*********************************************
*********************************************
*   * Heihachi Strategy FAQ             *   *
*   * Version 1.2                       *   *
*   * By Exar Kun (Nicholas Seemungal)  *   *
*   * exar30@hotmail.com                *   *
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************************************************************************************************Table of Contents
************************************************************************************************
Why use Heihachi?
Heihachi Mishima, The King of the Iron Fist.
The purpose of this FAQ.
Revision History.
Heihachi's Strengths and Weaknesses.
      1)Strengths.
      2)Weaknesses.
      3)Is he worth it?
Things you should know.
Move List.
Move List Explanations.
      1)Throws.
      2)Special Arts.
      3)Unblockables.
The Art of Crouch Dash.
      1)Dash Buffer.
      2)Instant While Standing.
      3)Is the Mix Up Still Alive?
Tagging.
Juggles.
      1)My Favorite Juggles.
	2)A Quick Hit.
10 Hit Strings.
Offensive Tactics.
	1)Attack.
      2)Countering.
      3)Okizeme.
      4)Throws.
      5)Chicken.
      6)Custom Strings.
Offensive Style.
      1)Poking.
      2)Pitbull.
      3)Turtling.
      4)The Keep Away Game.
Defensive Tactics.
      1)Block or Sidestep.
      2)Interrupting Moves.
      3)Reversal and Parry.
      4)Getting Up.
Positioning.
Advanced Strategies
      1)Reading your Opponent.
      2)Movement.
      3)Wave Dash.
V.S. CPU
V.S. Human
Character Specific Strategies.
Tag Partners
	1)Partner Ratings.
Putting it all Together.
Conclusion.
PS2 Stuff.
      1)Secret Stuff.
      2)Tekken Bowl.
Tekken Sites.
Acknowledgements.


************************************************************************************************
Why use Heihachi?
************************************************************************************************
Heihachi Mishima is one of the game's more no nonsense characters and is one of
the hardest characters to learn for someone who doesn't have numerous stances.
He is all about raw power. No fancy business, no constant movement like
Hwoarang, no animal stances like Lei, no turtling waiting to get in an attack.
It's all about offense here. Heihachi is arguably THE most powerful juggler in
all of Tekken. He can take a lot off someone's lifebar with just a single
juggle. That's what he's all about, connecting a launcher then watching your
opponent squirm as you unleash some all encompassing juggle on them. But that's
not all, if you're not connecting with the juggle starter, you can totally
overpower your opponent as Heihachi is just bristling with power strikes. This
is Heihachi Mishima, this is what he's all about.
Heihachi has been constantly weakened since Tekken 1 but so has just about
everyone else (except Jin). Heihachi still has the power to conquer all. If you
have ever played a Mishima beforehand, then believe me, you'll have no trouble
learning Heihachi.


************************************************************************************************
Heihachi Mishima, The King of the Iron Fist.
************************************************************************************************
King of Iron Fist.

Country of Origin: Japan
Figthing Style: Mishima Style Fighting Karate
Age: 73
Height: 5"10
Occupation: Leader of Mishima Financial Empire
Hobby: Meditation, Bathing
Likes: Ruling the World
Dislikes: Nothing

Heihachi was born some 70 odd years before Tekken 3. Heihachi's father was the
CEO of the family company Mishima Financial Empire. After his father's death,
Heihachi assumed control of the MFE. He later got married and while giving
birth to his son, dies. Heihachi becomes grief stricken and ruthless. One day
while training, Heihachi 'accidentally' drops Kazuya of a steep cliff. His son
almost dies in the fall and develops a huge scar on his chest and hates
Heihachi thereafter.
While on a trip to China, Heihachi sees and adopts a young boy, Lee ChaoLan to
develop a sense of jealousy in Kazuya and push him to do better. Kazuya becomes
jealous of Heihachi's treatment of Lee.
In 1995, Heihachi organizes the King of the Iron Fist Tournament, the winner to
receive a large cash sum and control of the MFE. In the final battle, Heihachi
faces off against Kazuya, who strengthened by Devil's influence, defeats
Heihachi and throws him off a cliff.
Heihachi survives his fall and begins training with Kuma.
In 1997, Kazuya organizes a second King of the Iron Fist Tournament, the winner
receiving an even larger cash prize then before. Heihachi faces off against Lee
who comes to stop him at Wang's wishes. Heihachi defeats Lee and moves onto
Kazuya for the final battle. Even with Devil's might, Kazuya loses this time
around and Heihachi throws Kazuya into an active volcano.
Heihachi regains MFE from Kazuya and forms 'Tekken Force', his private corps
which he dispatches to settle disputes and brought waste land under cultivation
to feed the poor countries of the world to gain support of leaders worldwide.
Fifteen years later, in an ancient ruin in Central America, the Tekken Force
unearths a strange being who summararily destroys them all.
Heihachi realizes that this being could be the legendary 'God of Fight' and
plans to take control of Ogre to rule the world. At the same time, many famous
fighters all over the world begin to disappear, allowing him to speculate that
this Ogre feeds off the souls of powerful fighters.
Heihachi was one day visited by a boy known as Jin Kazama, who told him the
story of how he was Kazuya's son. Heihachi trains Jin in Mishima karate in a
plan to use him as bait for Ogre.
In Jin's 19th year, Heihachi organizes the King of Iron Fist 3. Jin begins to
show the same dangerous power than Kazuya has possessed and Heihachi decides to
dispose of Jin after using him as Ogre's lure.

Tekken tag Tournament has no true place in the storyline but nevertheless I'm
sure that Heihachi will be back in Tekken 4 considering that every conceivable
ending that could be a candidate for the true ending has Devil Jin in it and
Heihachi has to take out the trash again. Kazuya is already in the latest
Tekken 4 images, so lets all wish Heihachi luck for his next fight against an
already angry son.

************************************************************************************************
The Purpose of this FAQ.
************************************************************************************************
Anyway, this is my second FAQ so I've got a better handle on things now. In
this FAQ I'm going all out on Heihachi's more strategic aspects and focusing on
what is required with him in each situation. Yeah, a movelist and some juggles
help but if you can't use them, then what the hell good are they? I'm
concentrating on how to use Heihachi here. If you've read my Kazuya FAQ then
you'll know what to expect, I'll be using a similar format to things as you saw
in Version 1.4. Now this FAQ is not for green Tekken players, this has been
produced for the more advanced player who has at least some experience with the
Tekken engine and how the game goes. The new player will also be able to find
his/her way around here and learn stuff, but keep in mind that which group this
guide was tailored to. A lot of Tekken players just settle into routines with
certain characters, people I've played 6 months ago play exactly the same way.
Good competition is what we all want so if people can improve their game then
we all get a better challenge.
Why another Heihachi FAQ? He's been put to death between the FAQs for Tekken 3
and Tag with Reverend C's FAQ leading the way. But I play Heihachi differently
and I'm here to cover some of the finer points that the good Reverend may have
missed.
Anyway allow me to introduce myself, I'm 16 and have been playing arcade games
since back when TMNT2 Arcade was the rage. I'm from Trinidad, which I'm sure no
one has heard of. I go to school at Presentation College. I generally play in
the arcade by the Center Pointe Mall food court in Chaguanas if any
Trinidadians are reading. I'm usually there on Saturdays after lunch. You
really can't miss me. If I'm not trying someone new in TTT I'm kicking ass in
Soul Calibur. Challenge me unless you're in that 10 hit till you drop crap.
Anyway, I'm no Heihachi messiah or something like that, but I'm pretty sure I'm
qualified to teach most of you how to use him. Like most characters it's mostly
just timing.
If you have any questions don't hesitate to e-mail me, as I'll respond to any
and all e-mails. Just make sure you put something Tekken related as the subject
so I don't dump it as junk.


************************************************************************************************Revision History.
************************************************************************************************
Version 1.0
         First version of the FAQ released on 28/04/2000. I'm basically
satisfied with this version, the only thing I want to add is Heihachi's Bio and
I don't feel like researching it now.
Version 1.1
         First revision of the FAQ completed on 16/06/2000. I've added quite a
bit to it, including lots more juggles, re-wrote a few sections and added some
new stuff like putting it together, PS2 stuff, and a whole new crouch dash
section.
Version 1.2
         Second revision of the FAQ completed on 14/02/2004. Mainly aesthetic
changes to clean the FAQ up.This will be the final version of this FAQ.I've had
this version ready for years,unfortunately I never got around to posting it.


************************************************************************************************
Heihachi's Strengths and Weaknesses.
************************************************************************************************
Strengths.

Heihachi possesses the Great Mishima tradition of excellent moves coming off
their crouch dash which will be the primary source of Heihachi's attack and
defensive power. They allow him great juggling prowess with his powerful Wind
God fist and his versatile Hell Sweeps. Crouch dash is also ideal for evading
attacks and useful for covering distance and as we will learn later, it can be
adapted to suit various uses.

Heihachi has the best launcher in the game, the Electric Wind God Fist, the
most invincible move if there ever was one. Insane priority, great height off
it and totally safe to use. Of course having the launcher isn't everything,
Heihachi can follow up on it with his excellent juggling ability.

Heihachi is by far one of the game's finest jugglers. His juggles are full of
finesse and do great damage and they don't look too bad either. Very few other
characters can even hold a candle to Heihachi's juggling skills. This is also
where the majority of his damage dealing abilities stem from. However his more
damaging juggles are very difficult to pull off, he has no easy damage solution
like those possessed by Bruce Irvin.

Heihachi has a very impressive array of power moves, more than any other
Mishima in fact. These allow him a greater mix up game and more options than
others of his kind. His moves don't revolve around Mishima standards, he is
much more rounded and is mainly adapted to dealing huge amounts of damage in
single volleys of attacks.

Not really a strength, but since Heihachi will probably be in Tekken 4, you
should probably learn him now rather than then. It really sucks going to into a
sequel of a game not knowing how to use anyone while Paul users always have a
steady character.

Weaknesses.

Heihachi is old, real old. Which means he takes damage like a little girl. This
really sucks but it's not his fault. Besides he more than makes up for it with
his extraordinary damage doing capabilities. It still is annoying though seeing
the once mighty heihachi taking so much damage off attacks that his pet Kuma
would shrug off. Of course there's the fact that Kuma is a grizzly/polar bear.

Heihachi has basically lost the crouch dash mix up. Blocking his crouch dash
low will do the job about 95% of the time. His only true mix-up is with Tsunami
Kick. This just wastes a lot of some people's Tekken game right there since
they now have to adapt to using Heihachi is other ways. But since the overall
standard of Tekken has risen, you can only expect the crouch dash mix-up to
take you so far.

Heihachi does not have any attack reversals or a command parry. All he
possesses is the lever parry everyone has, which is very risky to use as you,
for a time, have to leave the safety of your block. Therefore Heihachi's
defense relies mostly on counters and interrupts. I guess that isn't so bad as
he truly is gifted in that regard.

Heihachi's throws mostly suck. Aside from throws that are standard, he has but
one command throw, which doesn't even do that much more damage than a standard
throw. If you rely on throws then you're in trouble. I suggest you go take a
closer look at King.

Heihachi, like his son, doesn't care much about his partner's well being shown
by the fact that on average it takes 7 hits before he gets a Netsu powerup
compared to the average 5 for most characters. He doesn't powerup at all for
Kazuya, what do you expect? The boy threw him off a cliff for crying out loud.

Is he worth it?
Oh yeah, Heihachi is one of the game's more no nonsense characters. He is quite
hard to master but his great power and juggling abilities make him an excellent
choice. You're never really out of it as long as Heihachi is in the game. He is
a powerhouse more than anything else. Heihachi is meant to be played is an
attacking way and not in a cowardly manner. Even though his stamina is very low
he is still more than powerful enough to beat out the rest of the game's cast.
As long as you like juggling, you'll feel right at home with Heihachi Mishima.



************************************************************************************************
Things you should know.
************************************************************************************************
Tap f when knocked down face up, feet toward, for quick get up.
Tap b when knocked down face up, feet toward, for quick back roll.
Tap f when knocked down face down for an instant straight get up.
Tap f when sent rolling by a power strike to stand after first roll (very
useful so you don't get hit with a running move)
Tap 5 early in a standard stun to interrupt stun animation and tag out.

When you've been Ultimately Tackled
	1             - Right Punch Block, Kickoff
      2             - Left Punch Block, Kickoff
	1_2           - Back Tackle Flipoff
	1+2,2,2,2,2   - Tackle Arm Lock Escape
	1+2,1,1,1,1   - Tackle Leg Lock Escape


************************************************************************************************
Move List.
************************************************************************************************

Conventions.
1   - Left Punch
2   - Right Punch
3   - Left Kick
4   - Right Kick
5   - Tag button


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

h   - attack hits high        i.e.  can be blocked high
m   - attack hits mid         i.e.  can be blocked high
l   - attack hits low         i.e. can be blocked low
sm  - attack hits special mid i.e. can be blocked high or low
!   - unblockable             i.e. can't be blocked (duh)
H   - hits high and grounded opponents
M   - hits mid and grounded opponents
L   - hits low and grounded opponents

+   - Commands must be input simultaneously
,   - Move to be done following the previous one
_   - Or i.e. either command may be input
~   - Command to be input immediately after the previous one (and I mean
immediately)
FC  - Fully Crouched
WS  - While Standing from a crouch
N   - Neutral joystick i.e. no movement
SS  - Side Step
WR  - While Running
<   - Command may be slightly delayed
CD  - Crouch Dash i.e. f,N,d,d/f

OB  - forces opponent's back to face you
OS  - forces opponent's side to face you
OSB - forces opponent's side to face you when blocked
JG  - juggle starter
BN  - bounce juggle starter
RC  - recovers crouching after a move
CH  - requires a counterhit
DS  - double over stun
FS  - fall back stun
LS  - lift stun
GS  - gut stun
KS  - kneel stun
HS  - hunch over stun
TS  - trip stun
CS  - crumple stun
CFS - crumple fall stun
CF  - crumple fall
BS  - block low stagger
SH  - stagger hit
GB  - guard break
big - big character combo i.e. Jacks, T.Ogre, Kuma
WGF - Wind God fist
EWGF- Electric Wind God fist
TGF - Thunder God fist
cc  - crouch cancel



Throws:

Command         Position      Name                      Damage    Escape  
Properties

1+3             front         Neck Breaker              30        1
2+4             front         Power Bomb                30        2
f,f+1+2 [~5]    front         Stone Head                33        1+2      #1#2
f,f+1+4         front         Head Butt Carnival        29        1+2      #3#4
2+5             anywhere	Tag Throw			  30        2
1+3_2+4         left          Tile Splitter Guillotine  40        1
1+3_2+4         right         Freefall                  40        2
1+3_2+4         back          Atomic Bomb               45        N/A

#1 You can quick recover after this throw.
#2 Tag throw works only with Jun on team.
#3 Only work on Jin, Heihachi, Kuma, Lei, Jack-2, Gun-Jack and P.Jack.
#4 Can be reversed with 1 or 2, and Heihachi can reverse again with 1+2.

Special Technique

Command              Name                            Damage    Range      
Special Properties

b+1                  Alter Splitter                  22        m           GB KS
1,2                  Double Punch                    5,8       h,h
  =4                 Roundhouse                      18        h
1,1<2                Shining Fist                    18        h,h,m
1,2<2                Demon Slayer                    5,8,18    h,h,h
  =~1+2 [~U_~D]      Demon Executioner [~side-step]  22        m           #3 #4
f+1<b+2,1            Demon Massacre                  6,21,25   h,m,m
f+1<b+2,4            Demon Lair                      6,21,30   h,m,m       GB
d+1                  Tile Splitter                   15        m
  =2                 Deathfist                       26        m
df+1,2 [~5]          Twin Piston [tag]               8,21      m,m         JG
f,n,d,df+1		   Thunder God Fist                31        m           #7
1+2                  Demon Breath                    22        m           CS
KNDc
b+2                  Demon Boar                      25        m           HS
KNDc
2,2                  Demon Backhand Spin             12,21     h,h
F+2                  Demon Backhand                  21        h
  =~1+2              Demon Breath                    22        m           #3
f,f+2 [~5]           Demon God Fist [tag]            30        m           JG
f,n,d,df+2 [~5]      Wind God Fist [tag]             25        m           JG
f,n,d~DF+2 [~5]      Electric Wind God Fist [tag]    25        m           JG
GB #9
QCT+2                Deathfist                       30        m
WS+2                 Dark Thrust                     24        m           HS
CSc
f,f+3                Split Axe Kick                  24        m           GB
WR_f,f,f+3           Leaping Slash Kick              30        m           GB
f,n,d,df+3           Demon Gut Kick                  35        m           GB
f,n,d,DF+3           Demon Slice Kick                21        L
uf+3,4               Hell Axe                        17,22     m,h         GB #2
uf+4,4               Rising Sun                      25,15     h,L
QCT_WS_f,n,d,df+4<4  Tsunami Kick                    12,21     m,m
f,n,d,DF+4           Hell Sweep                      17        L           JGc
KS BS #6
  =N+4               Rising Kick                     18        m
  =N+4,4             Tsunami Kick                    18,21     m,m
  =1                 Thunder God Fist                21        m           #8
  =4                 Hell Sweep                      13        L_L,L       BS
    =N+4             Rising Kick                     18        m
    =N+4,4           Tsunami Kick                    18,21     m,m
    =1               Thunder God Fist                21        m           #8
4                    Roundhouse                      30        h           CSc
f+4                  Demon Axe Kick                  27        m           GB
SLDc
4~3                  Demon Scissors                  25        M           #5
d+4                  Geta Stump                      25        G           #1
b,b,N+3+4            Shadow Steps                    N/A       N/A
2+3+4                Angry Taunt                     N/A       N/A
f_F                  Charging Demon                  N/A       N/A        
Right Kick auto
                                                                          
reverse

#1 Move can only be done when the opponent is knocked of his feet.
#2 On neutral block the 2nd hit will connect.
#3 Demon Executioner cancels the previous hit.
#4 The Side Step cancels the Demon Executioner.
#5 When the Demon Scissors whiffs the opponent Heihachi receives5 points of
damage.
#6 The Hell Sweeps causes Knee Drop Stun, you can still block the next Hell
Sweep. Causing Heihachi to Low Block Stagger.
#7 On a clean hit damage is 52.
#8 Damage will be 28 if only the Thunder God fist hits.
#9 Heihachi's Electric Wind God fist cannot be reversed.



