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    Wang by leblackdragon

    Version: 1 | Updated: 03/21/05 | Printable Version | Search Guide | Bookmark Guide

                  Tekken 5
           Wang FAQ (v1.0, 20th March, 2005)
           Copyright 2005 Tariq mukhttar
           email: leblackdragon@yahoo.com
    
    _________________________________________________________________________
    
    Version 1.0       20th March 2005
    _________________________________________________________________________
    
    TABLE OF CONTENTS:
    ------------------
    01) Wang
      01.1) Win Poses
    02) Key
    03) Move List
      03.1) Standing
      03.2) While Crouching
      03.3) While Rising from Crouch
      03.4) While Crouch Dash
      03.5) During Side-Step
      03.6) Reversal
      03.7) Neutralizer
      03.8) 10 Hit Combo
      03.9) Throws
    04) Crouch Cancel
    05) Special Properties
    06) Double Slap (b+2, 2)
    07) Juggles
      07.1) launchers
      07.2) Stun Juggle
      07.3) Off the Ground Juggles
    08) Counter Hits
    09) Okizeme
    10) Strings
      10.1) Getting Close
      10.2) String building blocks
      10.3) Juggle Interrupt
      101.5) Escaping
    11) Wall Game
    12) Multi-Throw Escape
      12.1) King
      12.2) Nina Williams
      12.3) Anna Williams
      12.4) Bruce Erving
    13) Credits
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    01) Wang:
    ------------------
    
    
    01.1) Win Poses:
    ----------------
    1   =   Bows, Laughs
    2   =   Performs Kata
    3   =   Looks around, "Xiaoyu! Is dinner ready yet? I'm straving."
    4   =   Walks away, "All that talent..."
    ?   =   ?
    ?   =   ?
    
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    02) Key:
    --------
    
    Input:
    1       =       Left Punch Button
    2       =       Right Punch Button
    3       =       Left Kick Button
    4       =       Right Kick Button
    u,d,f,b	=       Tap Up, Down, Forward, Back
    U,D,F,B =       Hold Up, Down, Forward, Back
    
    Hit Level:
    H       =       Hits High
    M       =       Hits Mid
    L       =       Hits Low
    
    Properties:
    D       =       Input can be Delayed
    !       =       State Reset, Returns to Neutral position
    J       =       Juggle
    
    Status:
    This is derived from when your attack is blocked. 
    FD      =       Frame Disadvantage
    FN      =       Frame Neutral
    FA      =       Frame Advantage
    GC      =       Guard Crush
    NGC     =       Guard Crush when Near
    P       =       Push's Opponent away
    
    Misc:
    qcf     =       Quarter Circle from Down to Forward 
    hcb     =       Half Circle Back
    FC      =       From Crouch Position
    RC      =       Rising from Crouch position
    SS      =       Side-Step
    FDFA    =       Face Down, Feet Away
    FUFA    =       Face Up, Feet Away
    FDFT    =       Face Down, Feet Towards
    /       =       Or
    [ ]     =       Slide, press sequence very quickly
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    03) Move List:
    --------------
    Syntax:
    Move Name        Button/Hit Level/Property(Frame, Guard, Push Status)
       -> Optional Move Branch
    
    
    03.1) Standing:
    ---------------
    G-Clef Cannon                                   1H, 1M, 1MJ (FD)
    Jab to Right High Kick                          1H, 4H (FD)
    Spin Behind                                     2H, b (FA)
    Right Straight to Left High Kick                2H, 3M (FD)
    Triple Spin Razor                               4H, 4L, 1MJ (FD) 
    Triple Spin Kick                                4H, 4L, 4H (FD)
    Triple Spin Low                                 4H, 4L, d+4L
    Mountain Splitter                               1+2M (FD)
    Power Punch                                     f+2M (FD)
    Rising Heaven Kick                              f+4MJ (FD, GC)
    Energy Blast                                    f+1+2M (FD, P)
    Heavy Uppercut                                  f+1+4MJ	
    Pearly Gates                                    df+1M, 1MJ (FD)	
    Slow Power Punch                                df+2M (FD)
    Slow Power Punch Combo                          df+2M, 1MJ (FD, GC)
    Snap Kick                                       df+3M (FD)
    Medium Power Punch                              df+1+2M (FD)
    Furioes Tiger                                   d+2M, 1+2M (FD)
    Gaint Slayer                                    d+3L, 4H (FN)
    Sweep to Razor's Edge                           d+4L, 1M (FD)
    Sweep to High Kick                              d+4L, 4H (FD)
    Sweep to Low Kick                               d+4L, d+4L (FD)	
    Rising Tide                                     d+1+2M (FD, GC)	
    Crumbling Tower                                 d+3+4L (FD)
    False Lift                                      db+2M (FD)
    Spinning Low Kick                               db+3L (FD)		
    Tiger Mountain                                  db+4L, 2M (FD, GC)
    Cobra Fang                                      db+1+2M (FA)
    Jagged Edge                                     b+2M, 1H (FD)
    Evading Kick                                    b+4M (FD)
    Pinwheel Punch                                  b+1+2M (FD, GC)
    Dancing Monkey Kick                             uf+4M (FD)
    Foot Stomp                                      uf+3+4M (FD) 
    Crouching Cobra                                 fF+2M (FD)
    Swivel Kick                                     fF+4H (FN, GC)
    Dragon Power Punch                              bB+1+2	
    Leaping Side Kick                               fff+3M (FA, GC)
    Dragon Thrust                                   df+1+3+4M  
    
