____ 
 | ___|   /|   /|
 ||__   __|| __||                              THE "AVENGER"
 | __| / _ |/ _ |/|  /|                  A TTT FAQ CHARACTER GUIDE
 ||___ ||_||||_||||__||                      By Easternborder
 |____|\___|\___|\__  |                  Created on May 17, 2003
         ___________/ |                  Updated on July 28, 2003
        / ___________/      /|                Version 3.50
        ||  __   __  ___  __|| ___      Copyright 2003 Easternborder
        || |_ |/ _ \/ __// _ |/ _ \      eastborder@edsamail.com.ph
        ||___||||_||||   ||_||||_||          FAQ #: 03-002-001
        \_____/\___/|/   \___|\___/

==========
DISCLAIMER
==========
     If you are learning about Eddy Gordo for the first time, you can
refer to other FAQs from Tekkenzaibatsu or at my Eddy Character Guide at
www.gamefaqs.com (recommended).

=========
COPYRIGHT
=========
     This FAQ my not be reproduced under any circumstances except for
personal, private use only. It may not be placed on any web site or
otherwise distributed publicly without advance written permission. Using
this guide on any other web site or as a part of any public display is
strictly prohibited, and a violation of copyright.

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
==========
EMBU INTRO
==========
-Eddy quarrels with Hwoarang.
-Eddy does a Weed Whacker followed by a Cutting Leg Whip against Hwoarang's
Rejection.
-Eddy points.

=====================
WHAT'S NEW WITH EDDY?
=====================
     Eddy has new moves, new costumes, and has better details. Eddy's
moves have greatly improved and more faster to connect in juggles. And
with the help of the tag system, you can create better juggles, offensive
& defensive moves and alternative combos.

==================
PLAYING CONDITIONS
==================
Eddy's Costumes: Both with an imprint design "Faisca"
Left Punch: Belted Blue Capoeira Martial Outfit with Chain Necklace
Left Kick: Luminous Green & Maroon Jersey, Black Shorts & Sneakers
Right Punch: Yellow & Green Muscle Shirt, Belted Martial Outfit
Right Kick: Luminous Red & Purple Jersey, Black Shorts & Sneakers 
Tag Button: Tiger Jackson

=======
LEGENDS
=======
You can look at this section anytime you want to know how to execute a 
Move or a move name (based from Tekken Zaibatsu Move List).

--------
COMMANDS
--------
u -tap up          U -hold up          1 -left punch      5 - tags to your
d -tap down        D -hold down        2 -right punch         partner
b -tap back        B -hold back        3 -left kick
f -tap forward     F -hold forward     4 -right kick

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

hcf -half circle forward

---------
NOTATIONS
---------
-   -descriptions or move name otherwise
N   -neutral position
WS  -while standing
SS  -side step either left or right
WC  -while crouching
FC  -full crouch
QR  -quick recovery; cancels slow recovery frames for fast control
+   -command at the same time
,   -the next command to follow
~   -the next immediate command to follow
=   -next sequence you can follow
<   -you can delay the command for attack, & timing variations
_   -optional move that produces the same execution
#   -see corresponding footnote
*   -Special Strings
!   -part of the string or combo that can be escaped
^   -part of the string where opponent should stand for the move to work
{ } -the string or move can be continued infinitely
[ ] -optional commands after the move
( ) -notes or conventions otherwise

----------
HIT RANGES
----------
h  -hits high            H -hits high and grounded
m  -hits middle          M -hits middle and grounded
l  -hits low             L -hits low and grounded
sm -hits special middle

-----------------------------
CHARACTER SPECIFIFC NOTATIONS
-----------------------------
HSP -Hanstand Position
RLX -Relaxed Position
RWD -Rewinder

------------
GRAPPLE ARTS 
------------
Move                      Move Name                 Side      Escape
--------------------------------------------------------------------
1+3                       Rio Deal                  Front       1
2+4                       Rio Special               Front       2
hcf+1+2                   Rodeo Spin 1+2            Front       3
1+3_2+4 [~5]              Missile Launcher [tag]    Left        4
1+3_2+4                   Shadow Dancer             Right       5
1+3_2+4                   Air Mail                  Back       none

------------
SPECIAL ARTS 
------------
Move                      Move Name                         Range
------------------------------------------------------------------
1,2                       Combo Jillar                       hh
  = 3                       = Fire Kick                      L
  =                         = High Thrust                    h
b+1+2                     Straight Jab                       h
d/f+1                     Elbow Sting                        m
FC+1+2 [~D]               Crying Needle [QR]                 m
  = ~1<2                    = Hammer Head                    m
(f_FC_d/f)+1+2 [~d/b]     Handstand Position [Fake Out]
(u_u/b)+1+2               Vasuuna                            h
b+2                       Asfixiante                         h
WS+2                      Upper                              m
d/f+2                     Elbow Upper                        m
f+2,1,4 [~SS]             Carnival Rush [QR]                 hhm
(u_u/f)+N+2               Diving Fist Drop                   L
3                         Standing Left Kick                 m
WS+3                      Face Jammer                        m
f+3                       Brush Fire                         m
f,f+3 [~B][~D]            Lunging Brush Fire [HSP][RLX]      m
d/f+3 [~D]                Island Mirage [RLX]                m
b+3                       Knee Thruster                      m
d/b+3 [~B]                Weed Whacker [HSP]                 L
  = ~3 [~B]                 = Bush Whacker [HSP]             M
  = 3  [~B_B][~D]           = Hot Plate [HSP][RLX]           m
  = ~4 [~B]                 = Shin Cutter [HSP]              L
    = 4 [~B]                  = Cross Cutter [HSP]           m
    = 1+2 [~D_~1]             = Crying Needle [QR]           m
      = ~1<2                    = Hammerhead                 m
  = {4 [3]}                 = {Cutting Leg Whip [WW]}        h [L]
    = 4 [~D]                  = Mars Attacks [RLX]           MM
      = 3+4                     = Full Mars Attack           M
(u/b_u_u/f)+3+4 [~D_~B]   Fire Kick [RLX]                    h
3+4 [~B]                  Back Handstand Spring [HSP]        M
(FC_WS)+3+4 [~B][~D]      Front Stinger [HSP][RLX]           M
f,f+3+4 [~SS_~D_~F][~5]   Boomerang [QR][tag]                M
d/f+3+4 [~D][~5]          Freak Show [QR][tag]               m
3~4 [~B]                  Slippery Kick [HSP]                LL
  = 4 [~B]                  = Slider [HSP]                   L
    = 4 [~B]                  = Side Flop [HSP]              l
    = 1+2 [~D_~1]             = Crying Needle [QR]           m
      = ~1<2                    = Hammerhead                 m
3~3                       Heran Bago                         M
WS+4                      Circle Kick                        m
f+4 [~B]                  Samba [HSP]                        m
  = 3+4 [~B]                = Slippery Kick [HSP]            LL
    = 4 [~B]                  = Slider [HSP]                 L
      = 4 [~B]                  = Side Flop [HSP]            l
      = 1+2 [~D_~1]             = Crying Needle [QR]         m
        = ~1<2                    = Hammerhead               m
f,f+4                     Black Summy
  = 3                       = Fire Kick                      L
  = 4                       = High Thrust                    h
d/f+4                     Knee Cap Crusher                   l
b+4                       Leg Whip                           h
  = 3 [~B]                  = Weed Whacker [HSP]             L
    = ~3 [~B]                 = Bush Whacker [HSP]           M
    = 3 [~B_B][~D]            = Hot Plate [HSP][RLX]         m
    = ~4 [~B]                 = Shin Cutter [HSP]            L
      = 4 [~B]                  = Cross Cutter [HSP]         l
      =1+2 [~D_~1]              = Crying Needle [QR]         m
          = ~1<2                  = Hammerhead               m
    = {4 [3]}                 = {Cutting Leg Whip [WW]}      h [L]
      = 4 [~D]                  = Mars Attacks [HSP]         MM
        = 3+4                     = Full Mars Attack         M
d/b+4,{4} [b+4]           Barbed Wire [HSP]                  h
(u_u/f)+4                 Roundhouse                         m
U/F~N+4                   Rising Kick                        m
4~3                       Satellite Moon                     mh
  = 3 [~B]                  = Hot Plate [HSP]                m
  = 4                       = Roundhouse                     m
(D,d/b+4_D/B+4)           Haule                              m
1+2+3+4                   Ki Power Up
(u/b_B,u/b_u,u/b,b) [~F]  Evasive Backflip [HSP]
(SS_1+2_D+1+2)            Rewinder

