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    Angel/Devil by Moogoogaipan

    Version: 2.0 | Updated: 07/10/00 | Search Guide | Bookmark Guide

    Angel/Devil FAQ and Strategy Guide
    For Tekken Tag Tournament
    Version 2.0
    By Moogoogaipan (moogoo_gaipan@yahoo.com)
    Copywrite Notice:  As if this is worth nicking stuff from.  However, feel free 
    to rip this document off for all it's worth.
    Cut and paste liberally into your own web-pages, and then claim you wrote it.  
    Publish it in magazines.  I really don't 
    care.  The mere fact that anyone considers it worth ripping off will be 
    gratification enough for me :) 
    BTW, I recommend downloading this file and saving as a web file (.htm) for 
    simplified viewing and scrolling.  Alternative 
    is to open this file in Wordpad, a program which should come with your computer, 
    and make sure to set the view options to 
    "wrap to ruler."
    1.01 -	Revision includes changing content on low parries, Twin Pistons 
    move, and the Devil Fist move.  Also the changing
    of this document to a .txt file.
    1.02 -  Fixed the tedious problems associated with viewing this file.
    2.0  -  Added frame data and strategy section.  Updated some of the move 
    descriptions and added new moves to the list.
    Table of Contents:
    1.	Preface
    		a)	context
    		b)	character background
    2.	Conventions used in this write-up
    		a)	commands
    		b)	abbreviations
    		c)	hit ranges
    3.	Introduction to Angel/Devil
    		a)	strengths and weaknesses
    		b)	the basics
    4.	Moves
    		a)	move list
    				- throws
    				- special attacks
    				- strings
    		b)	move descriptions
    				- throws
    				- special attacks
    5.	Juggle combos
    		a)	juggling basics
    		b)	combo list
    6.	Frame data
    7.	Strategies
    		a)	basic
    		b)	advanced
    				- low parry
    				- chickening
    8.	Final words
    9.	Credits
    1.	PREFACE
    The focus of writing this guide is to bring a fresh and experienced perspective 
    to the beginner as well as the more 
    seasoned Tekken player towards the use of the Angel/Devil character.
    Character Background
    Angel/Devil first emerged as playable characters in Tekken 2.  Although they 
    were absent from the 3rd game of the series, 
    they've returned in Tekken Tag Tournament (hereforth referred to as TTT).  Their 
    stories are not completely defined, but 
    they exist as supplemental counterparts to the Kazuya persona.  Namco will most 
    likely provide additional information on 
    these characters once the game is released on the Playstation 2.  Meanwhile, 
    there are some Tekken fans out there who 
    could recite what is currently known of their bios in Tekken better than I 
    could.  Since this is a FAQ though, I'll share 
    what I do know...
    Kazuya has a tormented soul.  His ambition for power could be equalled by his 
    hatred for his father, Heihachi.  In his 
    desire to defeat his father, Kaz made a pact with the Devil thus augmenting his 
    strength to levels sufficient to best his 
    father in combat.  Yet Heihachi's iron resolve did not allow him to die.  He 
    later returned stronger than ever and killed 
    his son.  However, the essence that is Devil didn't die.  Kazuya's son, Jin, is 
    wrought upon by his father's legacy.  
    Angel's role is not wholly clear (no pun intended), however it is popularly 
    perceived to be the force representing the 
    good fighting for Kazuya's soul.
    1 = left punch		2 = right punch
    3 = left kick		4 = right kick		5 = tag button
    f - tap forward		F - hold forward
    b - tap back		B - hold back
    u - tap up		U - hold up
    d - tap down		D - hold down
    u/f - tap diagonal up/forward		U/F - hold diagonal up/forward
    u/b - tap diagonal up/back		U/B - hold diagonal up/back
    d/f - tap diagonal down/forward		D/F - hold diagonal down/forward
    d/b - tap diagonal down/back		D/F - hold diagonal down/back
    N	- joystick neutral
    WS	- while standing
    WR	- while running
    FC	- full crouch
    SS	- side step
    CD	- crouch dash  (f,N,d,d/f)
    +	- at the same time
    ~	- immediately followed by
    <	- slightly delayable
    =	- next part of attack sequence
    [ ]	- optional commands
    CH	- counter hit
    cc	- crouch cancel (tap u during crouch)
    wgf	- wind god fist  (f,N,d,d/f+2)
    tgf	- thunder god fist  (f,N,d,d/f+1)
    JG	- juggling move
    GB	- guard break
    BS	- low block stagger
    KS	- kneel stun
    OB	- forces opponent's back to face you
    "	- indicates interruptable points in string hits
    _	- alternative method of executing a move
    Hit Ranges
    l	- move hits low (block d/b)
    m	- move hits mid (block b)
    h	- move hits high (block b or duck)
    L	- move hits low and grounded opponents (block d/b)
    M	- move hits mid and grounded opponents (block b)
    Sm	- move hits special mid (block b or d/b)
    !	- unblockable hit
    <!>	- unblockable hit which avoided by crouching
    {!}	- unblockable hit which can also hit grounded opponents
    Angel/Devil play exactly the same.  Angel is selected by pressing start while 
    over Devil's portrait.  She is dressed in 
    white robes and wings.  Devil, on the other hand, is darker in tone (dark or 
    lighter purple depending on which button is 
    selected).  Physically, he closely resembles Kazuya except for the wings, horns, 
    fur, and the gem on his forehead.  
