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    Gun Jack by MLandry

    Version: 1.1 | Updated: 08/30/97 | Printable Version | Search This Guide

    Gun Jack FAQ for Tekken 3 (Arcade) 
    	- by Mark Landry <jglandry@stfx.ca>
    Version 1.1 - August 30, 1997
    Table of Contents
    - Introduction
    - Revisions
    - Conventions     
    - General Moves
    - Recovery Moves
    - Special Moves
    	- Throws: Front
    	- Throws: Side, Back
    	- Special Techniques
    	- Unblockables
    	- Tenstrings
    	- Note on Damage
    - Move Analysis 
    	- Throws: General
    	- Throws: Specific
    	- Moves: General
    	- Moves: Specific
    	- Unblockables
    	- Tenstrings
    - Combos: Juggles, Misc.
    	- Juggle Starters
    	- Juggle Enders
    	- Juggle Combos: Simple
    	- Juggle Combos: Difficult
    	- Misc. Combos
    - Strategies
    	- General
    	- The Basics
    		- Throws
    		- Special Techniques
    		- Tenstrings
    		- Basic Tactics
    	- Intermediate Play
    		- Throws
    		- Special Techniques
    		- Unblockables
    		- Tenstrings
    		- Intermediate Tactics
    	- More Strategies:
    		- Keep 'em Guessing
    		- Okizeme
    		- Interrupting
    		- Machi or Turtling
    - Weakness
    - Versus CPU Characters
    - Versus Human Characters
    - *From All Over The Internet* Special Section
    - Misc. Info
    	- Bio/Storyline
    	- Stance Descriptions
    - Where To Find This FAQ
    - Conclusion
    - Credits (and Thanks)
    As this is my first attempt to write a FAQ I hope that it will prove to be  
    useful to some of you.  I feel that G.Jack has not been given the attention
    he deserves so this is my way of showing *some* of his capabilities.  Be
    that as it may if I made any mistakes please let me know.. I would hate to 
    confuse anyone out there.   
    Why should you play (or try out) G.Jack?  Well, he's big, slow, ugly, shaped 
    like a gorilla, and he makes funny noises (*gwark*, *gwark*).  Not the kind 
    of character one immediately falls "head-over-heels" for... But! ...He has 
    range and power.  Devastating power!  As it turns out he can be an 
    interesting character to play with too... but you'll have to keep reading. :)
    It should be noted that my experience with G.Jack is casual at best.  I am
    not a "professional" G.Jack player (or a professional Tekken 3 player by any 
    stretch of the imagination) and this FAQ will reflect that.  Thus it will 
    primarily stick to the basics and beginner strategies.  The bulk of my "Jack" 
    knowledge is derived mainly from Tekken 2.  Fortunately, Gun Jack embodies 
    all that is "Jack-2" with a little bit of "P.Jack" and "Ganryu" thrown in for 
    good measure (which I noted).  I'm certain those of you who played Jack-2 
    extensively will have no trouble adapting to G.Jack.
    This FAQ was written using "edit.com" (i.e. best viewed/printed in monospace 
    Version 1.0 - preliminary version of FAQ
    Version 1.1 - fixed up some grammer, punctuation, etc.
                - added Russell Reynolds' comments to *From All Over The
                  Internet* section 
                - made some clarifications to moves (thanks Russell)
    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
    <HJ> - 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
    <jump>,(1_3_4) - jumping attack
    <HJ>+(1_3_4) - high jumping attacks
    <HJ-before landing> 3 - landing sweep
    <HJ-before landing> 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
    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  
    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- <matthew@bitscorp.com> 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
    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 
    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 
    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
    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 
    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.  
    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.
    (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 
    (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.  
    (Note: time these moves to hit upon opponent's impact to ground)
       1+2, u/f+3+4
       D#+1, D+1,2
       D#+2, D+1,2      
       1+2, u/f+3+4
       f+2, 1+2,1+2
       D#+1, D+1,2
       D#+2, D+1,2      
       D#+1, D+1,2
       D#+2, D+1,2      
       f+2, 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? 
    (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))   
       1,1, u/f+3+4
       f+2, d/f+1+3
       f+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#+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, b,d/b,d,D/F+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
       D#+2, (WS)+1
       D#+2, 1+2,1+2
       D#+4, D#+1,2     
       D#+1, D#+1,2
       D#+2, D#+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#+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.  