-----------------------------
HANDSTAND POSITION ARTS (HSP)
-----------------------------
Move                      Move Name                         Range
-----------------------------------------------------------------
(u_d)                     Handstand Sidestep
F                         Handstand Walk
D                         Handstand Perch
  = <3+4 [~5]               = Delayed Perch Flop Kick [tag]  m
N                         Roll Out
f+1+2                     Tuck & Roll
b                         Stand Up
1                         Left Flop Punch                    m
  = 3 [~B]                  = Weed Whacker [HSP]             L
    = ~3 [~B]                 = Bush Whacker [HSP]           M
    = 3 [~B_B][~D]            = Hot Plate [HSP][RLX]         m
    = 4 [~B]                  = Shin Cutter [HSP]            L
      = 4 [~B]                  = Cross Cutter [HSP]         l
      =1+2 [~D_~1]              = Crying Needle [QR]         m
        = ~1<2                    = Hammerhead               m
    = {4 [3]}                 = {Cutting Leg Whip [WW]}      h [L]
      = 4 [~D]                  = Mars Attacks [HSP]         MM
        = 3+4                     = Full Mars Attack         M
2                         Right Flop Punch                   m
  = 4 [~B]                  = Swirl Kick [HSP]               L
    = 3 [~B]                  = Carnival Sweep [HSP]         L
3                         Scoot Kick                         L
b+3 [~B_B][~D]            Hot Plate [HSP][RLX]               m
(u_d)~(3_4)               Carnival Sweep                     L
(u_d)+(3_4) [~D]          Slice Kick [RLX]                   M
3~4 [~B]                  Slippery Kick [HSP]                LL
  = 4 [~B]                  = Slider [HSP]                   L
    = 4 [~B]                  = Side Flop [HSP]              l
    = 1+2 [~D_~1]             = Crying Needle [QR]           m
      = ~1<2                    = Hammerhead                 m
d+3+4 [~5]                Perch Flop Kick [tag]              m
4                         Helicopter                         Smh
  = 3+4 [~B]                = Slippery Kick [HSP]            LL
    = 4 [~B]                  = Slider [HSP]                 L
      = 4 [~B]                  = Side Flop [HSP]            l
      = 1+2 [~D_~1]             = Crying Needle [QR]         m
        = ~1<2                    = Hammerhead               m

-------------------
REWINDER ARTS (RWD)
-------------------
Move                      Move Name                         Range
-----------------------------------------------------------------
1+2 [~SS]                 Spin Slaps [QR]                     hh
  = ~3 [~5]                 = Freak Show [tag]                m
  = 3                       = Island Mirage                   m
2                         Cruncher                            m
3 [~D][~B]                Hot Plate [RLX][HSP]                m
  = B                       = Handstand Position
    = 3+4 [~5]                = Instant Perch Flop Kick [tag] m
3+4                       Wheel Kick                          hm
  = 3+4                     = Skull Kick                      M 
    = 3+4                     = Sao Paulo Special             M
      = u/f+3+4 [~D_~B]         = Fire Kick [RLX]             h
u+3 [~D)                  Skull Kick [RLX]                    m
  = ~3 [~5]                 = Freak Show [tag]                m
  = 3 [~B]                  = Carnival Sweep [HSP]            L
  = 3+4                     = Kick Out                        L
4~3 [~B]                  Leaping Face Kick [HSP]             h
4 [~B]                      = Swirl Kick [HSP]                L
  = 3 [~B]                    = Carnival Sweep [HSP]          L
  = 3+4 [~B][~D]              = Front Stinger [HSP][RLX]      M

---------------------------
RELAXED POSITION ARTS (RLX)
---------------------------
Move                      Move Name                         Range
-----------------------------------------------------------------
(b_f)                     Roll Back or Forward
(u_d)                     Relaxed Side Roll Out
1+2 [~D_~1]               Crying Needle [QR]                 m
  = ~1<2                    = Hammerhead                     m
f+1+2                     Headlong Dive                      m
3,4                       Rio Delight                        lm
3~4                       Scoop Up Kick                      M
3+4 [~B_~3]               Back Handspring [HSP]              M
b,b+3+4                   Rising Feet Lunge                  m
4~3                       Flare                              Lm
4                         Mid Kick                           m
  = 3+4 [~B_~3][~D_~SS]     = Back Handspring [HSP][QR]      M
5                         Tag

---------------
UNBLOCKABLE ART 
---------------
Move                      Move Name                         Range
-----------------------------------------------------------------
d/b+3+4                   Fruit Picker                       mH
  = b,b                     = Cancel

---------------
STRING HIT ARTS
---------------
Move                      Move Name                         Range
--------------------------------------------------------------------------
4~3,4,2,4,3, [~B]         Weed Whacker [HSP]                 mmmhhL
  = ~3 [~B]                 = Bush Whacker [HSP]             M
  = 3 [~B_B][~D]            = Hot Plate [HSP][RLX]           m
  = ~4 [~B]                 = Shin Cutter [HSP]              L
    = 4 [~B]                  = Cross Cutter [HSP]           l
    =1+2 [~D_~1]              = Crying Needle [QR]           m
      = ~1<2                    = Hammerhead                 m
  = {4 [3]}                   = {Cutting Leg Whip [WW]}      h [L]
    = 4 [~D]                    = Mars Attacks [HSP]         MM
      = 3+4                       = Full Mars Attack         M
4~3,4,2,4,4,3+4,3+4,3+4,d/b+3+4,u/f+3+4                      mhmhhMMMhmMMh

========
EPILOGUE
========
     Eddy and Tiger performs a rhythmic dance in a roda.

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
                 ____     ___    ______   _____  _______
                /  _ \   / _ \  \__   _| /  _  \ \__  __|
                | / \_| | | | |    | |   | |_| /    | |
                | |  _  | |_| |    | |   |  _  \    | |
                | \_/ | |  _  |    | |   | |_| |    | |
                \____/O |_| |_|O   |_|O  |_____/O   |_|O

====================================
CAPOEIRA ADVANCED TAG BATTLE TACTICS
====================================
     "CATBT is made for future tactics that can be used by Eddy Gordo and
Tiger Jackson lovers to win against CPU and Human opponents. Remember to
use these tips wisely and not to abuse them against your opponent."

     "CATBT recommends that you know all the moves of EDDY GORDO to ensure
that you can properly execute the specified moves listed here. It doesn't
hurt to know more of what EDDY can do for you."

     "CATBT can be used against CPU and Human opponents most likely the
seasoned players out there. Let's show them what EDDY can really do. Shall
we begin?"

