both of these follow-ups do
great damage and make the Hell Press a worthwhile move to attempt every
once in a while. [Note: The Sumo Stomp and Dive Bomber after a successful
Hell Press are not guaranteed.]

Body Slam (1+3) and Lift Up Slam (2+4) - G.Jack picks 'em up and slams them
down. Your standard garden variety throws, not a lot of damage (30pts each),
not a lot of opportunity for a follow-up (the opponent can get up quickly)
but as easy to implement as it gets (press two buttons). Use wisely against
opponents that possess more than just a passing knowledge of throw escapes,
they only require one button press to get out. Their ease of use makes them
handy.

Backbreaker (QCB+2) and Pyramid Driver (QCF+1) - Painful throws that are
self-explanatory by their name. The opposite case of the two mentioned
above. These throws do nice damage, give a little opportunity for a follow-
up (depending on how "brain-dead" your opponent is, maybe a long time) and
are fairly easy to implement (one button press) with the exception of a
"slightly" complex stick motion (quarter-circle). I say "slightly" because
in the "heat of battle" these stick motions tend to get troublesome. This
is where your "Ryu" experience comes in handy. Watch out for those one
button escapes... mix up these throws for maximum effectiveness.

Catapult (D/F+2+4) and Modified Catapult (d/f,D/F+2+4) - G.Jack grabs the
opponent by the neck and launches them high into the sky. Spectacular to
watch but not terribly effective without a follow-up due to low damage and
one button escape. The Mod. Catapult is a true "juggle starter" so you can
add just about anything to it (see juggle section) but if you are having
serious troubles with diagonals, forget this one. Keep in mind for both
throws... the opponent is damaged (30pts) when he HITS the ground, not
before. Thus if you want to follow up the Mod. Catapult with 1+2,1+2 (Double
Hammer), wait for him to hit the ground. Otherwise you'll only get the
damage from the Double Hammer (approx. 40pts) and miss out on a possible
damage rating of approx. 70pts! This does require a little bit of timing to
pull off but once you get it down it'll be imprinted in your brain forever.
The Catapult is generally considered the "un-combo-able" one because the
opponent drifts too far away (in the air) for a follow-up but that's not
entirely true. For one thing you can add the Hip Press (u/f+3+4) to bring
damage up to 60 pts! Same damage as G.Jack's best throw, the Piledriver, but
much easier to implement (practice your diagonals, D/F and u/f). Beginners
take notice... this throw (plus follow-up) is a key basic move (see Basics
section).

Punishment Drop (U/F+1+2) plus follow-up, Megaton Blast (d,D/F+2) - G.Jack
picks up the squirming opponent by the neck and slams 'em into the ground.
Pretty much a useless throw on its own... mediocre damage, one button press
escape. But with the Megaton Blast follow-up it becomes a different story.
After G.Jack picks them up he doesn't throw 'em away, he nails them with his
version of Paul's "Deathfist" for a whopping 60pts of damage! I think that
the Catapult-Hip Press combo is better (easier to implement) but this one
still gets high regards for its damage. Another bonus is that the follow-up
is inescapable. If your opponent didn't escape the Punishment Drop then
you're all set to deliver serious pain.

Slap Down (D/B+2+3) - G.Jack grabs the opponent by the shoulders, pulls them
toward his chest and slams their face into the ground. Ouch! Nothing
particularly useful about this throw (low damage, one button press escape)
except that the opponent recovers slowly from this one. But not too slow. I
have yet to come up with a really good follow-up for this one but experience
has showed me that the average player tends to frantically mash buttons and
jerk the stick in a vain attempt to recover faster. By doing so they screw
up their timing and usually give me the opportunity to interrupt them. I'm
sure this tactic would not work ALL the time (depending on the player) so be
cautious with it. Unless you know your competition sucks.

Jaw Breaker (f,F+2+3) - G.Jack pushes upwards on the opponent's chin and
slams them backwards (and hard!) into the ground. Much like the Slap Down
(above), nothing to get really excited about but it has one *very* handy
facet. The initial motion of this throw is f,F which means that this throw
can be dash-buffered. You can dash in (f,f) and by pressing F+2+3
immediately throw (if within range). A very important throw for this reason
thus another key basic move.

Piledriver (d/b,f+1+2) - Pretty self-explanatory in description, I think it
should be called the Skull Cracker. His best throw IMO. Excellent damage
from one move (60pts), rarely escaped (requires two button presses), and
G.Jack's recovery is pretty good (for a possible follow-up). It's biggest
problem is the stick motion (d/b,f). This is not as easy a motion as it
looks to implement especially when the clock is ticking and you're low on
energy. Strictly a move for intermediates, beginners should stay away for
now. There are easier methods (see above) to take off 60pts of damage.

Both Side throws and Back throws - if you get the opportunity to use them...
go right ahead. You'll be glad you did. They are very damaging and painful
looking. Don't throw caution to the wind... make sure you're close enough to
perform these throws or you will eat an attack while you are grabbing air.
Don't forget that the side-throws are escapable and the back-throws aren't.
The Death Shot (2+4 from behind) is nice because it can set up the opponent
for a Shoulder Ram (if the throw doesn't kill them outright). If you are
attempting to side-throw your opponent by side-stepping be careful. You can
be left in a very vulnerable position. Side-stepping is dangerous, requires
timing, and is not recommended. For someone like Jin who can Tooth Fairy off
the sidestep you'd be a fool not to use it... but for G.Jack, don't bother.