    D/B+2+3(throw), D/B+3,[4],[3] ...
    U/F+1+2,d,D/F+2(throw), f+3+4                
    QCB+2(throw), d/f+1+3(throw),
    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):
    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 
    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:
    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
    Dark Cutter        f+4~1         H       101          from P.Jack
    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)
    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" 
    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)
    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)
    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 call this "turtling" but it 
    doesn't matter what it's called.  Just as long as you understand how to do it 
    with G.Jack.
    It's pretty easy to explain but not to implement... basically you have to 
    spend quality time with all the characters.  Learn how to play as 'em and 
    against 'em.  Now you should have a handle on how to block everyone and where 
    they leave an opening.  At this point you pick the appropriate move to 
    counter-attack with.  For example, let's say that you know Eddy's strings, so 
    you're blocking 'em.  High, low, low, low, mid, low, etc. along comes a high 
    attack that you were ready for.  You duck it and counter with a Fast Uppercut 
    (WS+1) plus follow-up.  Bye-bye to 50% of that poor shmuck's lifebar.  I 
    think you all understand what I'm talking about now.     
    I've spent so much time analyzing G.Jack's moves and pointing out his 
    strength's that I thought I should include this section to mention what I 
    thought his major weaknesses were.  In my opinion there are many little 
    reasons why G.Jack is weak... but that applies to all the characters.  The 
    "major" reasons why *I* think G.Jack is weak are mentioned below:  
    Slow - He is quite possibly the slowest character in the game (with Kuma 
    being the other).  This alone greatly affects how to play with him.  If 
    you're used to dashing around with the other characters then G.Jack will be a 
    painful lesson for you.  Keeping in mind that he does have some quick moves, 
    the bulk of them are not, with recovery ranging from fair to atrocious.  
    Size - In the Tekken series, size (or more accurately... weight) does not 
    matter.  By that I mean Nina can juggle a small person like Ling and with the 
    same juggle, use on G.Jack.  In the Virtua Fighter series (I don't want to 
    start a flame war... just a comparison) weight does matter.  In general large 
    people are slower, more damaging, and don't float much while smaller people 
    are faster, weaker, and float more.  I was hoping by now that Namco would 
    implement the aspect of "weight" in Tekken.  Because of the weight issue I 
    feel that G.Jack is at a serious disadvantage which is probably one of the 
    reasons why he doesn't rank highly and is rarely seen at higher-level play.  
    Oddly enough, while Namco did not implement the aspect of weight into the 
    Tekken series, they did implement the aspect of size.  In so doing G.Jack (a 
    big guy) and Kuma (the biggest) are susceptible to a whole host of attacks 
    that do not impact on anyone else.  This is especially apparent when G.Jack 
    (or Kuma) are lying down (easy to okizeme).    
    Missing doo-hickey's and doo-dad's - With the release of Tekken 3 came new 
    additions to gameplay.  IMO G.Jack was left with the short end of the stick.  
    For example, almost every character has at their disposal some type of 
    counter (low/high), reversal, or combo-breaker (low/high).  G.Jack acquired 
    none of these.  Therefore he must rely solely on his ability to block to 
    defend himself from incoming attacks.  Unfortunately, blocking (and evasion) 
    with G.Jack often becomes a lesson in frustration and futility due to his 
    size, speed, etc.  A low counter would have been a nice addition to his 
    repertoire.  There are other obvious examples of the "lack of extras" for 
    G.Jack (i.e. no crouch-dashes, no stun moves, no special side-step moves, 
    etc.) so I won't go into them.  
    Versus CPU Characters
    In later revisions I hope to include somewhat detailed methods (of mine) to 
    beat each character (as CPU) either quickly or with "flash" (for those of you 
    who just can't beat character "X" and feel like you're wasting money).   I 
    don't feel I have enough experience to divulge this kind of information right 
    now (I live far away from the nearest arcade so my play-time is limited 
    somewhat) and I suspect that I may not until Tekken 3 is released for the 
    Sony PlayStation.  I may drop this section altogether.  Be that as it may, I 
    would like to add a couple of points about beating the CPU that are not 
    character specific but incorporate the game as a whole (for now).   
    The CPU can be defeated by two simple methods (for the most part).  
