Heihachi Mishima faq for TekkenTagTournament 
Vision 2.0 written by chucky, chuckyexpress@hotmail.com
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Table of contens:
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1.Introduction of Heihachi Mishima
2.Strenghts and weaknesses 
3.Heihachi basics
4.Character Profile
5.Commands
6.Abbreviasions
7.Heihachi Movelist
8.Special Attacks
9.Credits








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Intruducktion of Heihachi Mishima:
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Many people would probably disagree with me and say that Heihachi isen't much to 
cheer about and he can't even reach the level of the other combants in 
TekkenTagTournament, well that couldn't be more untrue, in fact he could be one 
of the deadliest, IF you play him right. Of course Heihachi has his Strenghts 
and weaknesses like every other character in the game. And below i would try to 
explain some of his mayor Strenghts and weaknesses.

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Strenghts and Weaknesses:
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Strengths:
 
As the no.1 juggle master of the intire game, most of your strategy should be to 
either be offensive and go for juggles during almost the whole fight,or to play 
defensive and wait for your opponent to make a mistake and retaliate with a 
combo starter, both strategies works exelent, i myself play a very offensive 
Heihachi pressuring the opponent during the whole fight, but as said above you 
can also play Heihachi defensevly and catch up on opponent's mistakes. Heihachi 
has a few ways to juggle the opponent up in the air. His main ones include The 
Wind God Fist, witch should be your most used juggle starter, the Demon Uppercut 
whitch should be executed from a distance and last the Twin Pistons whitch can 
be used very well both offensive and defensive.


-Weaknesses-

One of Heihachi's main weakness is his lack of Attack Reversal or Low parry, 
this often forces you to play a more offensive gameplay unlike, Nina.Paul and 
Jin who play defense very well, again he has his Demon Breath whitch work's sort 
of like a reversal but is not fast enough to catch strings of punches and kicks, 
also keep in mind that when you get hit by a right kick you will automaticly 
reverse it if you press f, it takes about the same damage to the opponent as to 
Heihachi. Also his lack of a sidestep move isen't the best so if your get to 
sidestep around your opponent go for a throw insted, also his Hell Sweeps are 
almost useless in TTT since it only recuires to hold down for the opponent to 
block, other than that he is a very powerfull character inded.



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-Heihachi basics-
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One thing you should keep in mind when playing Heihachi is that he's not as fast 
as the most other character's in TTT, hell i like to see you do a jumping power 
bomb at 73 years of age(or just now), so to not make it totally unrealistic 
NAMCO disited to slow him down a bit down, he has pretty recovery time of most 
of his moves and has a great selection of devastating power moves.  



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Charater Profile:
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Name             : Heihachi Mishima
Country Of Origin: Assumably Japan (though the Japanese Goverment denies it)
Fighting Style   : Mishima Style Fighting Karate
Age              : 73
Height           : 179 cm
Weight           : 80 kg
Blood Type       : B
Occupation       : Leader Of The Mishima Financial Empire
Hobby            : Medetation, Bathing
Likes            : Rule the world
Dislikes         : Nothing


Heihachi retrieved the Mishima Finansial Empire by defeating his son. Scheming 
to further develop the MFE, Heihachi organized the "Tekken Force," his own 
private corps. He dispathed them to seattle disputes, cultivate the wastelands, 
and feed the starving people of poor countries. This gained him the support of 
leaders worldwide. 15 years later later, a secret exvation by Heihachi's "Tekken 
Forces" in central American ruins unearths an unusal find. They annihlated by 
that mysterious being. Heihachi realized that the mysterious being was the 
legendary "God Of Fight," and took action to realize his ambition again...to 
counquer the "god Of Fight" and the world. One day, Heihachi was visited by a 
15-year-old named Jin Kazama. When he was informed that Jin was his grandson and 
he heard about what happened to Jin's mother Jun, Heihachi reasoned that the 
"God Of Fight" thrived on the "strong Souls" of others. Heihachi trained Jin, 
who succeded the souls of Jun and Kazuya, to use him as a decoy to lure the "God 
Of Fight." In Jin's 19th year, Heihachi declared to the world that he was 
organizing "the King of Iron Fist Tournement 3." And at the same time he noticed 
that Jin, the youngest of the Mishima bloodline, began to carry the same 
"dangerous power that Kazuya had. Heihachi decided to dispose of Jin after he 
lured the "God Of Fight" in order to end the doomed destiny.


