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    Baek by columbo

    Version: 3.0 | Updated: 07/26/01 | Printable Version | Search This Guide

    Tekken Tag Tournament
    Baek Doo San FAQ 3.0 (7/30/01)
    Written by columbo
    adoh@earthlink.net
    _________________________________________________________
    
    Table of contents
    
    1) Legal Issues
    2) Introduction
    3) Bio
    4) Why Baek?
    5) Conventions
    6) Move List
    7) Frame Data
    8) Some Moves In Depth
    9) Wave Dash
    10) Strategies
    11) Combos
    12) Vs.Strategies
    13) Contributions
    14) Partner Suggestions
    15) Credits
    16) Version History
    _________________________________________________________
    
    1) Legal Issues
    
    You may not reproduce, sell, or distrubute this faq without my concent.
    You can however print this guide for your own personal use.
    
    Tekken, Tekken2, Tekken3, Tekken Tag Tournament are registered
    copyrights of Namco 1998, 1999, 2000.
    _________________________________________________________
    
    2) Introduction
    
    This is my first FAQ so i hope it's detailed and helpful. I have
    been playing with Baek for quite some time now, IMO he is good
    character to learn and master. The reason I decided to write this
    FAQ is due to the balant lack of information on Baek, so low and
    behold my knowledge of the Tae Kwon Do master himself.
    _______________________________________________________
    
    3) Bio
    
    Baek Doo San "Killing Hawk"
    
    Country of Origin: South Korea
    Fighting Style: Tae Kwon Do
    Age: 27
    Height: 5'11
    Weight: 154 lbs
    Blood Type: B
    Occupation: Martial Artist
    Hobby: Skydiving
    Likes: Memories of His Father
    Appearences: Tekken 2, Tekken Tag Tournament
    
    Baek's father was one of the foremost experts of Tae Kwon Do. During his
    childhood, he learnt the ways of this martial art and won many tournaments
    until an injury forced him to quit the sport. This lead Baek's family into
    terrible poverty and angered Baek. This rage towards his families dissention
    caused Baek to kill his father after a furious arguement. Grieving and full
    of remorse, Baek was taken into police custody where he spent most of his
    childhood. During this time, his Tae Kwon Do skills became legendary as he
    became totally focussed on his fighting prowess; wishing to honour his father.
    
    After 3 years, he fled the police home and took to the streets becoming a pit
    fighter of great strength and a firm audience favourite; striking his opponents
    again and again to see them reduced to a bloodied mess. Tracked by a secret
    organisation aware of his past, Baek was coaxed into the assassination of the
    owner of a property wanted by the group; a certain Marshall Law. Baek was only
    partly sucessful and enters the second tournament to finish his task and destroy
    Law!
    _______________________________________________________
    
    4) Why Baek?
    
    With over 30 characters to choose from, why should I choose Baek?
    For the most part, Baek has been greatly improved upon since his debut
    in Tekken 2. He's a much more well rounded character, he can mix up his
    punch attacks as well his as kicks now. Baek can be efficent on the
    offensive or defensive because of his long range and quick attacks.
    
    Strength:
    He's Evasive, he can easily go into Flamingo Stance and processes good side
    stepping tatics. He has a Class 1 Launcher from crouch dash, parries, good
    speed and power and long range.
    
    Weakness:
    He can become predictable, he doesn't take damage too well and some of his
    moves come out slow. No other real weakness that can be exploited.
    ________________________________________________________
    
    5) Conventions
    
    1 - Left Punch
    2 - Right Punch
    3 - Left Kick
    4 - Right Kick
    5 - Tag
    
    f - forward          d/f - down/forward
    b - backwards        d/b - down/back
    d - down             u/f - up/forward
    u - up               u/b - up/back
    
    F - Hold forward     D/F - Hold down/forward
    B - Hold back        D/B - Hold down/back
    D - Hold down        U/F - Hold up/forward
    U - Hold up          U/B - Hold up/back
    
    N - neutral
    FC - full crouch animation WS while standing up
    WS - While Standing
    WR - While Running
    BK - Back facing the opponent
    SS - Sidestep (u,N or d,N)
    KD - Knockdown
    
    LINKING AND SPECIAL CONVENTIONS:
    
    + - Moves must be done together
    , - Perform right after the other
    ~ - Perform IMMEDIATELY after the other
    > - Slight delay after the '>'
    _ - Or (When used between two moves, they are interchangeable)
    # - Hold movement preceeding the '#' until end of string or until N
    [] - Brackets surrounding an item indicate an optional output
    () - Parenthesis indicates moves grouped together
    {} - Curved brackets indicate buttons needed to break a throw
    CH - Counter Hit (hit 1+2+3+4 to excute)
    
    EXTRA COMBO CONVENTIONS:
    
    WGF - Wind Godfist (f,N,d,d/f+2)
    EWGF - Electric Wind Godfist (f,N,d,D/F~2)
    TGF - Thunder Godfist (f,N,d,d/f+1)
    big - Can only be done on big characters
    cc - Crouch Cancel (tap u during crouch)
    iWS - Instant WS (d~d/b_d~d/f+button)
    (,) - The hit in parenthesis misses during the combo
    
    HIT LEVELS:
    
    l - hits low (block d/b)
    m - hits mid (block b)
    h - hits high (block b or duck)
    L - hits low and grounded opponents (block d/b)
    M - hits mid and grounded opponents (block b)
    H - hits high and grounded opponents (block b or duck)
    Sm - hits special mid (block d/b or b)
    ! -unblockable hit
    <!> - unblockable hit which can be ducked
    {!} - unblockable hits grounded opponents
    *!* - unblockable hits big grounded opponents
    " - indicates block point in string hits
    _________________________________________________________
    
    6) Move List
    
    Here is the complete official movelist for Baek with commands, damage
    and hit levels in TTT, courtesy of Tekken Zaibatsu. If something is incorrect
    or if I have left out something, please E-mail me about it.
    
    THROWS:
    
    Input               Position     Move Name            Damage    Escape
    1+3                 Front        Hammer Head          30        1
    2+4                 Front        Blue Shark Claw      30        2
    D/B+1+3             Front        Swordfish Catch      30        1+2
    f,f+2               Front        Cobra Bite           30        2
    F+2+3 [~5]          Front        Human Cannonball*    30        2
    (1+3_2+4_2+5) [~5]  Left         Snake Revenge        40        1
    (1+3_2+4_2+5)       Right        Hunting Serpent      40        2
    (1+3_2+4_2+5)       Back         Starfish Throw       50        n/a
    
    Note: Human Cannonball is a special tag throw with Hwoarang only. Hwoarang
    finishes with a Neck Snapper. Total damage is 10,25.
    