*************
*Unblockable*
*************

Command              Name                            Damage     Range      
Properties

d+1+4                Demon Tile Splitter             70         *!*         #1

#1 Right kick will be automatically reversed.



************************************************************************************************
Move List Explanations.
************************************************************************************************

KEY

Move Name
Command to execute move
Range i.e. where it hits
Damage
Rating
Description.

*
A utterly pathetic move that should be avoided like the night shift at a 24hr
convenience store. These moves usually lag very badly, take a long time to
start, will connect only if you're playing someone brain-dead or the payoff
they give (if any) is worth it. These moves should not be used period, I know
what I'm talking about. The only time this should come out is by accident.

**
This move is not very useful as it may be hampered by ease of it getting
blocked, lack of range, better options exist which nullify it. They may or may
not have uses under certain situations but should generally be avoided unless
you're playing to test something. Avoid using these moves for your conventional
game.

***
A good move that may be hampered by certain weaknesses such as they're hard to
do, better options exist or they may take long to execute or have specific
uses. These moves aren't useless and should be employed in your mix up game and
while they're not stunning, they do have their special uses.

****
A very good move that you should frequently employ in your everyday play. These
moves will most of the time recover well and on a hit will do good damage
and/or leave you at a tactical advantage. These are the better half of his
moves so don't be shy about using them.

*****
Showtime! One of Heihachi's most kick ass moves in the game. They should be
used very frequently as they will definitely help you win games and may
probably win the game for you. Moves rated five stars are highly recommended
and comprise mostly of the moves handed down through the Mishima Line.

************
* *Throws* *
************

Neck Breaker
1+3
Escape: 1
30
**
Just your basic run of the mill average throw. It does normal average throw
damage. It's also one of the most annoying and slow throws you'll ever find and
nothing is even guaranteed after it. Use his other standard if you must use
one. The only use I can find of this is if you want to waste a few extra
moments off the clock.

Power Bomb
2+4
Escape: 2
28
***
It's good to see that at his age Heihachi doesn't have any trouble powerbombing
something as big as Kuma. If you're going to use a standard throw, use this.
After the throw you get a free Geta Stomp or you can simply use a Tile Splitter
instead.

Stone Head
f,f+1+2
Escape: 1+2
33
*****
Heihachi's only command throw and the best choice for a forward throw. As it
requires a f,f motion, it is ideal to use in your crouch dash mix-up by using
the dash buffer. The opponent is able to tech-roll after this throw. According
to the Jjt and KOFTEKKEN advanced tactics guide, an UF,N+3, the stunning kick
is guaranteed if they tech-roll the throw.
If Jun is one your team, by pressing tag, she'll come in and finish a tag
throw, total damage being equal to 30.

Tile Splitter Guillotine
1+3_2+4_2+5 (left)
Escape: 1
40
***
It does more damage than a standard throw, but a smart opponent will easily
escape it unless you catch them by surprise which is usually the case with side
throws. It's the better looking of his two side throws though, if it means
anything.

Free Fall
1+3_2+4_2+5 (right)
Escape: 2
40
***
It does more damage than a standard throw, but a smart opponent will easily
escape it unless you catch them by surprise which is usually the case with side
throws.

Atomic Drop
1+3_2+4_2+5 (back)
Escape: N/A
45
****
It's good in that it can't be escaped but it's damage is really mediocre for a
back throw. It should come up to a lot more than this, I mean it looks like it
hurts a lot more. But at least it can't be escaped.


******************
* *Special Arts* *
******************

Alter Splitter
b+1
m
22
KS GB
****
This is one of Heihachi's faster moves. It recovers easily if blocked and it's
damage is good. The worst thing about this move is it's complete lack of range.
Use it often but don't wiff or you'll get it really bad.

Double Punch
1,2
h,h
5,8
***
For most characters the double punch is a good move. For Heihachi it's the
same, it comes out very quick and it's recovery is great. It can be reversed
however. The reason it's not so useful with Heihachi is because Mishimas have
the 1,1 punch which is a lot better than this move. But for most of your poking
purposes this move will serve you fine.

 = Roundhouse
 = 4
h
18
CS
*
This is very crappy. Its recovery is terrible even if blocked. You get pounded
harshly. Heed warning.

Shining Fists
1,1<2
h,h,m
5,8,18
*****
Heihachi's most useful punch combination. The first two punches come out very
fast and have excellent recovery. The third punch's recovery isn't so good
however. But you don't have to commit to the whole attack. The entire combo is
guaranteed as long as the first hit connects. This combo is ideal for punishing
your opponent's mistakes. The first two hits are great pokes for Heihachi and
if they connect you can easily finish the combo. The final punch can also be
delayed. Nevertheless my still favorite use of this move is for retaliation
especially in instances when you won't have enough time to execute (E)WGF. The
move's third gives a knockdown and so you'll have space for okizeme, tagging
out or re-positioning yourself.

Demon Slayer
1,2<2
h,h,h
5,10,18
*
This is nothing like Shining Fist. The first two hits are fast and recover well
but the last hit takes long to come out and if you wiff it you'll be very
sorry. Not to mention that the whole combo hits high meaning that you'll get
your ass hit with a mega-powerful WS move for your stupidity. This move has
absolutely no use.

 = Demon Executioner (sidestep)
 = ~1+2 [~U_~D]
h,h,m
22
**
This ain't so hot either. Better than the Demon Slayer and the last hit hits
mid so you might think you can use this to catch people ducking you but no, the
last hit is so very easy to see coming anyone will  be able to block it. If the
string is getting blocked however it's a good idea to add this as it's blocking
recovery is not as bad as the Demon Slayer's final hit. This moves best use is
probably in juggles as it does good damage there and giving you ample
opportunity for okizeme afterwards.

Demon Massacre
f+1<b+2,1
h,m,m
6,21,25
***
This is one of those moves with a specific use. The only feasible use of this
move is in juggles. In juggles this move rocks if you're having trouble using
the juggles with crouch dash. It's easy to time and it does great damage. If
you use it outside juggles, you get punished big time as the combination is as
plain as day to figure out. Using this outside of a juggle is just a one way
ticket to getting pounded.

Demon Lair
f+1<b+2,4
h,m,m
6,21,30
GB
**
If you ever use this and the kick connects you'll be spared from a horrible
juggle starter or power strike. This combo can be used in juggles and does more
damage than the Demon massacre, but it's harder to time and I think it's only
possible on big characters. Using this outside of battle, if you happen to get
the kick blocked consider yourself lucky, your opponent just spared you from
some major beat down.

Tile Splitter
d+1
m
15
**
It's basically Paul's tile splitter. It comes out fast and I've only seen this
reversed a couple of times. If you connect on a counter hit the deathfist
afterwards is guaranteed. The best use of this is in okizeme as it slams the
opponent right back down. Don't use this against anyone who's not grounded
though as it's not worth it, they're better choices.

Tile Splitter, Deathfist
d+1,2
m,m
15,26
**
What's really the deal with this? Is this meant for people who can't do a
quarter circle? If the d+1 connects on a counter hit the deathfist is
guaranteed. If you ever do this against a reversal capable character make sure
you buffer a chicken as this move is sooo easy to reverse. Heihachi can also be
jabbed out of this move between the tile splitter and deathfist. Even if the
d+1 hits the opponent crouching, they can still d+1 out of it. For that purpose
this move can be used to induce reversal and chicken it. The move I believe has
a special u/f+2+4 chicken so remember not to use the standard version. I don't
use this move unless I'm baiting as using Wind God fist or the straight out
deathfist is a much better choice to use. The only reason you should really use
this is if you can't do a simple roll dash, if you can't then to be quite
honest, you shouldn't be playing Heihachi.

Twin Pistons
d/f+1,2
m,m
8,21
JG
****
This is one of those moves that really must hit. After a wiffed move by your
opponent this is the move to go for but if you're not sure that it'll hit,
don't use it! If it wiffs or even blocked you're going to regret using this.
But if it hits...it juggles a bit higher than Wind God fist. The first part
(d/f+1) doesn't have a bad recovery so you can use that a bit as a short range
poke. This is absolutely devastating if used correctly but don't abuse this
move otherwise you'll be very severely punished. This moves' real use is for
countering where it really makes a difference as they can't block it then.

Thunder God Fist
f,N,d,d/f+1
m
37
*****
The most damaging non-unblockable in Heihachi's arsenal. Heihachi has the no
frills version, after the move he can't tack on a mid kick or hell sweep. But
Heihachi's Thunder God fist more than makes up for that. The longer you delay
the crouch dash on this, the more damage it does. But the only way I see that
you'll connect with it after crouch dashing for that long is if you anticipate
a tag after you've knocked your opponent down or something. Heihachi's Thunder
God fist is also faster than any of the other versions his family has. After
any launcher he can do the Thunder god fist for big damage. You shouldn't use
this in regular combat though although sometimes you just have a feeling that
it'll connect and that's when I use it, against over aggressive people. But if
you're wrong you'll pay. It's also the starter of choice when finishing a class
1 tag. This move again has special uses but because of the potential damage it
can wreak I've given it 5 stars.

Demon Breath
1+2
m
22
CF KND
****
This is kind of like Heihachi's reversal. This move is very easy to do and has
quick execution making it ideal for catching your opponents. It blasts them
away from you pretty fast. It's a good move to use after you sidestep up close
to the opponent like Shining Fists. Even if it's blocked, you'll be fine. It's
a good move to use but don't get too dependant on it.

Demon Boar
b+2
m
25
HS KND
****
I love this move. Why? One of the major reasons being that it can't be
reversed. And most people don't know that. Which means that this connects a
lot. Some people just can't seem to block the damn move. It's one of my
favorite moves for countering with although it's best executed from a little
outside throw range. It's speed isn't all that good but even if blocked you'll
be relatively safe so you can use this without much fear of either reversal or
retaliation.

Demon Backhand Spin
2,2
h,h
12,21
*
This sucks, do not use, I see no need to say any more.

Demon Backhand
F+2
h
21
*
This sucks even worse, do not use.

= Demon Breath
= ~1+2
m
22
No stars
This really scrapes the bottom of the barrel. Why in the hell would you want to
do a Demon Breath like this? God damn, why?

Demon God fist
f,f+2
m
30
JG
***
This is Heihachi's highest juggle starter. It launches a bit higher than the
Twin Pistons. This launcher goes into some of the strongest combos in the game.
But it'll probably never connect. The best way to hit with it is to use dash
buffer, your opponent will probably back dash and since this has good reach,
it'll nail them Also it has some major recover time, not as much as the Twin
Pistons though.

Wind God Fist
f,N,d,d/f+2
Sm
25
JG
*****
Now this is what I'm talking about! Possibly my favorite move in all of Tekken
and Heihachi's trump card. This is the move that'll connect for you most often.
This is the move that'll link to your damaging juggles and this is the move
that your opponents will fear. The Wind God Fist hits special mid now meaning
that it can be blocked both high and low but that's a minor annoyance. This is
the move that you want to hit with in the match. It can be delayed to cover
distance or executed quickly. You can do it out of a sidestep as a surprise
attack. This is the juggle starter that you'll hit with more than anything and
mastering how to use this move is as important as learning to Deathfist with
Paul. This  move executes fast and recovers well. This is Heihachi's best
juggle starter and his Wind God Fist is the 4th best in Tekken after Devil
Jin's Wind God Fist (1st) and Kazuya's Wind God fist (3rd). So what's second?
Maybe I lied. Second is right below this.
The Wind God fist is also irreversible and is not parryable. This means that
you can use it without having to bother with discrepancies like buffering
chicken.

Electric Wind God Fist
f,N,d~d/f+2
Sm
25
JG GB
******
No those stars aren't a typo, this move is just THAT good. This is actually
your best juggle starter but it comes out very fast and can't be delayed. This
motion to do this however is the trickiest in all of Tekken. To do this you
basically have to do a VERY fast Wind God Fist. But that's just a vague
description. You have to move from 'd' to 'd/f' very quickly and the '2' must
enter within 3/60 of a second after the 'd/f'. This is very hard to do and it's
harder than Jin's Electric Wind God fist. To do this you may want to input the
'2' as you reach the 'd' command so it'll be acknowledged as you finish the
move. If you're really confused check out http://www.counterhit.com for help.
As long as you don't need range, this is your best bet. It causes guard stun so
you'll be totally safe and lightning covers your body whether it hits or not
and your opponent's too even if blocked (cool). It launches a bit higher and
straight up and you also recover more quickly so it's possible to string
together some devious juggles. Keep in mind that this move is hard to do and
very hard to make come out every time, but if you can more power to you. If you
can consistently do this then you'll have a much easier time of winning your
games. Also, like regular Wind God fist, it isn't reversible and isn't
parryable either.
There's a strange thing with this move. When I try to do it conventionally, i
almost never get it. But when I bust it out of a sidestep, it comes off nearly
100%. Considering that off a sidestep it should be harder, this is very
confusing.

Deathfist
d,d/f,f+2
m
30
*****
I just love this move. Basically the same as Paul's deathfist except it comes
out a bit faster and doesn't do as much damage. This move great for baiting
chicken for and I love to use this for countering. On counterhit it does tons
of damage and it send you opponent of a nice little escapade to the opposite
end of the screen. The execution on it is pretty cool but the recovery isn't so
hot so be careful how you use this. It's also a great juggle ender as it has
great power.

Dark Thrust
WS+2
m
24
HS CS
****
This is like Heihachi's Demon Gut Punch and should be used as such. When you
duck under a high move, rise with this and then juggle city! You can put down
some serious damage after this. It's not as fast as Demon Gut Punch though, but
it recovers very well and pays off good if you get a counterhit so it's a
relatively safe use. Also Dark Thrust has a built in sidestep so it can avoid
attacks as well. It can sidestep past d+1 but not d+4. Thanks to bluu for
pointing this out.

Split Axe Kick
f,f+3
m
24
GB
**
This really sucks. The only thing that gave it that extra start is that if it
connects on counter hit it stuns and you can do some mad juggles. But it's so
slow it'll probably never connect.

Leaping Slash Kick
WR_f,f,f+3
m
30
GB
**
This isn't really that great. If you're running I'd rather go for a slide or
unblockable charge but it isn't that bad as if blocked it'll cause guard stun
and leave you safe. I think during the stun depending on the distance you can
do a guaranteed Twin Pistons on them. You can also do this move by doing
f,N,d,d/f~u/f+3.

Demon Gut Kick
f,N,d,d/f+3
m
35
GB
**
This move can be seen coming from miles around and it's very easily avoided or
countered. It's pretty rare to see this hit but if it's blocked you'll be okay
from retaliation. The only time you'll probably connect is if your opponent
blocks low for the slice kick.

Demon Slice Kick
f,N,d,D/F+3
L
21
***
This is more useful. That doesn't mean you should use it often. Both of them
are easy to see but this is harder to detect as you won't know if the person is
going for this or gut kick. More advanced players will catch on though and make
you eat some terrible move. Try to mix this up with the first if you must use
it, though.

Hell Axe
u/f+3,4
m,h
17,22
****
A good move that's relatively safe to use. If the opponent is on neutral block
the second hit is guaranteed but if it's on active, it isn't. In the arcade
version only I believe, if you press the '4' just before the '3' hits then the
'4' is guaranteed, just like back in the original Tekken. Sadly, this feature
has been removed from the PS2 version of the game. Thanks to bluu for pointing
this out. This move can also be used to juggle with after a class 1 launcher or
a Demon Fist but after Demon Fist it is really hard to do.

Rising Sun
u/f+4,4
h,L
25,15
*
This is a move to use against newbies, but even then it's a slim chance. isn't
even as useful in that regard as Jin's and Kazuya's. Just don't use it period,
okay?

Tsunami Kicks
(WS_QCF_f,N,d,d/f)+4<4
m,m
12,21
*****
This is good to use in juggles. It does good damage and is easy to do. This is
also a very effective mix up with your crouch dash as most people will block
low to discount the Hell Sweeps and Wind God fist and this'll take them. Does
good damage as well.

Hell Sweeps
Command                   Name                              Range    Properties

f,n,d,DF+4                Hell Sweep                        L        JGc KS
  =N+4                    Rising Kick                       m
  =N+4,4                  Tsunami Kick                      m,m
  =1                      Thunder God Fist                  m
    =4_4,4                Hell Sweeps                       L_L,L    BS
      =N+4                Rising Kick                       m
      =N+4,4              Tsunami Kick                      m,m
      =1                  Thunder God Fist                  m
*****
This move is too cool. Why? It's all about versatility. There're just so many
options available to you from this move. It's all about a guessing game. Will
you go for 1 or 2 or even 3 sweeps? If/When will he go for the Thunder God fist
or Tsunami Kicks. Versatility is what makes this move so great. The thing is
this gets weakened in each Tekken and in TTT if any of the sweeps are blocked
low, you'll sort of stagger like Soul Calibur and that sucks. Also if the first
hit connects on anything but a conter hit you get a sort of electric stun on
your opponent. But on a good note this thing is also one of the BEST juggle
enders in Tekken. It's easy, so can try different combinations and it's very
damaging. However, I don't think they're guaranteed. But you have to make sue
you do them fast so the opponent won't have a chance to tech-roll

Demon Axe Kick
f+4
m
GB SLD
**
Tsunami Kicks are much better than this. The only good point it has is that if
it hits, a quick WGF or EWGF is guaranteed.

Demon Scissors
4~3
M
25
***
The same Demon Scissors all the other Mishimas have. But remember Heihachi
isn't as youthful as Jin is so if he wiffs he'll takes a little damage. You can
execute this a bit faster by doing it u/f~4~3. This move is a major Eddy/Lei
scrub killer. Kill them without having to get too close. No need to risk those
break dance moves or those pesky animal stances.

Geta Stomp
d+4
G
25
**
This can only be done to a grounded opponent. It can also be done d/f+4. This
is guaranteed in a few cases like after a 2+4 throw but otherwise for another
type of okizeme.