    
    03.2) While Crouching:
    ----------------------
    Sweeping Cartwheel                              df+4L, 3M (FD)	
    
    
    03.3) While Rising from Crouch(RC):
    -----------------------------------
    Gravity Punch                                   2M, 2M, 2LD (FD)
    Skyscraper Kick                                 4M (FD, GC)
    
    
    03.4) While Crouch Dash:
    ------------------------
    Heavy Power Punch                               qcf+2M (FD)
    
    
    03.5) During Side-Step:
    -----------------------
    - These moves can be initiated any time during Side-Step.
    Parting Sweep                                   4L (FD)	
    Horse Tamer                                     1+2M (FA)
    
    
    03.6) Reversal:
    ---------------
    - Cannot parry elbows and knees.
    Attack Reversal                                 b+1+3/b+2+4
    
    
    03.7) Neutralizer:
    ------------------
    - Time with enemy attack
    - Cannot parry elbows and knees
    
    Neutralizer                                     b+1 
      -> Swallow's Tail                               -> 1
      -> Massive Dragon                               -> 2
      -> Circling Dragon                              -> 3	
      -> Flash Flood                                  -> 4	
    
    
    03.8) 10 Hit Combo:
    -------------------
    #1      2H, 1M, 1M, 4H, 4L, 1M, 1M, 3L, 4H, 2M
    #2      2H, 1M, 1M, 4H, 4L, 1M, 2M, 1M, 4L, 2M
    
    
    03.9) Throws:
    -------------
    Headlock Toss                                   1+3        Damage: 35
    Body Slam                                       2+4        Damage: 35
    Crushing the Dragon (from Left)                 1+3/2+4    Damage: 40
    Golden Mountain (from Right)                    1+3/2+4    Damage: 40
    Reverse Neck Throw (from Back)                  1+3/2+4    Damage: 50
    Wanning Moon                                    df,df+2+4  Damage: 15
    
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    05) Crouch Cancel:
    ------------------
    ***Incomplete***
    - These moves lag can be cancelled by pressing down into a crouch state.
    
    Quick Somersault Kick                           BU/U/UF+4
    High Somersault Kick                            UF+4
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    06) Special Properties:
    -----------------------
    ***Incomplete***
    Additional properties of moves that are unmentioned. 
    
    Pinwheel Punch                                  b+1+2
            -> Auto-Parry and Attacks all Hi, Mid attacks
    
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    07) Juggles:
    ------------
    Some juggles have more than one follow-up. They are listed easiest first. 
    Some are added becuase they just look good.
    - Not all characters can juggled the same way. Some are harder than 
      others. While some require altering the juggle.
    