Commands:

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

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

QCT - quarter circle toward    (d,d/f,f)
QCB - quarter circle back      (d,d/b,b)

left punch  = 1   
right punch = 2
left kick   = 3 
right kick  = 4
tag button  = 5

Abbreviations:

FC  -  full crouch (must be in full chrouch animation)
N   -  neutral (no directions pressed on the joystick) 
WS  -  while rising up from a crouch


Throws:

f-throw  = forward throw
b-throw  = back throw
ls-throw = left side throw
rs-throw = right side throw 
tt-throw = tag throw

Heihachi Move List:

Movename              Command           Level.     Damage                           
          
Shining Fists         1,1,2             hhm        5,8,18
Demon Slayer          1,2,2             hhh        5,8,18
Death Fist            QCT+2             m          30
Rising Uppercut       f,N,d,d/f+2(tag)  m          25
Dragon Uppercut       f,N,d,d/f+1       m          35
Demon Uppercut        f,f+2(tag)        m          30
Tile Splitter to D.F. d+1,2             mm         15,26
Jumping Mid Kick      f,N,d,d/f+3       m          35
Jumping Low Kick      f,N,d,D/F+3       l          21
Demons Boar           b+2               m          25
Demon Breath          1+2               m          22
Dark Thrust           ws+2              m          ?
Twin Pistons          d/f+1,2(tag)      mm         8,21
Leaping Side Kick     f,f,f+3           m          30
Right Splits Kick     f+4               m          27
Left Splits Kick      f,f+3             m          24 
Tsunami Kick          WS+4,4            mm         12,21
Hell Axle             u/f+3,4           mm         17,22
Demon Backfist        f+2               h          ?
Demon Scissors        4,3               mg         25
Rising Sun            u/f+ 4,4          hl         25,15 
Alter Splitter        b+1               m          ?
Lightning Hammer      d+1+4             u          70
Demons Massacre       f+1,b+2,1         hmm        6,21         
Demon Executer        1,2,2,1+2u,d to sshhm        5,8,22
Spinning Demon        f,N,d,D/F,4,4,4   lll        17,14,14
Geta Stomping         d+4               g          25
Charching Hard        f                 r          Damage varies
Shadow Step         b,b+3+4         0         0
Taunt                 2+3+4             0          0
Charching             1+2+3+4           0          0


Throws:

Throwname             Command           Possition   Damage   Escape            
Neck Breaker          1+3               f-throw     30       1
Jumping Power Bomb    2+4               f-throw     30       2
Stonehead             f,f+1+2           f-throw     33       1+2
Headbutt Carnival     f,f+1+4           f-throw     29       1+2
Neck Chopper          1+3 or 2+4        ls-throw    40       1
Freefall              1+3 or 2+4        rs-throw    46       2
Atomic Drop           1+3 or 2+4        b-throw     60       0
Tag Throw             2+5               f-throw     ?        2

Tenstrings:
 
f,f,N,2,1,2,2,3,4,4,1,2,1
d/f+3,2,2,4,4,1,4,1,2,1
d/f+3,2,2,4,4,1,4,1,2,4
d/f+3,2,2,4,4,1,2,1,2,1


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-Special Attacks-
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Movename:             Command:          Rating:      Comments: 
Shining Fists         1,1,2             *****        3rd punch can be delayed. 

The Shining Fists is one of Heihachi best moves, the first two hit high and the 
last mid, use it when your in close combat, if the first punch of the series hit 
the two next are guaranteed, you can either put all three jabs out but if a 
opponent blocks it he can retaliate against you, you can delay the third hit of 
the Flash Punch Combo so it's much safer to just put the first two jabs out and 
if they try to attack throw in the last punch, otherwise start the two punches 
over again for more fustration.

