kayuza's Jinpachi Mishima FAQ http://www.kayuza.net/jinpachi.txt Version 2.1 [8 JUL 06] + Edited movement descriptions. + Added to additional notes section. + Added W/C+1 damage. / Fixed FAQ sentence structure. --------- | Index | --------- (A.) Character Story (B.) The Jinpachi Code (C.) Game Play Notes (D.) What's Missing / Rumors (E.) Moves (E1.) Basic Move Notes (E2.) Throws (E3.) Ground Moves (E4.) Fighting Moves (E5.) Additional Move Notes (F.) Legalities ------------------------ | (A.) Character Story | ------------------------ Name / Jinpachi Mishima Fighting Style / Unknown Nationality / Unknown Founder of the Mishima Zaibatsu, Jinpachi Mishima. Jinpachi was once a renowned martial arts master, famous throughout the world. However, after being betrayed by his son Heihachi he lost the Mishima Zaibatsu and faded into obscurity. As Heihachi began to steer the Mishima Zaibatsu into the military industry, Jinpachi plotted a coup d`etat but failed and was imprisoned in an underground prison. For decades Jinpachi endured until, after a tremor, the prison seal restraining him weakened. Jinpachi, filled with inhuman strength, unleashed all of his power and broke free. Jinpachi, surrounded by an evil aura, grinned devilishly as his eyes glowed a fiery red. -------------------------- | (B.) The Jinpachi Code | -------------------------- ! Only playable using the following 3rd party cheat devices in Tekken 5. > Action Replay's Codes (All Versions): > Master Code: AXR0-Z0RX-YYMUR 10ZA-R68H-6YU4U (PUT IN THIS CODE FIRST) > 1st Player Always Plays As: HX01-UEGE-3QK8D 8UQH-1851-EZQPC > Jinpachi demon model 1 (red energy): HF2Z-A3H6-PN3D2 HND6-PZ1R-5FKAY > Jinpachi demon model 2 (blue energy): XWXH-FD2F-Q85Z8 EVAN-0KVD-V5QYA > Jinpachi human model 1 (light gold): M3DT-BC51-NFF0P T7V4-MRHJ-3PN9G > Jinpachi human model 2 (silver/jade): ZMZ3-059C-EC23F 252C-FYN5-D0HJX > 1st Player Skin Modifier: AD4V-1693-RRDC0 8UQH-1851-EZQPC > Jinpachi demon model 1 (red energy): 7XUQ-UPQT-GWTQJ MFCC-E573-4BEUC > Jinpachi demon model 2 (blue energy): YE4X-9NZT-7VE6P 864J-X8E7-EKPDW > Jinpachi human model 1 (light gold): J5HZ-1VZK-5JTWR F0NK-W3E9-PUA60 > Jinpachi human model 2 (silver/jade): 81CC-JAVW-9DVTT WZD1-FKAN-E3155 > 2nd Player Always Plays As: AV9N-CPGW-RCKKA 8UQH-1851-EZQPC > Jinpachi demon model 1 (red): M7DE-Q2EW-J2VGR UDVR-C0GK-EY6H7 > Jinpachi demon model 2 (blue): KH7Z-TE85-66JZD QWZN-KVEC-9RWGK > Jinpachi human model 1 (light gold): 75C9-V5PT-Q1V2T 88CH-93W8-9M9W2 > Jinpachi human model 2 (silver/jade): U916-WGCE-VHJ45 7NFR-W2BK-T76D8 > 2nd Player Skin Modifier: Y8DH-362K-PVE2B 8UQH-1851-EZQPC > Jinpachi demon model 1 (red energy): 0JT4-UB46-JFUNT U2YJ-37KH-ZP6DD > Jinpachi demon model 2 (blue energy): EUY8-A00Y-C1V2B 0MT3-1YRH-Z4NQD > Jinpachi human model 1 (light gold): ATU4-H5RD-KHFQU WJ33-2T3J-0JPBW > Jinpachi human model 2 (silver/jade): 8D62-8HPQ-8DUY6 TTGJ-FRKV-JPPXC > Codebreaker's Codes (Incomplete List, "V7.0/V7.1" or "V8.0+/Day1"): > Master Code: 9010C128 0C04627E (Version ?) > Master Code: FAB67F2E 320D3619 (Version ?) > 1st Player Always Plays As: > Jinpachi demon model ? (?): 1A16C179 0000004B > Jinpachi human model 1 (red energy): 1A4B244B 0000004D > Jinpachi human model ? (?): 1A16C179 0000004D > 2nd Player Always Plays As: > Jinpachi demon model 1 (red energy): 1A86C17A 0000004B > Jinpachi demon model 2 (blue energy): 1A86C17A 0000004C > Jinpachi human model 1 (light gold): 1A86C17A 0000004D > Jinpachi human model 2 (silver/jade): 1A86C17A 0000004E > Gameshark's Codes: > (Version 1-1.9): > Master Code: EC874374 1446A75C > Master Code Alternate: EC878530 1456E79B > 1st Player Always Plays As: 4C84DA08 1456E760 > 2nd Player Always Plays As: 4C84DD78 1456E760 > (Version 2.0+): > Master Code: 0E3C7DF2 1456E7A5 F010C04C 0010C04F > Master Code Alternate: 0E3C7DF2 1456E7A5 F0100208 0000000E > 1st Player Always Plays As: 101559E0 0000004B > 2nd Player Always Plays As: 10155A50 0000004B --------------------------------- | (C.) Jinpachi Game Play Notes | --------------------------------- ! All notes based on Action Replay's code set. -Controllable in Story Battle, Arcade Battle, Time Battle, Vs Battle, Team Battle (as first selected character), Survival, and Practice. -The code disables quick select option. -The code slightly slows the