    07.1) launchers:
    ----------------
    
    df+1, 1 -> b+2, 1 -> b+2, 1 -> f+1+2            Hit#: 7 Damage: 66
                                -> df+1+2           Hit#: 7 Damage: 83
            -> 2 -> b+2, 1 -> b+2, 1 -> f+1+2       Hit#: 8 Damage: 69
    1, 1, 1 -> b+2, 1 -> b+2, 1 -> f+1+2            Hit#: 8 Damage: 69
    4, 4, 1 -> b+2, 1 -> b+2, 1 -> f+1+2            Hit#: 8 Damage: 86
                                -> d+2, 1+2         Hit#: 9 Damage: 93
    f+4 -> 2 -> b+2,1 -> b+2,1 -> f+1+2             Hit#: 7 Damage: 56
        -> b+2, 1 -> b+2,1 -> df+1, 1               Hit#: 7 Damage: 58
    f+1+4 -> UF, 4 -> b+2,1 -> b+2,1 ->  f+1+2      Hit#: 7 Damage: 98
    d+4, 1 -> b+2, 1 -> b+2, 1 -> d+2, 1+2          Hit#: 7 Damage: 61
    d+1+2 -> UF, 4 -> b+2, 1 -> d+2, 1+2            Hit#: 6 Damage: 67
                             -> b+2,1 -> f+1+2      Hit#: 7 Damage: 70
    db+2 -> 1 -> b+2, 1 -> d+2,1+2                  Hit#: 6 Damage: 52
    db+4, 2 -> f+1 -> b+2, 1 -> d+2, 1+2            Hit#: 7 Damage: 64
            -> b+2, 1 -> b+2, 1 -> d+2, 1+2         Hit#: 8 Damage: 73
    df+2, 1 -> 1 -> b+2, 1 -> d+2, 1+2              Hit#: 7 Damage: 67
                           -> b+2, 1 -> f+1+2       Hit#: 8 Damage: 70
    uf+4 -> 2 -> b+2, 1 -> b+2, 1 -> f+1+2          Hit#: 7 Damage: 58
         -> 4 -> b+2, 1 -> d+2, 1+2                 Hit#: 6 Damage: 64
         -> 4 -> b+2, 1 -> b+2, 1 -> f+1+2          Hit#: 7 Damage: 67
    df,df+2+4-> ff-> f+2+4                          Hit#: 2 Damage: 65
                  -> df+1,1-> b+2,1->b+2,1->f+1+2   Hit#: 7 Damage: 66
    b+1(parry),3 -> 2 -> b+2, 1 -> d+2, 1+2         Hit#: 6 Damage: 48
                 -> 2 -> b+2, 1-> b+2, 1-> f+1+2    Hit#: 7 Damage: 51
    
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    07.2) Stun Juggles:
    -------------------
    d+3+4 -> f+2+4/f+1+3                            Hit#: 2 Damage: 65
    d+3+4 -> df, df+2+4 -> f+2+4                    Hit#: 3 Damage: 95
    db+1+2->d+1+2->uf,4 -> b+2,1-> b+2,1-> f+1+2    Hit#: 8 Damage: 98
    
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    07.3) Off the Ground Juggles:
    -----------------------------
    These are juggles initiated after knocking your opponent to the ground.
    - Hit count and Damage starts from knockdown.
    
    
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    08) Counter Hits:
    -----------------
    - Certain moves effect opponents in a different way as a Counter-Hit.
    - Listed are the attacks that on a Counter-Hit allow for further combos.
    
    Move       ->     Effect
    1, 1, 1    ->     3rd hit combos
    2, 3       ->     2nd hit combos
    4          ->     Juggle
    1+2        ->     Knockdown
    f+2        ->     Knockdown
    f+1+2      ->     Knocks down rolling far
    d+3, 4     ->     2nd hit combos
    db+4, 2    ->     2nd hit combos
    b+4        ->     Stun Fall
    b+1+2      ->     Knocks down further
    fF+2       ->     Stun Fall, FDFA
    SS+4       ->     Sweep, FUFA
    SS+1+2     ->     Stun Fall
    
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    09) Okizeme:
    ------------
    ***Incomplete***
    _________________________________________________________________________
    
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    10) Strings:
    ------------
    ***Incomplete***
    A sequence of combos and moves that are linked together thru Frame 
    Advantage, and Frame Neutral states. Purpose is to continuesly pressure 
    your opponent.
    - Your objective is to force your opponent into either a crouch or 
      standing position.
    - Always start/continue a string with either a Low, or Mid attack.
    - When ending a combo with a crouch position, link into "Rising from 
      Crouch" Moves.
    - Minimize as much as possible "High" hitting moves.
    - Interrupt your strings with a surprise Juggle Launcher, Throw, or Sweep.
    - d+4, 1 into SS+1+2 can be cancelled so fast it'll look like a single 
      move that looks like a fake.
    - Know which moves end with Wang in a crouch state to initiate faster FC 
      or RC moves.
    - If something goes wrong, hold BU/U and jam 3 like crazy (bu/u+3), or 
      have a Reversal timed and hope it's a high or mid, non-elbow retaliation.
    - If you're in trouble in a crouching state, you can always High 
      Somersault Kick out of there. Problem is with the initial lag you can 
      be hit out of it with a normal punch... but it still looks cool if it works.
    - Also, High Somersault Kick works good as an escape. Say right after 
      a 1, 4.
    