Moves: General

In general you will find that his moves have range, power (duuuh), and some
are actually quite quick. Try to stick with these. Quite often the
execution of a move or string changes position (from standing to crouch) that
may allow the use of another move or string. It's good to be aware of this
as well. Also keep in mind which moves have poor recovery, slow execution,
complex stick/button motions, etc. and use them with caution or if you really
know what you're doing.

Moves: Specific

Get Up Punch (while lying press D+1+2) - While lying on his back G.Jack will
sit-up, swing his arms forward, and hit you (if you're close enough... range
of this move is short). Other than the fact that it is unique to G.Jack and
Kuma (I think) it is pretty forgettable. Not essential to your game-plan but
nice to mix up a fight with and handy if someone is trying to okizeme you to
death.

Hammer Combo (1,1,1) - G.Jack swipes high twice and then once at medium
level. If you want to lose matches, use this move. It can be ducked,
interrupted, blocked, reversed, and broken quite easily by just about anyone.
WAY too many people abuse this move when his best punch combo (called the
Punch Combo) is right under their noses. It's only redeeming factor is the
nice damage it causes (if all hits connect... not likely). Strictly a move
to use against complete idiots (or the CPU).

Punch Combo (2,1,2) - G.Jack shoots out a quick (high) jab with his right, an
unreverseable elbow (mid) with his left, and an uppercut (mid) that juggles
the opponent. Folks, they don't get much better than this. It does great
damage on its own, is a great juggle starter, the elbow is guaranteed to hit
if the jab connects, and it's totally under-used. It's only problems are:
The first hit is high (but it's quicker than the Hammer Combo) and the
uppercut comes out a bit slow after the elbow so it can be blocked even if
the elbow connects (not certain about this though). Otherwise this is a key
basic move. Something else that proves useful about this move is if you hold
"down" while performing this move you will end up in a crouched position
after the upper which allows you to use various moves from a crouch position
(Wild Swing, Megaton Strike, Hammer Rush, ten-strings, etc.). There are
other moves that do this as well (they are noted... more on this in
Intermediate section).

Double Hammer1 and 2 (1+2,1+2 and WS+1+2,1+2) - G.Jack clasps his fists
together and swings them twice in separate vertical motions depending on
which position you're in. Another bread and butter move. Nice damage, good
speed, easy to do... recovery is not too nice though. Still, these are key
basic moves. Don't abuse them though, your opponent will catch on and
reverse you (or at the very least block them and counter-attack). (1+2,1+2)
represent your basic juggle attacks (if you don't feel like using anything
more complicated) and (WS+1+2,1+2), when used in combination with other moves
(that hit low or mid), are really effective to keep your opponent guessing
what you will do from a crouched position (more on this in Intermediate
section). A single Hammer (1+2) is useful to: knock down an opponent that
starts his moves from too far away (set up a little okizeme) and to keep an
opponent down (if they flinch while on the ground in front of you this will
hit them back down).

Fast Uppercut (WS+1) - While standing G.Jack hits the opponent (mid) with his
left arm for a juggle. As far as juggles go this one is great because it
allows many follow-ups (as most juggle starters do). Unfortunately, G.Jack
seems to recover a bit slow from this move. Also, this move is effective for
its quick execution and the crouched "guessing game" it creates (see above).

Scissors (f,f+1+2) with follow-ups: Low Scissors (1+2) and Megaton Hit
(d/f+2) - Pretty self-explanatory move in description. Another key basic
move that's got it all. Great damage, changes levels (depending on
follow-up), quick, and can be dash-buffered. With the Scissors alone the
opponent is knocked down in front of you so you can set up a little okizeme.
Adding a Low Scissors or a Megaton Hit can confuse opponents because of the
level change (low/mid) and throw off their timing (the Megaton Hit is a bit
slower than the Low Scissors). Mix up these two to really frustrate your
opponent but don't overuse them or your opponent will block them and counter-
attack. It's easy for your opponent to counter-attack after you use the Low
Scissors (if blocked) but the Megaton Hit seems to push them back a bit so
retaliation is not as easy (unless they reverse the Megaton Hit). That's why
mixing up these moves is essential to an opponent with a fair degree of
skill.

Palm Lift (D#+1+2) - While crouching G.Jack will swipe with both arms in an
upward motion. Another key basic move. This one hits low, nice damage, easy
to implement, fairly quick, knocks the opponent far away (if it's not
blocked... this sets up a Shoulder Ram), and creates that "guessing game" I
was talking about earlier. Use this in combination with other low and mid
hitting moves for maximum effect. Recovery is pretty ugly though (if
blocked) so use in moderation.

Low Scissors (D#,d/f+1+2) - Same as Low Scissors above except this is a "move
on its own". Not much need to bother with this one. Stick with the Palm
Lift because the Low Scissors is not easier to implement, not quicker, does
not knock a blocked opponent far away, and tends to miss where most low
attacks don't. Do you need any more reasons to forego this move?

Bravo Knuckle (d+1+2) - G.Jack clasps his fists together, hunkers down, and
jumps up a little swinging his arms in a powerful upward motion. This is
G.Jack's most powerful non-counterhit attack and it is a juggle starter. As
far as juggle starters go this is one of his best because it is so easy to do
and the damage is rather huge. Its problems lie in its recovery... slow. If
you whiff this hit or are blocked prepare to be hurt. The slow recovery also
affects the number of follow-ups you can do after it. Use this move
carefully. As an added bonus, the initial motion of the move has G.Jack
"hunkering down". This ducks under many high attacks which is quite good.
Another key basic move but not to be overused.