    SPECIAL ATTACKS:
    
    Input			Move Name		        Range
    1,1 			Twin Jabs' 			hh
    1,2 			Double Punch' 			hh
    * 3,[~f_~b]  		High Kick [Flamingo]		h
    * 3,4<3 [~5] 		Launching Rocket [tag] 		hlm
    * 3,3,3,4 		Butterfly Kicks 		hhmh
    * 3,3,3,d+4      	Butterfly Needle 		hhml
    * 3,3,4<4<3 [~f_~b] 	Black Widow [Flamingo] 		hhhmh
    * 3,3,4<4<4,3 		Silver Mantis 			hhhmhh
    b+1 			Stealth Needle' 		m
    SS+1 			Lace Hammer 			m
    2,2 			Mantis Backhand Spin' 		hh
    b+2 			Bolt Cut' 			h
    f+2 			Mantis Backhand' 		h
    U/F+2 			Bone Stinger 			h
    f,N,d,d/f+3 [~5] 	Wing Blade [tag] 		m
    3,4<3 [~5] 		Launching Rocket' [tag] 	JG
    3,3,3,4 		Butterfly Kicks' 		hhmh
    3,3,3,d+4 		Butterfly Needle' 		hhml
    3,3,4<4<3 [~f_~b] 	Black Widow [Flamingo] 		hhhmh
    3,3,4<4<4,3 		Silver Mantis 			hhhmhh
    WS+3,3<4 		Wave Needle 			hml
    WS+3,4<4,3 [~f_~b] 	Eliminator [Flamingo] 	        hhmh
    WS+3,4<4<4,3 		Hurricane                       hhmhh
    (WR_f,f,f)+3 		Leaping Slash Kick 		m
    U/F,N 			Baek Hop 			n/a
    * 3,4 			Trick Smash 			hh
    * 3,d+4<3 [~5] 		Starlight Blade [tag] 		hlm
    * 3,3,3,4 		Butterfly Kicks 		hhmh
    * 3,3,3,d+4 		Butterfly Needle 		hhml
    * 3,3,4<4<3 [~f_~b] 	Black Widow' [Flamingo] 	hhhmh
    * 3,3,4<4<4,3 		Silver Mantis 			hhhmhh
    (FC_d)+3,3,d+3 		Snake Creep' 			LLL
    (FC_d)+3,3,N+3 [~5] 	Snake Blade' [tag] 		LLm
    f,f+3 			Hunting Axe 			m
    U/F+3,4,3 		Hunting Hawk 			mmh
    U/F+3+4_3+4 [f_b] 	Flashing Halberd [FS] 		hh
    f,f+4 			Hammer Heel 			M
    b+4 			Heel Lance' 			m
    d/b+4 			Heel Axe 			M
    4<4 			Tsunami Kick' 			hm
    f+4<3 [f_b] 		Heel Knife [Flamingo] 		mm
    f+4,4,3 		Triple Threat 			mhh
    WS+4<4<3 [f_b] 		Albatross' [Flamingo] 		mmm
    WS+4<4<4,3 		Flame Hawk'			mmhh
    D/F+4~4<3 [f_b] 	Albatross' [Flamingo]		mmm
    D/F+4~4<4,3 		Flame Hawk'			mmhh
    (FC_d)+4,3,3,3 [f_b] 	Baek Rush' [Flamingo]		lmmm
    (FC_d)+4,3,3,d+3 	Baek Needle' 			lmml
    b+3 			Flamingo Stance 		n/a
    b+1+2 [~B] 		Punch Parry' [Flamingo] 	n/a
    D/B+3+4 [b,b]		Heel Explosion' [cancel]	!
    
    FLAMINGO STANCE ARTS:
    
    Input			Move Name			Range
    f,f 			Flamingo Steppin 		n/a
    b,b 			Flamingo Back Dash 		n/a
    (u_d) 			Flamingo Side Step 		n/a
    2~3 [~5] 		Human Cannonball [tag] 		throw
    b+3 			Head Crusher 			m
    (D/B_d_d/f)+3 		Maha Needle 			l
    3,3,4 			Flamingo Wave Needle 		mml
    3,4,4,3 [f_b] 		Flamingo Eliminator [FS]	mhmm
    3,4,4,4,3 		Flamingo Hurricane 		mhmhh
    
    Baek can cancel the Flamingo Stance into some of his regular moves. If you
    are looking to cancel into a Punch or Right Kick attacks you can just input
    the proper command. It gets a little trickier if you want to cancel into Left
    Kick attacks or Double Kick attacks. In order to do this you have to keep
    holding down Left Kick as you go into Flamingo. For the chart below lets assume
    you did F+1,2,3 to go into Flamingo and you are now holding Forward and Left Kick.
    
    Input 		        Move Name 	                Range
    4,(release 3),4<3 [~5] 	Launching Rocket [tag] 		hlm
    4,(rel. 3),3,3,4 	Butterfly Kicks 		hhmh
    N+4 [f_b] 		Flashing Halberd [Flamingo] 	hh
    d+4,(rel. 3),3,d+3 	Snake Creep 			LLL
    d+4,(rel. 3),3,N+3 [~5]	Snake Blade [tag]		LLm
    D/B+4 			Heel Explosion 			{!}
    
    Note: * = New Move Added.
    Note: ' = This move can be done out of the Flamingo.
    Note: [Flamingo] = Going into Flamingo Stance cancels the last hit.
    Note: [tag] = Can be followed with a tag combo.
    
    STRINGS:
    
    Input                  Move Name      Range
    4,3,3,4,3,3,3,4,3,4    Tenstring#1    h"h"lmmm"hmlm
    4,3,4,3,3,3,3,3,4,3    Tenstring#2    h"h"hl"mmm"lm{!}
    _________________________________________________________
    
    7) Frame Data
    
    A frame is an animation taking place during 1/60 of a second during
    a fight. Tekken Tag Tournament runs at 60 fps (frames per second) or
    60Hz, which is in fact almost twice as fast as normal television
    (TV runs at 32 frames)! PAL TTT runs at 50 fps or 50Hz btw, which makes
    WD, CD, Crazy Legs, look weird. In TTT, attacks give you a certain frame
    advantage and disadvantage in certain situations.
    