Shadow Steps
b,b,N,3+4
N/A
N/A
*****
This is too cool. Heihachi runs away from the opponent and he does it in little
side steps. This is great when you need to get some space after people are all
up in your face. I remember in Tekken 3 I won an entire round doing this. I
jabbed him and then just started running away. It may sound cheap but it was
just hilarious. You can also use this in case your hell sweeps don't connect.
Just buffer the '4', tap b,b and then press '3' and you'll run away. Got this
from Reverend C's FAQ.

**************
*Unblockables*
**************

Demon Tile Splitter
d+1+4
*!*
70
*
It's unblockable, it takes long to charge and it lacks range. It can however
hit the big characters when they're down but trust me you don't want to use
this. It's only really guaranteed after a tag in from Devil's SS+2. Also when
charging, Heihachi will automatically reverse a right kick but will take damage
himself. The stupid thing is he takes the damage first so if you're both on a
little life, it will kill Heihachi himself first before the opponent.


Now let's move onto the really good stuff!


****************************
* ************************ *
* *The Art of Crouch Dash* *
* ************************ *
****************************
The crouch dash is the most essential maneuver to master when using Heihachi,
or for that matter, when using any Mishima. You must be able to consistently
pull of a crouch dash, at any speed, fast or slow, be able to delay, cancel,
buffer with it before you can become a true Heihachi master.
Crouch dash starts, conventionally, five of Heihachi's key moves:
1) Wind God Fist
2) Electric Wind God Fist
3) Thunder God fist
3) Hell Sweeps
4) Tsunami Kicks
Every last one of these four moves are completely essential in Heihachi's
arsenal. If you can't do crouch dash, then stop wasting your time and go find
someone else to play with. Wind God fist is by far, Heihachi's greatest asset,
so you're fooling yourself if you think you can do without it. Another thing
about crouch dash is that it ducks under high moves and some mid moves. So
while Bryan is throwing out that Mach Punch you'll be dashing under it and come
right up to pop him into the air with a Wind God fist. Also since you can
execute the move at any time during the crouch dash, you can choose to delay
the move, execute it immediately or to totally abandon the crouch dash.
Crouch dash also has many tricks associated with it. The rest of this section
is associated with  showing these tricks to you. A very big thanks goes out to
Dohee Kim from http://www.tekkenzone.com for writing the tutorials from which I
learnt most of these tricks and to Bob for translating the tutorials from
Korean to English.

*****************
* *Dash Buffer* *
*****************
The first art of the almighty crouch dash is the dash buffer. Dash Buffer
allows you to do moves that utilize a f,f or b,b command right out of the
crouch dash. Doing a f,f moves just out of the blue, the conventional method,
does the job well enough but range is one limiting factor in doing it this way.
As we mentioned before, crouch dash has a lot of range and can be delayed
easily. Let's say you wanted to do a stonehead throw but the opponent was out
of range for the regular f,f+1+2 to work. Walking up to them and then doing the
throw would be risky but if you used crouch dash, they might believe that you
were going for a crouch dash move and block, when you'd actually be using dash
buffer to throw them. This would be done like this:
f,N,d,d/f~f+1+2
Basically a 'f' plus the button is added at the end of the crouch dash, meaning
that the crouch dash in itself acts like the first 'f' of the move. Other moves
Heihachi has which can use this are his Left Splits Kick (f,f+3) and his Demon
Fist (f,f+2) The latter is very useful for hitting people who like to dash back
when they see a crouch dash coming. Dash buffer can also be used to buffer for
moves that have just 'f' or 'b'. By using dash buffer your crouch dash arsenal
is increased significantly.
Heihachi doesn't have any move that can be used with back dash buffer but later
on we will see how using this is just as useful as the forward buffer.

****************************
* *Instant While Standing* *
****************************
From reading the movelist, you'd figure that Heihachi's Dark Thrust is pretty
useful to him, right? If you're not, then I suggest you re-read the movelist.
Doing a while standing move the normal way of crouching and getting up is fine
if you're already in a crouched position. But what if you're not? Quick WS
works pretty well, but what about range? Quick WS can't be used effectively in
an attacking pattern. So how do you use While Standing moves for attack? Well,
that's another of the crouch dash tricks.
Doing a crouch dash cancel into WS move is a simple yet complex matter. Simple
in that the motion doesn't take a genius to decipher. Complex in that it's very
difficult to get the motion down to perfection so you can use it as an
effective tool in your game. The motion itself is simple enough, let's just do
a crouch dash cancel Dark Thrust:
f,N,d,d/f~d~d/b~b+2
f,N,d,d/f~b+2
f,N,d,d/f~d/b+2
All three methods work but the last two have very hard timing to get down. It's
obvious to see the advantage of using Dark Thrust in this. Dark Thrust recovers
very well and if stuns on counterhit which leads to some big damage to your
opponent's, even though the stun is escapable.

********************************
* *Is the Mix Up Still Alive?* *
********************************
Sadly, the answer for Heihachi is no. Heihachi has lost his great crouch dash
mix up. With Wind God fist now hitting special mid, it can be low blocked and
that would eliminate Hell Sweeps as well. True you can still use Tsunami Kicks
to mix up but it's really not the same. Thunder God fist and Dark Thrust will
definitely not hit so that worsens it even more. However with the advent of his
EWGF and irreversible WGFs I think Heihachi has gotten back some of what he had
lost but I guess nothing can truly replace the old crouch dash mix-up of
yesterday.


*************
* ********* *
* *Tagging* *
* ********* *
*************
Well this is Tekken Tag isn't it? The obvious reason for you to tag is to
switch your characters. We all have to do this at some point. But tagging can
be done in many other ways as well.

You can tag to get off the ground and bring your partner in. Most people do
this when their life is low and mostly after a juggle or knockdown
move(obvious, you're getting off the ground ain't ya?). But the thing is most
players know to expect this and they counter your character who's helplessly
running in like a fool. You'll take a Deathfist from Paul for this mistake or a
shoulder charge if you're at range. Tagging off the ground should only be done
if your opponent tries to okizeme you, if you tag then you should be safe.

Another way to use it is with the tag throw. There are two, the normal 2+5 tag
throw where your other character comes in and lands on your opponents after you
shoulder flip them away and then there's the one that's character specific.
Heihachi's only character specific is with Jun: f,f+1+2~5. This is a good way
to get your other character in without them taking damage, rather you'll be
sharing damage out.

The other way to use tagging is with your other character in a tag combo where
you can call in your other character to finish a juggle and whatnot. The best
part about this is not only does it look cool but the damage inflicted by a tag
combo is NOT recoverable.

Tag advice.
1) If you're tagging out, make sure you're not under any pressure. The best
time to tag is if you're at range or if your opponent is grounded.
Alternatively you could tag throw or do a tag combo to get your other player in
safely. Tagging carelessly will get you hit, by an unblockable or a power move.
I can't recall the number of times I've seen people tag out close up and run in
just to get hit by an unblockable or a Phoenix Smasher which is just as bad
because it takes about half your life away. The worst time to tag is after
you've been juggled and are on low life. Try to knock your opponent away first,
with a rising sweep or kick, then tag.
2) In the same fashion, punish anyone who tags in recklessly. After a juggle
and they're low on health I like to go for the Thunder God fist for some big
damage on them. Or you can Wind God fist them.
3) Use tag slides and cross chops! These can save your life as you tag in and
will most likely do your opponent some damage as well as help to break their
habit of trying to counter as someone tags in. Also use the run in cancel
(u,u/b) if your character is able. Unfortunately this will only apply to your
partner as Heihachi isn't tag slide or cross chop capable.
4) Don't only tag when you're low on health. Obviously if you're low you should
tag to your fresh teammate but tagging at that stage is very predictable as
well as if you tag earlier you may be able to get more recoverable life back
and that character will still be able to come back without you worrying that
one Deathfist will kill him.


************************************************************************************************
Juggles.
************************************************************************************************
This is what Heihachi is all about. This is his strength. He's all about the
juggles. This is what makes him one of the best players in the game, 2nd in my
opinion right behind Kazuya. Juggles are just like bonus points. You angle in
the well placed shot and then get paid for your hard work in full.
Heihachi has a very wide variety of launchers but when you've got Wind God Fist
what else do you need?
The majority of these juggles are credited to Castel and Tekken Zaibatsu where
I got them from and also to Catlord's Combo Compendium.

******************
*Juggle Launchers*
******************

Wind God Fist.
The launcher of choice. This will work for you more than any other move. I
could go on and on about it's wonders. It launches to ideal height, recovers
quickly let's just move on before I go off...it's really fast...and on and on.

Electric Wind God Fist.
This is even faster, launches your opponent straight up a bit higher than Wind
God Fist and recovers faster. Some juggles can only be done using Electric Wind
God Fist. The only thing is it's a pain in the ass to get off consistently.

Twin Pistons.
The retaliating juggle starter. It launches quite a bit higher then Wind God
fist but recovers slower and the opponent is propelled a bit further ahead.

Demon Fist.
His highest juggle starter but you'll probably never ever connect with one
against half decent players.

Hell Sweeps.
Powerful juggles are possible here but are very hard to do. This only juggles
on a counter hit or if the first sweep is blocked and the second connects. To
juggle here you either continue with more sweeps or do a rising kick which must
come out with exact timing else it won't juggle high enough or a roundhouse
will come out instead. The timing lapse has to be exact. There's another way to
do it though, just do a QCF+4 rising kick after the hell sweep. Credits to
Reverend C for discovering this.

************
*Important.*
************
You'll realize that a lot of the juggles have a lot of jabs in them. You must
be wondering "How the hell am I supposed to know that if I haven't gotten that
far?" And I apologize for that.
Anyway, it seems that Heihachi's f+1 gives you a +1 frame advantage but his F+1
gives you a +3 frame advantage. Aaaahhhh, right. Anyway, what this means is
that you use F+1 for the jabs, it's quicker, gives you more time, nuff said.
Okay maybe not nuff yet. For those juggles where you see a lot of jabs the jabs
are performed by doing:
f,F+1
Otherwise you won't have enough speed to finish all the jabs. Thanks to Jjt and
KOFTEKKEN for this in their FAQ.

Juggles with a * next to them are recommended juggles on their corresponding
level.

************************************************
*After Wind God Fist or Electric Wind God Fist.*
************************************************

N.B Demon Fist and Twin Piston launchers can do these too the timing is just
different. In their sections they will contain exclusive combos.

1,f+1,b+2,1 *
Easy great damage. This is a great ender for the novice player to use.

1,1,f,N,d,d/f+4,4,N,1 *
Easy to do as well and good damage. I'm not sure however if they can quick rise
from the hell sweeps. Give me an e-mail if you know.

1,1,d/f+1,2
Easy as well but I don't really like this as it well...I just don't really use
this.

1,1,WGF
Easy but they're are better combos that give more damage and are easier.

1,1,QCF+2
Timing on the Deathfist must be very fast. It smashes your opponent a good
distance away.

1,1,1,2,2~1+2
Easy and fair damage. Use the other unless you need a change.

TGF
Just Plain hard to do in TTT but in T3 it was easy.

WGF,WGF *
VERY hard, use the EWGF version.

1,TGF
1,d/f+1,1,TGF
1,d/f+1,f+1,b+2,1
1,1,1,2,1+2
1,1,1,2,WGF
1,1,1,1,WGF
1,1,QCF+4,d+1
1,1,QCF+4,4
1,1,f,N,d,D/F+4,4,N+1
1,1,1,1,(1),2
1,1,1,1,(2),2
1,1,1,f,f+2
1,1,1,f+1,b+2
1,1,1,d+1
1,1,1,b+1
1,1,1,d/f+1,2
1,1,1,QCF+2
1,1,1,1,1,WGF            *Big*
d/f+1,d/f+1,WGF
d/f+1,d/f+2,WGF
d/f+1,d/f+1,f+1,b+2,1
d/f+1,1,1,2,1+2
d/f+1,1,1,2,WGF
d/f+1,1,1,1,WGF
d/f+1,1,QCF+4,d+1
d/f+1,1,QCF+4,4
d/f+1,1,f,N,d,D/F+4,4,N+1
d/f+1,1,1,1,(1),2
d/f+1,1,1,1,(2),2
d/f+1,1,1,f,f+2
d/f+1,1,1,f+1,b+2
d/f+1,1,1,d+1
d/f+1,1,1,b+1
d/f+1,1,1,d/f+1,2
d/f+1,1,1,QCF+2
d/f+1,1,1,1,WGF
1,2,f+1,b+2,1
1,2,1+2
1,2,f,N,d,D/F+4,4,N+1
1,2,1,QCF+2
1,2,1,2,WGF
u/f+1,1,f+1,b+2,1
u/f+1,1,d/f+1,2
u/f+1,1,f+1,b+2,1        *Big*
u/f+1,1,1,WGF
u/f+1,1,1,QCF+2
d/f+2,d/f+1,2
1+2,d+1
f,N,d,D/F+4,4,N+1
f,N,d,D/F+4,4,N+4,WGF
f,N,d,D/F+4,4,N+4,QCF+2
QCF+4,f+1,b+2,1
QCF+4,1,WGF
QCF+4,1,QCF+2
WGF,d+1
WGF,WGF
TGF


***************************************************
*Juggles using Electric Wind God Fist exclusively.*
***************************************************

All of these are very hard to do.

EWGF,EWGF *
Hard, very hard.

EWGF,f+1,b+2,1 *
Great damage but again, hard.

EWGF,QCF+2
1,EWGF,1,EWGF
EWGF,1,1,EWGF
EWGF,1,1,2
EWGF,QCF+4,EWGF
1+2,f+1,b+2,1
U/F+4,d+1


*********************************************
*Juggles using the Twin Pistons exclusively.*
*********************************************

None but most Wind God fist juggles will work here.

1,TGF
1,d/f+1,1,TGF
1,d/f+1,f+1,b+2,1
1,1,1,2,1+2
1,1,1,2,WGF
1,1,1,1,WGF
1,1,QCF+4,d+1
1,1,QCF+4,4
1,1,f,N,d,D/F+4,4,N+1
1,1,1,1,(1),2
1,1,1,1,(2),2
1,1,1,f,f+2
1,1,1,f+1,b+2
1,1,1,d+1
1,1,1,b+1
1,1,1,d/f+1,2
1,1,1,QCF+2
1,1,1,1,1,WGF            *Big*
d/f+2,d/f+1,2
1+2,d+1
f,N,d,D/F+4,4,N+1
f,N,d,D/F+4,4,N+4,WGF
f,N,d,D/F+4,4,N+4,QCF+2


***************************************
*Juggles using Demon Fist exclusively.*
***************************************

Any Standard combo from the Wind God Fist section.

1+2,f+1,b+2,1 *
Very damaging.

WGF,1,QCF+2
WGF,1,WGF
WGF,BT 4
WGF,1,f+1,b+2,1
WGF,1,d/f+1,2
d/f+2,1,1,2
d/f+2,1,WGF
d/f+2,1,QCF+2


***************************************
*Juggles using Hell Sweeps exclusively*
***************************************

EWGF,EWGF
WGF,d+1
QCF+4,1,d/f+1,2
QCF+4,1,QCF+2 *
QCF+4,1,1,WGF
QCF+4,f+1,b+2,1 *
QCF+4,d/f+1,d/f+1,2
QCF+4,d/f+1,WGF


******************
* ************** *
* *Stun Juggles* *
* ************** *
******************
Dark Thrust.
Works just like Kazuya's Demon Gut Punch. Stun then continue with the combo.
Only stuns on counterhit however.

Roundhouse.
Only stuns on a counterhit. It'll be a rare event to connect with this
especially on counterhit.

*******************
*After Dark Thrust*
*******************

TGF
Ouch.
QCF+2
I've been informed by bluu that this is more damaging even than the TGF.

1,TGF
1,d/f+1,1,TGF
1,d/f+1,f+1,b+2,1
1,1,1,2,1+2
1,1,1,2,WGF
1,1,1,1,WGF
1,1,QCF+4,d+1
1,1,QCF+4,4
1,1,f,N,d,D/F+4,4,N+1
1,1,1,1,(1),2
1,1,1,1,(2),2
1,1,1,f,f+2
1,1,1,f+1,b+2
1,1,1,d+1
1,1,1,b+1
1,1,1,d/f+1,2
1,1,1,QCF+2
1,1,1,1,1,WGF            *Big*
d/f+1,d/f+1,WGF
d/f+1,d/f+2,WGF
d/f+1,d/f+1,f+1,b+2,1
d/f+1,1,1,2,1+2
d/f+1,1,1,2,WGF
d/f+1,1,1,1,WGF
d/f+1,1,QCF+4,d+1
d/f+1,1,QCF+4,4
d/f+1,1,f,N,d,D/F+4,4,N+1
d/f+1,1,1,1,(1),2
d/f+1,1,1,1,(2),2
d/f+1,1,1,f,f+2
d/f+1,1,1,f+1,b+2
d/f+1,1,1,d+1
d/f+1,1,1,b+1
d/f+1,1,1,d/f+1,2
d/f+1,1,1,QCF+2
d/f+1,1,1,1,WGF
1,2,f+1,b+2,1
1,2,1+2
1,2,f,N,d,D/F+4,4,N+1
1,2,1,QCF+2
1,2,1,2,WGF
f,N,d,D/F+4,4,N+1
f,N,d,D/F+4,4,N+4,WGF
f,N,d,D/F+4,4,N+4,QCF+2
QCF+4,f+1,b+2,1
QCF+4,1,WGF
QCF+4,1,QCF+2
EWGF,EWGF
TGF


********************
*After a Roundhouse*
********************
f,N,d,D/F+4,N+4,4
4~3
QCF+2
TGF
WGF
d/f+1,2


*********************
*After a Class 1 Tag*
*********************
Heihachi does not possess a class 1 launcher so he'll have to tag after a
character who possesses one.

Start buffering these moves before you even come into the screen. If you don't,
you'll wiff. But don't be going too fast or else you'll come in too early and
go right under the opponent and look like a bona-fide idiot.

TGF,f+1,b+2,1 *
TGF,1,WGF
TGF,1,QCF+2
All these Thunder God Fist juggles do major damage and should be your first
priority when doing class 1s unless you want to do something different.

u/f+3,4,d+1 *
U/F+4,WGF
Hence different. These do great damage as well but personally I'd rather go for
a Thunder God fist juggle.