    Angel/Devil will be simply referred to as just "Devil" for the remainder of this 
    FAQ unless otherwise noted.
    Strengths and Weaknesses
    Of the strengths, Devil possesses speed, power, and exceptional stamina.  In 
    fact, he possesses the highest class of 
    stamina which translates to a bit more of a lifebar.  Like the others in the 
    Mishima family, he has many quick recovering 
    attacks which allow him to be more offensive oriented.  He has some of the best 
    juggle starters in the game as well as 
    laser unblockables to awe and irritate people.  His ability to use the crouch 
    dash keeps the opponent guessing as to 
    which move will be coming out while also providing Devil with a maneuver that 
    ducks under most high attacks.  He's got 
    an extremely powerful sidestepping attack with unique properties to be explained 
    later.  Finally, his follow-up to a 
    successful low kick parry is excellent.
    Devil's flaws begin with a low number of moves, somewhat limiting the style and 
    diversity of play.  As a singular 
    character, his juggling combos are about as damaging as Kazuya's and not to the 
    high standards set by Jin and Heihachi.  
    Another weakness is related to a new feature to TTT.  The "netsu" or anger 
    power-up is a temporary advantage gained when 
    your character's lifebar is flashing red.  It activates when your on-screen 
    character gets hit a certain number of times 
    and the off-screen characters gets angry.  The number of hits required for this 
    power-up depends on which characters you 
    have teamed up.  Once tagged in, that character will inflict 30% more damage on 
    all moves.  When Devil is teamed with 
    other characters, it takes slightly longer for them to benefit from the anger 
    power-up (flashing red bar while on the 
    sideline) and some specific characters do not even get angry because of their 
    relationship.  Selecting Angel solves this 
    particular problem.  In addition, Devil does not get angry unless under specific 
    circumstance (teamed with a golden 
    tetsujin).  The final glaring flaw to this character is when he is teamed with 
    Kazuya.  Though they share a unique 
    animation of morphing into one another, they are quite vulnerable just as the 
    transformation begins and ends.  BTW, 
    Angel may not be selected with Kaz since it will automatically revert to Devil 
    as the selection.
    The Basics
    Great, another Mishima fighting style character... Well, if you're already 
    familiar with the family, then you're not 
    going to have problems learning Devil.  For those interested in learning the 
    basics and gaining your white belt, practice 
    and become comfortable with the crouch dash motion (** from both sides of the 
    screen).  From this maneuver, you will be 
    able to perform the 3 bread and butter attacks of the Mishimas.  They are the 
    Wind God Fist, Thunder God Fist, and the 
    Hell Sweeps.  These moves may be executed anytime during the CD animation.  So 
    your CD becomes both a short and medium 
    range method of attack.  When this motion becomes second nature, you are on your 
    way to being formidable with Devil.
    Devil is effective as an aggressively played character due to his quick attacks 
    and some simple, fast juggle starters.  
    Not to say that dismissing defense is a good idea, but remember that excessive 
    defense has more weaknesses than 
    strengths.  Also keep in mind that most of Devil's juggle starters can be tagged 
    out to be finished by his team-mate.