    Most moves with a disadvantage of 8 or less can be considered safe
    moves as it takes at least 8 for your opponent to execute a standard
    jab and in some cases your opponent will not even be within jab range
    and you have to add on whatever amount of frames it take for him to
    dash within hitting range. Eddy has to ability to shorten recovery
    time after certain moves with Sidestep or Recover Crouching cancels.
    Each of the Frame Data List columns contain specific move information.
    
    F Hit Column:
    Indicates how many frames it takes for a move to hit after you have
    finished the command. This does NOT included the number of frames it
    takes to input the command.
    
    B Adv Column:
    The number of frame advantage or disadvantage when the move is blocked.
    Meaning the amount of frames it takes before you can input a new
    command. Positive numbers are advantages over your opponent, negative
    numbers indicate a disadvantage and KD indicates the opponent gets
    knocked down. This can either be a juggle, stun or any other kind of
    knockdown.
    
    H Adv Column:
    The number of frame advantage or disadvantage on a hit. Keep in mind a
    hit does not necessarily results in an advantage over the opponent.
    Frame advantage on stagger moves reflects the amount of stagger frames,
    this does not equal the number of frames your opponent cannot block
    attacks.
    
    CH Adv Column:
    The number of frame advantage or disadvantage on a Counter-Hit. Keep
    in mind a Counter-Hit does not necessarily results in an advantage over
    the opponent.
    
    THROWS:
    
    Input        F Hit       B Adv       H Adv        Ch Adv
    1+3          12          x           x            x
    2+4          12          x           x            x
    f,f+2        12          x           x            x
    d/b+1+3      12          x           x            x
    f+2+3        12          x           x            x
    
    SPECIAL ATTACKS:
    
    Input              F Hit           B Adv                  H Adv                 Ch Adv
    1,1                10 x            0 +1                   +9 +9                 +10 +12
    1,2                10 x            0 -2                   +9 +11                +10 +9
    *3,(f_b)           x               0                      +12                   +10
    *3,4<3             x x x           -14 -10 -20            -3 0 KD               -3 0 KD
    *3,3,3,4           x x x x         -14 -14 -19 -14        -3 -3 -8 KD           -3 -3 -8 KD
    *3,3,3,d+4         x x x x         -14 -14 -19 -8         -3 -3 -8 +16          -3 -3 -8 +16
    *3,3,4<4<3         x x x x x       -14 -14 -6 -4 -14      -3 -3 +5 +7 -3        -3 -3 +5 +7 KD
    *3,3,4<4<3,(f_b)   x x x x x       -14 -14 -6 -4 -8       -3 -3 +5 +7 +3        -3 -3 +5 +7 +3
    *3,3,4<4<4,3       x x x x x x     -14 -14 -6 -4 -11 -2   -3 -3 +5 +7 -2 KD     -3 -3 +5 +7 KD KD
    b+1                15              -7                     +4                    +6
    SS+1               14              -7                     +9                    +9
    2,2                10 x            0 -13                  +9 -2                 +9 -2
    b+2                13              -7                     +9                    KD
    f+2                17              -13                    -2                    -2
    U/F+2              26              +7                     +6                    +14
    f,N,d,D/F+3        23              -20                    KD                    KD
    3,4<3              14 x x          -14 -10 -20            -3 0 KD               -3 0 KD
    3,3,3,4            14 x x x        -14 -14 -19 -14        -3 -3 -8 KD           -3 -3 -8 KD
    3,3,3,d+4          14 x x x        -14 -14 -19 -8         -3 -3 -8 +16          -3 -3 -8 +16
    3,3,4<4<3          14 x x x x      -14 -14 -6 -4 -14      -3 -3 +5 +7 -3        -3 -3 +5 +7 KD
    3,3,4<4<3,(f_b)    14 x x x x      -14 -14 -6 -4 -8       -3 -3 +5 +7 +3        -3 -3 +5 +7 +3
    3,3,4<4<4,3        14 x x x x x    -14 -14 -6 -4 -11 -2   -3 -3 +5 +7 -2 KD     -3 -3 +5 +7 KD KD
    WS+3,3<4           16 x x          -16 -19 -8             0 -8 +16              +5 -8 +16
    WS+3,4<4,3         16 x x x        -16 -6 -4 -14          0 +5 +7 -3            +5 +5 +7 KD
    WS+3,4<4<4,3       16 x x x x      -16 -6 -4 -11 -2       0 +5 +7 -2 KD         +5 +5 +7 KD KD
    (WR_f,f,f)+3       22              +17                    KD                    KD
    U/F,N              x               x                      x                     x
    *3,4               29 x            -16 -13                KD KD                 KD KD
    *3,d+4<3           29 x x          -16 -10 -20            KD 0 KD               KD 0 KD
    *3,3,3,4           29 x x x        -16 -14 -19 -14        KD -3 -8 KD           KD -3 -8 KD
    *3,3,3,d+4         29 x x x        -16 -14 -19 -8         KD -3 -8 +16          KD -3 -8 +16
    *3,3,4<4<3         29 x x x x      -16 -14 -6 -4 -14      KD -3 +5 +7 -3        KD -3 +5 +7 KD
    *3,3,4<4<3,(f_b)   29 x x x x      -16 -14 -6 -4 -8       KD -3 +5 +7 +3        KD -3 +5 +7 +3
    *3,3,4<4<4,3       29 x x x x x    -16 -14 -6 -4 -11 -2   KD -3 +5 +7 -2 KD     KD -3 +5 +7 KD KD
    (FC_d)+3,3,d+3     16 x x          -14 -19 -17            -3 -9 -3              -3 -9 -3
    (FC_d)+3,3,N+3     16 x x          -14 -19 -15            -3 -9 KD              -3 -9 KD
    u/f+3,4,3          28 x x          -6 +7 x                KD KD KD              KD KD KD
    3+4                16 x x          -12                    -13 KD                -11 KD
    f,f+4              20              -19                    KD                    KD
    b+4                16              -3                     +11                   +11
    d/b+4              17              -2                     +6                    KD
    4<4                11 x            -4 -4                  +7 +8                 +28 +7
    f+4<3              19 x            -3 -14                 +8 -3                 +8 KD
    f+4,4,3            19 x x          -3 -10 -2              +8 -1 KD              +8 KD KD
    WS+4<4<3           11 x x          -3 -15 -14             +8 -4 -3              +8 -4 KD
    WS+4<4<4,3         11 x x x        -3 -15 -9 -2           +8 -4 -1 KD           +8 +4 KD KD
    D/F+4~4<3          12 x x          -4 -4 -14              +7 -4 -3              +7 +7 KD
    D/F+4~4<4,3        12 x x x        -4 -4 -11 -2           +7 -4 -2 KD           +7 +7 KD KD
    (FC_d)+4,3,3,3     12 x x x        -8 -14 -20 -19         -3 -3 -20 -8          -3 -3 -20 -4
    (FC_d)+4,3,3,d+3   12 x x x        -8 -14 -20 -25         -3 -3 -20 -14         -3 -3 -20 -14
    