    They are:
    Repetition - The endlessly repetitive input of certain moves over and over 
    again will take you pretty far.  You just have to find the right move that 
    the CPU falls for.  Quite often it's the Scissors (plus follow-up).  You may 
    have to alter this gameplan slightly in favor of defense when you reach 
    higher levels but it seems to work regardless of how stupid it seems.  Of 
    course, spectators beware, this is the most mind-numbingly dull way to play 
    the CPU such that you sometimes feel like strangling the player.  Let's be 
    civil, OK?    
    "Dash-in-dash-out-strike" - Although this style is less of a bore than above 
    it doesn't win the award for the "Most Entertaining Style of the Year".  
    Basically you knock down the opponent (I'll leave that up to you), dash in, 
    dash out when the opponent tries to hit you with its rising attack, CPU 
    whiffs attack giving you opportunity to dash in again and knock them down 
    (i.e. with a Scissors (has built-in dash buffer)), repeat.  At least you can 
    mix up the attacks that you use against the CPU (i.e. a juggle, a throw, 
    etc.).  Try to put on a show for the spectators, eh?   
    Versus Human Characters
    As is the section on "Versus CPU" I would like to explain the ways (or 
    methods) in which I defeat specific characters for those of you having 
    trouble.  Yet again I do not feel I have enough experience to do this because 
    of the caliber of "play" I am subjected to around here.  They don't block 
    because they either don't know how or they figure that "mashing buttons" is a 
    viable way to win against anyone.  Hardly the kind of opposition that forces 
    me to work very hard.  The only thing that requires some degree of difficulty 
    that I can use on them are the juggles.  Right now the only tough opposition 
    I face is from the CPU... that's pretty pathetic (and boring to say the 
    least).  As such I may drop this section from future revisions if my 
    situation does not change.  For now, read my sections on Move Analysis, 
    Juggles, Strategy, and practice alot.  If you lose to a human opponent, try 
    something different next time and think about the mistakes you made (and how 
    to correct them).  
    From All Over The Internet *Special Section*
    G.Jack is not easy to find info on (other than moves)... so with this 
    section I will try to compile strategies, bits of info, etc. from all over 
    the internet (message boards, usenet, etc.) so that you can get a more well-
    rounded look at G.Jack (instead of being solely limited by what I say).  If 
    anyone would care to submit info to me please e-mail me (see address at top 
    of FAQ) and I'll put it in as soon as possible.  All submissions will be 
    credited by name and e-mail address or however you desire.
    	-MG- <matthew@bitscorp.com> wrote:
    "You really have to play against someone who knows what they're doing 
    with G.Jack to appreciate this.  I don't play him myself but I know 
    someone who is LETHAL with him.  The most annoying thing is the cheap 
    Ganryu move done from FC, it's VERY fast and hits low and sends you 
    flying further than Paul's death fist.  You have to KNOW that move is 
    coming, because blocking low when Jack is crouching is virtually
    suicide, with the damage potential he gets from his mid WS attacks.  
    The fact that G.Jack is slow is irrelevant when he has that ultra 
    fast scissors punch (f,f+1+2?) that guarantees the overhead hammer 
    thing (1+2?) if it hits ... you so much as flinch after he blocks 
    one of your attacks, and you just lost something like 40-50%.  Stand 
    and block and you lose 50%+ on a throw + guaranteed follow-up.  And 
    then there's the P.Jack head-first dive that hits low or mid 
    depending on the distance ... and the low spinning power punch ..." 
    	Armor Khan <wggunde@wtaccess.com> wrote:
    "Because of Jack's speed and size.. many people, including veterans, tend
    to put Jack in to the "Zangief-T.Hawk/Loser" range... BAD idea... A Jack
    expert can take you in TWO well placed hits...A smart player will recognize 
    Jack's strength and learn to use them accordingly... 
    This is how we kick the ass in Russia....(simple, easy to pick up combo).. 
    d+1+2, u/f 3+4 @ 1,2,1,2...Stupid damage..."
    	Kaiser wrote:
    "Well I'm no GunJack freak or anything but here we go.. the d+1,2 and the 
    d+1,1,2,2,(d+1,df+1) will confuse your opponents.. mix the f+1+2,(1+2 or 
    df+2) the b,db,d,df +2 has a delay before it which makes it perfect to use a 
    decoy start the move when the opponent is closing in and it will hit them if 
    they attack ,there is no way to tell when he is starting it and it pushes 
    the opponent away...the b,db,df+1 has to be used sparingly for recovery 
    purposes yet it is very fast....the db+1,1,1,1,df+2 is vital to his defense 
    since it his fastest move and has awesome priority so this stops most 
    attacks...the d,df+1,2,(d+1 or df+1) also must be implemented in his 
    offense... and his throws are very powerful so those are important as well.. 