Megaton Sweep (b/d/b,d,D/F+1) - G.Jack swipes low with one fist in a powerful
motion. His momentum spins him right around and back to his original
position while the opponent (if hit) goes flailing off like a leaf on a
breezy day. This is a nice move but not one beginners should attempt to
undertake at all times. First off, it's stick motion is complex. You really
have to have a good "feel" for the sticks to nail this move 100%. Second,
although it comes out fairly quick it is hampered by long recovery. If you
whiff this move you're in big trouble. If it's blocked, you'll eat less
damage then a whiff if you're lucky. Third, it doesn't have the greatest
reach (not like Law's Dragon Sweep... a move that is much easier to
implement). It does catch many opponents off-guard who mis-judge the reach
of it however. So what's good about this move? It's great as a follow-up...
throws, juggles, after a knockdown... even I was surprised by the many ways I
could implement this move. A simple dash back into an immediate Megaton
Sweep does wonders. If you don't abuse this move too often most people will
not block low when the motion of the move initiates... they will use a
standing block to protect themselves from, what they think is, a Megaton
Blast (b,d/b,d,D/F+2) which hits mid. Mix these up. This move is also an
example of "hold down during move, end up in crouched position" which allows
you to use crouch moves (G.Jack has many) right away and to avoid high
retaliations from an opponent that has blocked or evaded your attack.

Megaton Blast (b,d/b,d,D/F+2) - G.Jack crouches slightly (like the Megaton
Sweep), leans forward and shoots out a straight right (mid) that pummels the
opponent for awesome damage. As a counter-hit I believe this is his most
powerful move. As a regular move however the Bravo Knuckle inches ahead of
it. This move compliments the Megaton Sweep as it hits low and the Blast
hits mid. Careful use of both of these moves can seriously damage your
opponent. However, the Blast suffers from the same problems as the Sweep.
Complex stick motion (same as Sweep), not the greatest reach (it should be
noted that the reach is better than the Sweep. However when I say "bad"
reach I mean compared to other characters that have a similar move (i.e. the
Deathfist). G.Jack can not crouch-dash for reach like the Deathfist can.),
and a long recovery (although a blocking opponent is pushed back a fair
distance). This move also has the good aspect of the Sweep... "hold down for
immediate crouch". As I mentioned for the Sweep, mix these up.

Megaton Upper (HCF,D/F+1) - I only discovered this move a short while ago (on
a moves list) and even then, I'm not sure if G.Jack has it in his arsenal
(haven't tried it yet myself). Assuming he does have it I'll say this about
it (with reference to P.Jack from TK2). The good: it's a juggle starter, it
launches the opponent high into the air (allow more follow-ups). The bad:
Long execution time (your opponent will see this coming). The ugly:
G.Jack's most complex and longest stick motion (ignoring unblockables for a
moment). I can't imagine how anyone can regularly get this move off 100%
when they want it in the "heat of battle" and on joysticks that are possibly
screwy due to mashers. You'd have a hard time to convince me to use this
one regularly.

Palm Strike (d/f+2+3) - G.Jack pulls back his right hand and hits their
ankles? feet?... with the palm of his hand (low). Although this move is a
tad slow to execute you save time with the simple motion (assuming you can
hit your diagonals... easier said than done, I know). It hits low to knock
the opponent down (right in front of you) for minimal damage but nice follow-
up possibilities. I like this move alot to keep opponents on their toes (or
blocking low) but I can't recommend it to beginners because its range is not
the greatest and it is not a move done from a crouch. You must be standing
up. Standing up in front of your opponent with a weak, slightly slow, low
range move is not a good thing for beginners. Stick to the Palm Lift for
now. This move also encompasses the "hold down for immediate crouch".

Sumo Stomp (d+4) - Pretty self-explanatory in description. Don't use this
move... it's the slowest move in his arsenal with pathetic range. The fact
that the damage is nice makes no difference. Any brain-dead, cracked-up,
half-assed dork can still back-out from this move. The only way this move
will hit anyone is in a juggle... and it has to be a HIGH juggle (like Mod.
Catapult or Megaton Upper).

Machinegun (d/b+1,1,1,1,1,2) - G.Jack pulls back his right hand, jabs a few
times with his left and then unleashes the right. Another useless move,
overused by beginners, and easily destroyed. The range on the left jab(s)
is really bad. You might get the first one to connect but forget about the
rest. Anyone that sees this coming gets out of the way and prepares to
retaliate unless you're playing against a total newbie to the game in which
case the right hand hits them. After that you'll be hard pressed to hit him
again with the same move. You don't have to unleash all five jabs to get the
blast though. Only three. Whoopty-doo... this does little to help this
pathetic move. The only redeeming factor about this one is the first jab.
It's quick, does more damage than a regular jab, so I use it in juggles every
so often. That's it.

Cossack Dance (D/B+3,4,3,4,3,4) - G.Jack assumes a "Russian Dance" as he
kicks out six times. Same as above. No range, overused, easily destroyed,
first hit comes out quick and does surprisingly good damage (therefore use in
a juggle or on a fallen opponent close to you every once in a while). Need I
say more? Well, I'll say this much. It moves forward and I've played
against plenty of newbies that ate the whole thing (it's quite damaging) so I
guess it serves some purpose.