    FLAMINGO ARTS:
    
    Input             F Hit           B Adv             H Adv            Ch Adv
    
    b+3               15             -10                0                0
    (d/b_d_d/f)+3     11             -14                -3               -3
    3,3,4             15 x x         -14 -19 -8         -3 -8 +16        -3 -8 +16
    3,4,4,3           15 x x x       -14 -6 -4 -14      -3 +5 +7 -3      -3 +5 +7 KD
    3,4,4,4,3         15 x x x x     -14 -6 -4 -11 -2   -3 +5 +7 -2 KD   -3 +5 +7 KD KD
    
    UNBLOCKABLE ATTACKS:
    
    Input             F Hit         B Adv         H Adv          Ch Adv
    
    D/B+3+4           61            x             KD             KD
    _______________________________________________________
    
    8) Some Moves In Depth
    
    What would a move list be without a explaination on how to use them?
    I'll give you the usefulness of Baek's most efficent moves and how
    effective they are.
    
    THROWS:
    
    Input      Position     Move Name          Damage    Escape
    1+3        Front        Hammer Head        30        1
    2+4        Front        Blue Shark Claw    30        2
    
    Pretty average front throws, there are basically good for quick easy
    damage on wiffed moves. But not recommended on advanced players because
    these throws are easily escaped with 1 button.
    
    Input      Position     Move Name          Damage    Escape
    D/B+1+3    Front        Swordfish Catch    30        1+2
    
    One of Baek's better throws because not only does it look cool it
    requires 2 buttons to escape so it's safer to land.
    
    SPECIAL ATTACKS:
    
    Input          Move Name           Damage
    b+3            Flamingo Stance     n/a
    
    Great evasive move, also has SSR property.
    
    Input          Move Name           Damage
    1,1            Twin Jabs           5,8
    
    Quick 2 hit jab combo, gives you a +9 frame advantage.
    
    Input          Move Name           Damage
    f,N,d,D/F+3~5  Wing Blade          25
    
    Great launcher, works on big characters too. Safe move to throw out
    because it pushes your opponent back when blocked.
    
    Input          Move Name           Damage
    3,4<3~5        Launching Rocket    15,8,25
    
    Another decent launcher, sorta a varation of the Wing Blade.
    
    Input          Move Name           Damage
    b+1            Stealth Needle      17
    
    A great move to use if your opponent likes to SS a lot. Has priority
    over most moves, and Baek SSR during this move.
    
    Input          Move Name           Damage
    U/F+3,4,3      Hunting Hawk        15,14,25
    
    Very similar to Hwoarang's own Hunting Hawk. Use this if your opponent
    is too far to to be hit with anything else.
    
    Input                  Move Name         Damage
    (FC_d)+4,3,3,3[~f_~b]  Baek's Rush       (10_7),10,15,25
    
    This is a good okizeme move. Decent poke attack when you cancel it into FS.
    
    Input          Move Name           Damage
    f+4<3[~f_~b]   Heel Knife          22,10
    
    Decent move if your playing keep away, a little slow so don't use it
    in-close.
    
    Input           Move Name          Damage
    (FC_d)+3,3,d+3  Snake Creep        12,7,7
    
    Good move for okizeme and mix up attacks since it hits LLL.
    _____________________________________________________
    
    9) Wave Dash
    
    Yes it's true, Baek can wave dash. Refined and perfected by
    the Koreans this technique is very effective if done properly,
    it's advantage is that you it gives you extra speed to pitbull
    and to put pressure on your opponent.
    
    For those who don't what I am referring to, a wavedash is basically
    a crouch dash cancelled into another crouch dash until it forms a
    fast movement of short crouch dashes. Wave dashing is also used in
    very high levels of tournament play.
    
    The wave dash goes as follows:
    f,N,d,df,f,N,f,N (repeat).
    
    Never WD just for the sake of closing in space between you and your
    opponent, most likely you'll get a foot in your face for your trouble.
    _________________________________________________________
    
    10) Strategies
    
    FLAMINGO STANCE:
    
    Keep in mind that the Flamingo Stance is very useful because you can
    quickly sidestep attacks with it. This move can get you out of alot of
    trouble, it's very evasive. Here are some moves that you can do when
    your in the Flamingo Stance.
    
    Eliminator
    Twin Jabs
    Butterfly Kicks
    Albatross
    Snake Creep
    
    FLAMINGO SIDESTEPS:
    
    Unfortunately Baek only has one Flamingo Stance (Left) so that means he can
    only double sidestep to the right. When you do b+3 you can do another SSR
    (Input d when facing right or u when facing left) and this leaves you with
    many options.
    
    b+4
    b+1
    b+2
    D/F+1
    d+1
    f+1, D/F+2
    F+[2]~3
    FS 3,3,4
    
    CHICKENING:
    
    If your facing a opponent who's a reverse scrub, learn how to chicken or
    you will be losing a lot of matches. If your new to Tekken, a chicken is
    the art of reversing a reverse. For example: if Baek throws a Right Punch
    (2) at Paul, he can reverse my attack (b+1+3), then I can reverse his reverse
    (f+2+4). This is all good on paper, but in reality unless you have tiger
    like relexes you won't be quick enough to chicken it.
    
    This is where chicken buffering comes into play, let's say when I press 2, I
    can hold 2 just incase my attack gets reversed. Then if it is reversed all
    I have to press is f+4.
    
    TAGGING:
    
    Tagging is the basic structure of TTT, at some point you must switch characters
    in order to survive (doh!). But there are diffirent ways to tag out.
    
    The first way to tag out is a tag throw. Normal tag throws are done with 2+5,
    but certain characters have special tag throws that are only done with a
    specific character. For example, Baek's Human Cannonball tag throw is only
    done with Hwoarang and vice versa. This is a good way to get your partner in
    without taking any damage.
    
    The second and most basic way to tag out is after you have been knocked down
    or juggled and your just getting up. Most players tend to use this method which
    can be risky, a deathfist, EWGF, or a nasty unblockable can leave your incoming
    partner with 30% life left.
    