    
    Gravity Punch                                   2M, 2M, 2LD (FD)
    Sweeping Cartwheel                              df+4L, 3M (FD)	
    
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    11) Wall Game:
    --------------
    - Wall Carry is a combo design spefically for the job of getting your 
      juggled opponent as close to the wall as possible, while ensuring that
      you doesn't lag afterwards in order to continue punishing.
    - Wall punisher is the most damaging attack you can do to a wall stunned
      opponent.
    
    Wall Carry:
    uf+4-> b+2, 1-> b+2, 1-> b+2, 1             Hit#: 7 Damage: 54
    
    Wall Punisher:
    
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    12) Multi-Throw Escape:
    ------------------------
    - Number(s) denote actual opponent input
    - Number(s) in following bracket [N] is escape input button(s)
    
    12.1) King:
    -----------
    Pile Driver: Bends you over, locks your arm, and slams your head down
    Standing Heel Hold Combo: Grabs a leg and drags you
    qcf+2+3[2] ###> 1+2[1+2] ###> 1
                #
                ##> 1[1]
                #
                ##> 1+2[2]
    
    Arm Breaker Combo: Breaks elbow over shoulder
    qcf+1+4[1] ###> 1+2[1]
                #
                ##> 1+2[2] ###> 4
                #
                ##> 2[1+2] ###> 2[1]
                            #
                            ##> 1+3[2]
    
    Reverse Arm Slam Combo: Grabs Arm, Throws you over shoulder
    fDF+1+3[1] ###> 2[1] ###> 3+4[1] ###> 1 ###> 2[1]
                                             #
                                             ##> 3[2]
    
    Reverse Special Stretch Bomb Combo: Locks elbows and turns
    fDF+1+2[1+2] ###
    	       #
    fDF+2+4[2] ######> 2 ###> 3+4[2] ###> 1 ###> 2[1]
                   #                         #
    u/d -> 2+4[2] ##                         ##> 3[2]
    
    
    Mexican Magma Drive: Starts with spin hop
    3+4, 1+4[1] ###> 2+4[1]
                 #
                 ##> 3+4[2] ###> 1[1]
                 #	         #
                 #	         ##> 3[2]
                 #
                 ##> 1 ###>2[1] ###> 2[1+2]	          ##> 1+2[1] ###> 2+4[1]
                                 #	                  #
                                 ##> 1+2[1] ###> 3+4 ###> 1+2[1+2]
                                             #
                                             ##> 2 ###> 3+4[2] ###> 1 ###> 2[1]
                                             #
                                             ##> 3[2]
    
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    12.2) Nina Williams:
    --------------------
    Backhand Slap Combo: Grabs arm, back fists
    qcf+1+2[2] ###> 3[1+2]
                #
                ##> 2[2] ###> 1[2]
                #         #
                #         ##> 1[2]
                #
                ##> 1[1] ###> 3[1]
                          #
                          ##> 2[2]
    
    Betrayer: Steps backs, grabs and kicks leg
    qcb+1+4 ###> 2[2] ###> 1[1]
             #         #
             #         ##> 1[2]
             #
             ##> 1[1] ###> 3[1]
                       #
                       ##> 2[2]
    
    Crab Hold Combo: Grabs torso with legs
    qcf+3+4 ###>3[1]
             #
             ##> 4[2] ###> 3[1]
                       #
                       ##> 1[2]
    
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    12.3) Anna Williams:
    --------------------
    Chin Bash: Grabs arm, back fists
    qcf+1+2[2] ###> 3[1+2]
                #
                ##> 1[1] ###> 3[1]
                #         # 
                #         ##> 2[2]
                #         #
                #         ##> 2[1+2]
                #
                ##> 1+3[2] ###> 4[2]
    			#
                            ##> 1+2[1]
    
    _________________________________________________________________________
    
    12.4) Bruce Erving:
    -------------------
    Clinch: Grabs you, reverses sides
    f, dDF+2, 3[2] ###> 3+4[1]
                    #
                    ##> 4[2]
    
    Right Knee Kick: Grabs you, reverses sides, Knees you
    f, dDF+1, 4[1] ###> 1+2[1]
                    #
                    ##> 3[2] ###> 1[1] ###> 2
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    13) Credits:
    ------------
    01) Khalid Al-Dhamer for allowing our weekly gathering at his place
    02) Ryuuko for his extreme patience with my bad temper
    03) Busterwolf for bringing to my attention additional King Multi-Throws
    04) Tekken Zaibatsu Forums