TGF,1,TGF          *Big Characters Only*
It looks impressive on paper but it's damage isn't very impressive for two
count two Thunder God fists.

d+1+4  *           *Off Devil's SS+2 Only*
I don't have much to say. This is value for effort. If you have Devil and
connect a Devil Twister go for this if you have any brains at all. It's very
damaging and hell it'll stun people. The only thing is well, it's kind of
cheesy only using this which is why I don't do it or maybe it's because I don't
use Devil?

To Tag or not to Tag.
I don't see much reason to do this except for the fact that damage done by tag
juggles are non-recoverable. I mean Heihachi is a juggle master. If you wanted
to tag out however, then this is a good way to do it. Just about everyone has
something damaging they can do in a juggle. But if you have some weak ass
juggler with you, try to not waste these free damage opportunities.
Some attacks when tagging out

Julia   : f,f+1,f,f+1,d,d/f+1,2
Bruce   : b+3,b+4,3,4
          b+4,3,1,4
Jin     : b,f+2,1,d+2_2,f,f+2
          EWGF,EWGF
Hwoarang: 3,3,3,3   or
          3,3,3,4,3 or
          1,2,4
A.King  : 1,1,d+1+2
Kazuya  : 1,1,1,WGF
          1,1,1,1,2,4
          WGF,WGF

*************************
* *My Favorite Juggles* *
*************************
I thought that after that whole listing thing, you might want a quick list you
can go to for actual good combos instead of wading through unnecessary junk.
Anywhere I say WGF, EWGF can be used but not vice versa.

1) WGF,1,1,f,n,d,D/F+4,4,N+1
A good juggle to use at all times. Good damage and it isn't hard to do either.
This is my standard juggle if I'm not feeling to be flashy.

2) WGF,1,f+1,b+2,1
A good juggle for novices to use. It does great damage, it looks pretty good
and it's not hard to do at all. If I'm not getting crouch dash down too well
then I'll use this instead on juggle number 1.

3) EWGF,EWGF,f+1,b+2,1
Definitely not for the faint of heart. This is hard to do but it does excellent
damage, probably the best he can get from the EWGF. I don't use this unless I
go into a WGF frenzy though where all I go for is WGF X 3 and this.

4) CH WS+2,QCF+2
Thanks to bluu for bringing this to my attention. This does some mad damage the
only bad thing about it is that the stun can be escaped by tagging out which
may make trying to put this down more trouble than it's worth.

5) WGF,WGF,WGF
You really can't have a juggle list without including this former beauty. Namco
butchered this combo in TTT making it so bloody easy to do. No longer is this a
crowd pleaser. although it is still one of the standards by which players are
measured. For Heihachi's purposes this combo is weak and you shouldn't use it
at all, unless you know it will kill your opponent.

6) WGF~5(Bruce)b+3,b+4,3,4
I really just can't resist putting this combo in. Just for the hell of it. It
does great damage and the damage is non-recoverable. What else do you really
need?


************************************************************************************************
A Quick Hit.
************************************************************************************************

This is actually quite useful for tacking on an extra hit to your juggle. If
you have a partner that can tag slide or cross chop, after you complete the
juggle tag out and slide kick or cross chop. But beware with cross chop you
have to have an exact distance between the opponent and yourself. Chances are
you'll nail him just as he's getting up. Another good use of this is as
follows. Let's say you're using Heihachi/Hwoarang. Hwoarang launches them with
his CD+4, Heihachi tags in and does a TGF,f+1,b+2,1 or something then he tags
out and Bob runs in with a slide that puts them back down. You get to revert to
your original character without any risk. Surprisingly, this slide technique is
something I've never seen used except by Douzono in some of his exhibition
videos.


************************************************************************************************
10 Hit Strings.
************************************************************************************************
d/f+3,2,2,4,4,1,4,1,2,4_1     Ten String
d/f+3,2,2,4,4,1,2,1,2,4_1     Ten String
f,f,N+2,1,2,2,3,4,4,1,2,1     Ten String

I've never really been one to believe in 10 strings. They're too easily broken
and I personally believe that they are very cheap, too much potential damage
for too little effort.
These strings should only be used against people who can't block and/or newbies
who you don't feel like fighting fairly against. Don't forget the occasional
Eddy masher. If you must use it, just some a piece of the string like the first
part of his third string.


***********************
* ******************* *
* *Offensive Tactics* *
* ******************* *
***********************

************************************************************************************************
Attack.
************************************************************************************************
Like all Mishimas Heihachi is an attacking character. Turtling is not for him
at all which is why you'll find that my strategies all center around the attack
mode. Heihachi is a character bred for attack. He has some the greatest
attacking moves in the form of his (Electric) Wind God Fist and his Hell Sweeps
give his offense a great mix up.
If the opponent keeps pressuring you all the time look for an opportunity to
counter, Heihachi isn't all that fast anymore, the old guys age is starting to
show. After a wiffed move Twin Pistons or Wind God Fist them. When characters
are just out of throw range they're almost always trying to start a string or
some offensive strike on you so Wind God Fist them. This is a good offense move
and it's great to counter as well since it out-prioritizes just about any other
move, so use it regularly but also wisely. Don't forget other moves like
Shining Fist, a move of choice for punishing people, for speed this is your
best value. But remember to be careful on the attack, you don't want to wiff
with Heihachi otherwise you'll be in serious trouble. If the opponent is giving
you too much pressure then Shadow Step away and come back with a power move.
Another good move if you have some range is his Hell Axe. So few people use
this now but it's a relatively safe move to use as long as you don't wiff it
and if you can master the delay for the guaranteed damage, all the sweeter.
Don't forget Dark Thrust, against moves that hit high, do the smart thing, duck
then Dark Thrust. Also don't just do the crouch dash specific moves out of
crouch dash, a f,f+1+2 throw with the buffer is bound to connect and if you can
master the crouch cancel into the WS move then Dark Thrust is always an option.
One of his weaknesses I think is his lack of a d+1 low jab. Well that's not
entirely accurate, his low jab is d/b+1 and although this is very useful just
as any other low jab is, you know how diagonals are. Although many people think
the low jab is a cheap move and despise, I disagree and over time have come to
see and value it's importance, but I don't abuse it.
Basically, you have to be the aggressor here, throwing out your Wind God Fist
and using your crouch dash and poking routines to make your opponent do
something stupid so he/she gets juggled.

************************************************************************************************
Countering.
************************************************************************************************
This is where Heihachi's great strengths start to show themselves. Heihachi has
great counter moves but of course none can hold a candle to his (Electric) Wind
God Fist. There's nothing better than foiling someone's plans by launching them
the moment they think you're getting hit and watching them sigh and get angry
as you drop kick about one third of their life bar off.
Heihachi's major countering moves are:

(Electric) Wind God Fist.
THE move to counter with. You don't even have to try to set this one up. When
you see your opponent twitch you drop this on them. It has great priority and
it gives you the opportunity to drop a juggle down on them. This will also go
under any high moves your opponent is doing and give them a good TWACK. There
really isn't much strategy in countering with this, just do it as you see fit.
It's easy to read how your opponent will play you and foresee if and when
you'll need to (E)WGF him. The Electric version is better here because of it's
amazing speed, greater priority and that it gives the opportunity to deal even
more powerful juggles. If you can Electric Wind God Fist consistently then your
Heihachi is truly a force to be reckoned with!

Twin Pistons.
Can't forget about the ole' Twin Pistons can I? Under normal circumstances, you
shouldn't even attempt this move, it's nothing but fodder for a reversal or it
gets blocked and you get a ticket to the other end of the screen. But for
countering this rules. It comes out fast, launches even higher than Wind God
Fist but nevertheless, I still prefer Wind God Fist better because it has a
better chance to hit.

Deathfist.
If you've got it, use it. Deathfist should be used just like Paul's except
Heihachi's doesn't do as much damage although it is faster. I love to use this
as well. If your crouch dash isn't that speedy, then this is the move for you.
It does great damage and has priority. Wind God Fist may be better to use but
if you can't do it fast enough, Deathfist them to your leisure. You won't lose
out that much.

Hell Sweeps.
How can we forget these? I mentioned earlier how great this move is, it's the
best hell sweep in the game. These will go under many moves just like Wind God
Fist would and it can set up some devious juggles, even if you can't do the
rising kick juggles, just do two or three sweeps and then the Thunder God Fist.
Doing this also means you don't have to worry about buffering chicken since it
hits low and can't be reversed. But since this is countering, I guess you don't
have to worry about that.

Dark Thrust.
WS moves are always great for counters. As long as you can get accustomed to
ducking under high moves, like Jin's WGF, Hwoarang's 3,3,3,3 and d+4,4 and
King's multi-throw starters, then these moves will flow like water. And since
this causes a stun it's even better as you can drop down a good stun juggle for
some big damage. This kind of move is also great for countering 10 hit strings
when you know the next hit(s) will be high. Life is sweet, eh?

Other Counters with Heihachi
b+2
f,f+2
4

These all have their uses but those posted above them are really all you'll
need to use to counter effectively with Heihachi.


************************************************************************************************
Okizeme.
************************************************************************************************
Well Heihachi is hardly someone people will have nightmares about when it comes
to okizeme but he gets the job done. His Hell Sweeps are the primary weapon to
use for okizeme, if the opponent is rolling you even sometimes drop on the
Thunder God fist afterwards for even bigger damage. Hell Sweeps are reliable,
good damage and should be your primary choice when the opponent is grounded.
Heihachi also has the Tile Splitter which is his second best okizeme move. Once
you see some movement, tile splitter and they'll slam back to the floor and
unless they press '1' to side roll, you'll keep on slamming them back into the
earth. His Geta Stomp is guaranteed after  a 2+4 throw and that's about the
only time that it should be used as it's too slow and doesn't have enough range
to use otherwise. I guess that the Demon Scissors could also be considered as
okizeme but I have no idea how this is supposed to hit any decent player so
you're better off staying away from it altogether. If they're rolling you can
also do Tsunami Kicks I think but you have to time it right. They're other
moves you can use for okizeme, even stuff like Thunder God Fist can hit, but
you're best off just sticking with Hell Sweeps and Tile Splitter as they're
more than sufficient for what you require.
If you're at a more advanced level, wavedash works very well here, not as the
okizeme in itself but in taking them as they get up. As they are grounded, just
start wavedashing at them and the minute you see them twitch WGF or hell sweep
combo them. You'll have to be dashing fairly quickly for it to work as you have
to be able to take advantage of a split second of lapse time on your opponent's
part. You should be relatively safe from an ankle kick interrupt about 33% of
the time as that's the period in which you'll have the d/f motion input to
parry the ankle kick. The only way they'll probably get away from this is if
they tech-roll after you hit them.

Summarizing, Heihachi's main moves for okizeme are:
Hell Sweeps
TGF
WGF
QCF+4,4
4~3
d+4


Each of the above moves have their own particular usage. One thing you should
watch out for in okizeme is an ankle kick which will allow a safe rise if it
connects. It's sp fast you really are powerless against it but if it wiffs then
you can drop a WGF or some Tsunami Kicks or Hell Sweeps down.
For forward and back rolls you can simple crouch dash up and use Wind God fist
or Tsunami Kicks or Hell Sweeps yet again to drop them down. For forward
rollers Thunder God fist is better as it has less a chance of wiffing on a
forward and it does some mad damage.
Tech-rolls are a trickier subject. However if you know you opponent is going to
tech-roll you can get them as they get up with a move with a sweeping arc like
say a roundhouse or you can use crouch dash's tracking to Thunder God fist them.



************************************************************************************************
Throws.
************************************************************************************************
Heihachi, like all the other Mishimas is not a throwing character. He has but a
single command throw and none of his throws do more than standard throw damage
which sucks. If you're going to use throws with him however then go for either
the 2+4 throw as you can add a Tile Splitter or a Get Stomp after it or use
your crouch dash to buffer into a Stone Head which is probably the best option
as most people expect a Wind God fist or Hell Sweeps after a crouch dash so the
stonehead really breaks their defense.
You should mostly throw to either break their defensive structure as I
explained above or to show your opponent that you know how to, for variance.
They're always good to throw out (that's a pun) especially if you don't throw
much in the first place, it's more likely to connect. Plus they give you a free
chance for okizeme, to tag out, do a 1+2+3+4 power up, Shadow Step away or
whatever the hell else you think might be useful. Just remember that throws
aren't really cheap as they can all be broken, even if it's a pain in the ass
to do so, and besides sometimes it gets an opponent angry and a frustrated
opponent doesn't play to the best of their abilities.


************************************************************************************************
Chicken.
************************************************************************************************
Always a good way to demoralize someone and encourage them never to reverse
again. Heihachi has some great moves for baiting chicken. His d+1,2 has to be
leading that pack by a mile as any old fool can reverse that move. People will
also try to reverse your Twin Pistons which is another reason why they
shouldn't be used outside of countering. Your regular Deathfist is another
prime candidate for the reversal treatment as well.
Thanks to Tekken Zaibatsu, we now have a reversal chart. The following list
contains the high and mid moves which may not be reversed. All other high and
mid moves may be reversed but not low moves as they can only be parried.
1) f+1,b+2
2) b+2
3) f,N,d,d/f+2
4) f,N,d~d/f+2
5) WS+2
6) f,f,f_WR+3
7) 4~3          *Only King may not Reverse*


************************************************************************************************
Custom Strings.
************************************************************************************************
Well, basically I don't custom string much or at all. According to Reverend C's
FAQ, Heihachi doesn't have good custom strings due to his lack of a low jab
which isn't true, Heihachi's low jab is done by doing d/b+1, though this may be
somewhat awkward to do. Anyway, if I get any more information about custom
stringing, I'll relay it in my next revision.


*********************
* ***************** *
* *Offensive Style* *
* ***************** *
*********************

************************************************************************************************
Poking.
************************************************************************************************
This is one of those techniques you'll have to learn to use effectively if you
want to be able to play Heihachi or just about any character at a high level.
Golden opportunities don't always come knocking your way and a good poking
routine will ensure that you keep up with your opponent. Even though these
attacks do little damage, they recover quickly which enables you to string them
together well and when used in conjunction with a good movement pattern, you
can use it to good effect. While you're dodging and maneuvering you'll be
getting in some shots to remind your challenger that you know where the buttons
are. A good way to determine pokes in to look at a character's frame data. All
of these are available at http://www.tekkenzaibatsu.com.

By keeping a good string of attacks on your opponents, you can ensure that
they're pinned down and if they try to attack, they're most likely be
interrupted by your swift attacks.

Poking also gives you the opportunity to set up for bigger and more damaging
attacks. If your pokes hit, you'll get frame advantage which gives you space
for more pokes or to continue with something. The simplest example of this is
with the lord of all punch combos, the Shining Fist series. If you're poking
and your '1' connects, you can continue and finish the entire series. You
wouldn't do this outright as the third hit has a fairly large recovery time.

There's also the psychological factor, lots f people get ticked when they keep
getting interrupted and that gives you a psychological edge and may lead to
them doing something stupid.

Heihachi's Pokes.
1
2
1,2
1,1
d/b+1
d+2
d+3
d+4
d/f+1


************************************************************************************************
Pitbull.
************************************************************************************************
This is where the real Heihachi shows himself. I mean Tekken is a fighting
game, right? And fighting is basically 75% offense and 25% defense, right? In
this mode you have to be all over your opponent, all the time. Use Heihachi's
faster moves, the same ones you'd use in your poking strings. You can use the
first 4-5 hits of Heihachi's fast 10 string here. Or while in their face go for
a hell sweep and juggle them, but even after the knockdown don't back away, you
have to keep the pressure up on them. Use Wind God Fist to stay right up in
their faces. More advanced moves and techniques like Wave Dash and Electric
Wind God Fist really shine here. Nothing moves like wave dash, and Electric
Wind God fist is as unstoppable as it gets. If you can do it consistently under
pressure then this style will quickly become your own.


************************************************************************************************
Turtling.
************************************************************************************************
Heihachi, like all Mishimas, is not meant to turtle all day. He is a very
offensive based character and that, I believe, is his place. Only two
characters I believe, can play full on defense, Ling Xiaoyu and Forest Law
since they have parrys which cannot be chickened, and not reversals. Of course,
this doesn't mean that Heihachi isn't fully capable of being an effective
turtler, he can do it. I mean he has Wind God Fist which will beat out just
about everything someone else can throw out. Keep your distance and hack away
at them with your Wind God Fist. To gain some space, essential for good
turtling, Heihachi can use his Shadow Steps to get appropriate distance. He
also has his Twin Pistons which are ideal for punishing people and let's not
forget the combo everyone hates, the Shining Fist series. Deathfist also works
superbly in this department. If this is your style then go right ahead but
you're not even using  50% of Heihachi's true prowess.


************************************************************************************************
The Keep Away Game.
************************************************************************************************
The Keep Away game is sort of a combination of the pitbull and turtle put
together. You intention is to keep distance between you and your opponent
either by running away using your Shadow Steps or via the power of suggestion
a.k.a. EWGF;) You can use his d/f+4 here to great use as it's fast and has
decent range. If your opponent starts to get too close, you can simply run away
by using your Shadow Steps. This can easily turn to a countering game as your
opponent may try a mad blitz to break your game up and then you drop an EWGF on
them. Or it may be the opposite, you see a weakness in the opponent's game and
you blitz them. The problem is you must only blitz for a few hits then return
to your game. If you get too caught up in attacking then your pattern is broken
and you play his game.
But when the opponent finally rushes you have to make it a good one otherwise
you'll just turn to simple pokes and every round will end in time outs. When
they charge, you want to go straight for the jugular. How you do this is up to
you. Stuns, juggles or whatever else you have planned is fine as long as it
works. The attacks you use for keep away really depends on your style and your
preferred keep away distance.



************************
* ******************** *
* *Defensive Tactics.* *
* ******************** *
************************
Although your defense will be mostly served by blocking, there are some other
areas that need to be addressed if you want your defensive barrier to truly
become formidable.