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Movename:             Command:          Rating:      Comments:
Demon Slayer          1,2,2             **           N/A

The Demon Slayer is not a very good move for Heihachi they all hit high witch 
means you can duck them all and combo Heihachi up afterwards, all in all not a 
move you should relia on.

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Movename:             Command:          Rating:      Comments:
Death Fist            QCT+2             ***          ARR with Nina use f+2+4,
                                                     Jin and Paul use u/f+2+4.
The Heavy Power Punch is one of Heihachi's better moves, although it's not as 
powerfull and fast as Poul's Deathfist it's still hold it's own, use it when 
your opponent is recovering from a missed attack, you can also try to put it out 
randomly hoping your get a counterattack in on your opponent when it hits clean 
it takes about 54 point of your opponets lifebar, also watch out for reversals 
and always do the counterreversal when playing against opponets with 
attackreversals.

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Movename:             Command:          Rating:      Comments:
Wind God Fist         f,N,d,d/f+2       ***          N/A

The Wind God Fist was without a doubt Heihachi's best move in Tekken 3 their was 
so many good things to say about this move, first of all it hit a devastating 
mid level unlike jins, and you could delay it for about a quarter of a screen, 
Heihachi also ducked down so low that he will go under any high attack, all in 
all this was one of the best moves in game, but now it's been toned down quite a 
bit, first of all if the opponent ducks he just stackers back when hit instead 
of popping up in the air it's also not as fast as it was in tekken 3 and don't 
have as much range anymore, i guess you could kind of compare to Kazuya's rising 
uppercut back in Tekken 2 it hit mid and would juggle every time, then in Tekken 
3 when Jin got it, it hit high and wouldn't juggle on a counter, but still 
Heihachi's rising uppercut is one of his best moves all in all.

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Movename:             Command:          Rating:      Comments:
Dragon Uppercut       f,N,d,d/f+1       ***          52 points at clean hit.

The Dragon Uppercut is  much slower than the Rising Uppercut, it hit's mid and 
if you get a clean hit you take abot 52 point of your opponents lifebar, the 
Dragon Uppercut should mainly be used if your oppoent is going for a throw or 
throwing out alot of high attacks as Heihachi ducks lower down than the hell 
sweeps, the Dragon Uppercut can  also be delayed as the rising uppercut.

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Movename:             Command:          Rating:      Comments:
Demon Uppercut        f,f+2             ***          N/A

The Demon Uppercut has great range but is easy to see comming and you can be 
counted a million ways, it's best yoused a at distance as it comes out very 
slow, another way to use it is in very close and force your opponent to guess 
weiter you are going for the Demon Uppercut or the Stonehead as the joystick 
motion f,f is the same. Overall this move shouldent be overused.

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Movename:             Command:          Rating:      Comments:
Tile Splitter         d+1               *****        N/A

I have chosen to rate the two moves sapretly as the hammer punch is a great move 
in it self, first of all it's a great poking weapon and when your opponent is on 
the ground and try to get up, you can also use it in combo endings if the 
opponent's slow to get up, and after the stonehead throw if your oppoent don't 
quick rise.

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Movename:             Command:          Rating:      Comments:
Tile Splitter to D.F. d+1,2             **           ARR the D.F.with Nina f+2+4
                                                     Paul/Jin with u/f+2+4.
The only reson for the  follow up to the hammerpunch is if your sure you can get 
a counter hit in on your oppoent, or if your opponent try to back roll after a 
throw, in general is better to just use the first of the two hits.