==============
CATBT SETTINGS
==============
Game Configuration:
Time: 40 Secs.
Rounds: Any
Difficulty: Very Hard
BGM: Silent (optional)
Guard Damage: On

Controller Configuration for PS2:
Square: LP           L1: LP+RK
Triangle: RP         L2: Tag Button
Cross: LK            R1: LP+RP
Circle: RK           R2: LK+RK

======================
CATBT SPARRING GROUNDS
======================
= Free Mode Configuration =
Key Displays: Off
Attack Data: On
Counter Attacks: On
Training Dummy: Stand and/or Technical Roll

     Not all of CATBT can be executed on Practice mode. Therefore, you
should try the rest of CATBT on the Team Battle Mode, whenever you have
the chance.

===================
CABT BATTLE GROUNDS
===================
     If you feel ready to test your moves try them in the Team Battle
Mode. Select a Team Battle of 8, select EDDY, then start. Your battle
begins. If you got all the characters complete, select EDDY, DOCTOR B, and
GON, then start. This prevents from encountering DOCTOR B and GON as
opponents in the Team Battle. This scheme only works on the 1 PLAYER side.

     The reason why the Team Battle Mode is better than any other mode is
that you'll be able to fight characters at the hardest effort they will
give you. They may be just 8, but it won't easy to get a straight win from
all of them at your first try. You might even try, try, & try again from
repetitive losses. Besides, if you get the hang of getting a straight win
every time, the more you'll be able to win from any type of modes from the
game.

     Should you lose from a Team Battle, press START~SELECT to return to
the Menu Screen and start all over again.

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
==============
RECOVERY MOVES
==============
When knocked down after a hit, try pressing one of these buttons at the
same time you hit the ground:

-(1_2) to technical roll far from the screen
-or (3_4) to technical roll near the screen

======================
NEW KNOCKDOWN RECOVERS
======================
Recover from knockdowns by executing the following:

Sliding knockdown: ~b to backspring after being hit
Rolling knockdown: ~D/B to quickly defend after being hit.
Bounce knockdown: ~f to hop up while after being hit. 

=========
REVERSALS
=========
A reversal occurs when a character grabs the attacking opponent's arm or
leg and executes a grapple so that the damage returns to the opponent
instead. Only a few characters can do the reversal. Press b+(1+3_2_4) at
the same time the opponent attack you to execute a reversal. Unfortunately,
Eddy has no reversal art.

The following moves are irreversible so use them to your advantage:

Normal Stance:              Handstand Position:
FC+1+2 [~1<2]               4
b+3                         3+4
d/b+3
  = ~4,1+2 [~1<2]           Relaxed Position:
  = 4,3+4                   1+2 [~1<2]
3~4,4,1+2 [~1<2]            3+4
b+4
  = 3~4,1+2 [~1<2]
  = 4
    = 3+4
3+4
f+4
(FC_WS)+3+4

The (FC_WS)+3+4 is an irreversible move except to Anna and Paul. It 
cannot be chickened.

Other irreversible moves are moves that have low range hit properties.
The rest of the moves that aren't mentioned are reversible moves.

========
PARRYING
========
Parrying occurs when the character grabs the attacking opponent's arm or
leg and moves it aside, so that the character has a chance to counter
attack. Parrying can interrupt high, middle and low range attacks.
Like the reversal, Eddy has no parrying art. Refer to the reversal
section for moves that cannot be parried.

==========
CHICKENING
==========
Chickening has got nothing do with chickens. A Chickening occurs when
the opponent escapes the character's reversal, and damages the character
while escaping. All characters can perform the Chickening art.

To execute a chickening art, depends on the leg or the arm that is
reversed. Also the move needs to be done immediately after the reversal:

To chicken a reversed left arm or leg: f+1+3
To chicken a reversed right arm or leg: f+2+4

Here are some moves that can be chickened regardless of side:

For f+1+3 chickening:             For f+2+4 chickening:
b+1+2                             SS+3+4 (Right)
u/f+3+4                           RLX+3~4
f,f+3+4                           4~3
d/f+3+4
SS+3+4 (Left)                     For f+2+4 chickening against Anna:
SS+3+4 [3+4,3+4,u/f+3+4]          u/f+3+4
SS+4~3                            f,f+3+4
d/b+3+4 (1st or 2nd Hit)          SS+3+4 [3+4,3+4,u/f+3+4]
RLX+4,3+4                         SS+4~3
u/f+1+2                           u/f+1+2

===========
KI POWER UP
===========
By pressing 1+2+3+4, Eddy hands and feet will charge a powerful aura.
Ki Power Ups enables you to increases the damages of your normal attacks
and grapples. It also turns a normal hit into a counter-hit damage. All
the characters can Power Up their Ki.

However, Ki Power Ups disables you to block any attacks from your
opponent. Yet, should your opponent blocks your charged attack, it won't
disappear. The Ki Power Up lasts about 2 seconds, so make those seconds
count and, remember to keep attacking on a charged Ki.

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
================
SPECIAL STRINGS*
================
     These are special chains of attacks I made and compiled for Eddy's
Juggles, Counter-hits and Combos. You can refer to this section if you
encounter special strings that ends in *. 

An ! indicates the part of the string where your opponent can possibly
escape before the next move.

An ^ means that your opponent should STAND UP in that section of the
string for the combo to work.

*Weed Whacker 1 (WW1*)
d/b+3
  = !~3
  = !~4,1+2 [~D]

*Weed Whacker 2 (WW2*)
d/b+3,!4,4,3+4
---------------------------------------------------------------------------
*Slippery Kick Strings (SKS*)
3~4,4
  = 4 [~B]
  = 1+2 [~D]
---------------------------------------------------------------------------
*Front Stinger 1 (FS1*)
D+3,!FC+3+4 [~B]

*Front Stinger 2 (FS2*)
^D+4,!^FC+3+4

*Front Stinger 3 (FS3*)
^D+3,!^FC+3+4

*Front Stinger 4 (FS4*)
!^RLX+3+4
  = !^FC+3+4~D
  = ^D+4,!^FC+3+4~D
---------------------------------------------------------------------------
*Helicopter 1 (H1*)
HSP+4
  = !(u_d)+(3_4)~D,RLX+4~3
  = !3

*Helicopter 2 (H2*)
HSP+4,!4 [~B]
---------------------------------------------------------------------------
*Wheel Kick 1 (WK1*)
RWD+3+4,3+4,!3+4

*Wheel Kick 2 (WK2*)
RWD+3+4~FC,!^FC+3+4

*Wheel Kick 3 (WK3*)
RWD+3+4~FC,!^~RWD+u+3,3+4
---------------------------------------------------------------------------
*Carnival Sweep 1 (CS1*)
RWD+4,!3

*Carnival Sweep 2 (CS2*)
HSP+2,!4,3

*Carnival Sweep 3 (CS3*)
RWD+4,!3+4 [~B][~D]
---------------------------------------------------------------------------
*Double Punch 1 (DP1*)
1,2
  = d/f+2
  = !D+3

*Double Punch 2 (DP2*)
1,2,4~4
---------------------------------------------------------------------------
*Flop Punch 1 (FP1*)
HSP+(1_2)~FC,D+(3_4),!FC+3+4 [~B][~D]

*Flop Punch 2 (FP2*)
^HSP+1,3
  = !~3
  = !3,!~4
    = 4
    = 1+2 [~D]
---------------------------------------------------------------------------
*Leg Whip 1 (LW1*)
b+4,!4,3+4

*Leg Whip 2 (LW2*)
b+4,!3
  = !~3      
  = !~4
    = 4
    = 1+2 [~D]
  = !4,4,!3+4
---------------------------------------------------------------------------
*Perch Flop Kick Strings (PFKS*)
HSP+d+3+4,(u_d)+(3_4) [~D]
---------------------------------------------------------------------------
*Heran Bago Strings (HBS*)
3~3
  = RLX+!3
  = RLX+3~4
  = RLX+4~3
  = RLX+4,!3+4

=====================================
EDDY'S JUGGLES, COUNTER HITS & COMBOS
=====================================
     The reason I made this FAQ so that I can provide the reader with the
necessary combos that they can use when playing Eddy. This is it! Now you
can show how lethal Capoeira can be. EJCC works both for recommended
CPU and Human opponents & especially useful to Okizeme tactics. 