Punch Rush's from a crouched or standing position - He's got nine altogether,
seventeen if you count different endings (low/mid/high). Many of them are
the same and aren't terribly useful due to slowness and low damage. Let's
look them over quickly:

Revolver (D,d/b+1,1,1,2) - This is P.Jack's version of the Machinegun. He
stands more upright, the range is shorter, and his hand wobbles a bit.
Although this is G.Jack's most damaging string it is hampered by poor range
and a more complicated stick motion (than the regular Machinegun). Even
more useless than Machinegun.

Wild Swing (D#,d/f+1,2,1,1) - G.Jack swings his arms forward in an awkward
motion (three times). The final hit is a high backfist. I like this one for
its forward motion and speed. What I don't like about it is that it starts
high and that the backfist is usually blocked, ducked, or reversed. Stick
with the three windmill punches and remember that they stun if blocked. Can
be useful.

Hammer Rush 1,(L_M_H ending) (D#,d/f+2,(D_D/F_F)+1) and Hammer Rush 2
(D#,d/f+2,1,2) and Hammer Rush 3,(L_M_H ending) (D#,d/f+1,2,(D_D/F_F)+1) -
All three of these are pretty much identical looking and pretty much useless.
They're slow, they don't stun if blocked, they don't juggle, they don't
damage much, they are reversed easily (but not easy to reversal-break because
it's hard to tell which punch was reversed since they all look the same).
Their only redeeming quality is the level change at the end... but this
exists on better Rush's like Hammer Rush 4 and Upper Rush 1.

Hammer Rush 4,(L_M_H ending) (D#+1,1,1,2,(D_D/F_F)+1) and Megaton Strike
(D#+1,2) - Here are two key basic moves. Hammer Rush 4 hits low twice than
mid twice followed by your choice of high/mid/low. In Tekken 2 it was good
to use on its own and it still is in Tekken 3. But with the existence of
low-breaks in Tekken 3 its effectiveness has been reduced. That is why it
is best to use this Rush in juggles and in combination with the Megaton
Strike. The Megaton Strike hits low once and follows up with a right hand
Megaton Blast that hits mid. Two very useful moves that compliment each
other well. The Megaton Strike is an excellent little two-hitter in juggles
as well.

Upper Rush 1,(L_M_H ending) (D/F+2,1,2,(D_D/F_F)+1) and Upper Rush 2
(D/F+1,2,1,2) - Although these Rush's look the same at first glance there is
an important difference. Rush 1 juggles (first hit), hits mid three times
with your choice of low/mid/high for the final hit (not all hits connect if
the juggle connects though). Rush 2 hits four times mid, no juggle. Guess
which one is a key basic move? Rush 1!! As a bonus Rush 1 (and 2) are good
because they are the only of all the Rush's (includes Hammer Rush's) to be
initiated from a standing position. As a matter of fact I use the first move
(or two) of Rush 1 as a juggle starter and add various follow-ups to increase
damage (among other things).

Hip Press (u/f+3+4) - G.Jack hops forward, landing on his butt, and somehow
hitting his opponent (mid). A useful follow-up move for knock-downs and
juggles but easy to get hit out of and very dangerous if whiffed. A key
basic move that you have to know when to use it and when not to. If you hold
back or forward you will roll (slowly) in that direction. If you press
(1,2,1,2) or (2,1,2,1) when he lands you will scoot your butt along the
ground and punch the kneecaps of the opponent (if within range). You can
follow the sitting punches up with a roll back or roll forward as well.

Sit Down (d+3+4) - G.Jack drops to his butt. As a means of evasion this will
"duck" high attacks... but there are better ways to do this (simply press d+2
or d+1). If (3+4) is pressed again G.Jack will hop into the Hip Press (same
as above). If you hold down after the Sit Down you will stay down, if you
don't you will get up. Once seated you can roll back or forward and/or use
Sit Punches (same as above). It's not likely you'll find too much use for
these moves but they do contribute to confusing your opponent. In higher
levels of play, moves like these would be suicide. If all four Sitting
Punches connect that's 40pts of damage, a nice chunk of a lifebar, but they
are easily blocked or evaded and then punished. Don't abuse this.

Head Slide (f+3+4) - G.Jack dives forward knocking down his unblocked
opponent (low at far range and mid at shorter range). I want to like this
move but it's awfully dangerous. After the dive, G.Jack simply takes forever
to get back up. Damage is not too bad but it's not worth it to use this move
unless your opponent has little energy (end the round with this move). It's
execution is fast though. It's not likely that many people will be able to
see this one coming. I have found the correct distance to use this move if
you are not using it to end the match with. It's at a "middle" distance
(hard to describe). At this distance the opponent is knocked down and AWAY
from you. From long and short range the opponent falls too closely to you
and can retaliate. If you own a Sony PlayStation with Tekken 2, pick P.Jack
and find this distance I'm talking about (in practice mode) and you'll see
what I mean.

Unblockables:

Dark Cutter (f+4~1) - Sparks fly around G.Jack's upper body as he takes a few
steps forward and seemingly makes a weak tap down with the palm of his hand.
Seemingly weak... in actuality this move takes off about 90% of a lifebar.
Pretty easy to see coming so don't expect to hit with this often.