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Movename:             Command:          Rating:      Comments:
Jumping Mid/Low Kick  f,N,d,d/f(D/F)+3  ****         N/A

The Jumping Mid/Low Kick is another evil moves of Heihachi's as your opponent 
has to guees wheither to block mid or low, it should be used at a distance as it 
is takes very long time for it to come out, a great setup for the Jumping 
Mid/Low Kick is if the Demon Breath hits counter the opponent will be blast a 
mill away a land on his back so he can't quick rise then throw out the kick, low 
for a quick kick but if you want to inflict even more damage do the mid if you 
think your oppoent will try to get up, do this evil setup mid or low a few times 
and your opponent whould not know wheither to get up and block the low kick or 
eat a devastating mid attack.

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Movename:              Command:          Rating:     Comments:
Demon's Boar           b+2               *           Can't be Reversed.

Not to much to say about this move, it takes forever for this move to come out 
and can be spotted a mile away, the only reson for you to use this move is if 
you think your opponent will try to reverse, as it can't be reversed.

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Movename:              Command:          Rating:     Comments:
Demons Breath          1+2               *****       N/A

The Demon Breath is another awesome move it comes out lightning fast and should 
be mainly used to counter opponents when they try to attack it sort of works 
like a reversal, but only use it when in close against your opponent cause it 
has almost no range, this should be used a least a couple of times douring a 
round.

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Movename:             Command:           Rating:     Comments:
Dark Thrust           ws+2               ***         N/A

The dark Thrust is a new move for Heihachi in TTT, mainly it's best used when 
you succesfully blocked a low move use it to retaliate against people when your 
getting up. 

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Movename:              Command:          Rating:     Comments:
Twin Pistons           d/f+1,2           *****       N/A

The Twin Pistons is another of Heihachi's best moves, although the damage is
slightly toned down from back in tekken 2 it still rocks, it's best used 
defensly, it hit's mid and if the first punch goes in the other is garentied, 
it's best used when you block an attack from your oppoent that has slow recovery 
quickly throw it out and juggle your opponent up in the air for a fat 60+ combo, 
you can also use the Twin Pistons offense but that's not the greatest idea cause 
if the oppoenent block he can easyly retaliate of it with just about any quick 
move.

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Movename:              Command:          Rating:     Comments:
Leaping Side Kick      f,f,f+3           **          Can't be Reversed.

Not much to say about this move either, use it to get back in to fighting range 
if you find your self out in "the woods".

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Movename:              Command:          Rating:      Comments:
Hell Sweeps            f,N,d,D/F+4(4)(4) ***          N/A
                        
Next after the WGF the Hell Sweeps was Defently Heihachi's best weapon(and most 
evil)in Tekken 3, well first of all the Hell Sweeps hit low making it even 
harder for your opponent and forceing him to block low and had to guess wheither 
to block low one,two or three times and then high cause Heihachi was able to 
break into a devastating mid at all time, yes it was defently something to cheer 
about, but in TTT it's almost useless since the opponent can block at all time 
just by blocking low, use it in juggles mainly, and try getting a counterhit.
  
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Movename:             Command:            Rating:     Comments:
Rising Sun            u/f+4,4             *           N/A

The Rising Sun is a sort of like Kazuya/Jin's Thriple Round House Spin Kick only 
not half as usefull i can't think of a single reson to use it, although it's fun 
to frustrate people who never tried the game before at an arcade.

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Movename:             Command:            Rating:     Comments:
Alter Spiltter        b+1                 ***         N/A

The Alter Splitter is also a new move for Heihachiin TTT, one of the better new 
moves Heihachi has been given, it's sort of like the Tile Splitter only you 
can't hit an opponent when he's trying to get up, if you land a counterhit the 
opponent moves slightly back and you have the option for eiter going for a throw 
or a quick attack, don't overuse this move to much as you can be punished bad if 
the opponent catches on to it.

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Movename:             Command:            Rating:     Comments:
Rights Splits Kick    f+4                 *           N/A

Almost just as useless as the Rising Sun, i can't really think of a good reson 
to use this move either.

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Movename:             Command:            Rating:     Comments:
Left Splits Kick      f,f+3               ****        Stuns on a Counterhit.