start up of the select screen before character selection. -Story Battle 4th/8th round opponents are determined by who you select from the select screen. The game assumes you picked that character. If you pick characters with special Story Battle cut-scenes it will show Jinpachi and opponent in neutral fighting stances in stage. Some scenes have dialog, but most are really fast blocks of text or semi-jumbled sentence fragments. Other times matches you fight will end right after character the intro scenes, and you will progress to the next level (ex. Initially picking Raven, the 8th level against Heihachi just ends after opening dialog). -The Story Battle final boss is Paul on Final Stage 2. His ending dialog and cut-scene sequence changes depending on selected character. -After winning Story Battle the main menu glitches a little, the red cursor bar disappears from Story Battle mode, and the letterbox view remains until next fight. -After winning Story Battle characters are still unlocked as normal if no save file available. -In Arcade Battle he starts with "Beginner" ranking. -No move commands are listed in his move command menu except the title for one entitled "Mokujin-Ken". -The "Skin Modifier" code does almost the same thing as "Always Play As" code for him, one noticeable change being able to save/load your previously saved Vs. character rankings for characters. You just get his moves instead. -The fireball move is invisible for the human model, and doesn't hit at all with "Skin Modifier" code enabled. -Using 2nd player controller while "1st player always fights as Jinpachi" code is on doesn't work, you won't fight Jinpachi every match when 1st player is computer controlled. -Fighting in Practice mode against another Jinpachi or Metal Mokujin(*) in default mode will trigger automatic defensive counter attacks. (*)Metal Mokujin is a box-like fighter model w/ Paul's vs. screen picture. To get Metal Mokujin enter Action Replay's master code from above, then: >1st player always Metal Mokujin: 7CK5-EF7J-6ZWBG YWGM-7C3M-HYETD >2nd Player always Metal Mokujin: 9CPD-DWRQ-TXEAM DJAA-4549-9A3ZF -------------------------------- | (D.) What's Missing / Rumors | -------------------------------- -Missing command(s) for Jinpachi's multi-fireball move. Only known to be performed by the computer at random times. -------------- | (E.) Moves | -------------- ______________________ (E1.) Basic Move Notes ______________________ "+" - Press buttons/motions together. "_" - Can replace buttons/motions with. "," - Pause in command input. ">" - Do command immediately following last input commmand. "[#,#]" - Damage amount, the comma splits up regular vs. powered up damage. u - Up key on d-pad. Hold duration varies length of upward jump. d - Down key on d-pad. Hold for down crouch, tap for side step. f - Left/right key on d-pad. A forward step. b - Left/right key on d-pad. A backward step. u/f - Up+forward on d-pad. Hold duration varies length of up+forward jump. u/b - Up+backward on d-pad. Hold duration varies length of up+backward jump. d/f - Down+forward on d-pad. Hold duration varies length of crouching advance. Any motion in capital Letters (U, F, D, B) press and hold motion. f,f - Quick dash. b,b - Back dash. f,f,F - Run. d,D - Side step walk downward. u,U - Side step walk upward. W/C - While crouching. W/S - While coming up from the crouch position. W/L - While landing from a jump move. 1 - left punch 2 - right punch 3 - left kick 4 - right rick Winning pose choices after win: 1_3 - Arms out pose, and yells. 2_4 - Arm out, says "Die!" in Japanese dialect. ____________ (E2.) Throws ____________ Facing opponent: 1+3 head grab, impale, kick off [25,15] (**) (***) 2+4 jumping spinning pile driver  (**) 1+3_2+4 roll back foot toss  (****) Facing opponent's back: 1+3_2+4 turning hip toss  (**) On opponents left side: 1+3_2+4 wrist flip  (**) On opponents right side: 1+3_2+4 hip toss  (**) Air throws performed on airborne opponent while standing: 1+3_2+4 leg grab, clothesline  (**) (***) f,f+2 fist impale, kick off [17,21], (**) Can also add f to command for advancing grab motion. (***) Adding f to 1+3 command renders move useless. (****) Only connects when directly facing a crouching opponent in close. __________________ (E3.) Ground Moves __________________ On ground, general motions: u stand up b roll back f roll forward On ground, face Up position, facing toward opponent: U/F upward handspring  *input right after being hit* d+1 roll over to face down position, feet toward opponent b_f+1+2 dive  3 sweep kick  b_f+3 roll, strong foot sweep  4 sidekick  ( if opponent facing other way) b_f+4 roll, strong sidekick  b+3+4 handspring, dive  On ground, face down position, feet toward opponent: 3 weak sweep kick  b_f+3 roll, strong foot sweep  4 sidekick  b_f+4 roll, strong sidekick  On ground, face Up position, feet facing away from opponent: d+1 roll over to face down position, feet away opponent 3 effective sweep kick  4 effective knock back high kick  On ground, face down position, feet facing away from opponent: 3 weak sweep kick  b_f+3 roll, strong foot sweep  4 sidekick  b_f+4 roll, strong sidekick  ____________________ (E4.) Fighting Moves ____________________ 1 punch [15,18] >1 punch  >2 strong punch  1+2+3 laugh taunt *interruptible* f+1 horizontal chop [30,36] >2 palm uppercut  d/f+1 uppercut [8,9] f,f+1 clothesline [20,24] f,f,F running takedown/shoulder/run over /[21,36]/[14,16] >1 punch  >2 punch  >1 punch  >2 punch  >1 punch  >2 punch  >1 punch  >2 punch  >1 punch  >2 punch  >1+2 dive [30,36] >3 jump kick [30,36] >4 slide [17,20] b+1 lunge punch [30,36] b,f+1 charging elbow [30,36] d+1 tile splitter [25,30] U_U/F_U/B+1 jump punch [12,14] W/C+1 crouching punch [10,12] W/S+1 uppercut [12,14] W/C,d/f+1 low swing punch [16,19] W/C,d_d/b+1 crouch punch [10,12] 2 punch [15,18] >2 spinning punch  f+2 lunge punch [30,36] >1 double palm strike  >1+2 strong double palm strike  d/f+2 palm uppercut [30,36] f,f+2 fist impale, kick off *air throw* [25,30], *[17,21],* b+2 low power swing [20,24] d+2 ground punch *when opponent on ground* [11,19] d/b+2 ground slap *juggles opponent getting up from ground* [30,36] U_U/F_U/B+2 jump ground punch [18,21] W/C+2 crouch punch [16,19] W/S+2 godfist uppercut [30,36] f+1+2 forward lunge punch [30,36] d+1+2 elbow rush [35,42] d/f+1+2 outward arm scissor punch [30,36] d/b+1+2 head butt [30,36] f,f+1+2 inward arm scissor punch [20,24] W/S+1+2 power godfist uppercut [40,48] 3 high knee [30,36] f+3 high kick [30,36] d/f+3 sidekick [17,20] f,f+3 forward sweep kick [30,36] b+3 high round swing stomp kick [25,30] d+3 sliding kick [30,36] U_U/F_U/B+3 jump kick [25,30] u_u/f,3 popup jump kick [25,30] u_u/f_u/b,W/L+3 mid/low jump kick [25,30]/[15,18] W/C+3 low spin kick [12,14] 4 roundhouse kick [30,36] f+4 axe kick [27,32] f,f+4 thrust kick [35,42] b+4 mid swinging heel kick [30,36] d+4 stomp *when opponent on ground* [24,28] d/b+4 low leg stun [30,36] U_U/F_U/B+4 jump kick [15,18]_[25,30]_[11,13] u/f,4 flying roundhouse kick [30,36] d/f+4 side kick [15,18] W/C+4 crouch kick [10,12] W/S+4 high knee [30,36] b >u/b wall jump kick *against wall* [25,30] 1+2+3+4 power up >1 power godfist uppercut  >2 godfist uppercut  1+2 fireball *unblockable* [80,96] b+1+2 unfocus *unblockable less than 1 jump away* (&) (&&) 3+4 backwards teleport >1+2 inward arm scissor punch *unblockable* [40,48] f+3+4 forwards teleport >1+2 inward arm scissor punch *unblockable* [40,48] d/b+3+4 inward arm scissor punch *unblockable* [40,48] (&) Also freezes opponent in air. (&&) Effective time on opponent shorter when opponent in FC motion. ___________________________ (E5.) Additional Move Notes ___________________________ -Some moves do around +6 extra damage when opponent is hit while facing the opposite direction. -Block damage is 4 points per blocked hit when block damage option is enabled. -Countering Heihachi's head butt carnival does 34 points of damage per hit. ------------------- | (E.) Legalities | ------------------- Comments can be posted in kayuza's forum at http://kayuza.net/phpBB/index.php. Move list data Copyright © 2005, 2006 Leland R. Repp. This FAQ may be not be reproduced under any circumstances except for personal, private use. Action Replay available from http://www.codejunkies.com, © 2005 Datel. Codebreaker available from http://www.codebreaker.com, © 2005 Pelican. Gameshark available from http://www.gameshark.com, © 2005 Mad Catz, Inc. Some move descriptions, Jinpachi's profile, and Tekken 5 the video game are Copyright © 2005 Namco, http://www.tekken-official.jp.