    	CHaith <chaith1@netpath.net> wrote:
    "Use his d/f,d/f+2+4 to throw them in the air.  Add the u/f+3+4 on 
    their way down.  Use f+1+2, 2 it is hard to counter if blocked. The f+1+2, 
    1+2 if blocked they will kill you so use it sparingly. After his throw where 
    he simply slams you, you can always get a Cossack kick in adding good damage.  
    Use his slide in Okizeme tactics. As Armor Khan said use the d+1+2 to sneak 
    under attacks.  Gun Jack is definitely a wait and kill character.  It takes 
    massive skill to master him since in my opinion your defense must be top 
    notch to run with the Paul's, Jin's and Nina's. Use his low combos and 
    uppercut rushes. Watch for reverses and low guard cancels."
    	Pippen wrote:
    "Easiest way to beat the game with Gun Jack is to use left jabs the whole 
    time, trust me it works, just hold forward and left punch the whole time, I 
    beat the game in under 4 minutes doing that!"
    	alienmiller@geocities.com wrote:
    "Juggle to beat the game with Gun Jack: 
    WS+1  (violent uppercut)
    f+2 (quick jab)
    1+2 Hammer
    3+4,3+4 (lift up stomp, second thrust)
    This WILL work every time* as long as you connect with the violent uppercut.
    *except Xiaoyu, you only don't do the second thrust, she is too small and you 
    will miss half the time leaving you open for a counter hit."
    	Hannible Lector wrote: 
    "GJ's best move is the Bravo Knuckle, D+1+2.  It sets up juggles and does 
    major damage and comes out on the fly."
    	Noze Dive <nozedive@nozedive.com> wrote:
    "Well good luck on finding anyone that plays Gun-Jack seriously.
    Basically some good strategy is learn his ten hits because no one
    knows them very well. Use the Cossack kicks when someone is trying to 
    get up, roll backwards, or roll forwards. Also use the 1+2,1+2 move
    when people are trying to get up. Some good moves to just use are
    that low uppercut and the spin punch that hits low."
    	<gazman@cyberspace.net.au> wrote:
    "In my opinion G.Jack is a power-house, he's not as slow as Jack-2, and has 
    the powerful moves of P.Jack.  He's definitely a character to use and to 
    beware of when fighting against!!"
    	Mark Landry (FAQ Author) <jglandry@stfx.ca> wrote:
    "I don't care much for how he looks... his warm-up is cool and all but I 
    thought Jack-2 looked best in Tekken 2 in both uniforms (I liked P.Jack's as 
    well).  He is more detailed in Tekken 3 though... that I like."
    	Russell Reynolds <T-wRecks1@classic.msn.com> wrote:
    "A couple of uses for the machine gun punch.  It can be a lifesaver at the
    start of a round to hold your opponent off if they like to start with a 
    quick-starting ten-string.  Then this is a really dirty trick: several of 
    Gun Jack's throws, including both of his basic ones, leave the opponent 
    facing the wrong way on the ground.  So, when they try to get up, throw 
    three machine gun punches and a power punch into their back!  They'll all 
    hit, and basically all that's left to do is pick your victory pose:)  It 
    makes a really nice replay, too (the power punch hits the back of their 
    Misc. Info
    Gun Jack - "Disordered Killing Machine"
    Nationality: Unknown
    Fighting Style:  Power fighting, guns are installed in both arms (though 
    Age:  7
    Height:  220cm
    Weight:  170kg
    Blood Type:  Plutonium
    Occupation:  Purpose unknown
    Hobby:  Weapon training
    Likes:  Self-analysis
    Dislikes:  Scrap factories
    When Jane, now a physicist, was eight years old, she was rescued from a 
    bacteriological war by the Russian military robot Jack-2. However, Jack-2 was
    later destroyed by a satellite weapon as Jane, still a young girl, watched in 
    Jane, now 27, could not forget the nightmare of Jack-2's having collapsed 
    beside her. She spent ten years restoring Jack-2 to 90% functionality, but it 
    seemed to have lost the humane characteristics that set it apart from Jack-1.