Some EJCCs have specific properties. See their corresponding footnote (#)
in the Property Column (PRC).

The Attack Percentage (ATK%) indicates how successful the EJCC against the
opponent based upon my research. The higher the ATK% the less chance to
escape the EJCC.

Keep in mind though that in order for the EJCC to work, you need to get
close to the opponent by dashing forward; remember to time your juggles,
and just pure luck.

==============================
JUGGLES START-UP USED FOR EJCC
==============================
FREAK SHOW (d/f+3+4)          SLIPPERY KICK (3~4)
Other related versions:       Other related version:
Freak Show (RWD+u+3,~3)       Slippery Kick (HSP+3~4)
Freak Show (RWD+1+2,~3)
Scoop Up Kick (RLX+3~4)       PERCH FLOP KICK (HSP+d+3+4)
                              Other related version:
UPPER (WS+2)                  Instant Perch Flop Kick (RWD+3,B,HSP+3+4)
                              (Note: execute a kick from 3 before B to HSP
WHEEL KICK (RWD+3+4)          for the 3+4 to work)

RISING KICK (u/f+N+4)         LOW KICK RISE (Grounded Position+3)
                              (Note: 3 trips the opponent)
HERAN BAGO (3~3)

BANDA (RWD+1+4)

---------------------------------------------------------------------------
=FREAK SHOW JUGGLES= (FRS)                            PRC       ATK%
---------------------------------------------------------------------------
1. FRS,DP1*                                                    80-95%
2. FRS,1,1,d/f+3                                               90-95%
3. FRS,FS1*                                          #1 #3     90-95%
4. FRS,1,{FS2*},3+4,{FS4*}                            #2       85-90%
5. FRS,!WW1*                                          #1       90-95%
6. FRS,!^SKS*                                                   75%
7. FRS,3                                                        100%
8. FRS,1,CS1*                                         #1       75-85%
9. FRS,1,CS3*                                         #1       80-85%   
10. FRS,DP2*                                                   95-100%
11. FRS,1,HBS*                                        #1       90-95%
12. FRS,(d/f+1_1),d/b+3~4,1+2                         #1       75-80%

---------------------------------------------------------------------------
=UPPER JUGGLES= (UP)                                  PRC       ATK%
---------------------------------------------------------------------------
1. UP,DP1*                                                     75-90%
2. UP,1,1,d/f+3                                                85-90%
3. UP,FS1*                                           #1 #3     85-90%
4. UP,1,{FS2*}~D,{FS4*}                               #2       80-90%
5. UP,!WW1*                                           #1       85-95%
6. UP,!^SKS*                                                    75%
7. UP,CS1*                                            #1       80-85%
8. UP,u/f+3+4                                                   100%
9. UP,LW1*                                            #1       80-90%
10. UP,1,CS1*                                         #1       75-80%
11. UP,1,CS3*                                         #1       75-85%
12. UP,DP2*                                                    95-100%
13. UP,1,HBS*                                         #1       90-95%
14. UP,(d/f+1_1),d/b+3~4,1+2                          #1       75-80%

---------------------------------------------------------------------------
=SLIPPERY KICK JUGGLES= (SK)                          PRC       ATK%
---------------------------------------------------------------------------
1. SKS*                                                        95-100%
2. SK,^RLX+3~FC,!D+3,FC+3+4,~B(stand)                #1 #4     60-70%
3. SK,RLX+,4~3                                                 95-100%
4. SK,RLX,3~4                                                  95-100%
5. SK~B,HSP+(u_d)+(3_4), ~B(stand)                    #1       95-100%
6. SK~B,HSP+3                                                  80-85%
7. SK~B,HSP+3~4                                                95-100%
8. SK~B,!H1*                                          #3        75%
9. SK~B,^FP2*                                        #2 #3     80-85%
10. SK~B,^CS2*                                       #1 #3     80-85%
11. SK,{FS4*}                                         #2       80-85%

---------------------------------------------------------------------------
=WHEEL KICK JUGGLES= (WK)                             PRC       ATK%
---------------------------------------------------------------------------
1. WK1*                                               #1       90-95%
2. WK2* [~B]                                                   95-100%
3. WK,CS1*                                            #1        95%
4. WK2*,{FS2*}                                       #2 #5     75%-95%
5. WK,!d/b+3+4                                       #2 #6      75%
6. WK,!(u_u/f)+2                                      #1       75-85%
7. WK3*,!^{FS4*}                                      #1       80-90%
8. WK,CS3*                                            #1        90%
9. WK2*~D,{FS4*}                                      #2       85-90%
10. WK,f,f,!^WK1*                                    #2 #3     85-95%
11. WK,f,f,3~3                                        #1       80-90%

---------------------------------------------------------------------------
=PERCH FLOP KICK JUGGLES= (PFK)                       PRC       ATK%
---------------------------------------------------------------------------
1. PFK,H1*                                                     80-90%
2. PFK,H2*                                            #3        75%
3. PFK,FP1*                                          #1 #3     80-90%
4. PFK,CS2*                                          #1 #3     85-100%
5. PFK,!^SKS*                                                  75-85%
6. PFKS*,{FS4*}                                       #2       85-90%
7. PFKS*,RLX+4~3                                               90-95%

---------------------------------------------------------------------------
=RISING KICK JUGGLES= (RK)                            PRC       ATK%
---------------------------------------------------------------------------
1. RK,LW1*                                            #1       85-100%
2. RK,!WW1*                                           #1       85-95%
3. RK,DP1*                                                     80-90%
4. RK,1,1,d/f+3                                                90-100%
5. RK,FS1*                                           #1 #3     90-100%
6. RK,1,{FS2*}~D,{FS4*}                               #2       90-95%
7. RK,CS1*                                            #1       75-85%
8. RK,!^SKS*                                                    75%
9. RK,f+3                                                      95-100%
10. RK,u/f+3+4                                                 95-100%
11. RK,RWD+1+2,!~3                                             75-85%
12. RK,1,CS3*                                         #1       75-85%
13. RK,DP2*                                                    95-100%
14. RK,1,HBS*                                         #1       90-95%
15. RK,(d/f+1_1),d/b+3~4,1+2                          #1       75-80%

---------------------------------------------------------------------------
=LOW KICK RISE JUGGLES= (LKR)                         PRC       ATK%
---------------------------------------------------------------------------
1. LKR,FC+3+4,[FS2*]~D,[FS4*]                         #2       80-90%
2. LKR,!^WW1*                                         #1       80-85%
3. LKR,!(u_u/f)+N+2                                   #1       85-90%
4. LKR,HBS*                                           #1       80-90%

---------------------------------------------------------------------------
=BANDA TRIP JUGGLES= (BA)                             PRC       ATK%
---------------------------------------------------------------------------
1. BA,!^SK JUGGLES  (EJCC)                            #1       75-80%
2. BA,CS1*                                            #1       80-90%
3. BA,CS3*                                            #1       80-90%
4. BA,!3~3                                            #1       80-85%