    The third and final way to tag out is during a tag juggle. This is the most
    safe way to tag out, plus it looks cool and the damage on a tag juggle can't
    be recovered.
    _______________________________________________________
    
    11) Combos
    
    Here is the complete combo list for Baek, once again courtesy of Tekken
    Zaibatsu. If something is incorrect or if I have left out something, please
    E-mail me about it.
    
    STANDARD COMBO ARTS
    Starters: d/f+2_class 2 tag
    
    1, d+3,3,N+3               1,2,(f+3h), 4,3,3,d+4
    1, 4,4                     1,2,(f+3), 1, d+4,3
    1, 4,3,(3),4               1,2,(f+3), 1, f,N,d,D/F,f+4,4
    1, d+1, WS+4,4             1,2,(f+3), d+4,3,3
    d+1, WS+3.4                1,2,(f+3h), d+4,3,N+3
    d+1, WS+3,3,4              1,2,(f+3), 4,3,(3),4
    D/F+1, 1, 3+4              1,2,(f+3), 1,2,(f+3), 1,1
    D/F+1, 1,2,(f+3), 4        1,2,(f+3), 1,2,(f+3), b+2
    D/F+1, 1,2,(f+3h), d+4,3   1,2,(f+3), 1,2,(f+3), d+3
    1, 1,2,(f+3), 2,2          1,2,(f+3), 1,2,(f+3), D/F+4
    1, 1,2,(f+3h), d+4,3       1,2,(f+3), 1,2,(f+3), b+4
    1, 1,2,(f+3), d+4,3,3      1,2,(f+3), 1,2,(f+3), D/B+4
    1, 1, d+4,3,3              1,2,(f+3), 1,2,(f+3h), d+4,3
    1, 1, 1,2,(f+3h), N+4      1,2,(f+3), 1,2,(f+3), 4,4
    1, 1, 4,(3),4              1,2,(f+3), 1,2,(f+3), 1,2,(f+3h), N+4
    1, 1, 1,2,(3),4            f+3,3,3,4
    1, 1, 1, D/B+4             3+4, d+4,3,3
    1, 1, 1, f+4               d+4,3,(3),3
    1, 1, 1, 1,1               4, 3+4, d+4
    1, 1, 1, 1, f,f+4          4, d+4,3,3
    1, 1, 1, 1, 3+4            b+4, d+4,3,3
    1,2, 1,2,(3),4             4,3,(3),4,3
    1,2,(3),4,3
    
    LAUNCHING ROCKET & SNAKE BLADE COMBO ARTS
    Starter: 1,2,3,4,3_3,4,3_d+3,3,N+3_class 2 tag
    
    b+1, d+4,3,(f+3), D/B+4
    d/f+2, d+4
    3,3,(4),4
    4,(3),3,4,3,3
    
    BUTTERFLY KICKS STUN COMBO ARTS
    Starter: 1,2,3,3,3,4_3,3,3,4_U/F,N+3,3,3,4
    
    d+1, WS+3+4                     D/F+1, 1,2,(f+3), b+2
    d+1, WS+3,4                     D/F+1, 1,2,(f+3), 1, f,N,d,D/F,f+4,4
    d+1, WS+3,3,4                   D/F+1, 1,2,(f+3), d+4,3,3
    d+1, WS+4,4                     D/F+1, 1,2,(f+3h), d+4,3
    d+1, cc, 1, 3+4                 D/F+1, 1,2,(f+3), 1,2,(f+3), 1,1
    d+1, cc, 1,2,(f+3h), d+4,3      D/F+1, 1,2,(f+3), 1,2,(f+3), d+3
    d+1, cc, 1,2,(f+3h), N+4        D/F+1, 1,2,(f+3), 1,2,(f+3), D/F+4
    d+1, cc, 1,2,(f+3), 4           D/F+1, 1,2,(f+3), 1,2,(f+3), b+4
    d+1, cc, 1,2,(f+3), d+4,3,3     D/F+1, 1,2,(f+3), 1,2,(f+3), D/B+4
    d+1, cc, 1,2,(f+3), 1,2,(3),4   D/F+1, 1,2,(f+3), 1,2,(f+3h), d+4,3
    D/F+1, d+3,3,N+3                D/F+1, 1,2,(f+3), 1,2,(f+3), 4
    D/F+1, 1,2,(f+3), 2,2           f,N,d,d/f+3
    D/F+1, 1,2,(f+3h), d+4,3        d+3,3,N+3
    D/F+1, 1,2,(f+3), d+4,3,3       3,4,3
    D/F+1, 1, d+4,3,3               3,3,3,4
    D/F+1, 1,2,(f+3h), N+4          d+4,3,3
    D/F+1, 1, 1, D/B+4              D/B+4
    D/F+1, 1, 1, f+4                f,f+4
    D/F+1, 1, 1, 1,1                4,3,(3),4,3,3
    D/F+1, 1, 1, 1, f,f+4           3+4 (big)
    D/F+1, 1, 1, 1, 3+4
    
    COUNTER HIT COMBO ARTS      WAVE NEEDLE COMBO ARTS
    Starter: Bold Cut: b+2      Starter: WS+3,3,4
    
    d+3,3,N+3                   U/F+3+4
    D/B+4
    d+4,3,3
    f,f+4
    
    HUNTING AXE COMBO ARTS
    Starter: f,f+3
    
    d+3,3,N+3
    f,f+4
    d+4,3,3
    D/B+4
    
    SILVER MANTIS & HURRICANE COMBO ARTS
    Starter: 3,3,4,4,4,3_WS+3,4,4,4,3_d/f+4,4,4,3_Flamingo 3,4,4,4,3
    
    1,2,(3),4                     1,2,(f+3), 1,2,(f+3), D/B+4
    1,2,(f+3h), (4),4,3           1,2,(f+3), 1,2,(f+3h), d+4,3
    1,2,(f+3h), d+4,3             1,2,(f+3), 1,2,(f+3h), N+4
    1,2,(f+3), d+4,3,3            1,2,(f+3), 1,2,(f+3), 4
    1,2,(f+3), 4,4                1,2,(f+3), 1,2,(f+3), 1,2
    1,2,(f+3), 1,2,(f+3), 1,1     f+3,(3),3,4
    1,2,(f+3), 1,2,(f+3), d+3     3+4, d+4,3,3
    1,2,(f+3), 1,2,(f+3), D/F+4   d+4,3,3
    1,2,(f+3), 1,2,(f+3), b+4
    