    Jane worked hard analyzing the program in order to return to Jack-2 the 
    gentle soul which had saved her life. Through detailed analysis, she found 
    that most of Jack-2's programming was created by Mishima Heavy Industry, one 
    of the subsidiaries of the Mishima Financial Empire. Moreover, she discovered 
    a hidden program...Project Gun Jack. It laid the groundwork for a new weapon, 
    a pivot gun.
    In order to restore Jack-2 completely, Jane had to approach Mishima Financial 
    Empire and solve the mystery of the project. She quickly installed the hidden 
    program and brought to Mishima Financial Empire the newly dubbed Gun Jack.
    Stance Descriptions:
    To initiate a specific winning stance, hold down the indicated button after
    you win a round.
    1 - In a tight pose, G.Jack points skyward to his left, then shifts sides to 
        the right.
    2 - G.Jack flies upwards off the screen (same as Dive Bomber (3+4)).
    3 - G.Jack pounds on his chest (while laughing?) and falls on his back... 
        still pounding.
    4 - G.Jack assumes a forward fighting stance, steps forward, and raises his 
        arms in victory.
    It would be a good idea for you to check out Slikatel's Tekken Web Project 3 
    (http://metro.net/slikatel/tekken3/) to read his Gameplay Primer (Basics and 
    Advanced sections).  They will help you immensely and are very informative.  
    As well, playing Tekken 2 (either console or arcade version) are recommended 
    as a *partial* substitute to learning G.Jack.  The reason being that G.Jack 
    is virtually identical to his Tekken 2 counterpart (Jack-2) and Tekken 3 is 
    so similar to Tekken 2 (IMO).  Where he does differ is primarily in moves 
    that other characters in TK2 have (P.Jack and Ganryu).  You should have ample 
    opportunity to practice ten-strings, juggles, and the like to hone some of 
    your skills.  However, be aware that Tekken 3 contains many additions over 
    the original that could affect your gameplay in a negative way.  It is quite 
    possible to pick up some habits in Tekken 2 that could affect you in an 
    adverse way when the time comes to play Tekken 3 (for example, if your game-
    plan centers around crouch attacks that you picked up in Tekken 2, you may be 
    decimated by any number of characters that have picked up low-counters in 
    Tekken 3).  Tekken 2 is NOT a wholly, complete substitute to playing 
    Tekken 3.  Remember that.   
    Well, I guess that's it.  Initially the intention of this FAQ was to be 
    small... I guess I got carried away! :P  I hope that I have helped some of 
    you get acquainted with  G.Jack.  I honestly don't know how he would fare 
    against players "above average" in ability but you shouldn't have too much 
    trouble "taking out the trash" as I do. :)  
    E-mail me if I made any mistakes.  I tried to make sure that everything was 
    accurate but this may not be the case.  Anything that is unconfirmed or has
    question marks (?) will probably be resolved when Tekken 3 gets released 
    to the PSX (including juggle damages).  
    Don't forget to have fun!
    Where To Find This FAQ
    The latest version will be located at my site... the Tekken 3 FAQ Archive:  
    As well, I will send it out to a bunch of web sites and to the newsgroups:
    rec.games.video.arcade and rec.games.video.sony
    This FAQ may be distributed freely (but only in its full form) in the hopes 
    that it will entice players to give G.Jack a try.  Please credit me too.
    Credits (and Thanks)
    In no particular order:
    - Russell Reynolds for clarifications on the Hell Press follow-ups and
    - Catlord, Surfbard, and Namco's Tekken Online for the moves, conventions, 
      misc. info, etc.
    - Everyone on rgva, and various TK3 message-boards for the info and 
      "stimulating" conversation. :)
    - Alex Linde for his Tekken 2 Jack-2 FAQ/Strategy Guide.
    - Roger Wong, author of the Unofficial Command & Conquer FAQ, for the format 
      (or giving me the idea) of the "From All Over The Internet" section.
    - Everyone in the "From All Over The Internet" section for sending me their 
    - All the FAQ Author's on the Tekken 3 FAQ Archive for their efforts.
    - All the people who sent me nice comments regarding my Tekken 3 web-site. 
    - Sega for pulling me away from SF2 and getting me interested in polygonized,
      pseudo-3D brawlers.
    - numerous VF2, TK2, TK3 FAQ authors for ideas, theories, etc.
    and finally... Namco for all the great games.
    Hope I didn't miss anyone. ;)