Now where really getting some where, unlike the Right Splits Kick the Left 
Splits Kick Really Rocks, and if it connect on a counterhit it stuns whitch 
means you can you can juggle them up for a devastating 90+combo, this is 
defently Heihachi's answer to Kazuya's stun punch back in tekken 2.

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Movename:             Command:            Rating:     Comments:
Lightning Hammer      d+1+4               ***         UNBLOCKABLE.

The Lightning Hammer is Heihachi's Unblockable move, use it mostly to catch slow 
opponent's of guard, a good setup move to use is when a opponent quick rises or 
roll backwards after a juggle or a throw, but do not overuse this move as it is 
very easy to get punished, also when Heihachi is in this "stance" and the 
opponent hit's you with a right kick they will automacticlly get caught in his 
"auto reversal".
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Movename:             Command:            Rating:     Comments:

Tsunami Kick          WS+4,4              ***         N/A

The Tsunami Kick's is a "Heihachi Classic", it's best used when having 
succesfully blocked a low attack or if you duck a throw quickly throw out these 
powerfull kicks.

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Movename:             Command:            Rating:     Comments:
Demons Massacre/Lair: f+1,b+2,1(4)        ***         The second hit
                                                      Staggers when blocked.
The Demon Massacre is mainly used as a part of a juggle, if you use them 
otherwise just throw out the first two hit's when in close if they hit they will 
just take avrage damage, however if your opponent block's it, try throwing out 
the Twin Pistons cause if they don't do anything else but block they will eat 
the Twin Pistons and again you can juggle them up for a 60+combo. There is 
however not much idea in use the Demons Lair as it is basicly just a slower 
vision of the Demons Massacre.

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Movename:             Command:            Rating:     Comments:
Hell Axle             u/f+3,4             ***         Staggers when blocked.

The Hell Axle Kick's Should mainly be used to cath opponent's of guard, both 
kicks hit mid level so try mixing it up with the throws when in close to get in 
your opponent's face forcing them to guess wheter to block mid or low, the Axle 
kicks can however also be used to get back into fighting range as they have 
incredible long range.

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Movename:             Command:            Rating:     Comments:
Demon Backfist        f+2                 **         N/A

The Demon Backfist is another new move for Heihachiin TTT, there is not to much 
to say about this move it hit's high making it even easier for the opponent to 
rataliate against you or ducking it and combo you.

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Movename:             Command:            Rating:     Comments:
Geta Stomping         d+4                 ***         Hit's downed           
                                                      Opponent's only.
The Geta Stomp is another "Heihachi Classic" you can only use it when the 
opponent is down on the floor, so if you are playing against a "Tekken pro" it's  
not a move you get to use very often as they will often try to quickrise, 
However you can use it afterwards the Demon Breath if you get a counter hit as 
you can not "quick Rise" from that as the Demon Breath is probely the most slow 
recovery move in the intire game.

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Movename:             Command:            Rating:     Comments:
Demon Executer        1,2,2,1+2(u,d to ss)*           N/A

The Demon Excuter is another useless move of Heihachi's, the first to puches of 
the three jabs series hit's high and then end's in the Demon Breath you can 
sidestep after the Demon Breath,i can't think of a single reson to use this move 
at any time, it better to just stick with the Demon Breath as it has ten time's 
more praorathies.

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Movename:             Command:            Rating:     Comments:
Demon Scissors        4,3                 ***         If missed, damage is
                                                      five points to Heihachi.
The Demon Scissors is another "Heihachi Classic" is main purpese is to hit 
people who like to lai on the ground for to long, or people who's not "Quick 
Rising", try thowing it out after a juggle combo for fat damage if the opponent 
isen't used to "Quick Rise".


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-Throws-
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Throw Name:           Command:            Rating:     Escape:
Neck Breaker          1+3                 **          1

Heihachi grabs the opponent in a headlock holds them for a while while sparks 
fly and snaps their neck. The Neck Breaker is a throw i hardly never use, it 
dosen't take much damage and is easy to escape, a move you shoulden't use to 
often.