    WING BLADE COMBO ARTS
    Starter: f,N,d,D/F+3_class 1 tag
    
    any Standard Combo                   b+4, 1,2,(f+3), 1,2,(f+3), 4
    any Snake Blade Combo                b+4, 1,2,(f+3), 1,2,(f+3), 1,2
    u/f+3,4,3                            U/F,N+4, 1,2,(3),4
    u/f+3,4, d+4,3,3                     U/F,N+4, 1,2,(f+3h), (4),4,3
    b+4, d+1, WS+4,4                     U/F,N+4, 1,2,(f+3h), d+4,3
    b+4, 1,2,(3),4                       U/F,N+4, 1,2,(f+3), d+4,3,3
    b+4, 1,2,(f+3h), (4),4,3             U/F,N+4, 1,2,(f+3), 4,4
    b+4, 1,2,(f+3h), d+4,3               U/F,N+4, 1,2,(f+3), 1,2,(f+3), 1,1
    b+4, 1,2,(f+3), d+4,3,3              U/F,N+4, 1,2,(f+3), 1,2,(f+3), d+3
    b+4, 1,2,(f+3), 4,4                  U/F,N+4, 1,2,(f+3), 1,2,(f+3), D/F+4
    b+4, 1,2,(f+3), 1,2,(f+3), 1,1       U/F,N+4, 1,2,(f+3), 1,2,(f+3), b+4
    b+4, 1,2,(f+3), 1,2,(f+3), d+3       U/F,N+4, 1,2,(f+3), 1,2,(f+3), D/B+4
    b+4, 1,2,(f+3), 1,2,(f+3), D/F+4     U/F,N+4, 1,2,(f+3), 1,2,(f+3h), d+4,3
    b+4, 1,2,(f+3), 1,2,(f+3), b+4       U/F,N+4, 1,2,(f+3), 1,2,(f+3h), N+4
    b+4, 1,2,(f+3), 1,2,(f+3), D/B+4     U/F,N+4, 1,2,(f+3), 1,2,(f+3), 4
    b+4, 1,2,(f+3), 1,2,(f+3h), d+4,3    U/F,N+4, 1,2,(f+3), 1,2,(f+3), 1,2
    b+4, 1,2,(f+3), 1,2,(f+3h), N+4      BT 4, BT 4
    
    CLASS 1 TAG COMBO ARTS          CLASS 4 TAG COMBO ARTS
    Starter: view class 1 tag       Starter: view class 4 tag
    
    any Wing Blade Combo            d+3,3,N+3
                                    D/B+4
                                    d+4,3,3
                                    f,f+4
    JUGGLES:
    
    I am only going to list Baek's most effective juggles. Baek's isn't just
    about fancy juggles, without knowing how to set them up, they are useless.
    I've taken a few juggles from Catlord's TTT COMBO COMPENDIUM.
    
    D/F+2,
        d+1, FC+3,3,N+3
        b+4, d+4,3,3
        3+4, d+4,3,3
        1,2,3~F, F+4,3,{3},d+4
        1,2,3#~F, d+4,3,3
        1,2,3,3,{3},d+4
        1,2,3~f,D/F+1,3+4
        1,2,3~f,1,cd~4,4,3~f,B/D+4
        D/F+1, 1,2,f+3, f+1, f,N,d,D/F+4,4
    
    f,N,d,D/F+3,
             b+4,d+3,3,N+3
             f,f,BK 3,BK 4
             3+4~F, d+3
             3+4, d+4,3,3
             f,f, BK 3, BK 4
             1,2,3~f, 1,2, 3+4
             f,f, BK 4, 4,4
             u/f,N+3,3,{3},4
    
    [3,4],3,
          1,2,3~f,1,2,3~f,1,2,{3},4
          3,3,[3],4
          3,3,3,4
          3,4,3
    
    3+4, f,f, D/B+4
    
    CD+3,
       b+1, d+4,F#+3,3,3,D/B+4
    
    3,4<3,
       U/F+3+4, d+4,3,3
       U/F+3+4, d+4,3,3,F#+3
    
    [WS+3,3]4, U/F+3+4
    CH b+1, D/F+3, b+4,3,4
    CH D/F+1,2,1,2, D/F+3,1
    
    TAG JUGGLES:
    
    cd+3,5,b+4,f+3,1,ff+4,d+4,ff+3 (Done with Baek and Hwoarang)
    
    INFINITES:
    
    Baek's infinites are basically Flamingo Stance cancelable strings repeated
    over and over. Remember don't abuse these infinites.
    
    F#1,2,3, 1,2,3, 1,2,3 (repeat).
    F#+1,2,3, d+4, F#+3,3,3, D/F+4,4,3 (repeat).
    
    _____________________________________________________
    
    12) Vs.Strategies
    
    I am not going to go through every character in TTT with great detail,
    just specific points you should know on how to win against a certain
    character.
    
    Alex/Roger:
    This should be a easy fight, Alex/Roger definitly one of the weaker characters
    in the game IMHO. Their moves do very little damage, they have limited range
    and they have trouble juggling but they do process A.King's staple moves
    except for the multi throws. The only thing you should worry about is his f,N,1,
    when blocked they have a +41 frame advantage and they can follow up with a Animal
    Godfist for 50% of damage (cheap).
    
    Angel/Devil:
    Definitly considered underrated when compared to the other Mishimas. Watch out
    for Twin Pistons, sidestep the laser and follow up with Wing Blade into a decent
    juggle. Also look out for the Devil Twister (SS+2), this is one of the best Class 1
    Launchers in TTT. Other than that he's pretty easy to deal with since he's the most
    basic of the Mishimas in terms of attacks.
    
    Anna Williams:
    Definitely a hard fight, she has to be one of the most improved characters since
    Tekken 3. She has it all, reversals, quick recovery, parries, multi-throws, and a
    lot more, but she does have weak stamina. In-close she can be deadly so good spacing
    is the key to winning, use your long range to keep her at a distance, moves like
    Butterfly Kicks or Bone Stinger can be useful here.
    
    Armor King:
    IMO he is a hard challenge if played correctly, supplied with quick hitting
    moves and multi throws. His moves have a lot of priority from his crouch dash,
    but the only moves from his CD you should be concered about are his Shadow Rising
    Knee, Palm Upper and his Shadow Larait. His Palm Upper is a very good juggle
    starter so beware, even though A.King is lacking in the juggle department.
    