************************************************************************************************
Block or Sidestep.
************************************************************************************************
Blocking is the same conservative option it always was. Safe and it will, for
most of the time, be your main defense. Make sure you can block high AND low
moves or else you'll continuously get nailed from below. But just blocking all
the time, although it will keep you safe and sound, it won't win the match for
you like these other tactics will.

Sidestep is one the most underused basic maneuvers in the entire game. While
blocking suffices fine for most situations, you'll most likely end up blocking
all the time, not getting a chance to get in a hit. The payback for
successfully sidestepping a maneuver is very high indeed, a free hit at your
opponent's side, but there's much risk involved. You have to gradually
incorporate this into your standard movement game, you'll probably fail the
first few times you try to sidestep a move, but if you keep at it, you'll find
the benefits you reap will more than outweigh the time you sent in learning to
do it. Some of the better moves to do out of sidestep are:

(Electric)Wind God Fist -This is, of course, an obvious choice here but it
takes very quick hands to pull off a Wind God fist quickly out of sidestep, not
to mention the electric version. But if you can do it, it will never fail you
as you'll always be able to land a nice juicy juggle onto your opponent.
Shining Fist (1,1,2)    -This will come out very quick and will likely
interrupt anything your opponent had planned to hit you with and it does good
damage. You can't go wrong with this anytime you perform a sidestep.


************************************************************************************************
Interrupting Moves.
************************************************************************************************
Heh heh, Heihachi shines like a thousand stars here too. Heihachi's low jab may
not be easily accessible but when you have juggle starters that can do the same
job, there's no contest. Heihachi has his Wind God Fist and Twin Pistons.
That's about as good as it gets. With Wind God fist you'll need a bit of room
to execute it regardless of how fast you can do it. Twin Piston can be executed
quickly right on the spot as it only requires a straight command. They'll both
interrupt like a dream and then allow you to demonstrate why Heihachi is the
juggle king. Heihachi can also use his Shining Fist series to interrupt. People
just hate this move. It'll interrupt just about anything, then only things
that'll beat it are the G-Clef Cannons and the REALLY fast jabs.
Of course interrupts aren't guaranteed in any way. It's often easier to just
block and retaliate against moves. But where's the challenge in that?
Interrupts offer better outcomes and they pay off big. It may take some time
for you to get into the timing of them but they're more than worth the hassle
of learning.


************************************************************************************************
Reversal and Parry.
************************************************************************************************
Heihachi has a reversal. The only problem being it's the crappiest thing on the
face of he earth. The reversal I think only works now if they hit you with a
right kick when you're in the unblockable charge. But even then it sucks. Both
of you take damage from it and Heihachi takes it first. Several times both me
and my opponent were low on health and then this happened and since I took
damage first, I died and the shot I hit him with killed him too, but since I
went out first, I lost.
He has the lever parry. I really hate this d/f business as sometimes diagonals
are hard to find and you have to leave the safety of your block to do it and I
don't think there are any guaranteed gains. But if you know the hit is coming
then this is good to use as it may put your opponent off guard. It's best use I
think is against 10 string scrubs as they tend to stop using them if they don't
run to completion.


************************************************************************************************
Getting Up
************************************************************************************************
One of the most integral parts of the game is actually getting up while
avoiding countless okizeme attacks. If you're not careful about how you get up,
you'll continuously get pounded right back into the ground by a tile splitter
or Jin's b+4. The information here can be used for just about any character.
First there's the '3' sweep kick. The move of choice against average players as
they rarely block low moves. Against higher level players they usually
anticipate someone going for a sweep so they block low or parry as they come
up. If the sweep connects you have the perfect opportunity to continue with
your own okizeme, tag out or position yourself for another move.
Then there's the '4' standing high kick. This is best alternated with the low
kick, to confuse your opponent. Or this kick should be used against the people
who aren't necessarily pitbulls but more like rushers to take them as they
advance.
Then there's Heihachi's b,b+3+4. This is one of the worst choices unless your
opponent is coming in at you as a lot of times this is anticipated and plus
there's a delay before the move is actually executed. Also if this is blocked,
you see some retaliation. Stay away from this one most of the time.
Then there's the f,F+1+2 option. If you have some range then this is a good
choice as the cross chop stuns so you should be safe as well as if it hits it's
good damage. This will also catch people who tag out after the knockdown and so
when their partner comes running in, they'll get caught by it.
Too bad old Gramps doesn't have an ankle kick, they come in good use against
people who pitbull a lot.
Then there's the tag out. This is highly discouraged against as people are
always ready to get your helpless partner with a Deathfist or Wind God fist or
the like. Even if you're low on health try to use '3' or '4' to get a knock
down and then tag out or your other partner could end up with a disadvantage as
half his/her life would have been taken by the Deathfist.
Then there's plain rolling to get up. Using '1' to roll sideways is one of the
best options you have as you'll be relatively safe. Don't roll forward/backward
or get right up unless you have enough room to do so.
Of course, I can't forget tech-roll. This is probably the best option as long
as you don't get too dependent on it. It'll give you instant recovery from the
attack and people who use non-guaranteed juggles will beasically be screwed
over. Just don't get too predictable with it otherwise, they'll wait and get
you as you bounce up by sidestepping along with you.

Always remember before you get up to observe what's going on. Sometimes staying
on the ground a few seconds longer may be the best option if an unblockable was
being charged in case you would have been over zealous. Like the old proverb
always said "Look before you Leap".


************************************************************************************************
Positioning.
************************************************************************************************
This is one new area I thought I'd put a bit of stress on. Many people when
they get into a new position that they're not accustomed to, they have
absolutely no clue as to what to do and just mess up what could have been a
potentially devastating (for the opponent) situation. Since Tekken is a 3D game
with sidesteps and with oddities that may arise from tagging and moves wiffing,
there are different positions that a player can find themselves in:
1) Close Range.
2) Outside Throw Range or 'f,f' Dash Range as it is called by Tragic.
3) Far Away.
4) Side of Opponent.
5) At Opponent's Back.

*****************
* *Close Range* *
*****************
This is one of the more common ranges that a player may him/herself in. Close
range is not one of Heihachi's stronger areas due to his lack of an 8 frame
jab. You poking punch strings are the best bet in these close quarters. Up this
close crouch dash is risky but possible though interruption should not be
discounted. At this range you may want to use moves like b+1 to put some
distance between you and your adversary. Your best bet here is to try to put
some more distance between your aggressor. This is the range at which
characters such as Julia Chang rule over.

****************
* *Dash Range* *
****************
This is Heihachi's range of choice. At dash range Heihachi has the space and
freedom to properly execute his crouch dash moves without fear of interruption.
Also at this range Heihachi can use his Deathfist more efficiently on counter
attacks. This should be your standard range for attack and a little outside it
if on defense. Basically from here everything will work out fine, all moves
will hit at proper range, however delaying crouch dash moves won't work here as
for the crouch dash moves to hit as they reach the required range, they must be
quickly executed.

**************
* *Far Away* *
**************
Well there really isn't much Heihachi or for that matter anyone else can do
from this range. At maximum range you may find people charging at you to
connect with the shoulder unblockable but you can easily escape this by using
your Shadow Steps. Normally if I have a standoff at this range I just dash in
until I'm just outside dash range or if I'm playing less skilled opposition, I
may go for a slide kick or a shoulder charge myself.

*********************
* *Opponent's Side* *
*********************
From the side your options narrow down to what you can do and what's smart to
do. Wind God fist from here will flipover the opponent allowing for
WGF,1,f,N,d,D/F+4,4,4,N+1 which is very damaging. The most commonly performed
move from this position would be the side throw. This is generally a good
option unless you're playing against the few people who can escape throws on a
whim.

*********************
* *Opponent's Back* *
*********************
Ahh, the coveted back turned position. This is by far the most advantageous
position to yourself. A back throw is a good choice for easy damage although
Heihachi's back throw isn't as damaging as those of other characters. Wind God
fist from here will launch as normal, no flipover at all. The throw is probably
the best option overall.


********************************
* **************************** *
* *More Advanced Strategies. * *
* **************************** *
********************************

************************************************************************************************
Reading your Opponent.
************************************************************************************************
You'll gradually get into this on your own. Reading and assessing your
opponent's style of play can help you a great deal. An over aggressive
opponent, you may be able to get them to eat a Thunder God Fist whereas against
more cautious competition you'll want to be more careful about the way you
fight. By assessing your opponent's style and adapting yourself to combat it,
you become a more rounded player. If you see he likes to charge in a lot, then
you'll want to make use of Wind God fist and low jabs to interrupt. Against a
defensive person you'll want to poke a lot. Your opponent's style of play also
comes into consideration when you're deciding the first thing to do in a match.
This will be discussed later on.
Part of reading your opponent and his style is because you want to be able to
control the pace and style of the match. To control your opponent, you must
first understand your opponent. Then when you know how they react to certain
changes in the game, you can begin to manipulate them and make them go your
way. They'll eventually reach a point where they have no idea what to do as
they're afraid you'll get them. Basically at this point you've won the match.
While novice players are easily manipulated, expert players tend to mix their
game up a lot to prevent predictability which is what you should to do as well
to safeguard against this same tactic.


************************************************************************************************
Movement.
************************************************************************************************
Movement is probably by far the most important aspect of the game and probably
of the hardest to integrate properly into a game. Movement is the key to
setting up any victory against an opponent. Tekken is a 3D fighter, the
sidestep is there for a reason, you're not just supposed to wait for things to
go your way. You have to keep moving so that the opponent may wiff something
that you can get a countering opportunity against them.
The primary instrument in a good movement is the sidestep. The sidestep is
equal for most characters, Heihachi's sidestep itself is a good one in terms of
distance covered but it has the disadvantage of not being able to execute any
sidestep specific moves like Jin or Bryan can. It is however the key to evading
attacks especially the mid and low attacks that can't be ducked. However each
time you use it you put yourself on the spot, a sweeping attack will knock you
right out of it while a successful evade will give you a retaliation chance.
This brings you to another crossroads, should you take the chance. Nothing has
ever been won by playing it safe and the payoff here would equal the damage
done so it is definitely worth it to try.
The next instrument is the forward and back movements that a character has. The
thing about a backdash is that it could be more trouble than it's worth, during
the dash and for some time after it you are unable to guard against any attacks
leaving your self open. However backdash is necessary for you to get your
proper spacing and will get you there faster than walking back so it will all
depend on the distance relative to your opponent. The case is the exact same
thing for forward and back movements.
Putting together the forward, back and sidesteps into one big package can give
you a good routine and at any point in the routine you can interrupt it with
attacks like a Shining Fist or an Electric Wind God fist. The total package
might look something like this:
f,f~ssl,b,b~ssr,1~1,b,b,ssl,ssr,f,f,b+1

At any time during this movement you can decide that you're too close for
comfort and Shadow Step away just by adding a 'b,b' into the motion. Shadow
Steps are a very important of the overall movement game as it is effective in
getting Heihachi to his barrier range.

Then there's the harder more advanced movement motions.
I'm sure we've all heard of the infamous Lei Haha step which allows Lei to go
into an almost continuous backdash. This allows him to control the tempo of the
game as the opponent is obliged to follow Lei's lead. What you may not know is
that everyone is able to do this same type of backstep. I've seen many
different ways of people doing it:
b~b~f~b~b~f
QCB~N~b
The first I find to be very hard to use, I always just mess it up. The second
seems to be the better of the two ways listed above, my way of doing it is very
similar to the second. My way of doing it is basically a reverse wave dash:
b~b~N~d~d/b~b~b~N~d~d/b~b~b
It's works well for me so this is the only method I can confirm. The use of
this is obvious. To slow down the tempo of the match if you're being out poked
or are being totally pitbulled by some Bryan or Julia or even to just waste
time if you want to.

This brings to the final element of the movement game, the wave dash in
actuality. The wave dash is explained in full in the next section so I won't
re-state it here. The use of the wave dash is basically the opposite of the
pseudo Haha step, the up the tempo of the match and get right in that turtles
face.


************************************************************************************************
Wave Dash.
************************************************************************************************

*********
*Warning*
*********
Some of the techniques in this section are very advanced and will take lots of
practice to master. Since they all have to do with crouch dash, I put them here
instead of in the advanced section. While basic crouch dash skills, dash buffer
and even crouch dash cancel to WS moves are necessary for a proper game,
aspects such as wave dash are best left until all aspects of the basic game are
well learnt.
Personally I don't use wavedash because I just don't want to spend that kind of
time learning something that advanced until my entire game, not just my speed,
reaches to that level. I'd suggest to all new players to stay away from the
wavedash but more than likely you really won't care what I say and go try to
master it anyway.What's the result? A wavedashing fool who can't even sidestep
right outside of a snake dash.

Wave dash is just too cool not to like. It sets up for the best stuff in the
game, moves quick as lightning and is one of the most effective tools for a
Heihachi master. Now when you crouch dash you can cancel it simply by inputting
a 'f' command. Therefore after you cancel the dash you can simply do more
crouch dashes and cancel them to get a sort of continuous crouch dash going on.
This is wave dash. Wave dash is considered inputs the dash command up to 4
times per second. Anything faster than that is considered to be light dash, to
be discussed later.
Wave dash, depending on the speed it can be input at, is very useful at
covering ground as it moves you across the arena very quickly. It also allows
you all the standard crouch dash privileges that were previously described
above. This means access to regular crouch dash moves as well as dash buffer
and crouch cancel WS moves. While Heihachi really won't gain much from crouch
cancel and dash buffer due to his excellence with Electric Wind God fist, he
has all he really needs.
Due to the speed that dashes are executed and canceled at, you can interrupt
your opponent as soon as they twitch using wave dash. As soon as you see
movement, press '2' to drop them with WGF and drop a big fat juggle down on
them. Using dash buffer, Heihachi doesn't really have many options outside of
the Stonehead throw and Demon Fist which I guess is good enough.
Wave Dash is also good for okizeme. While the opponent is grounded, start
dashing and you'll keep riding up and down at their feet. Then, once you see
them start to move, use a Wind God fist or Hell Sweep to put them back down on
the floor.
All crouch dash capable characters are able to wave dash.
There are only two true commands for the wave dash. All other are wrong:
f,N,d,d/f,f,f,N,d,d/f,f,f,N,d,d/f,f
            OR
f,N,d,d/f,f,N,d,d/f,f,N,d,d/f
The second command is commonly used for light dash as it is quicker as you can
see by watching the commands and comparing.
There is currently are fascination with wave dash. The minute people first
heard of it the first thing they did was turn on their Playstations and try to
make 4 times per second. But that in itself is not wave dash. To wave dash
effectively, you must be able to use all aspects of the dash, including the
tricks shown below. Just being able to do the motion doesn't mean you are a
wave dasher. Wave dash is a very powerful tool but is best left to the advanced
player as using it without the full knowledge and practical ability to use all
of its capabilities, wave dash can do more harm than t can good.
There are many tricks that are used out of the wave dash and these will be
discussed in the upcoming section.

***************
* *Fake Wave* *
***************
In fake wave, instead of buffering a 'f' into it and so moving your player
forward, a 'b' is buffered into it and Heihachi is seen as sort of chopping
back and forth while doing his full wave dash motion. What's the use of this?
Well, aside from looking way cool it keeps you in position and you at all times
have access to your crouch dash. You start doing this and it sort of calls your
opponent to attack you. And when they come, as you're using crouch dash to do
the fake wave, you'll have full access to your repertoire of moves and will be
able to interrupt them as they attack.
Here are the commands for Fake Wave:
f,N,d,d/f,b~b,f,N,d,d/f,b~b,f,N,d,d/f,b~b
                OR
f,N,d,d/f~b,f,N,d,d/f~b,f,N,d,d/f~b
Either way will work fine although the second way is faster though it doesn't
push you as far back.

****************
* *Snake Dash* *
****************
Snake dash is best used in collaboration with the above tools to confuse the
opponent. By doing a dash canceling it into a sidestep, it also allows you to
sidestep attacks and before you sidestep you also have normal crouch dash
options available to you. Snake dash is performed using the following command:
f,N,d,d/f~f,SS,f,N,d,d/f~f,SS,f,N,d,d/f~f,SS

*******************************
* *Dash & Wave Wind God Fist* *
*******************************
Dash Electric Wind God Fist: DEWGF
Wave Electric Wind God Fist: WEWGF
Dash and Wave Wind God fist are sidestep killers. That's their primary
function. We all know of those chronic sidesteppers who walk all over the place
trying to avoid your crouch dash attacks. This is their remedy. Dash Wind God
fist is entered like this:
f,f,N,d,d/f+2
As you can see this is just a 'f' entered before the Wind God fist. As you
know, tapping forward makes you face the opponent, and therefore their sidestep
will be cancelled so you can snag them with your WGF.
Wave Wind God fist takes longer to execute than DEWGF, but since you're using a
wave dash, it tracks the opponent better. Needless to say, it's harder to do
than DEWGF:
f,N,d,d/f~f,f,N,d,d/f+2
WEWGF in addition to having it's longer range also gives you options while
you're in the first wave.
NOTE
I decided to leave the WEWGF information in regardless of the fact that it has
been learned that Heihachi is incapable of performing a WEWGF most likely
because of the precision required when performing the move.


***************
* *********** *
* * V.S. CPU* *
* *********** *
***************
This is the only section of this FAQ which will contain anything to do with the
CPU, everything else can be considered as versus a human.

1) Any launcher then Demon Tile Splitter (d+1+4). Never fails and it a ton of
damage. Then wait a few seconds until they tag then repeat or instead you can
hell sweeps as they try to get up. This is a great way to train new characters
against the CPU, drain them, then let your weak character come in and finish
them off.

2) Tag slides usually do no good here, in my experience cross chops have
performed better, but I'd not recommend you use them either.

3) 10 hit strings as long as you don't wiff the first few punches almost always
take the CPU, the last hit almost always hits. Take advantage of this.

4) Wind god fist is a good attacking weapon against the CPU. It connects a lot
and even if it gets blocked you can defend quickly enough. Just don't wiff it.

5) The computer eats up Demon's Boar (b+2) like a hungry lion. Abuse this if
you're in trouble. If they block immediately follow with a Deathfist, it's
almost always guaranteed.