Dive Bomber (3+4,[3+4],[3+4]) - G.Jack takes off into the air and then lands
with tremendous force. Pressing (3+4) a couple more times extends your
flight (he "hops" in the air) for a bit more distance. Good luck trying to
get this one to connect. It's only guaranteed (one press of 3+4) after a
Hell Press as far as I can tell. If you miss the opponent two things can
happen: 1) you'll land in front of the opponent without time to recover so
you'll get destroyed and 2) you'll land behind the opponent and get destroyed
even worse (by a throw, ten-string you can't break out of, etc.). Just don't
use this move (except after a Hell Press).

Gigaton Punch (HCF+1) - G.Jack "winds up" his arm and lets it loose. You can
wind up this move 5 times if you don't press the punch button and continue
rotating the stick. After 3 times the punch is unblockable with the fifth
wind up meaning instant death. This move is useless to say the least. It
wouldn't be so bad if the initial punch (after one wind up) did more damage.
As it stands this move is completely useless to use and shouldn't be
attempted unless you're completely bored out of your mind.

Tenstrings:

(D+2:1:1:1::2:1::21::1+2:1+2) and (D+2:1:1:1::2:1::21::d+1+2:1+2) - Not bad
as far as ten-strings go. The first three hits are low so be aware that your
opponent may use a low counter. After that all the opponent has to do is
stand still and block the rest (all mid with one high attack). That's why
it's good to mix these up because the second last hit of the second ten-
string hits low and usually surprises your opponent. If they're blocked
you're in trouble. The first ten-string ends with a Double Hammer and the
second ten-string ends with a Bravo Knuckle. Both of these endings leave you
open to counter-attack. I've used these strings after a juggle with some
success.

(u/f+11:4::3::4::1::2::1:1+2:1+2) and (u/f+11:4::3::4::1::2::1:d+1+2:1+2) -
Forget these two and use the first two. Why? To start these strings you
have to hop forward. To start the first two strings you just have to hold
down (which gets you under high attacks and sets you up for all the low moves
that G.Jack has). I always get knocked out of the hop (by good players, bad
players, CPU, whatever...). As with the first two, they can be mixed up (one
has a low hit the other hits mid) and end the same way (Double Hammer for
one, Bravo Knuckle for the other).


-----------------------------------------------------------------------------
Combos: Juggles, Misc.
----------------------

This is one of my favorite aspects of the Tekken series and G.Jack is no
slouch when it comes to juggling. He may not be able hit you 5 or 6 times in
the air like Nina can but his power and simplistic moves make up for it.
Many of his juggle combos require 2-3 moves (4 at most!) and do excellent
damage. Did I mention variety.. yep, he has some, so you won't get bored too
quickly experimenting with his juggles. Keep in mind that some of his
juggles (listed below) are not guaranteed and not all hits connect.

Juggle Starters:

The obvious place to begin. His juggle starters are the most interesting of
Tekken 3 because of their variety IMO. They are:

Catapult (throw) (D/F+2+4) - juggles high and away from you (does no damage
on its own until opponent hits ground).
Modified Catapult (throw) (d/f,D/F+2+4) - juggles high and closer to you
(does no damage on its own until
opponent hits ground).
Megaton Upper (HCF,D/F+1) - juggles high.
Bravo Knuckle (d+1+2) - juggles mid height, most damaging and close.
Fast Uppercut (WS+1) - juggles mid and away from you.
Reverse Hammer (WS+1+2) - juggles low and close.
"While-Standing" Uppercut (WS+2) - juggles low and away.
Punch Combo (2,1,2) - last hit juggles low and close.
Upper Rush 1 (L_M_H ending) (D/F+2,1,2,(D_D/F_F)+1) - first hit juggles low
and away.
Palm Strike (d/f+2+3) - not a juggle in the strictest sense of the word, but
this move knocks the opponent down in front of you
where you can follow-up a bit before (or while) they
hit the ground.

Juggle Enders:

Almost every juggle can be ended with a Hip Press (u/f+3+4) or a Head Slide
(f+3+4) with the Hip Press doing more damage, quicker recovery, but having
less range. At close range an effective ender is one Cossack Kick (D/B+3)
and at mid range the Megaton Sweep (b,d/b,d,D/F+1) is quite good. Both deal
a great amount of damage if they connect. However, these enders are not
always guaranteed and should be used with caution (especially the Head
Slide because of its poor recovery). Experiment with them.

Juggle Combos: Simple:

These combos are a "must" for beginners. They are easy to do (relatively)
and range from fair to excellent damage.

D/F+2+4,
(Note: time these moves to hit upon opponent's impact to ground)
u/f+3+4
f+3+4

d+1+2,
U+2(pounce)
u/f+3+4
1+2,1+2
1+2, u/f+3+4
D#+1, D+1,2
D#+2, D+1,2

(WS)+1,
1+2,1+2
1+2, u/f+3+4
f+2, 1+2,1+2
D#+1,1,1,2,D+1
D#+1,2
D#+1, D+1,2
D#+2, D+1,2

(WS)+1+2,
u/f+3+4
D#+1, D+1,2
D#+2, D+1,2

2,1,2,
1+2,1+2
D#+1,1,1,2,D+1
D#+1,2

(WS)+2
D/F+2,[1],[2],
D#+1,2
u/f+3+4
1+2,1+2
D#+1,1,1,2,D+1
f+2, D#+1,2

d/f+2+3,
D#+1,1,1,2,D+1
D#+1,2

Juggle Combos: Difficult:

These combos are a bit more complex than the ones above because they usually
require a little bit of timing and/or more complex motions. Practice makes
perfect, right?

d/f,D/F+2+4,
(Note: Use any moves you wish... but you have to time moves (below) to hit
upon opponent's impact to ground if you want to get the damage from the
Catapult (30pts))
d+4
d+1+2
u/f+3+4
f+3+4
D#+1,2
b,d/b,d,D/F+1
b,d/b,d,D/F+2
D+1+2
D,d/f+1+2

HCF,D/F+1,
1,1, u/f+3+4
d+1+2
f+2, d/f+1+3
1+2,1+2
(WS)+1+2,1+2
u/f+3+4
b,d/b,d,D/F+1
b,d/b,d,D/F+2,
d+4
f+2, 1+2,1+2
D#+1,1,1,2,D+1
D#,d/f+1,2,1
D#,D/F+(1,2,1)_(2,1,2)
3, u/f+3+4
f+2, f+2, f+3+4
D+2,1,1,1,2,1,2,1,1+2,1+2 (tenstring)

d+1+2
b,d/b,d,D/F+1
D#+4, D#+1,2
d/b+1, D#+1,2
f+2, d/f+1+3
D#+2, (WS)+1
D#+1, (WS)+3
1+2, b,d/b,d,D/F+1
1+2,1+2, b,d/b,d,D/F+1
D/B+3,4,3
D/B+3, b,d/b,d,D/F+1

(WS)+1,
f+2, f+2, u/f+3+4
f+2, f,f+1+2,1+2
2, b,d/b,d,D/F+1
D#+1, D+1,2
D#+4, D#+1,2
d/b+1, D#+1,2

2,1,2,
D#+2, (WS)+1
D#+2, 1+2,1+2
d/f+1+3
D#+4, D#+1,2
D#+1, D#+1,2
D#+2, D#+1,2

(WS)+2
D/F+2,[1],[2],
f+2, f,f+1+2,1+2
f+2, 1+2,1+2
2, b,d/b,d,D/F+1
d/b+1, D#+1,2

d/f+2+3,
D#+1,2, u/f+3+4
D#+1, D+1,2

Misc. Combos:

These combos are sometimes not even combos at all (i.e. they can be escaped)
but they tend to work from time to time. This list also includes combos that
aren't derived from juggles.

b,d/b,d,D/F+2,
U+2(pounce)
b,d/b,d,D/F+1
u/f+3+4
f+3+4
D/B+2+3(throw), D/B+3,[4],[3] ...
f,f+1+2,
f+3+4
u/f+3+4
b,d/b,d,D/F+1
U/F+1+2,d,D/F+2(throw), f+3+4
QCB+2(throw), d/f+1+3(throw),
1+2
3+4
b,d/b,d,D/F+1
d+4?


-----------------------------------------------------------------------------
Strategies
----------

General:

First off, remember one thing: G.Jack moves slowly. If you think that you
will win all your matches by evasion (dodging, dashing back, dashing in,
etc.) then you are dog-meat (or scrap-metal in G.Jack's case). It's very
important that you learn *how* to block and *when* to counter. This is
G.Jack's best defense since he has no reversals and no combo-breakers (low or
high). The best way to do this is to learn everyone.. but this is not
practical for many of you so just keep practicing and stick to what works
(the basics).

The Basics:

You must capitalize at every opportunity! I can't stress this enough. It's
so easy to just stand there and block but you have to open up your guard and
throw out a move or you'll never win. Here are moves you should be using as
a beginner (which I outlined in the Move Analysis section):

Throws:

Name{Escape} Motion Damage Comments

Body Slam{1} 1+3 35
Lift Up Slam{2} 2+4 30
Backbreaker{2} QCB+2 45
Pyramid Driver{1} QCF+1 40
Catapult{2} D/F+2+4 30 juggles
Jaw Breaker{2} f,F+2+3 35

Special Techniques:

Name Motion Hit Level Damage Comments


Punch Combo 2,1,2 H,M,M 12,21,20 juggles
Double Hammer1 1+2,1+2 M,M 21,22
Double Hammer2 (WS)+1+2,1+2 M,M 21,17
Fast Uppercut (WS)+1 M 20
Scissors, f,f+1+2, M 22
(Low Scissors) (1+2) or L 15
(Megaton Hit) (d/f+2) M 25
Palm Lift D#+1+2 L 21
Hammer Rush 4, D#+1,1,1,2, L,L,M,M, 10,8,12,
(L_M_H ending) (D_D/F_F)+1 L_M_H 8_15_12
Megaton Strike D#+1,2 L,M 10,25
Upper Rush 1 D/F+2,1,2, M,M,M, 15,10,15, juggles
(L_M_H ending) (D_D/F_F)+1 L_M_H 8_15_12
Bravo Knuckle d+1+2 M 45 juggles
Hip Press u/f+3+4 M 26
Head Slide f+3+4 M or L 25 hit level depends on
distance

Tenstrings:

Motions Hit Level Damage

D+2:1:1:1::2:1::21::1+2:1+2 L,L,L,M,M,H,M,M,M,M ?
D+2:1:1:1::2:1::21::d+1+2:1+2 L,L,L,M,M,H,M,M,L,M ?

Knowing when to use these moves and their limitations is essential to
winning for those of you who are starting off.