    Bruce Irvin:
    This can be a easy or a hard fight on your hands, if your facing a decent bruce
    player be prepared to be juggled. Most Bruce players usually go for the 3,2,1
    into the Triple Knees Combo, or they can end the juggle with b+4,3,4 which takes
    a lot of damage. But Bruce does have his weaknesses, for starters he has a limited
    arsenal of moves and some of his moves comes out slow so you can easily sidestep
    around them.
    
    Bryan Fury:
    Byran received very few moves since Tekken 3 but he is still deadly when it
    comes to raw power. Look out for his Chains of Misery throw, it takes a lot of
    damage and it requires 1+2 to escape, but Byran's biggest weakness is his lack of
    low attacks. Nearly all of his attacks hit high or mid, with the exception of his
    regular low kicks, Muay Thai low kicks and his Snake Edge sweep.
    
    Eddy Gordo:
    Since most TTT Eddy players are button mashing idiots, expect a lot of Slippery Kicks
    mixed with Leg Whips and a throw every now and then. Against scrubs jump over their
    Slippery Kicks and catch them with any move of your desire :). If you actually come
    across a Eddy player who actually knows what their doing be prepared for the fight of
    your life, I don't have any information of how to fend off a good Eddy player (because
    I never fought one)
    
    Forrest Law:
    Law has been toned down since his debut in Tekken 3, his follow ups from his
    dragon stance are weakened now and his Fake Step doesn't have as many options
    as it did before. His poking game is still one of the best in TTT, he has a low
    parry, a mid parry and a universal low parry so he can counter almost all of your
    attacks. Since most Law players will be waiting for you to attack, confuse them
    and go for a flamingo throw to mess up their game or buffer a chicken. But Law's
    biggest disavantage is that he's predictable and he doesn't have any advanced
    tactics he can rely on (ex: CD, WD, SD, HaHa) so use that to your advantage.
    
    Ganryu:
    Probably the best improved character since Tekken 2, he has the power of the
    Jacks with the speed of the Changs. Ganryu has it all, damaging juggles, great
    okizeme attacks, good poking moves and a confusing hi low game. A expert Ganryu
    player can be a nightmare, he will overpower you if your not prepared. He also
    has a short shoulder tackle which can go under your moves and a punch reversal
    so WD or SS into flamingo stance and try and catch him with flamingo throws whenever
    possible.
    
    Gunjack:
    The best overall Jack in TTT, supplied great stanima GunJack has power moves as well
    as throws and is a decent juggler. Gun Jack's strength comes in his ability to
    mix-up high, mid and low hitting moves effectivly, his okizeme attacks and rising
    attacks are good as well. But his does has have a major disadvantage against
    you, he is very slow.
    
    Heihachi Mishima:
    Of all the Mishimas Heihachi is probably the most balanced in terms of power
    and moves. His hell sweeps have been toned down but is still damaging when used
    in combos. His WGF and Twin Pistons are a pain as well, his Deathfist is quick,
    the DGF can sneak under your attacks so look out for that. Not bad for a man who's
    in his golden years.
    
    Jack-2:
    More or less similar to Gunjack but he has his differences. Upgraded with some new
    sidestep moves but he lacks the low throw Gunjack has, he also has a lot of Gunjack's
    throws and juggles. His low game isn't as good as Gunjack's but he can set you up
    from his jab.
    
    Jin Kazama:
    Where do i start? Argubly the best character in TTT, Jin definitly has the advantage
    over everyone else. His EWGF is faster and easier to pull off than Heihachi, he can
    juggle the EWGF up to seven times in a row! also if his EWGF is blocked he has a +4
    advantage. His Hell Sweeps can initate combos and can be a GUARANTEED knockdown at any
    range. But like everyone else Jin does have his flaws, Jin lacks low hit attacks and he
    has trouble fending off low attacks, so use Snake Creep or Snake Blade whenever there
    is an opening.
    
    Julia Chang:
    In the right hands she can be very annoying indeed, her regular standing 1 jab is
    the quickest in the game and it combos into the 1,1,2 and 1>1,1. Her D/F+4 is deadly
    because it has a ton of range and it can be chained directly into the Mountain Crusher.
    But Julia does lack a Class 1 Launcher, a decent juggle starter and good power hits.
    
    Jun Kazama:
    Jun is definitly a low tier character, Jun lacks just about everything. She has Pathetic
    stanima, limited juggles, horrible recovery on her moves and no damaging moves. But she does
    have a decent okizeme game and good custom strings but other than this fight is a breeze.
    
    King:
    This is a very hard match because King can reverse kicks and he can't be chickened when he
    reverses them, watch out for his unblockables (Jaguar Lariat, Moonsault) because he has
    no warning flash on the Jaguar Lariat and the Moonsault can be used as a surprise attack.
    King isn't all about multi-throws and slow strings, he has one of the best poking games in
    TTT, a good King player can comeback from a asskicking in a matter of seconds. Also King's
    multi-throws have at least 2 enders each which means you can't just know the escapes and
    automatically get out.
    
    Kuma/Panda:
    Kuma was considered a joke in Tekken 3 but with his new Hunting Stance and some powerful
    juggles to boot, Kuma is to be taken seriously. He has very good reach with his standing
    jabs, Kuma can also cause some confusion from his Hunting Stance although he doesn't use
    a lot of kicks. Remember you can't trade hits with Kuma because you will lose everytime,
    keep him at a distance and poke when he wiffs a move.
    
    Kunimitsu:
    She plays very similar to Yoshimitsu, but her attacks are slower and she doesn't take
    damage too well. Kunimitsu is a "hit and run" character with a lot of quick pokes and
    teleport moves. Remember Kunimitsu is only a treat when in-close so the best way to deal
    with her is to have a strong defensive game.
    
    Lei Wulong:
    The master of confusion and animal stances, if you ever face a Lei master he can
    make you make a multitude of mistakes through his stance changes and razor rush tatics.
    Recently discovered by the Koreans, is the HaHa Step, Fox Step, HoHo Step, all of which
    gives Lei incredible spacing. Don't be fooled by his Druken Master stance he can punch
    parry from it as well as in his other stances and he can switch to any of his animal
    stances through his razor rush. Lei by far is the deepest character in TTT, most Lei players
    only use a fraction of his large arsenal so except Rave Sweeps, Flying Ankle Kicks, and
    Lying Down attacks.
    
    Lee Chaolan:
    Lee finally receieved a complete movelist exclusive to him but he does shares a couple
    of moves with Law but keep in mind that he plays very differently from Law. First of all,
    Lee has some of the fastest kicks in TTT, his hitman stance can be difficult to deal with
    since he can throw a good number of attacks from it. His Blazing Kick is a very good juggle
    starter because it comes out and has a lot of priority.
    