6) If your b+2 isn't working, going on a WGF rampage is a quick and easy way to
kill the CPU easily.

7) The final boss, Unknown continually regenerates her life that's in the red
so keep persistent against her so she doesn't get too much of an advantage by
having the regeneration ability.



****************
* ************ *
* *V.S. Human* *
* ************ *
****************

1) Use your knowledge of how your opponent plays to determine your opening
move. If they're aggressive, a good Shining Fist will drop em' good. Or you
could go with a fast Wind God fist. Or you could go low with hell sweeps, I
mean how many people block low at the beginning of a round?

2) Tag slides and cross chops work well very well here especially the former.
Be careful with the cross chop though if they expect it and sidestep you could
be in serious trouble.

3) Ten strings aren't worth it here as long as you're playing good opposition,
they'll break it or it won't even hit at all.

4) Remember big guys launch high and smaller ones launch well higher. Know
this. Some of your great juggles won't work on the bigger guys.

5) Many people choose to tag when they see they have little life left.
Anticipate this and respond with a Thunder God fist or Wind God fist to their
teammate.

6) Always mix up your moves. Redundancy can be your worst enemy against a
human. While the CPU may take that same move 10 time and time again, a human
will definitely punish you if he knows it's coming.

7) Hell sweeps are a good surprise move as long as you don't continuously use
them and they work excellent damage as well.

8) Make sure you know all the escapes from (A)King's, Nina's and Anna's multis
and if by chance you get grabbed don't be afraid to look at their hands so
you'll know what button to escape with. Also learn how to reverse and escape
all parts of the Ultimate Tackle. People rarely use this but if it happens,
you'll be prepared.

9) When getting up, mix up the high and low kicks so you'll get a knockdown.
This gives you a good tagging opportunity.

10) Tag carefully as people tend to take advantage of a mistimed tag. Only tag
when you have space or after a knockdown.

11) Mix up your crouch dash moves a lot. If they're not taking any of them,
buffer the crouch dash into a stone head throw, very unexpected.

12) If you can wave dash well, then use it. It's one of the quickest ways to
cover ground and it's a very confusing art. Your opponent won't have a clue
what you're planning on doing and if they try to attack you can just EWGF them.

13) If you want them to play you again then I suggest you go easy on them and
throw them a few times. Advanced players will challenge regardless but novice
players only play if they think they have a chance so don't totally destroy
your competition.



************************************
* ******************************** *
* *Character Specific Strategies.* *
* ******************************** *
************************************

Basically these will not hold true for every human since we all play
differently, but this should outline what you should do against specific. As
you gain experience you'll learn your own tactics to use with Heihachi but in
the meanwhile here's my suggestions, and I must apologize due to the fact that
not every character will be listed here since in my arcade not all the
characters are used so I'll know more about some than others, but I'll try my
best to round it off. So if you see very limited info on some characters bear
with me, I'll try to make it better next revision.
These are very basic outlines of each character. While some characters may be
rated low in the hands of a master they could do some good damage. The most
dangerous characters in a master's hands, in my opinion are the Mishimas.
Basically I think you should continually hound them but in some cases it's
better to hang back and wait for a mistake to surface that you can use to your
advantage.
The characters who are reversal and multi throw capable are stated.

The characters in alphabetical order:

Alex/Roger
Difficulty: Easy
These two whackos share the same basic style as the Kings minus the
multi-throws. Just keep a little distance from them and come at them with Wind
God fist, hell sweeps and the like. They do have a couple good points about
them however. Their Animal God fist rivals your TGF in terms of damage. Their
f,N+1, if blocked, gives them a lot of frame advantage which allows them time
to drop a guaranteed combo down or even an AGF. They also come equipped with
King's cheesy Ali kicks and everyone should know just to block them and come up
with the WS move of your choice, be it a Twin pistons or a Demon Gut Punch.

Angel/Devil
Difficulty: Easy
Ah yes, laser attacks. What?! Laser attacks?! In a fist to fist game?! It's
nothing. They have the least moves of any character in the game. They share
just about all their moves with the other Mishimas and everything they have is
substandard. Look out for his SS+2 though, it launches way up. Their lasers are
easy to dodge, the only time you may get hit is after a careless tag. Just
sidestep the flying ones and duck the standing one. Simple matter. You have
their moves and then some so you can block everything and counter accordingly.
They have an excellent Twin Pistons which execute very quickly and don't give
frame advantage when blocked. It has more forward momentum than Jin's or
Kazuya's and Devil players just abuse this to death.

Anna Williams
Difficulty: Hard
Reversal Capable
Multi-Throw Capable
I think she's a bit weaker than her sis Nina but be prepared for much of the
same. She's hard to interrupt and she has that annoying string game that we all
hate. Whenever you're just a little way from her, she's probably going to start
a string so drop a WGF down her pipe to thwart her efforts. Wait for her high
attacks like QCT+1 and her one two jabs and respond with a Dark Thrust.

Anna's Multi-Throw Escapes:

Throw Name                         Throw Motion         Escape
_______________________________________________________________
Palm Grab                          QCF+1+2              1
REAR CHICKENWING LOCK*             ~5                   N/A
Reaping Arm Bar                    3,4,3,1+2            1+2
Standing Reverse Arm Lock          1,3,2,1              1
Falling Reverse Arm Lock           2,1,3,4,1+2          2
Rear Gatelatch Falconwing Squeeze  3,1,4,1+2,1+2        1+2
Gatelatch Throw                    2,3,1+2,3+4,1+2      1
Arm Sprain, Standing Cross Lock    1+3,4,1+2            2
Inverted Crucifix                  4,3,4,3+4,1+2        1+2
Arm Break, Rear Cross Lock         1+2,4,3,1+2,1+2,1+2  1
________________________________________________________________


Armor King
Difficulty: Medium
Multi-Throw Capable
I just love this guy for some reason. He's the King I really respect. He's not
like his protégé, a grappler, A.King can walk in and beat the snot out of you
like anyone could. He only has a single multi throw so you should be able to
easily escape the throw. A.King player like to mix up the multi with his other
crouch dash moves so it masks very well. He has quite an array of power punches
and other very strong attacks and has a good high low guessing game. He also
has the signature move of the most electrifying...oh hell he has the People's
Elbow which looks too cool. He has good low attacks includong two cheap ones,
the first is the Ali Kicks that we all know and hate and second is his d/b+4
which executes really quickly, but if he wiffs this, then he's totally screwed.
You'll have to out brawl him as most of his moves recover well so you can't
count on retaliation. Keep a little distance and kill him with WGF and use your
punch strings to interrupt his attacks.

A. King's Multi-Throw Escapes:

Throw Name                         Throw Motion      Escape
___________________________________________________________
Choke Sleeper                      f,N,d,d/f+1+2     1+2
Full Nelson Suplex                 2+4,1+2,1+2       1
Waist Lock Sleeper                 3+4,3+4,1+2       2
Leg Stretch Muffler                3,4,1+2,3+4       2
Triple Backmounted Head Punches    1,1,1+2           1
___________________________________________________________


Baek Do San
Difficulty: Easy
He's like Tae Kwon Do simple to Hwoarang's Tae Kwon Do advanced. He was one of
my favorites back in Tekken 2 but he hasn't aged well, or it seems, at all. He
has lots of high hitting kick strings for you to duck under. Your will
basically own him with your Wind God fist. He has a very chronic lack of low
moves so take advantage of this. He's more cut and dried than Hwoarang is so
just look for his kick to wiff or just go pitbull and you'll own his ass. He
possesses a very fast jumpkick (3+4) which sends you flying and can also be
easily used in juggles, but it hits high so if they try to abuse it then he's
screwed.


Bruce Irvin
Difficulty: Hard
Punch Parry Capable
Multi-Throw Capable
My favorite from Tekken 2 is back and badder than ever. I've just rediscovered
how cool and deadly this Muay Thai master is. Watch for his Mid kick to double
uppercut (3,2,1), the third hit juggles and is guaranteed if the '3' hits as a
counter hit. If you end up the blocking the 3,2,1 block low now or parry as
he'll probably press '4' to tick you with a kick. His d/f+2 uppercut comes out
fast, can't be reversed and it always floats the opponent. If he floats you,
you'll be very sorry as he'll drop a knee juggle on you that'll just eat about
45-60% of you life bar. Bruce is a mass poker. They're very fast and they
alternate high and low very well. His standard left jab hits in 8 frames so
it'll interrupt anything you have and his right jab has very good reach. His
Nightmare Mach Punch can parry punches but this is very hard to do and it sure
won't parry WGF. This battle is tough. I say play a hit and run game with him
and go for interrupts. Don't try to brawl or you'll be severely punished.

Bruce's Multi-Throw Escapes:

Throw Name          Throw Motion     Escape
____________________________________________
Embracing Knee {1+2}f,N,d,d/f+1+2+4  1+2
Tumbleweed          1+2,1+2,1+2      N/A
Left Knee Strike {2}(3_4),1+2+3      2
Turning Knee        1,3,1+2+4        N/A
Rising Knee         2,4,1,1+2+3      N/A
____________________________________________


Bryan Fury
Difficulty: Hard
Punch Parry Capable
Another very tough character. Bryan has a ridiculous amount of power strikes
and he'll punish you real bad for wiffing anything. Most of his moves have
initial movements however like f,f so you can use those to see what's coming
next. Avoid his low jab as he can follow up with some devastating WS moves, all
of which will lead to juggles. They also all hit mid and if you don't duck down
he'll probably drop a Chains of Misery throw on you.
Bryan also has a punch parry with guaranteed follow ups. Again your main weapon
here is Wind God fist. If you block his power strikes be sure to follow with a
Shining Fist. When you see him going for the f,f to initiate a power strike go
for a WGF as it'll probably go under whatever he's doing and float him.

Eddy Gordo/Tiger Jackson
Difficulty: Medium
Owner of the coolest 10 string in the game. There are two kinds of Eddy users,
button mashers (common) and the ones who can really use him. One uses the kicks
like it's some kind of messiah. They'll normally end up using his 'break dance'
kick where he sweeps low twice then follows up with two kicks where he sort of
rolls towards you. Now here's the deal, it's actually very easy to deal with
this move. If you can, you can parry it or Wind God fist if you have the space,
just don't get hit. And then there's the choice of kings. Block low and after
the last hit (they're 4 in total, tow sweeps and two roll kicks) go for the
Dark Thrust. No two ways about it he'll either try to get up after the kicks
(without blocking) or stay low and get nailed with the Dark Thrust, on counter
hit! Then do with him as you please. If you're afraid to get too close, I've
found that the Demon Scissors works very well in this case. An expert on the
other hand should be treated with respect. Low attacks from him are the catch
of the day so get used to d/b. Use the same strategy as before for the low hits
but beware of him suddenly going mid and beware of him suddenly turning masher
at close range. Wind God fist is also a good use to interrupt since it does hit
mid, even if it's special mid.

Forest Law
Difficulty: Hard
High, low, air parry capable.
Be on guard here. Law users tend to abuse his Junkyard kick (b+2,3,4) very
heavily and the second hit is low so parry it. Make sure you see that he's
using his right hand to start the attacks or he may be doing b+1,2,1 which you
block all high as the last hit juggles. Law has a great defensive game with all
his parrys. He can do a slide kick from the crouch position. Use your crouch
dash mix up and your punch strings to attack him with.
His Poison arrow can act as a stun if he tags after the hit. After the hit he
has a full combo with Paul or various attacks with other characters so just tag
out if this happens.

Ganryu
Difficulty: Easy
He's a big slow buffoon. You can beat the hell out of him with your Wind God
fist and due to his speed, or lack thereof, you can basically waste him with
anything in your arsenal. Don't bother countering his palm shots, if you miss
you'll take all 8 hits and it isn't worth the effort. You won't get much juggle
height on him but his weight means it'll be easier to do WGF,1,TGF and stuff
like that.

Gun Jack
Difficulty: Easy
I'm yet to meet a formidable Jack player and when I do, I'll give you some real
strategy. Basically just follow the same strategy here as with Ganryu as
they're both basically the same. Watch out for his d/b+4,4,4,4 it's really
annoying, just parry it and drop him. Watch for his big attacks though, they'll
drain you fairly quickly. Going pitbull here is I think the option of choice.

Heihachi Mishima
Difficulty: Medium
After reading this FAQ you should have a good idea of what Heihachi is capable
of and how to defeat him.

Hwoarang
Difficulty: Medium
Hwoarang, like his teacher Baek has lots of powerful kick strings but they're
easily interrupted, bad for him. Wind God fist should do the job again very
well against him. Another thing, his 3,3,3,3(why do people do this?) has a high
last hit, so block the first three, then duck and Dark Thrust. But even if you
get caught in the first hit or two, I think that it's still escapable. His
d+4,4, many Hwoarang players' favorite launcher, has a high last hit, but get
this, even if the low hit hits you while you're ducking, the high one still
goes over. So, block the first low hit and as the high executes, Dark Thrust.
But the above moves are used very carefully by expert Hwoarang players.
Hwoarang has perhaps the best movement technique out there. More advanced
Hwoarang users may try a technique on you called 'crazy step' popularized by
world champion Seok Dong-Min. It basically where Hwoarang goes into a sequence
of sidesteps and forward and back dashes while using his 3+4 stance change
ability to cancel the movement giving the illusion that he is hopping about the
place. It's a good technique for dodging jabs and such as well as it looks very
fancy and may confuse you. You just basically have to not get caught up in the
majesty of what they're doing and hit them with Hell Sweeps or a roundhouse.
Don't underestimate his punches, the better players will use them frequently as
interrupts. Also some of his attacks LFF 3~4, RFF 3~4 and RFF f,f+4,3 do A LOT
of damage so be on the lookout but these are generally slow. He has a really
good side step and most Hwoarang players use his triple side step (SS, f+3, SS)
to get all the way behind you and then give you a good kick in the back.

Jack-2
Difficulty: Easy
I'm yet to meet a formidable Jack player and when I do, I'll give you some real
strategy. Basically just follow the same strategy here as with Ganryu as
they're both basically the same. Watch out for his d/b+4,4,4,4 it's really
annoying, just parry it and drop him. Watch for his big attacks though, they'll
drain you fairly quickly. Going pitbull here is I think the option of choice.

Jin Kazama
Difficulty: Medium
Reversal Capable
Jin has the standard array of Mishima moves like the 1,1,2 and 1,2,2. From the
crouch dash however he has been blessed with the crappiest moves a Mishima has
ever seen. He has the same moves but his (Electric) Wind God fist hits high and
is two frames slower and his hell sweep is one low, one mid. This means
whenever you see Jin crouch dash towards you, duck and if they do WGF, you can
respond with Dark Thrust. Unless they Tsunami Kick you, then hard luck. One of
his main attacks is a three hit stun punch rush, the first hit is a gut punch
which stuns on counter and the last hit can knockdown or launch. Jin juggles
are very flashy and do a good deal of damage so don't get launched by this punk.
Watch out for wave dash against more competent players. Your best defense
against may be a low jab or an Electric Wind God Fist of your own. One more
note, when he's teamed with Heihachi, after a force block he can turn to Devil
Jin for a short time. You'll know because he'll be pulsing with lightning and
in Heihachi's stance. Also in this mode his Wind god fist also hits mid so be
aware of this.

Julia Chang
Difficulty: V.Hard
She's really hard. She has an excellent high low mix up with moves that
guarantee hits if they low shot hits. The main reason why she's such a threat
is because of her 8 frame jab and her uncanny ability to annoy the hell out of
people  with her incredible mix-up of high and low attacks and her long but not
so damaging elbow juggles. So be careful with using crouch dash moves too close
as she'll interrupt like crazy. Parry her low shots and then retaliate with
some attacks of your own.

Jun Kazama
Difficulty: Easy
Reversal Capable
Most of her attacks are quite slow so you can interrupt to your hearts content
here. She has some long strings, parry the triple sweeps and her infinite can
kill if you don't know the hit properties. Her double jump kick hits low unlike
Jin's so make sure to block low.

Kazuya Mishima
Difficulty: Medium
My top dog Kazuya is deadly in the right hands. He has an extreme lack of moves
but everything he has can be used to great efficiency. Be careful with your
moves as his gut punches will counter you to great effect and do some mad
damage in the process. His Wind God fist is the same as yours. Stay away from
him and use his lack of moves to keep him predictable and punish him as you see
fit. Kazuya can use wave dash as well but not to great effect, unless the
person can continuously cancel it into Demon Gut Punch or Twin Pistons.

King the Second
Difficulty: Easy
Kick Reversal Capable
I really hate him. He's sooo advantaged over everyone else. An un-chickenable
reversal, ground/crouch throws, unblockables that don't need to charge, waaay
powerful throws and a Boomerang Kick that does more damage than even a Phoenix
Smasher! He also has a set of general moves and the good ole multi throws. I
really suggest that you learn the escapes to ALL his linkers so they don't do
you in. Speaking of linkers, when you see him crouch dash in, that usually
means he's coming in for a throw so duck to avoid and when it wiffs, Dark
Thrust. Of course he could lure you to think he was throwing by crouch dashing
in and then throwing out a Black Bomb or a crouch throw or a Hop kick. Also
when you see him in the long sidestep, duck and then retaliate as necessary.
His b+4 kick will be used a lot as a counter and it can be followed up by an
unblockable or a quick low heel raise. If you block the b+4 hit him with Twin
Pistons or WGF or a Shining Fist. Don't use too many Tsunami Kicks, go for
regular Hell Sweeps into TGF or Demon Fist instead. You can own him as long as
you avoid his throws which make up the bulk of his attacks. King also has the
unique ability to embarrass someone into changing their name. Watch out for
King masters, they'll drop a Rolling Death Cradle on you so fast everyone'll be
laughing at your sorry ass before you even know what's happened.