Basic Tactics:

- Mix up your attacks or choose attacks that vary up-and-down to wear down
the defenses of your opponent.
- When you see an opening attack hard and fast but keep it simple (if your
opponent whiffs a big move, juggle him with a quick juggle starter,
implement your most damaging combo but don't get too fancy because you
could screw it up... keep it simple and damaging (i.e. Bravo Knuckle,
Double Hammer)).
- Never start a string (or a singular move) from far away (all the opponent
has to do is back off and punish you).
- Remember how slow you are. You can't get out of the way of everything so
you'll have to block and wait for an opening.
- If you can get out of the way (i.e. dash back) then do it. Your opponent
may whiff a move trying to reach you.
- Practice. Get a good feel for your joysticks, buttons, opponents, and
moves (or strings) they repetitively use.
- If you try one way to get by an attack and it doesn't work, try again with
something else, quite often a successful move by your opponent is used over
and over again until you figure out a way to stop it (or the round ends).

Intermediate Play:

Assuming you have mastered the use of the Basic moves (above) it may be wise
to move on to more difficult moves (below) that offer superior damage but
higher risk and complexity. They are:

Throws:

Name{Escape} Motion Damage Comments

Piledriver{1+2} d/b,F+1+2 58
Punishment Drop{1}, U/F+1+2, 33 from P.Jack
(Megaton Blast) (d,D/F+2) 60 from P.Jack
Hell Press, D/F+1+3, 25 stuns if blocked
(Hammer) or (1+2) or 10
(Megaton Sweep) (b,d/b,d,D/F+1) 29?

Special Techniques:

Name Motion Hit Level Damage Comments

Wild Swing D#,d/f+1,2,1,1 H,M,M,H 12,15,15,30
Megaton Sweep b,d/b,d,D/F+1 L 29
Megaton Blast b,d/b,d,D/F+2 M 40
Megaton Upper HCF,D/F+1 M 22 juggles
Cossack Dance D/B+3,4,3, L,L,L, 18,12,10,
4,3,4 L,L,L 12,12,12
Sit Down, d+3+4, -- -- evasion move
(Hip Press) (3+4) M 26
(Roll B_F) (B_F) -- -- evasion move
(Sit Punches) (1,2,1,2) or L,L,L,L 10,10,10,10
(2,1,2,1) L,L,L,L 10,10,10,10

Unblockables:

Dark Cutter f+4~1 H 101 from P.Jack

Tenstrings:

Motions Hit Level Damage

u/f+11:4::3::4::1::2::1:1+2:1+2 M,M,L,L,L,M,M,M,M,M ?
u/f+11:4::3::4::1::2::1:d+1+2:1+2 M,M,L,L,L,M,M,M,L,M ?

Intermediate Tactics:

- If you hold "down" while performing certain moves you will end up in a
crouched position after completion. They are:

Punch Combo (2,1,2) - last hit is mid
Megaton Sweep (b/d/b,d,D/F+1) - hit is low
Megaton Blast (b,d/b,d,D/F+2) - hit is mid
Palm Strike (d/f+2+3) - hit is low

This allows certain advantages:

1. You can immediately use various moves from a crouch position (Wild Swing,
Megaton Strike, Hammer Rush, Palm Lift, ten-strings, etc. G.Jack has many
so this is good).
2. A high retaliation by your opponent is likely after a blocked Punch Combo
or Megaton Blast (since they hit mid and must be blocked high). They will
whiff if you hold down after these moves. Note: This won't work with the
Megaton Sweep and the Palm Strike, if they block low, chances are they
will retaliate with a rising or low attack.

More Strategies:

Everyone is unique thus everyone plays uniquely, but here are some general
strategies to get you started on the road to success with G.Jack:

Keep 'em Guessing:

By now you are probably well aware that G.Jack can vary the hit levels of his
moves. This is a good way to wear down the defenses of a blocking opponent
and to open up something more damaging. Listed below are moves that variate
between each other well (when crouching, dashing in, etc.). They tend to
have similar stick/button motions and G.Jack's initial animations look
similar between them.

Double Hammer2 (WS)+1+2,1+2 M,M
Fast Uppercut (WS)+1 M
Rising Spin Kick (WS)+3 H (careful: can be ducked)
Palm Lift D#+1+2 L
Low Scissors D#,d/f+1+2 L
(Note: Use these when crouching)

Scissors, f,f+1+2, M
(Low Scissors) (1+2) or L
(Megaton Hit) (d/f+2) M
(Note: Use these when dashing in)

Hammer Rush 4, D#+1,1,1,2, L,L,M,M,
(L_M_H ending) (D_D/F_F)+1 L_M_H
Megaton Strike D#+1,2 L,M

Upper Rush 1 D/F+2,1,2, M,M,M,
(L_M_H ending) (D_D/F_F)+1 L_M_H

Megaton Sweep b,d/b,d,D/F+1 L
Megaton Blast b,d/b,d,D/F+2 M
(Note: When retreating I tag 'em with these)

D+2:1:1:1::2:1::21::1+2:1+2 L,L,L,M,M,H,M,M,M,M
D+2:1:1:1::2:1::21::d+1+2:1+2 L,L,L,M,M,H,M,M,L,M
(Note: If they like to block, mix these up)

Okizeme:

I first heard of this Japanese term back in my VF2 days. I don't know what
the literal translation is but it basically means to "keep down" (on the
ground). IMO Nina is the "Queen of Okizeme" but G.Jack can do it too with a
variety of moves.