---------------------------------------------------------------------------
=HERAN BAGO JUGGLES= (HB)                             PRC       ATK%
---------------------------------------------------------------------------
1. HBS*                                               #1       85-95%

==================================
COUNTER HIT START-UP USED FOR EJCC
==================================
CRUNCHER (RWD+2)                 LEG WHIP (b+4)
                                Other related versions:
                                Cutting Leg Whip (d/b+3,4)

---------------------------------------------------------------------------
=CRUNCHER BOUNCE JUGGLES= (CR)                        PRC       ATK%
---------------------------------------------------------------------------
1. CR,LW1*                                            #1       95-100%
2. CR,u_u/f+4                                                   100%
3. CR,!WW1*                                           #1       85-90%
4. CR,f+(3_4~B),~B(Stand)                                      90-95%
5. CR,CS1*                                            #1       75-90%
6. CR,FS1*                                           #1 #3     80-90%
7. CR,!d/b+3+4                                        #2        75%
8. CR,!(u_u/f)+2                                      #1       75-85%
9. CR,f,f+3+4                                                  80-90%
10. CR,RWD+1+2,!~3                                             75-85%
11. CR,CS3*                                           #1       75-85%
12. CR,f+1+2,!HSP+(u_d)+(3_4),~B(stand)               #1       80-90%
13. CR,FC+3+4,{FS2*}~D,{FS4*}                         #2       85-90%
14. CR,3~3                                                     85-90%

---------------------------------------------------------------------------
=LEG WHIP COUNTER HIT COMBOS= (LW)                    PRC       ATK%
---------------------------------------------------------------------------
1. LW,<LW1*                                           #1       85-95%
2. LW,[u/f+3+4][3]                                              100%
3. LW,WW1*                                            #1       90-95%
4. LW,FS1*                                                     80-90%
5. LW,<{FS3*}~D,!^{FS4}                              #2 #7     90-95%
6. LW,CS1*                                            #1       85-90%
7. LW,3~4                                                      80-90%
8. LW,!d/b+3+4                                        #2        75%
9. LW,!(u_u/f)+2                                      #1       75-85%
10. LW,f+(3_4~B),HSP+(u_d)+(3_4)~D,RLX+4~3            #1       80-90%
11. LW,CS3*                                           #1       75-80%
12. LW,f+1+2,!4                                       #3       75-90%
13. LW,f+4~B,^FP2*                                   #2 #3     75-85%
14. LW,LW2*                                          #1 #3     75-85%
15. LW,f+4~B,^CS2*                                   #1 #3     75-85%
16. LW,3~3                                                     80-85%
17. LW,RWD+1+4                                                 95-100%
18. LW,(d/f+1_1),d/b+3~4,1+2                          #1       75-80%

=====================================
BOUNCE JUGGLES START-UP USED FOR EJCC
=====================================
BOOMERANG (f,f+3+4)

---------------------------------------------------------------------------
=BOOMERANG BOUNCE JUGGLES= (BO)                       PRC       ATK%
---------------------------------------------------------------------------
1. BO,CS1*                                                     65-75%
2. BO,!^{f,f+3+4}                                     #2       75-90%
3. BO,WW1*                                            #1       65-80%
4. BO,!LW1*                                           #1       75-90%
5. BO,f+1+2,!HSP+(u_d)+(3_4),~B(stand)                         90-100%
6. BO,FC+3+4~D,{FS2*}                                 #2       80-90%
7. BO,!(u_u/f)+2                                      #1       75-85%
8. BO,CS3*                                            #1       75-85%
9. BO,WW2*                                            #1       80-90%
10. BO,f,f,3~3                                                 85-90%

==================================
STUN COMBOS START-UP USED FOR EJCC
==================================
ELBOW UPPER (d/f+2)               4 HIT STRING (4~3,4,2,4)
                                  (Note: the 2nd 4 must not hit)

FRONT STINGER (FC_WS+3+4)

---------------------------------------------------------------------------
=ELBOW UPPER STUN COMBOS= (EU)                        PRC       ATK%
---------------------------------------------------------------------------
1. EU,!^CS1*                                          #1       90-95%
2. EU,!^BO Juggles (EJCC)                             #2       75-85%
3. EU,!d/b+3+4                                                 60-80%
4. EU,FC+3+4,{FS2*}~D,{FS4}                           #2       75-85%
5. EU,!(u_u/f)+2                                      #1       75-80%
6. EU,CS3*                                            #1       75-85%

---------------------------------------------------------------------------
=FRONT STINGER STUN COMBOS= (FS)                      PRC       ATK%
---------------------------------------------------------------------------
1. FS,{FS3*}~D,{FS4*}                                  #2       80-90%
2. FS,!d/b+3+4                                         #2        75%
3. FS,!(u_u/f)+2                                       #1       75-85%
4. FS,CS1*                                             #1       80-85%
5. FS~D,RLX+3~4                                                 90-100%
6. FS~D,RLX+4~3                                                 90-100%
7. FS,CS3*                                             #1       75-85%

---------------------------------------------------------------------------
=4 HIT STRING STUN COMBOS= (4H)                       PRC       ATK%
---------------------------------------------------------------------------
1. 4H,1,1,d/f+3                                                90-100%
2. 4H,<LW1*                                                    90-100%
3. 4H,WW1*                                            #1       75-85%
4. 4H,f+3,HSP+(u_d)+(3_4)~D,RLX+4~3                   #1       90-100%
5. 4H,!d/b+3+4                                                  75%
6. 4H,!(u_u/f)+2                                               80-90%
7. 4H,[(u_u/f)+4][3]                                            100%
8. 4H,4,!3+4,!^3+4,~3+4,!d/b+3+4,!^u/f+3+4                      50%
9. 4H,CS1*                                            #1       75-80%
10. 4H,CS3*                                           #1       75-85%
11. 4H,f+1+2,!4                                       #3       75-90%
12. 4H,f+4~B,^FP2*                                   #2 #3     75-85%
13. 4H,LWS*                                          #1 #3     75-85%
14. 4H,f+4~B,^CS2*                                   #1 #3     75-85%
15. 4H,f,f,3~3                                                 85-90%
16. 4H,RWD+1+4                                                 95-100%
17. 4H,(d/f+1_1),d/b+3~4,1+2                          #1       90-95%

---------------------------
PROPERTY COLUMN INFORMATION
---------------------------
#1 The EJCC can be escaped or technical rolled.
#2 The EJCC only works for Hard CPU.
#3 The EJCC only works for Big opponents.
#4 Use only the 3 of Rio Delight
#5 Make sure the opponent's face is up.
#6 Make sure the opponent's face is down.
#7 Use the Front Stinger 3 after your opponent hits the ground.