King's Multi Throw Escapes:

Throw Name            Throw Motion                 Escape Motion
______________________________________________________________________
Achilles Tendon Hold  f,N,d,d/f+2+3                     2
STF                   1,2,3,1+2                         1
Scorpion Death Lock   1+2,3,1,1+3                       2
Indian Death Lock     1+2,1,3,1+2                      1+2
King's Bridge         1,3,4,1+2,3+4                   (none)
Arm Break 1           f,N,d,d/f+1+4                     1
2 Arm Breaks          1+2,1+2                           1
Reverse DDT           1+2,4,2+4                         2
Arm Crucifixion       4,3,4,3+4,1+2                   (none)
Chicken Wing FaceLock 2,1,1+2+3                        1+2
Dragon Sleeper Hold   2,1,3,1+2+4,1+2+4                 1
Rolling Death Cradle  1+3,3+4,2+4,1+2,1+2+3             2
Reverse Arm Clutch    f,D/F+1+3_f,D/F+2+4              1_2
BackDrop              2,1,1+2                           1
German Suplex         3+4,1+2                           1
PowerBomb             1,2,3+4                            1
Giant Swing           2,1,3,4                           1
CannonBall            2,2,1+2                           2
Manhattan Drop        3+4,1+2,1+2+4                     2
SuperFreak            1,2,3+4,1+2                     (none)
TBone PowerBomb       3,1,2,3+4,1+2+3+4                 2
Reverse Full Nelson   d/f+1+2_d/f,D/F+2+4_SS_2+4    1+2_2_1+2
_____________________________________________________________________


Kuma/Panda
Difficulty: Easy
Their fighting style is similar to that of the Jacks. They have great big
uppercuts and biting and clawing moves and throws. He has a long range over you
and he doesn't launch high so most of your juggles don't apply here. He also
has some the characteristic Jack pounds like 1+2,1+2 and f+1+2 as well as the
low uppercut rushes which can end in different ways. Their unblockable can turn
into a rolling move that has a entire screen's range but is blockable. I'm yet
to see someone actually use one of them. Don't worry too much, they're great,
big, slow animals. Watch for his f+1~1,1. Fight them as you would a Jack.

Kunimitsu
Difficulty: Easy
The Yoshimitsu rip off is in my opinion not as good as the real deal. Train
yourself to look out for her teleport into mid air with a stab move and counter
it every time with Wind god fist, demon fist or whatever you want. Most of her
moves are the same as Yoshimitsu's so use the same basic idea against her. She
has a plethora of unblockables just like Yoshimitsu does and most of them are
very fast and she sometimes disappears and then reappears but they also don't
do much damage.

Lee ChaoLan
Difficulty: Easy
He has a fair share of Law moves but seems to have branched out into his own
style. He has infinity kicks, don't be scared when they push you far enough out
interrupt or side step throw. He has his own stance now and when you see him
beckon you I suggest hell sweeps. Also, watch for his d+4,4,4,4 combo. This has
to be one of the cheesiest combos I've ever seen, it comes out fast and the
first three hits are low so remember to block this one, you can block the third
and then the fourth even if you get hit, Lee scrubs use this a whole lot and
even the advanced incorporates it. Overall Lee shouldn't give any trouble as
you can easily overpower him with your Wind God fist and Shining Fist to
counter him.

Lei Wulong
Difficulty: Hard
The king of confusion. Be very careful wit this cop's style. He has a total of
twelve, yep, count em' twelve different stances. His Razor Rush is one move you
should be especially wary of. This move has four punches and then either a high
or low kick. Each one of these hits, aside form the low kick can be transformed
into a stance that makes things very hectic. Also look out for his b+1+2 head
butt, which avoids attacks, and his sweeps, which are quite fast. Because of
all his style, you can get many opportunities to interrupt and counter him. I
suggest that you go on an attack against him so he doesn't get time to gather
himself and spin his web of confusion. Study how he moves and reacts. A lot of
Lei players, when they're a little out of throw range are looking to start the
razor rush, so you can go for Wind God fist at that time. He has the best mix
up in the game with stances but if you keep at him he'll eventually succumb to
his fate, a KO.
More advanced Lei players may be employing a technique called the 'Haha Step'
where Lei seems to continually back dash. It's executed by inputting
b~3~4,b,repeat or b+3+4,b,repeat. By canceling the back turn each time he seems
to be on a continuous back dash. I recommend you don't give chase as he can
come out very quickly with a Razor Rush. This is seriously one move to which I
have no cure, if anyone knows of a solid way to kill a haha stepper please
e-mail me and share it, I'll give you credit in the FAQ. I was thinking to
charge in then press tag to stop and tag out and come in with tag slide, this
will probably fail though. Anyway, I just recently got a strategy against Haha
step from bluu. Start wavedashing towards him, your wave should match his Haha
for speed. Then, when you see him about to twitch for the Razor Rush, drop a
TGF down on him.


Ling Xiaoyu
Difficulty: Hard
She's a little pest who'll constantly tick away at you. Her little ticks do
negligible damage, but if it continues, be prepared to lose. Her little stance
can evade a whole lot. When she goes into it, take her out with hell sweeps or
simply use a d+4. She has a few strong strikes that do a good deal of damage
like her d/b+1 or u+1+2,2,1. She'll poke at you a lot and flip around with her
cartwheel and roll so you'll have to stay back and interrupt and counter her
little pokes. A good Xiaoyu player will keep in your face and keep poking at
you while using her quick movement to move about the place and using her stance
to dodge your attacks. Use your punches and d/b+1 low jab to interrupt her.
Wind God Fist may not work as well as usual if the Ling keeps moving around
with cartwheels and rolls. Also be careful, she has some mean okizeme. Just
don't get frustrated, keep at her and she'll eventually succumb to your power.

Michelle Chang.
Difficulty: Hard
A lot of people find her tough to defeat. She always mixes up high and low
attacks and especially the dreaded overhead hit to low sweep to jump kick that
if you don't block the low hit always connects. I would suggest keeping some
distance and dashing in and out with pokes, hell sweeps and (Electric) Wind God
fist. Interrupt with Wind God fist. She also can keep you in the air for a long
time with her elbow juggles, which actually don't do that much damage, since
each elbow does around a jab's worth of damage. A good Michelle player will
keep in your face and poke at you with all her fast little high low attacks
waiting for a chance to launch you or connect with one of her more powerful
moves. She has the 1~1,1 as well so be careful with your WGF usage. She's
quicker and harder to hit than Julia but I don't think she's as effective as
her daughter.

Mokujin/Tetsujin
Difficulty: Depends
Everything Capable (depends)
Err, well...what can I say? You're either playing a newbie who got enticed by
the tree man or someone who studied the way characters stand. However you'd
better be able to do it otherwise you'll fall pray and might think it's Jin
coming with Wind God Fist and duck when it's Paul with a mid hitting
OOOWWWWAAAAGGGG! Well, I think he also get whatever size advantage or
disadvantage he gets with being that size e.g. not as strong as Gun Jack when
imitating him or not as weak as Ling when imitating her.

Nina Williams
Difficulty: Hard
Reversal Capable
Multi-Throw Capable
I really hate her. She has a whole lot of strings that just get me mad and you
never know where they're going to hit. Watch for her between the legs kick, on
counter you can collect a few more before you actually get off the ground as
well as sudden upward roundhouses. Her powerful double palm you should see from
afar. I heard she was the most raped character from Tekken 3 but I don't really
she how that's helped because she's just as annoying as she was. Watch out for
her Devine Cannon as if she floats you you'll take some good damage. She has
some really mean okizeme as well, use side roll to evade most of it. Like I
said she also has multis, but don't use the King crouch dash strategy here
because she has a lot of moves she can execute from there. Learn how to break
all of her multis and it'll save you a lot of life in the actual game.
Nina's Multi-Throw Escapes:

Throw Name                 Throw Motion         Escape Motion
_____________________________________________________________
Crab Claw                  qcf+3+4                   1
Rolling Arm Bar            3+4,3,4,1+2              1+2
Achilles Tendon Lock       3+4,4,2,1+2               2
Knee Cross Lock            3,1,4,2,2+4               1
Double Leg Break           1,3,2+4,3+4,1+2          1+2
Palm Grab                  qcf+1+2                   2
Standing Reverse Arm Lock  1,3,2,1                   1
Double Arm Break           3,1,4,1+2,1+2            1+2
Falling Reverse Arm Lock   2,1,3,4,1+2               1
Knee Bash, Neck Snap       2,3,4,2,2                 2
Octopus Special            1,2,4,3,1+2+3            1+2
Neck Snap                  1,3+4,1,2,1+2             1
Shin Smash                 qcb+1+3                 (none)
Twisting Arm Lock          2,1,1+2,1+2+3             2
Octopus Special            1,2,4,3,1+2+3            1+2
Neck Snap                  1,3+4,1,2,1+2             1
______________________________________________________________


Ogre
Difficulty: Medium
Ogre has a whole lot of stolen moves. Like Baek's triple low to high kick and
WS+4,4, Kazuya's prize Gut Punch, Lee's infinity and whatnot. He also possesses
the standard Mishima 1,1,2 and 1,2,2 combos. He has a variety of unblockables
from quick to slow all of which are stolen. His f,f+2 has two parts, a normal
then an unblockable hit, if you block the normal hit, back dash or sidestep to
avoid the unblockable. He has a wicked okizeme game with all those 'borrowed'
moves so it'll be a chore just getting off the ground. Play a sort of distance
game against as you can never tell what he's going to use on you. Your Wind God
fist will do a good job countering him.

Paul
Difficulty: Medium
Reversal Capable
I used to have a lot of trouble against him. There're basically two types of
Pauls, those that swear by the Deathfist and Falling Leaf and those who play a
more varied game. For the first type play careful as a Deathfist shot can
really hurt Heihachi. You can just retaliate with Hell Sweeps or a Shining Fist
after you block the Deathfist. The Falling Leaf I think is a more worrisome
attack. At range, it doesn't sweep and is so useless. But close up it's
devastating. After a tile splitter, he can either go for Detahfist or Falling
Leaf, it's easy to distinguish between the two. Just play him carefully and
don't do anything stupid like wiffing moves and this is very easy to win. A
trick many Paul players like to use is toteam up with Baek or Hwoarang and do
f,f+1+2~5,d/b+3+4. This is very annoying wand was thought to be only escapable
by perfet timing of a sideroll but thanks to the KOFTEKKEN/Jjt FAQ, it seems
that if you just mash '3' you'll sweep them at the last minute.
Against the other Paul, if you ever find one, he'll play you using a lot of
little punch strings. Try to get to try him for a juggle, usually with the uf+4
launcher by dashing forward and back. You can play him like any other
character, he'll only use deathfist to counter a stupid mistake so don't worry
at all. They also tend to use QCF+1 more which on counter stuns, I believe you
can tag out though.

Prototype Jack
Difficulty: Easy
I consider him the best of the Jacks. He has an almost completely different
style; look out when he's tagging in he may come down from above. He has high
launchers as well as a power punch. Still though, he can be taken out with the
standard Jack techniques.

True Ogre
Difficulty: Medium
My god! If there was ever an advantaged character...First he has flame attacks.
Although to your credit they're very easy to detect and avoid, duck for the
standing one and sidestep for the flying although if you're close enough (rare)
run under and counter as he comes down. Like all moves you can always be caught
by accident and the fact that it's a projectile is just plain unfair. He also
has a teleport from a knocked down position to in the air where he jets towards
you with an unblockable horn attack, it's duckable but during any hustle you
may have had to okizeme him you could get caught. He also has juggle escape
where he flies a bit higher; I'm unsure of how this works. He has the same
moves as Ogre just with a greatly extended range so beware. Like Ogre he also
excels in the okizeme department so make sure to vary the ways in which you
rise. On the up side he's slow due to his size and therefore an attacking game
against him is recommended. Use the same attack pattern you'd use against
regular Ogre. They have the exact same moves except for his flame attacks, his
get up unblockable and his horn attack.

Unknown (PS2 only)
Difficulty: Unknown...I couldn't resist.
Unknown has the ability to play as any character. She changes character
whenever she tags back in or whenever the R3 button is pressed. This means that
not only your opponent but you yourself must know thw different stances
characters take lest you think you're rushing into a weak Jun only to find you
were hammered by what was really Paul.

Wang Jinrei
Difficulty: Medium
Reversal Capable
I used to think he was very balanced with good attacks until I read Reverend
C's Anna FAQ. So I read his frame data myself and it's just sad. Wang is always
at a disadvantage even when he hits you. Just offense his ass to death and if
he does anything and you block hit him with a Shining Fist.

Yoshimitsu
Difficulty: Hard
Don't underestimate Yoshi. He has an insane number of unblockables. A note
about one, when you see him pull the sword back for a stab don't rush even if
you're close, he could be faking it and go for a sword spin instead. He has a
number of spinning attacks most of which go low so be prepared for them, block
and counter with a rising attack. Yoshimitsu is also the only character if
played properly who can shut down your crouch dash game with his Yoshi Flash
which will stop your WGF no problem. His Shark Attack is one move you don't
want to get lured into, it does amazing damage. Look out for his roundhouses,
duck and respond. Also his 10 strings end in three unblockable hits so
interrupt early usually at the spinning kicks which are in almost all his
strings. His standing uppercut (d/f+2) juggles to a good height and like
everyone's comes out quick so don't wiff your moves or use slow recovering ones
since he can follow with powerful juggles. A good Yoshimitsu is hard to kill as
he is overall very solid and if they do his flash counter, it will kill your
crouch dash.



********************
* **************** *
* * Tag Partners * *
* **************** *
********************

It is true that any character can successfully partner with any other character
but some characters pair with other better than some. Teams like
Heihachi/Kazuya and Heihachi/Jin are always possible and are very powerful but
using character of the same type has disadvantages, as some people may be
better against one type than against another. A character with a class 1
launcher is good to have so you can take advantage of Heihachi's Thunder God
fist juggles. I highly recommend a 'fancy' character like Hwoarang, Lei, Ling
or Yoshimitsu since these characters are very fun to use and are great
confusers of the opponent. Of course in the end it's all up to you, don't stop
using your player just because I said so. Heihachi can pair well with almost
any character and having a variety to choose from is great, as your opponent
will have a hard time adapting to your style.
Personally the teams I use are
Kazuya/Heihachi   (very strong, just think, Kazuya's stuns into Heihachi
powerful juggles, hot
                  dog that's great)
Kazuya/Hwoarang   (lots have trouble with Hwoarang)
Kazuya/Bruce      (just started, a good combo as Bruce is a very deadly player
and his triple
                   knee just makes things better.)
Heihachi/Hwoarang (strong and good confusing ability)
Heihachi/Jin      (powerful juggling ability and Devil Possession)


************************************************************************************************
Partner Ratings.
************************************************************************************************
A good partner would be someone that can complement Heihachi well and cover his
various weaknesses while Heihachi covers that person's. These ratings will be
somewhat biased as it's obviously what I may or may not think.

Alex or Roger
**
Lack of reliable launchers. I've never really liked them much. I don't think
they're very juggle inclined, he needs a class 1 to drop the animal uppercut
and Hei doesn't have one. Heihachi'll basically work his magic while they just
stand there. and look dumb.

Devil
***
There's one reason why this is rated this high, Devil Twister~5, Demon Tile
Splitter. Easy and very high damage. This plays like a standard Mishima team
except that Devil is the most substandard Mishima. He basically has nothing of
use that's exclusive to him as all his good stuff is taken from Kazuya. Lasers
aren't what they used to be in Tekken 2 so he's sucks even more mow.

Anna Williams
****
Good teammate to complement Heihachi with. I mean she's a Williams. She has
powerful juggles, multis, reversals and tons of strings. Great speed and is
excellent defensively. She's a good choice for a partner. I don't use her at
all but I've heard that in TTT she's better than Nina. Not bad for someone who
was only supposed to be Nina's third costume.

Armor King
****
He's tough, just like Hei. Heihachi's juggles will more than make up for A.
King's weakness in this area. They'll both set it off on offense. This team is
very solid for those who are offensively inclined. A.King has Dark Uppercut, a
pseudo-WGF as well as one of the best crouch dash mix-ups in the game. Not to
mention his always crowd pleasing 'People's Elbow'

Baek DoSan
***
He has good range and lots of kick strings not to mention a class 1 launcher
but Baek is hard to use effectively in my opinion. He isn't very offensive,
although he has some good juggles. He'll get interrupted all the time with his
long high hitting kick strings. But if you can utilize his Flamingo Cancels
well he could be a force to reckon with but I'm yet to see a good Baek. Better
partners exist.

Bruce Irvin
*****
Bruce can complement just about anyone. He is just a monster. Fast with very
good pokes not to mention he has some very powerful juggles make him an ideal
teammate for Heihachi or just about anyone else as they can both put down the
hurt. In fact he's one of the few people who surpass Heihachi in terms of
juggle damage, Bruce is just a monster. His b,f+4 launcher also launches very
well, not as high as a class 1 though. Bruce also has some of the best pokes in
the game as well. This team plays hard offense.

Bryan Fury
*****
Another who can complement just about anyone. He has an arsenal of high powered
moves and power strikes that can make anyone cringe in fear. Bryan, like Bruce,
also excels at juggles which make him a balanced partner for Heihachi. He also
has very good defense as he has a command low parry as well as his Punch Parry
which makes him an excellent choice against players who use Mishimas or Paul.
His Chains of Misery throw looks really sweet too. Another very offensive team.

Eddy Gordo/Tiger
*****
This rating is based on an expert Eddy player. Eddy cab duck in and out of
range very quickly, has lots of low hitting attacks and is a master of
confusion. He has auto sidesteps, is very slippery and has tons of mix ups. If
you're an Eddy masher however change that to *. Eddy mashers get creamed by any
half good player 95% of the time. This team would have an excellent balance of
offense and defense. Eddy can move in and out of just about anywhere and
respond with his crazy array of flips and dances.

Ganryu
***
I've never much had a thing for Ganryu, he's slow really. However he does have
a class 1 launcher and is very powerful with lots of stamina. I'm yet to see a
good Ganryu player at work so I'm not sure what he's capable of.

Gun Jack
**
The Jack series consist of very powerful, very endurance built individuals.
They're also big and very slow. His juggles aren't much to jump up about
either. Because of his speed or lack thereof, he's not very suited to hard
offense. He'll be more defensive and that totally contradicts Heihachi's style.

Hwoarang
****
He has a class 1 launcher and has a very large mix up of kicking strings to
call upon. He is also very strong juggle wise. His weakness is a lack of low
attacks and that his power strikes aren't very fast. You'll have to hold back a
bit on the offense and keep out of throw range for him to work properly but
when used properly (he's hard to learn) he can be very deadly.