Basically any move that hits low can be used for okizeme (as well as many mid
and some high attacks). To keep your opponent on the ground first you have
to knock them there. Subsequently they will attempt to rise. At this point
you get right on their heels and knock them back down again (in their rising
animation) before they can stand and block (or retaliate). Use poking "jab"
moves like d+2, d+1 or damaging ones like the Megaton Sweep or Palm Lift. In
doing so you must chase their body around the ring getting as close to them
as you can because knock-down moves tend to knock-down "away" from you. If
you don't get close enough after a knock-down then hope for a rising attack
of some sort (usually a sweep kick or a high one). Stay just out of range of
it (so that it whiffs) and knock them down again.

Sometimes your opponent will make okizeme easier for you by continually
"quick-rising" into your attacks. Continue punishing them if they continue
to quick-rise. You are trying to teach them a lesson they won't soon forget.
However, realize that you will have to get much closer to them if they are
going to quick-rise alot.

One way (that's effective) for your opponent to break out of okizeme is by
using an ankle kick (d+4) while lying on back with feet towards. This is a
new move to Tekken 3 so most people (I've come up against) neglect to use it.

Just as a warning... you know how pissed off you get when Nina okizeme's you
to death. If you successfully do this to your human opponent then heed this
warning, they will want to physically hurt you in some way. Don't expect to
get a pat on the back when you've just killed someone using okizeme... it's a
very frustrating way to lose. You've been warned (so bring along your 6'2"
friends).

Some G.Jack moves that you can use to okizeme are:

To initiate okizeme:

Any move that knocks down
Any juggle
Palm strike (d/f+2+3) - one of my favorites

If they are rising (quick-rise, side roll, back roll, rise-in-place, etc.):

Low Jab (d+1) or (d+2)
Low Swipe (D#+1)
Hammer (1+2)
Scissors (f,f+1+2)
Palm Lift (D#+1+2)
Hammer Rush 4 (D#+1,1,1,2,D+1) - not all hits will connect
Megaton Strike (D#+1,2)
D+2:1:1:1::2... - only the first few hits of tenstring
Hip Press (u/f+3+4) - don't expect to get any hits in after this one
Head Slide (f+3+4) - careful, watch your recovery
Cossack Dance (D/B+3,4,3) - first three hits (or even one) is enough
Megaton Sweep (b,d/b,d,D/F+1)
Megaton Blast (b,d/b,d,D/F+2)
etc.

If they have risen with an attack (high kick, sweep) and whiffed it:

Use same moves as above
Bravo Knuckle (d+1+2) - ducks under high attacks
Jab (f+2)
Double Hammer2 (WS+1+2,1+2)
Fast Uppercut (WS+1)
etc.

Interrupting:

Interrupting is an important part of gameplay in Tekken 3 because of the
large number of stringed moves (not combos). You can't just stand there all
day and expect to block everything they throw at you. Not only is
interrupting useful because it puts a stop to your opponent's attack but it
tends to throw off their timing as well which gives you the opportunity to
follow up.

They say that the best defense is a strong offense. For G.Jack this is quite
true. The best way to avoid getting hit is to hit them first. The easiest
way to do this is to play against mediocre opponents. They tend to start
moves (and strings) from way off leaving you ample opportunity to give them a
piece of their ass. :) Key moves to use in these situations are the
Scissors (f,f+1+2), a single Hammer (1+2), Bravo Knuckle (d+1+2), Megaton
Sweep and Blast (b,d/b,d,D/F+1_2), etc. But for those of you having trouble,
read on...

Law, Nina, and Hwo are probably most adept when it comes to interrupting.
The common thread here is the priority of their moves (speed helps). G.Jack
on the other hand does not have a lot of priority and has to work a little
harder with his moves. The simplest method (and most effective IMO) I use to
interrupt an opponent's barrage is a jab. I use (d+2), (d+1) and (f+2). All
of these attacks shoot out a quick jab with excellent range (G.Jack's long
arms). Why (f+2) you may ask? Well, the (f) tap moves me ahead just a tad
(noticeable) which extends the reach of the jab. Why (d+1) you may ask?
Because it ducks under high attacks and allows me to follow-up with any
number of crouching or rising attacks that G.Jack has (as you know he has
many). Why (d+2) you say? Same as (d+1), except now if you hold down and
right punch (D+2) you can go right into two tenstrings. Where can I use
these jabs you say? Anywhere. It requires a little bit of balls though
because you have to get up close and personal with your opponent. It's
easier if your opponent starts a move with a long wind-up (i.e. unblockables,
etc.) that you recognize easily (as always practicing is the best way to
learn the game so that you can become familiar with strings, moves,
opponents, etc.). Why not (f+1) you say? Simple. (f+1) is a swipe... it's
slow, doesn't have alot of range. Just don't hit left punch. For those of
you having trouble with escaping tenstrings these jabs are lifesavers
(especially the ducking jabs).

Two other good moves for interrupting are the side-kick (d/f+3) and the front
kick (d/f+4). I find the front kick to be most effective. It's faster than
the sidekick but has less range. I can usually hit my opponents a couple of
times with the front kick before they block or get out of the way. The
reason for this is because most people don't expect to see the front kick and
the interruption of their string throws off their timing. Try it and see!

Machi or Turtling:

Another Japanese term that I first heard from VF2 and don't know the literal
translation for. Basically you block and evade everything, wait for an
opening, strike, repeat. I think the SF players