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
---------------------------------------------------------------------------
=ATTACK MEASURES= (AM)                               PRC        ATK%
Attacks you might find useful against CPU opponents.
---------------------------------------------------------------------------
1. [f+3,HSP+3,RLX+3~FC,WS+4]                        #1 #2      75-80%
2. 1,2,EU Stun Combos (EJCC)                                   80-85%
3. f+4~B,[HSP+1,3,4,~B]                              #1        75-80%
4. 4~3,3,RLX+3~4                                               80-85%
5. f,f+3~D,RLX+3~4                                             80-85%
6. RWD+4,LW1*                                        #3        60-75%
7. RLX+1+2~1<2                                                 80-90%
8. 1,b+4                                                       80-85%
9. 1,d/f+3+4                                                   80-85%
10. b+4,3,4,3~4,1+2                                            80-90%
11. b+4,3,4,3,4,4,3+4                                          75-85%
12. 1,d/f+2                                                    80-90%
13. f+4~B,HSP+4,3+4                                            80-85%
14. 1,HB Juggles (EJCC)                                       80-85%

---------------------------------------------------------------------------
=DEFENSIVE MEASURES (DM)=                            PRC        ATK%
     Some defensive attacks useful to back off CPU opponents.
---------------------------------------------------------------------------
1. D+4,WS+4                                                    75-85%
2. 4~3,3,RLX+4~3                                               75-85%
3. FC+1+2~1<2                                                  80-90%
4. f,f+3~D,RLX+4~3                                             80-85%
5. 1,3                                                         80-95%
6. (u/b_B,u/b_u,u/b,b)                                         escape
7. 1,d/f+3                                                     75-80%
8. D+4,FC+1+2~1<2                                              80-90%
9. 1,b+3                                                       80-90%
10. 1,D+1,WS+4                                                 80-85%
11. RWD+4,b+4,3~4,1+2                                          80-85%
12. 1,d/f+3                                                    80-90%
13. d/f+1,4                                                    75-85%
14. 1,BA Trip Juggles (EJCC)                                   75-80%

---------------------------------------------------------------------------
=GROUNDED MEASURES=                                  PRC        ATK%
---------------------------------------------------------------------------
1. Grounded+b,f+1+2,!^(hcf+1+2~D_1+3_2+4)                      80-90%
2. Grounded+b,b+3+4,!^(1+3)_(2+4)~D                  #4        80-90%
3. Grounded+(D+1_1)~B(stand)                                   escape
4. Grounded+(d+3_d+4)                                #5        75-90%

---------------------------
PROPERTY COLUMN INFORMATION
---------------------------
#1 Use only the 3 of Rio Delight.
#2 Guard damage advantage.
#3 Finish the RWD+4 before the Leg Whip 1.
#4 This string only works for Hard CPU.
#5 Eddy's face is up and his feet towards the opponent.

===============================
EASTERNBORDER'S KNOCKOUT COMBOS
===============================
     Combos that I made some for myself against CPUs. Can be used for Time
Attack Mode or Survival Mode.
---------------------------------------------------------------------------
EBCOMBO#1:

u_u/f+4
  = !^f,f+4,4           
    = !^RLX+f,f+1+2
      = !^hcf+1+2~D
        = b,b,
        = 1+2+3+4,b,b 
          = (f,F_f,f,f)
            = !^Shoulder Block
            = (3_4_1+2)

Start with u/f+4 or any other knockdown art. As the CPU technical rolls,
approach with RLX+f,f+4,4. After the CPU's violent knockdown, follow with
f,f+1+2. If you get a hit, immediately execute hcf+1+2 as the CPU
technical rolls. Remember to hold down if you miss the grapple or the
CPU will. After the throw, b,b then f,f,f, towards the enemy to give
the CPU a Shoulder Block as he/she stands up.(the CPU doesn't do anything)
if the CPU makes a knockdown roll, catch up with a f,f+3+4. Otherwise,
if the enemy rolls forward as you run, use the (3_4_1+2) while running. 
You can start with any part of the combo. You can also Ki Power Up
(1+2+3+4) after the throw.
---------------------------------------------------------------------------
EBCOMBO#2

f+4~b,HSP+1,3,4,1+2~FC 
  = WS+4
  = FC+3+4~B,HSP+4

Execute a Samba. Follow the Flop Punch Strings after doing a HSP.
You can hold D while doing 1+2 for a quick frame recovery. After doing
1+2 there can be 2 results: If your opponent blocks 1+2, use 4 while
standing as a follow up attack. If your 1+2 hits follow the 3+4 while
standing then HSP back. Now observe the enemy. If the CPU makes a first
high or middle attack or string but it didn't reach you, immediately 
press 4 in HSP. You can repeat the combo starting with the Flop Punch
Strings if you follow the knocked CPU by walking in HSP.

This move is very useful in approaching your enemy after his/her tag.

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
==================
CUSTOMIZED STRINGS
==================
These are strings that are compiled by adding two or more standard strings.
As an Eddy player, your fighting style will rely on confusion and 
continuous attack to your opponent. Using these strings tactically will
benefit your advantage in battle. By using some basic attacks, you can
create infinite strings and keep your enemies on the defensive.

Here are some strings that you can connect from one string to another.
You need to delay the command on some moves for you to execute them.
---------------------------------------------------------------------------
[b+4,3~4]         [d/b+3~4]         [3~4,4]          [f+4,3+4,4]
[b+4,3,4,3~4]     [d/b+3,4,3~4]     [HSP+1,3~4]      [4~3,4,2,4,3~4]
[HSP+4,3+4]

After executing one of the strings add one of the following:
WS+1        -Connect with b+4 and continue with the Leg Whip Strings
WS+2        -Continue with the UP Juggles
WS+3        -Knocks down the opponent
WS+4        -Backs off your opponent
b+4         -Continue with the Leg Whip Strings
(FC_WS)+3+4 -Middle Ground Attack, ~B to HSP or ~D to RLX
u/f+3+4     -Knocks down the opponent, (~D_~B) to RLX
~B          -End in HSP and continue with FP or SK Strings
1+2,~D      -Connect with any WS moves

---------------------------------------------------------------------------
Starting from CS strings:
[RWD+4]           [HSP+2,4]

After executing one of the strings add one of the following:
3           -Backs off your opponent
b+4         -Continue with the Leg Whip Strings
u/f+3+4     -Knocks down the opponent, (~D_~B) to RLX
1,2         -Double Punch attack
~B          -End in HSP and continue with FP or SK Strings

---------------------------------------------------------------------------
Starting from FP strings:
[HSP+1]           [HSP+2]

After executing one of the strings add one of the following:
WS+1        -Connect with b+4 and continue with the Leg Whip Strings
WS+2        -Continue with the UP Juggles
WS+3        -Knocks down the opponent
WS+4        -Backs off your opponent
(FC_WS)+3+4 -Middle Ground Attack, ~B to HSP or ~D to RLX
u/f+3+4     -Knocks down the opponent, (~D_~B) to RLX
b+4         -Continue with the Leg Whip Strings

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
===========
TAG TACTICS
===========
     Here is some useful tag strategies you can use for Eddy.

--------------------
TAG JUGGLES START-UP
--------------------
You can tag to your partner after making a successful hit by tapping 5
immediately after one of the special moves below:

Normal Stance: f,f+3+4
               d/f+3+4
Handstand Position: D<3+4
Rewinder: 1+2~3
          u+3~3
          3,B,3+4

----------
TAG THROWS
----------
You can tag to your partner by immediately tapping 5 after grappling:

Normal Stance: 2+5
When your partner tag throws to Eddy: Boomerang (no buttons required)

Rewinder: (1+3_2+4) Missile Launcher Tag on opponent's left side


-------------------
TAG APPROACH ATTACK
-------------------
While Eddy comes in the screen after a tag, execute one of these moves:

After Tagging: f,f,N,1+2 -Head Dive
               f,f,N,3 -Lunging Brush Fire
               f,f,N,4 -Slide

--------------------
TAG APPROACH JUGGLES
--------------------
When your partner has a tag juggle startup, you can juggle your
falling enemy after Eddy comes into the screen. See EJCC's "FRS",
"UP", and "RK" Juggles and replace their start-ups.

-----------
TAG ESCAPES
-----------
Escape from being a victim by tagging out of the screen depending on the
situations.