    Michelle Chang:
    See Julia Chang.
    
    Mokujin/Tetsujin:
    Mokujin is a random select character, he has no exclusive moves and the only real
    difference between him and the character he's mimicking is that all of their limbs
    are now the length of his. For example, if he's mimicking any of the Jack's, his legs
    will be longer, but arms shorter to match Mokujin's physique. Also Mokujin never mimics
    Ogre, True Ogre or Unknown. When he tags in or out during a match he will automatically
    switch the character he is mimicking.
    
    Nina Williams:
    Definitly the weaker sister this time around, she has been raped so badly in TTT it's
    not even funny. For starters, her Devine Cannon has a -20 frame disadvantage, she has
    been toned down so much that she's almost in the same tier with Jun.
    
    Ogre/True Ogre:
    Most people think Orge is a just a combination of all the best moves in Tekken 2, this
    is true to an extent but Orge is very much his own character. His standing 4 has been set
    to a fixed damage rate now, he has a new rising attack and a good SS power shot. His kick
    strings have been tweaked as well he also has Kuma's bite as a attack reversal Ganryu's
    Buffalo Horn and a low Tail Sweep. His flying teleport can be used to escape some juggles,
    but he does have his weaknesses; Orge's size makes him a big target, yet he does move
    faster than the rest of the large characters.
    
    Paul Phoenix:
    If you happen to be playing a deathfist scrub, SS and hit him with anything you please.
    But if your playing a Paul expert he can give you a hard time. Phoenix smashers are rarely
    used by advanced Paul players, they instead utilize his pokes, his Falling Leaf and low sweeps.
    Fortunatly, Paul's age caught up with him, a lot of his moves come out slow and he is very
    predictable.
    
    Prototype Jack:
    See Gunjack or Jack2.
    
    Unknown:
    Same as Mokujin in many ways, she has the ability to mimic other fighters but she can't
    mimic large characters and she always starts off mimicking Jun. The only advantage she has
    over Mokujin is that she can change characters without having to tag in or out.
    
    Wang Jinrei:
    Wang is basically a mix of Julia/Michelle with some of his own moves. He has most of
    their pokes, unblockables and hi/low mix-ups. Play him as if you were playing the Changs,
    watch out for his Power Palm and Elbow Rush which can do decent damage on a CH.
    
    Yoshimitsu:
    Very little changes have been made to Yoshimitsu since Tekken 3, his 2 poking moves
    (left jab, right mid kick) have been slowed down to the point where they are easily
    countered or SS. But Yoshi has gained a couple of noteworthy moves in they're place,
    a swordtrust type move, headbutt out of the flea, and some new SS moves. Other than
    that he's just about the same as his previous Tekken incarnations.
    ____________________________________________________
    
    13) Contributions
    
    In this section I've asked some of the best Baek users across the states to share
    their tatics on winning with Baek.
    
    Telly Tel (www.phoenixsmasher.com)
    I always do cd~4,4,3. Very useful move for duckers because if this first hits then
    the rest is guarenteed, also you can flamingo cancel out of it making it more deadly
    also good for okizeme too. Always and I mean always abuse the flamingo b+3 its the main
    part of his game, what i do out of it is b+1 usually, but b+4, b+2, or f+2~3 works too
    but you wanna abuse that as much as possible also try to mix up throws cuz when you
    start getting them to duck you can use the cd~4,4,3 to hit your opponet.
    
    Also abuse d/f+2 (best juggle starter) only good reliable starter and very good priority
    off of d/f+2, 1,2,3f,1,cd~4,4, 3f,d/b+4 and also you can mix up the d/b+4 with the
    buffered snake kicks for people that get straight up or roll back another good juggle
    is d/f+2, 1,2,3f, d/f+1,3+4 very good too is his WD is like a mishima so if you can WD,
    use the WD mix ups with the throws and the cd~4,4,3 also get used to the move buffering
    it is very good for set ups for ex: 1,2,3 f you hold 3 press d+4 and release 3 and the
    begining of the snake kicks comes out, then from that you are in crouch many moves can
    come out from there.
    _____________________________________________________
    
    14) Partner Suggestions
    
    Hwoarang:
    This should be your #1 choice for a partner. First of all, they have great netsu when
    paired together, they also have more combos and tag moves together. The Human Canonball
    and Snake's Revenge are good tag throws and have decent damage. The only downside to this
    team is the lack of any punch attacks, but since their both so evasive that shouldn't
    really be a problem.
    _____________________________________________________
    
    15) Credits
    
    I would like to thank the following people and websites, because without them this
    FAQ wouldn't be possible.
    
    Castel and everyone at Tekken Zaibatsu (http://www.tekkenzaibatsu.com/)
    This is the ulitmate Tekken website in the world, if your just getting into Tekken or
    if you have been a OG at it this is the place to go, they have the krunkest movies and
    the latest Tekken information.
    
    Tekken Zone (http://www.tekkenzone.com/)
    If you wanna see some of the most amazing matches in Tekken check this site out. This
    site got me started working on my FAQ.
    
    GameFaqs (http://www.gamefaqs.com/)
    The most faqs on the planet, if you need a movelist or information on a certain game
    this is the place to go. They have every faq for nearly every game on every system.
    
    Electric Cancel (http://www.electriccancel.com)
    This is the place that really got me hooked on Tekken. Besides having some cool tournament
    vidz, this is also a great place to hang out and meet friends.
    
    Phoenix Smasher (http://www.phoenixsmasher.com)
    For having such a pimpish site, norcal players = are cool. NY still rocks though (eheh)
    
    Tekken Chick a.k.a WDing mistress
    For inspiring me to get off my lazy arse to finish this FAQ, without her I don't I would
    have the drive to finish this. So Thank you so much TC ^_^
    
    I would also like to thank all the people who made a contribution to this FAQ, thank you
    all. Because without your help this FAQ wouldn't be complete.
    _____________________________________________________
    
    16) Version History
    
    Version 3.0 - This FAQ was released on 7/30/01. Streamlined the juggle sections, fleshed out
    the FAQ a bit more, minor spelling corrections, completed the Vs.Strategies.
    
    Version 2.0 - This FAQ was released on 7/24/01. Minor updates, spelling corrections,
    added tag juggles, finished the Strategies section.
    
    Version 1.0 - First version of this FAQ was released on 7/18/01. Did most of the basic
    work, everything is pretty much organized.