Jack-2
**
The Jack series consist of very powerful, very endurance built individuals.
They're also big and very slow. His juggles aren't much to jump up about
either. Because of his speed or lack thereof, he's not very suited to hard
offense. He'll be more defensive and that totally contradicts Hei's style.

Jin Kazama
*****
He can achieve just about anything. Although he has the weakest moves out of
crouch dash of all the Mishimas his other extras such as his Laser Cannon more
than make up for these shortcomings. His new b+4 also has many different
manners of usage. He can juggle especially and is a very well rounded
character. Jin has good juggles so this team is a juggling messiah's dream. Not
to mention that you have the Devil Possession ability at your disposal.

Julia Chang
****
She's one of the game's most powerful players. She has very fast attacks such
as her G-Clef Cannon and she juggles very well as well. She can play good
offense as well as defense. Julia is also one the games most annoying
opponents. She has one of the game's best high low mix-ups and some of the most
annoying attacks you'll ever see.

Jun Kazama
**
Aside from her ability to tag throw with Heihachi I don't see much reason in
recommending her. She isn't very strong nor is she speedy. She has good defense
and mix ups however but her offense has many long boring strings that'll get
her in trouble.

Kazuya Mishima
****
The only reason this tea doesn't get five stars is because you can never get a
Netsu Power up here due to the fact that they both hate each other. Otherwise
this team is highly recommended. Kazuya is very powerful with his numerous
stuns and he is also very capable of juggling without Heihachi's help. Almost
all his moves have some sort of use so nothing goes to waste.

King
***
His strength lies in his numerous throws and multi mix-ups. He can juggle but
not as well as you can. He also possesses an un-chickenable kick reversal which
will undoubtedly come in handy when fighting kickers like Baek and Hwoarang. He
has high power and stamina as well as range. King's brawling skill leaves much
to be desired and he is nowhere near as accomplished as his sensei A.King.

Kuma/Panda
****
Kuma rocks. He just does. He has good launchers, a fair share of low attacks
and he's very powerful not to mention his taunt looks really funny. But using a
big character is never easy but out of them all, he's probably the best
followed by Ganryu.

Kunimitsu
**
She is very fast and has numerous unblockables but she'll weaken this rather
than strengthen it. She is sort of similar to Yoshimitsu but is not nearly as
effective as the former.

Forest Law
*****
Law is one of the game's most dangerous players. He can juggle and is very
strong offensively. His moves are fast and he complements Heihachi very well.
Law can also play completely defensively with his ability to parry everything.
He also has a very good juggling ability. Overall he is a very balanced
character with the ability to adapt to suit any aspect of the game. Highly
Recommended.

Lee ChaoLan
**
Lee is fast and possesses a class 1 launcher not to mention his cheesy
d+4,4,4,4 combo. His game overall is rather weak. A lot of his moves are Law
rip offs and his offensive isn't much good. He can be strong with juggles but
they're rather hard to do. Stay away from Lee, unless you want to see their tag
intro:)

Lei Wulong
****
A good solid partner. He is also a master of mix up like Eddy. He isn't too
fast as his strength lies in his animal stances. Overall he is a good partner
for Heihachi. One of his main weaknesses however is his lack of strong juggles
but Hei more than makes up for that. He has a good high low mix-up and his main
ability lies in his art of confusion and tons of options that result from his
razor rush attack.

Ling Xiaoyu
****
She has a very low stamina value but she's very fast and her Phoenix Stance can
dodge just about anything. She's a good poker and she has a launcher that
launches quite high. Her strength is in pecking your opponent to death while
nimbly avoiding damage. Although this is the opposite to Heihachi, they
complement each other very well and a 'style' character is never a bad thing.

Michelle Chang
****
She's basically the same as Julia with some subtle differences. I hate to fight
them both. Her style will be very similar to that of her daughter's.

Mokujin/Tetsujin
***
This is an up down kind of game. If you can use everyone then pick him as it
mixes up better than anything. Make sure you can tell a character by how he/she
stands, though.

Nina Williams
*****
Nina is very strong with her multis, reversals and her powerful juggles. He is
also a master of strings and is very hard to kill even though her stamina isn't
very high. She can work together with Hei very successfully. Although Nina has
been greatly weakened in TTT, she is still a force to be reckoned with.

Ogre
***
Ogre is basically a mix of various characters. He'll do well with Heihachi as
this team can play some seriously hard offense. Ogre's okizeme is also some of
the best that exists and his stamina and power are greatly inflated. He also
has Wang's very useful Waning Moon throw.

Paul Phoenix
****
Paul can work together with anyone well, provided that you play him in a very
unscrubby like manner. His moves do a ton of damage especially his infamous
Deathfist. He doesn't however have powerful juggles or very good launchers but
with high powered moves like the ones he has, he doesn't really lose out much.

Prototype Jack
***
P.Jack I think is the best out of the Jack series. He has a class 1 launcher
and some powerful shots. But again his speed slows him down tremendously. He
has high stamina and strength. Like the others in the Jack series he also lacks
good juggling ability and will be massacred by characters like the Mishimas.

True Ogre
**
He is similar to Ogre except that he 4-5 unique moves. He is very large and has
high stamina and power. His flame attacks are worthless against any decent
competition so you be best off using regular Ogre instead of him. Many
character also have extra powerful juggles that they can drop on him and him
only. His okizeme is even better than Ogre's and like his counterpart, he is
very strong. Even simple juggles with him take away a lot of life. He also has
Wang's very useful Waning Moon throw.

Unknown
***
Unknown can basically be anything you want. She's basically the same worth of a
partner as Mokujin.

Wang Jinrei
***
Wang takes damage like a 6 year old child. His frame rate also sucks big time.
Aside from that he is very well rounded with power strikes, juggles, reversals
etc.

Yoshimitsu
*****
Yoshi goes together well with just about anyone. He has a class 1 launcher
which will probably never connect. He has an excellent blend of speed, power,
juggling ability. He has a plethora of unblockables which come in handy. He
also has the best basic uppercut of anyone in the game. He has an excellent
high low game and he can also play the role of confusion master.


*****************************
* ************************* *
* *Putting it all Together* *
* ************************* *
*****************************
This is the most important part of the game. If you can't put together all that
you've learnt, then you really haven't learnt anything at all. It took me over
a month of using Bruce before I finally remembered when I was in the arcade, to
start using his b,f+4, one of his best launchers. If you can't put your stuff
together and find a place to use each of your skills, then really what good is
knowledge if it can't be put into practice. This section will just contain any
little tips I may have to render to you, take heed or ignore them if you wish.
Your style is your style.

Heihachi's barrier distance, that is the distance at which Heihachi is at his
most effective would be just outside of throw range, also called medium range.
Why? Simple. Because the majority of Heihachi's powerful attacks stem from his
crouch dash, he must have space in which to execute it. If he is choked
together with the opponent then he has no room to crouch dash and is likely to
be interrupted. Also, since Heihachi is an ideal character for countering
attacks with Electric Wind God fist, Twin Pistons and Deathfist, he needs a
distance at which he has space to execute his counter attacks, most of which
aren't too fast. If he was too close, he would suffer the same fate as close
crouch dashes. If he is too far, then he is out of ideal crouch dash range,
ideal being the range at which a quickly done crouch dash attacks would hit.

Your attacks should never be put into a pattern for the opponent to recognize.
The frequency and type of attacks you use in any given (Sunday) situation
should be dependent on your personal style as a player. Each move has a certain
range and situation at which it is suited to be used. Using the wrong move at
the wrong time could have disastrous results. If you're playing pitbull style
then you want to stay slightly within the barrier distance and should go for a
lot of jabs and light punch strings, as well as pokes as d/b+1 or d+4 as well
as Alter Splitter and his punch strings. If you're playing turtle then you'll
want to stay slightly out of the barrier distance and use Twin Pistons,
Deathfist and Wind God Fist to interrupt when you detect your opponent starting
an attack or you could duck the attack if possible and respond with your WS
move of choice. Heihachi doesn't have many high attacks aside from his jabs so
you won't have to worry about people ducking most of your attacks like Jin does.

Never underestimate the value of tick damage, it could save your life during
the match. You should try to use low tick shots at the very least 4-5 times per
round. Heihachi doesn't have tick shots like Kazuya's Stature Kicks but basic
attacks will do the job. Use your d/b+1 and d+4 carefully though, as fast as
they are, their range isn't very good and you'll get punished. At the end of
the match, every low jab and low kick makes a difference though it may not look
so when you use it. The majority of the damage in most matches comes from
gradually eating away at your opponent. Although every now and again you'll
connect a big stun or drop down a big juggle, more often than not you'll have
to slowly peck away to survive.

Whether you want to play offensively or defensively is your own choice, while
personally I feel Heihachi should be played more offensively than not, your own
style and taste should dictate how you play. A true master however, adapts to
suit his opponents style of play. You shouldn't adopt the "I'm not
turtling/pitbulling for nothing" approach. If a solid Chang player were to come
along, surely you'll have to play a bit more defensive against her fast attacks
and strings. Or if a Jack player comes along, surely you'll want to take the
fight to him. While you may prefer to play one style rather than the other,
always be ready to adapt.

Another thing, try not to always play things safe. Taking a chance could pay
off big. The trick is to know when to take these chances. Most of the time,
you'll just 'feel' that it's the right time for a Thunder God Fist even if the
situation may seem the opposite. You hit, you get major damage done, you miss,
you take major damage. The fact is you can't become a champion player just play
playing it safe all the time.

As long as you have your juggles, your move knowledge and can put it all into
practice, you should have no problems pulling up constant wins.



************************************************************************************************
Conclusion
************************************************************************************************

I hope this FAQ has at least taught you a thing or two about Heihachi or has at
least been an entertaining read.
Anyway, if you're from Trinidad and are ever in Center Point on Saturday
afternoon check me out for a game of TTT or Soul Calibur. I'm usually by either
one with one or two friends. I always wear jeans and something and always have
a black JanSport on.
I not sure what I'll do next. I've gone a way through a Hwoarang FAQ but
school's going to come in pretty hard soon so I probably won't finish that one
until like mid July. I was supposed to do the Hwoarang before the Heihachi but
I decided to take some more time to refine my technique with Hwoarang some
more. He's deadly but hard to use effectively.
Anyway I'm always up for a game even if I lose since we've all got stuff to
learn.
If you have any questions or any stuff I missed or did wrong e-mail me at
exar30@hotmail.com and I'll get it in the next revision.


************************************************************************************************
PS2 Stuff.
************************************************************************************************

******************
* *Secret Stuff* *
******************
Tekken Pair Play Mode - Push Right at the main menu.
Tekken Bowl Mode      - Beat the game with 9 different characters.
                        Score 200 pts. or higher and you can select the
                        soundtrack in Bowl Mode.
Tekken Gallery Mode   - Beat the game with 13 different characters.

*****************
* *Tekken Bowl* *
*****************
I just thought I'd put in a little mini-section in here about Tekken Bowl.

Characters.
The characters function pretty much as you'd expect. The large characters are
very strong but inaccurate and the small charcters are excatly the opposite.
Some characters function as left and some as right handers. In a team it's
normally advisable to keep both of your characters with the same hand or else
it could screw up your coordination. Also some characters have special
augmentations. Namely, Gun Jack, P.Jack, Jack-2, Bryan and Yoshimitsu all have
special bowling views which give them a special laser to help in lining up
their shots. This is needless to say, great when you're going for that spare.

Choosing your Team.
I would suggest using a team, if you're playing to win or for big points, that
starts off with a big man. The big guys would consist of the Jacks, Ganryu(my
favourite) and perhaps Kuma and the Ogres. The main reason is that unless
you've perfected your technique in getting strikes, you'll want to get as much
of those starting pins down as possible.Also for beginners someone like a Jack
is very advantageous because of their laser sight plus because they're the
strongest, they knock away pins like nobody's business. The second person
should be someone emphasizing more accuracy that raw power as your second is
there for picking up the loose pins. Persons like Yoshi and Bryan excel here
because of their laser sight although it is sort of like cheating.

General Advice
1) If you mess up your aiming, go for full power. The less power that you have,
the more the ball will deviate. With the Jacks, a full power bar and any angle
you get will have minimum effect beacuse of the velocity it will be travelling
at.

2) To pick up the very hard to get splits,send the ball so that it rolls on the
opposite side that you want the pin to go and have it so you bowl the ball
parallel to the pin so it just gets nicked,with full power of course.

3) Don't go straight down the centre, generally you'll just end of causing a
split. Always try to hit between the middle and one of the pins behind it, that
is, at an angle.

4) When using weaker charcters as your main bowler, always put the emphasis on
the accuracy of the ball. A perfect ball with no velocity will still get a
strike.

5) Using stronger characters, since their accuracy bar moves so quickly, you'll
probably never get what you want, make sure to line up your bowler from before
so that you can basically negate the angle with your power.

6) Find a track that get you going. It works wonders for me. I always put on
the Yoshimitsu track. Yes, it annoying as hell but with it on I always at least
get over 220 points,without it,I'm usually in the late 100s. Weird,no?

The Various Events.
I don't believe I've gotten them all yet but here's what I have achieved.

1 Strike : Strike!!(surprised?)
2 Strikes: Double!!
3 Strikes: Turkey!!(with three chicken icons on each side)
4 Strikes: Great!! (with three chicken icons on each side)

Get all three strikes in the final round: Punch Out!!
Get a Spare: Spare!!(surprises abound!!)
Get a Miss : Miss!!(who'd have thunk it?)
Get a Split: Nice Cover!!

Game Events
Strike Animation1: You get this when you get a quick clean strike. The pins
explode in a burst of fire three times consecutively
Strike Animation2: You get this when the pins take their sweet time in falling
down. You see a slow replay of the ball knocking them away.

Overcharged: Your character gets a little too attached to the ball and forgets
to let go, plowing straight into the pins still holding the ball. If you get a
strike with this, although it counts as a miss, you see Strike Animation1 9
times in quick succession.
K.O.:Pull all the way to the left and smack Boskonovich. he'll get knocked out
and won't be present in the arena anymore.

In case anyone was wondering my best team is Ganryu and Yoshimitsu and although
I can't exactly remember my best score, it contained 9 strikes.


************************************************************************************************
Tekken Sites.
************************************************************************************************
In case you're looking for more Tekken information.

http://www.tekkenzaibatsu.com/index.shtml
THE Tekken site to go to. They've got it all. Movelists, combos, frame data,
FAQs and not to mention Castel's kick ass movies. Oh, and this place also has
the most kick ass forum I've ever seen. Features galore. Mad props out to
Castel and all the people who work on it for this one. You really can't get
much better than this. If you just visit one Tekken site then there's no two
ways about it, come here.

http://www.tekkentagtournament.com
Namco's official site. Check here for updates often and for movelists and
they've also got a forum for those heated discussions. Everything you expect
from an official site. It's official, but not much more than that.

http://www.fighters.net
They've got a great TTT section with all the FAQs and movelists etc. Check them
out also for ALL the videos on the World Tournament that concluded a few months
ago. Also check here for anything remotely concerning fighting games, mostly
Marvel v.s. Capcom though. Just recently got a forum.

http://www.gamefaqs.com
THE FAQ archive on the net. If you're looking for a FAQ and it ain't here, then
it probably doesn't exist. They don't just have Tekken, they're got nearly
every game in recent memory. Big props go out to GameFAQs for being the best
FAQ provider on the internet.

http://www.tekkenzone.com
This is a cool site run by a guy called Dohee-Kim, it has some great combo
movies as well as movies on wave dash, crazy step and the like. Check it out
also for videos of the recently completed Korean tournament. Dohee is quickly
making a name for himself in this regard, check it out. You can also find
Korean manuals here that were translated by Bob.
I don't know how well Tekken Zone still runs since Dohee has left for his
compulsory stint in the Korean Army. Hopefully he'll be back in a little over a
year. Good Luck friend.

http://www.counterhit.com
This is a cool page run by SauerKraut, it has a nice little analysis on the
difference between WGF and EWGF not to mention some nice movies.

http://www.tekkensalute.net
This is probably one of the best forum sites. Go here or Zaibatsu if your
looking for forums. Also check out the JoeKing juggles. That Ling combo is just
wild man.

http://titan.spaceports.com/~tekken/main.html
Tekken Oblivion has a large collection of stuff that has been archived here. If
you missed the Asian Champs videos, here's where to get them. Good looking out.

http://www.geocities.com/TimesSquare/Bridge/2700
Abrar Rana's page. You can get some nice Kuma videos here. There're also guides
created on site for various characters in the game and a special section where
articles are placed about various subjects concerning Tekken.


************************************************************************************************
Acknowledgements.
************************************************************************************************
To my family for tolerating my gaming fever.

Myself for actually writing the damn thing.

Perry Sartain for his storyline FAQ which helped to piece together Heihachi's
Bio.

Mark Kim and Kao Megura for their excellent copyright. Kao, dude, you've been
retired long enough, and even though you've gotten screwed by people more times
than ever, you're an inspiration and you need to get back to work.

To Catlord and Midge for their excellent Tekken movelists. And Catlord from
who's FAQ I got the multi-throw escapes.

Bluu for finding all sorts of mistakes in this FAQ and embarrassing me in front
of everyone when he revealed that I put some Kazuya moves in here.

Jjt and KOFTEKKEN on their Advanced Techniques FAQ which gave me a few good
tips which I put in this guide, the quick WS and the F+1 over f+1.

Castel and the tekken zaibatsu staff for making the most kick ass site out
there and for having those awesome movies. Castel you're a damn juggling god
man. And where else can you get all that great and essential frame data?
http://www.tekkenzaibatsu.com

Reverend C for answering some of my Heihachi questions and for coming up with
the FAQ format which I modified. Check out his cool FAQs on Kazuya, Heihachi
and the Williams sisters.

Namco, for making the greatest fighting series of all time and for continuing
to bless us with these wonderful games.

To the sites that posted my FAQ for all to see. Thank you.

To you, the reader for choosing to read my FAQ. I hope it helped.

The Almighty without whom none of this would be possible.


*********************************************END************************************************