Falling knockdown: tap 5 the same time as hitting the ground
Grounded Knockdown: tap 5 while lying in the ground
Relaxed Position: tap 5 while in RLX

--------------
OPPONENT'S TAG
--------------
After opponent tags, the partner is vulnerable from coming in the screen.
Approach your opponent's partner with these attacks:

Grapples: (1+3_2+4)
          hcf+1+2
Normal Stance: d/f+3+4 [~5]
               b+2
               u/f+1+2
               3~3
               f,f+3+4 [~5]
               3~4
               f,f+4,4
               FC+1+2~1<2
Handspring Position: d+3+4 [~5]
                     4
                     3~4
Rewinder: 1+2
          3+4
          1+4
Relaxed Position: 3~4
                  4~3
                  4,3+4
                  1+2~1<2

------------
TAG PARTNERS
------------
     Eddy Gordo is the only Capoeira character in TTT. It is very hard for
him to find a partner. Every other character in the game has his or her
own tag partners, especially those obvious ones, Eddy doesn't have one.
He doesn't even have a Special Tag Team Throws, which is exclusive only to
specific tag partners.

     Nevertheless, a perfect tag partner for Eddy is characters you
know very well to use. From some scenes before or after a fight, there
are some characters that gave me good suggestions. They are:

Hwoarang: Watch as the two argues. They look like clones. Actually, one is
just showing off the other, you should see them argue when they lose.

Kazuya: The man behind the drug syndicate and the death of Eddy's father.
Watch Eddy furiously gets angry and threatens to kick him.

King: My personal favorite. You should pair them with the same costumes.
I prefer showing their muscles by pressing left punch on both of them at
the Character Selection Screen.

Bryan: Isn't it obvious that they have the same intro fights? You know,
walking in the screen, or swaying their arms before the fight? Never mind.

Lei: The cop and the ex-prisoner in one pack. It's a good mix-up really.
It reminds me of the movie Rush Hour.

Yoshimitsu: Combining this two makes a good exhibition of stunts.

Heihachi: Well, Eddy's suppose to ask for help with this guy against his
vengeance to the drug syndicate. Now is Eddy's chance to prove his power!

Bruce: Power to the blacks!
=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
===========================
APPENDIX A: MOVE PROPERTIES
===========================
     This explains the proper use of new specific special arts.
---------------------------------------------------------------------------
Heran Bago (3~3) This is a new juggle of Eddy. It's very handy and can get
you inside the opponent's range. A good way to use this is in an okizeme

Execution Errors: 3
---------------------------------------------------------------------------
Banda (RWD, 1+4) This is another Eddy's new juggles. But it has a short
range sweep attack so use it to surprise your enemy.

Execution Errors: RWD+4
---------------------------------------------------------------------------
Asfixiante (b+2) A very powerful punch, similar to Jin's d/b+1. Try to use
this move often cause it is very reliable.
---------------------------------------------------------------------------
Haule (D,d/b+4) If you want another way to reach your enemy, use this art.
However I do not recommend this as a part of the EJCC yet.
---------------------------------------------------------------------------
Vasuuna [(u/b_u_u/f)+1+2] Oohh! I love this DX Style, Suck It! It's
an alternate move for Fire Kick. Do both, and you'll get Jumping Jacks.
---------------------------------------------------------------------------
Combo Jillar [1,2,4,(4_3)] This is a great improvement for Eddy that
finally his Black Summy had a useful purpose. Now you got an alternate
combo for EJCC's d/f+3+4,1,2,(d/f+2_D+3).
---------------------------------------------------------------------------
Freak Show (d/f+3+4) This move has greatly improved. When blocked, pressing
~D after the move pushes the enemy further.
---------------------------------------------------------------------------
Rising Feet Lunge (RLX+b+3+4) TTT has made this move much easier.
---------------------------------------------------------------------------
Low Parry: (d/f) The only parry Eddy has is the d/f which every character
has. Sad isn't it?

===========================
APPENDIX B: EJCC PROPERTIES
===========================
     TTT made a lot of changes than in T3. CPU will likely to be more
smarter, able to dodge your combos, then punish you with counterattacks,
Be careful.

     This explains the proper use of some specific EJCCs.

Leg Whip = FS3*: This EJCC is probably one of the best infinite 
"Signature Combo". It is a good Okizeme tactic for CPU opponents only.
1. Do a counter hit Leg Whip.
2. When the opponent is stunned, wait until the CPU hits the ground.
3. D+3 the enemy, you should be crouching after the move.
4. While standing, execute 3+4 to pursuit the standing enemy. You should
be able to stun the CPU grounded. Avoid holding D while in 3+4.
5. To continue the combo, do steps 3 to 4. For beginners, you could tap
3+4 for about 4 times until Eddy execute the Front Stinger while standing.

Generally, any other EJCC that ends in Front Stinger 3 can follow the
Steps 3 to 4.
---------------------------------------------------------------------------
Freak Show = 1,[FS2*]~D,[FS4*]: This is the ultimate "Signature Combo". It
is the advanced string of FS2*. It is highly recommended for CPU Okizeme
tactics.
1. Start the juggle with a Freak Show.
2. Juggle the CPU with a left punch.
3. Do the D+4 at the same time the CPU hits the ground. You should be
crouching after the move.
4. While standing, execute 3+4 to pursuit the standing enemy. You should
be able to stun the CPU grounded. Avoid holding D while in 3+4.
5. D+4 the enemy to stun the standing enemy grounded.
6. To continue the combo repeat steps 4 to 5. For beginners, you could tap
3+4 for about 4 times until Eddy execute the Front Stinger while standing.
7. After FS2*, ~D immediately to RLX.
8. RLX+3+4 to continue the combo.
9. From RLX+3+4, there are two things you should remember, If you're near
the enemy's feet, use D+4,FC+3+4~D; or
10.If you're far from the enemy, use FC+3+4~D instead.
11.To continue the combo, repeat steps 7 to 10.
12.You can also transition from the FS4* back to the FS2* string.

Generally, any other EJCC that ends in Front Stinger 2 can follow the
Steps 4 to 5.

Generally, any other EJCC that ends in Front Stinger 4 can follow the
Steps 7 to 10.
---------------------------------------------------------------------------
Leg Whip = LW1*: This EJCC works both for Human and CPU Players depending
on situations.
1. Do a counter hit Leg Whip.
2. For Human Players, you can immediately execute the Leg Whip 1.
3. For CPU players, you need to delay your Leg Whip 1. I.e., your b+4
should miss hitting the enemy's head as he/she falls to the ground.

Generally, any other EJCC that ends in the Leg Whip 1, you really
have to end it in the Full Mars Attack.
---------------------------------------------------------------------------
Perch Flop Kick = CS2*: This EJCC works most entirely for big opponents.
Against CPU players, the second string of the Carnival Sweep 2 entirely
misses because of the enemy's technical rolls. Should you miss the CPU
from such attack, start crouching and recover from the attack with a low
punch.
---------------------------------------------------------------------------
WK3*: This EJCC can be a very tricky move against your CPU opponent. 
1. Knock your opponent with a Wheel Kick.
2. After he/she hits the ground, follow with RWD+u+3,3+4.
3. The CPU would usually stand immediately, but you got him/her grounded
again after u+3,3+4.
4. If the CPU rolls sideward after a knockdown, you'll miss the u+3,3+4.
The lucky opponent will blow your head in a RLX position.

     There's no point which side you want to wheel kick, the CPU will
avoid them both with a grounded side roll.
---------------------------------------------------------------------------
Elbow Upper = ![f,f+3+4],!(u_u/f)+2: I kind of like this move
cause the diving fist drop has some purposes for Eddy than any other
character. There are other EJCCs where you can use the U~N+2 but this
EJCC is much effective.