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Throw Name:           Command:            Rating:     Escape:
Jumping Power Bomb    2+4                 ***          2

Heihachi grabs around the opponent's waste lift them up and then jump up into 
the air and slams them down on the ground. Like the Neck Breaker this is throw 
you woulden't use to since it's easy to escape, but somehow pepole seams more 
often to escape the Neck Breaker much more than the Jumping Power Bomb, if you 
use the Stone Head alot and pepole get used to it and start to get out of it 
switch over to the stonehead as it requires the 1+2 escape.

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Throw Name:           Command:            Rating:     Escape:   
Stone Head            f,f+1+2             *****       1+2

Heihachi grabs the opponet in the back of the head ans land's a deep headbutt 
and the opponent fall on his back. The Stone Head is defently Heihachi's best 
throw, since it requires the 1+2 escape, also when in close try to mix the Stone 
Head throw up with the Demon Uppercut since it recuires the same f,f motion for 
extra fusration. 

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Throw Name:           Command:            Rating:     Escape:
Headbutt Carnival     f,f+1+4             *           1+2

Heihachi grabs the opponent in the back of the head and land's a deep headbutt 
while sparks fly and the opponent fly across the screen. The Headbutt Carnival 
is a move that you should avoid at all costs, the only reson if even given 1 
star is because from time to time it can be fun to "juggle" the Headbutt back 
and forward from the opponent's, now about the throw first of it can only be 
used on certain charaters Jin,Paul,Lei,Heihachi and kuma and they can reverse it 
at all time, the damage of the throw is also less than the Stone Head throw, so 
only use this throw for fun and NOT in tournamentplay.


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Throw Name:           Command:            Rating:     Escape:
Neck Chopper          1+3or2+4            ***         1

Heihachi grabs the opponent from the left side and takes the opponent down on 
his knee and raises his arm while sparks fly and strikes down on the opponent's 
chest. Since Heihachi has no sidesteps move, you gonna have to go for a throw if 
you wanna inflict damage during a sidestep, Heihachi has a pretty good sidestep 
so getting in a sidethrow shouldn't be to hard,note that the throw can be broken 
easy just by pressing 1.

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Throw Name:           Command:             Rating:    Escape:
Freefall              1+3or2+4             ***        2

Heihachi grabs the opponent from the right side and lift's him up in one arm and 
slams him down on floor. Like the Neck Chopper use as an alternate way to 
inflict damage since Heihachi have no sidesteps attack, note that is also very 
easy to escape since it only recuires one button.

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Throw Name:           Command:             Rating:    Escape:
Atomic Drop           1+3or2+4             ***        0

Heihachi grabs the opponent from the back and lift's him up while sparks fly, 
and then drop him on his knee. The Atomic Drop can not be escaped but it's not 
often you get to use this throw since you gotta either sidestep twice or the 
opponent gatta come out with a long hitting attack while your sidestepping.
However if you manage to pull this of you get a throw that is inscapeable with a 
good damage for about 60+ damage.

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Throw Name:           Command:             Rating:    Escape: 
"Tag throw"           2+5                  ***        2

The Tag throws mainly purpose is to tag out in a fancy sort of way or mainly 
just to show of as it looks very cool, every character in the game has this 
throw.


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--------------------------------------------------------------------------------
Credits:
--------------------------------------------------------------------------------
Thanks to Tekken.net for keeping me updated while TTT was underway.

Thanks to Castel for making very,very awesome combo films.

Thanks to Catlord for his Tekken 3 combolist.

Thanks to MAYA for putting up with all my sh*t and had to listen to
Me talking of TekkenTagTournament 24 hrs a day.(Love you forever.)

Thanks to Hannibal for being such a good Tekken player,you learnt me a 
Hole lot about Law you know!!!

Thanks to troels for playing Tekken with me,(when all you really wanted 
Was to play WWF WARZONE.)

Thanks to the guys who play Tekken in scala,(Copenhagen)Henrik,Thomas,rolf
And the rest of the Tekken gang.



End of document.