1. After you get a good bounce juggle to your CPU with a Boomerang,
you can follow the (u_u/f)+2 anytime.
2. Here's the good part, when you managed to reach the other side after a
Boomerang, follow with (u_u/f)+2. Be careful not to juggle the enemy with
your right punch. On big opponents, this scheme won't work.
3. Now, continue the attack with the d/b+3~4,4. Expect some blocks but
with the Guard Damage on, it's a good advantage. 
---------------------------------------------------------------------------
Freakshow = !SKS*: I find it useless to CPU because they can block the 3~4
after they technical roll. I wish they couldn't. Nevertheless, if it
connects, give yourself a good pat in the back.

Generally, any other combo that ends in the Slippery Kick Strings is
similar to this EJCC. As your enemy lands, 3~4 as the CPU technical rolls.
---------------------------------------------------------------------------
Freakshow = !WW1*: This is a very great combo for both Human and CPUs
if they don't technical roll from the d/b+3.

Generally, any other combo that ends in the Weed Whacker Strings is
similar to this EJCC. As your enemy lands, d/b+3,~4,(4_1+2) the same
time the CPU hits the ground.
---------------------------------------------------------------------------
Leg Whip = f+4~B, ^FP2* Gosh! You have to try this combo! You'll thank Eddy
for it. It only works for Big opponents.

1. Counter hit with a b+4.
2. As you opponent falls, f+4,~B, HSP.
3. Now here's the hard part. Your enemy must GET-UP while doing 1 in
the Flop Punch 2 string for the whole combo to work!
4. This technique works better with CPUs but found it useless because
they would technical roll at your Weed Whacker.

This string is also similar to the Slippery Kick and 4 Hit String Start-up.
---------------------------------------------------------------------------
Leg Whip = LW2* This is pure Capoeira technique. A VERY good combo
for Big opponents. Another good discovery. I recommend you try this one.

1. Counter hit with b+4
2. As you opponent falls, b+4,3,4,4,3+4. If you got all the strings hit
correctly, you should send your big opponent being juggled sideward while
suffering in agony from your combo.
3. Your opponent's face should be facing down after the combo. Against a
CPU, you can follow the combo with d/b+3+4 for additional damage. You'll
have a hard time using this EJCC against Kuma/Panda.
4. Other strings in this combo are okay if your opponent doesn't technical
roll.

This string is also similar to the 4 Hit String Start-up.
---------------------------------------------------------------------------
Leg Whip = f+4~B,^CS2* Another good combo. Also for Big opponents.

1. Counter hit with a b+4.
2. As you opponent falls, f+4~B,HSP.
3. Now here's the hard part. Your enemy must GET-UP while doing 2 in
the Carnival Sweep 2 string for the whole combo to work!
4. This technique works better with CPUs.

This string is also similar to the Slippery Kick and 4 Hit String Start-up.

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
===================
ADVANCED REFERENCES (tips to your expertise)
===================

At the ARCADES:

1. Watch Newbies or Veterans playing TTT. Observe them how they
play their favorite character and examine how they commonly use their
techniques for battle. Therefore you got a tactical advantage of planning
a good strategy against that player.
2. When playing alone, do not eventually show off your real moves, if
there were players watching, They would do the tips given above. For you,
it will give you the challenge of limiting your moves against the CPU
while attempting to win at the same time.
3. Decrease your mashing ability. Since Eddy was known to be a hard
tapping button masher to figure out the timing of his moves, You got to
learn when to delay those buttons. It'll give you less effort and more
comfort.
4. Do not stick on just one side of the screen. As much as possible,
be capable of playing at both sides.
5. When you encounter buttons that are out of order, learn to manage the
game using the remaining buttons. Its gonna be hard but you got to deal
with it but if you feel the challenge, find some tactical advantage.
6. Do not hesitate what moves to use when in battle or when the enemy's
HP is getting low. Beat the enemy as simple and as careful as possible.
7. Learn the properties of your opponent. Eg. Jin cannot hit you with
his f,N,d,d/f+2 by crouching because of a high hit property but
Heihachi can with his middle hit property.
8. Don't get eaten by overconfidence. Players and CPU you defeated today
will beat you tomorrow.
9. LEARN A NEW CHARACTER. When you've exposed all the moves EDDY can
give, your moves will be easily familiarized and anticipated (just like
King's 10 hit combo). The more characters you learn, the more characters
to choose in battle.

At the PLAYSTATION 2:

1. Practice and create new attack and defensive strategies.
2. Learn offensive and defensive maneuvers from all your stances.
3. Combine strings from existing ones.
4. Play the Tekken Force Mode, Survival Mode, Team Battle Mode, and
Time Attack Mode.
5. Bring a friend so you can enjoy together.

At the INTERNET:

1. Visit TEKKEN ZAIBATSU, where you could find the game's information, the
character's profiles, frame data, movelists and combolists.
2. Look for sites where you can download videos from matches and combo
acts so you can follow them.

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
================
CATBT REFERENCES
================
     If there's any section of this FAQ that needs to be cleared, learned,
commented, offended, corrected, and suggested, e-mail me in my address at
eastborder@edsamail.com.ph. This account will last until APRIL 2004. I got
a lot of nasty mails here and I hope if won't come from you. The other
one's is theeasternborders@yahoo.com

     The Tekken Zaibatsu Move Lists is where I got most of the ideas in
making this FAQ, I thank the site very much. Again, I cannot promise you
pure victory or that you'll be able to execute all the techniques listed
here. Also, don't rely too much on the ATK%. It's just my research but I'm
no nerd. Try the EJCC and rate them yourself. I usually don't mind on how
much damage the EJCCs does right now. Just give them a scare.

     I've been reading other contributor's FAQ and some of EJCCs were
already familiar to them. Well, I wouldn't doubt it anyway, since I
only discovered EJCCs by just playing EDDY. I haven't included all of
Eddy's move cause I'm still unsure how to include them in the EJCC, even
if there are some obvious ones.

     By the time you read this FAQ I'll probably work on CHRISTIE at T4.
She's a cool character but her moves are more advanced and some moves from
Eddy has been changed and omitted from her.

===========================================================================

                       END OF SESSION - "Go Ginga!"

===========================================================================
-------
CREDITS
-------
I give thanks to these guys for doing nothing:
-Cay Cariyan         -Plushee
-Tomoyo Daidouji     -The Initiatives
-The rest of the Eastern Borders

The Characters who got exhausted from practicing the CATBT:
-Eddy Gordo          -Hie Strato
-Tiger Jackson       -Jie Strato
-The Old Man

To the other Eddy Character Guiders:
I don't know who these guys are anyway but a lot of thanks for being a part
of the Eddy Mania. (Try e-mailing me if you want to get included) They must
be pretty good.

The Company who made a very challenging and very addictive game for the
last 10 years:
-Namco

The Sites that does it all and I hope they liked this FAQ very much:
-http://www.tekkenzaibatsu.com
-http://www.gamefaqs.com

To other inspiring and aspiring Eddy players and Capoeristas out there,
thank you for reading this FAQ and I hope you'll thank me too.

                    WELCOME TO THE NEW AGE OF FIGHTING!!!

=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=0=
===========
!!WARNING!!
===========
     For your safety, DO NOT attempt to perform any stunts and moves of
EDDY at home unless you're a dedicated capoerista like EDDY, or TIGER.
Avoid being a casualty from the risk of accidents. Easternborder shall
not be held responsible for the abuse of your wellbeing.