    4.	MOVES
    Move List
    Name			Type		Command		Damage	Escape
    ----			----		-------		------	------
    Bitch Kicks		front		1+3		30	1
    Hip Toss		front		2+4		28	2
    Stone Head		front		f,f+1+2		33	1+2
    Steel Pedal Drop	left side	1+3_2+4_2+5	40	1
    Skull Smash		right side	1+3_2+4_2+5	40	2
    Atomic Drop		back side	1+3_2+4_2+5	60	none
    Special Attacks:
    Name				Command			Range	  Damage	Properties
    ----				-------			-----	  ------	----------
    Double Punch			1,2			h,h	  5,10	
    Demon Backhand Spin		2,2			h,h	  12,21
    Shining Fists			1,1<2			h,h,m	  5,8,18
    Demon Slayer			1,2<2			h,h,h	  5,10,18
    Twin Pistons (tag)		d/f+1,2 [~5]		m,m	  12,15		JG
    Devil Twister (tag)		ss+2 [~5]		m	  30		JG
    Wind God Fist (tag)		f,N,d,d/f+2 [~5]	Sm	  25		JG
    Thunder God Fist		f,N,D,d/f+1		m	  29
     = Side Kick			 = 3			m	  20
     = Hell Sweep			 = 4			L	  12
     = Heaven's Gate		 = u/f			throw	  24		#1
    Hell Sweeps			f,N,d,D/F+4,4		L,L	  12,12		BS
    Devil Fist			f,f+2			m	  30		OB
    Split Axe Kick			f,f+3			m	  23
    Leaping Slash Kick		(WR_f,f,f)+3		m	  30		GB
    Axe Kick			f+4			m	  27		KS,GB
    Tsunami Kicks			(WS_f,N,d,d/f,f)+4,4	m,m	  13,18
    Toe Kick			d/f+4			m	  15
    Spinning Demon			u/f+4,4			h,L	  25,15		BS
    Hop Kick			u+4			m	  15
    Demon Scissors			4~3			M	  25
    Right Uppercut			d/f+2			m	  15
    Rising Right Uppercut		WS+2			m	  15
    Laser Beam			1+2			<!>	  40		JG
    Laser Blast			u+1+2			<!>	  20
    Devil Blaster			3+4			{!}	  50
    Reverse Devil Blaster		3+4,3+4			{!}	  60
    #1 Doesn't work in juggles or on jumping opponents.
    Com-	Command
    Rng-	Hit Range
    Dam-	Damage
    Com:	f,F+2	1	2	2	3	4	4	1	2	1
    Rng:	h	h	h	h  "	m	m  "	L	h	m	m
    Dam:	7	8	6	7	6	11	5	5	8	30
    Command			  Hits		Damage		   	Range
    -------			  ----		------		   	-----
    f,F,2,1,2,2,3,4,4,1,2,1	  10		7,8,6,7,11,5,5,8,30  	hhhh"mm"Lhmm
    Move Descriptions
    This section will provide a brief description of the move and an analysis of its 
    usefulness.  The usefulness is rated on 
    a * system from 1 to 5, 5 being denoted as the most useful.  The move rating was 
    done by factoring in the variables:
    execution speed, recovery time, damage, range.
    Name			Command		Escape		Usefulness
    ----			-------		------		----------
    Bitch Kicks		1+3		1		**
    Standard throw, easily broken.  There are no guaranteed ground hits after this 
    throw.  Looks nastier than the other 
    standard throw.
    Name			Command		Escape		Usefulness
    ----			-------		------		----------
    Hip Toss		2+4		2		**
    The other standard throw, also easily broken.  Does slightly less damage than 
    the Bitch Kicks, but easier to get a ground 
    hit after this throw.
    Name			Command		Escape		Usefulness
    ----			-------		------		----------
    Stone Head		f,f+1+2		1+2		****
    Most useful throw.  Long range, may be dash buffered, and harder to escape due 
    to double buttons.  Opponent may tech roll 
    upon hitting the ground however.  Mix up with the standard throws to stay 
    Special Attacks:
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Double Punch		1,2			****
    These jabs are quick in execution and recovery, thus making them good tools for 
    poking at close range.  Moreover, after 
    a juggle starter, the double punch is excellent in keeping the opponent in the 
    air just long enough to execute the more 
    damaging final hit.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Demon Backhand Spin	2,2			**
    It has a fast execution, but the overall effectiveness of this move is 
    diminished by the second hit's properties.  The 
    second hit does nice damage, but is not always guaranteed after the first.  
    Also, the second hit has a noticable delay 
    in recovery leaving you vulnerable to quick retaliation.  In a juggle, this move 
    will end the combo and does modest 
    damage in and of itself.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Shining Fists		1,1<2			*****
    Here is your most useful punch string.  It combines speed, delayability, and has 
    a last hit which connects at the mid 
    range level which means the entire string can not be ducked.  At close range, if 
    the first punch connects, then the rest 
    is guaranteed.  The last punch may be delayed a split second and this avoids 
    unnecessarily doing the entire string 
    against a blocking opponent.  The first two punches can therefore become very 
    useful in poking since when they connect, 
    the third is going to hit also.  Finally, this third hit will knock down your 
    opponent and give you the initiative 
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Demon Slayer		1,2<2			**
    Similar qualities to the Demon Backhand Spin, except this has an additional jab 
    in the beginning.  Once again, all hits 
    are not guaranteed.  They each hit high while the last hit has poor recovery and 
    doesn't knock your opponent down. 
    However, this move is easy to implement in juggles and does nice damage.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Twin Pistons		d/f+1,2			*****		JG
    These twin uppercuts don't have the power to lift your opponent as high as other 
    juggle starters, but its qualities are 
    more than enough to make it one of your best moves.  Easy to do, very fast 
    execution, guaranteed 2nd hit after the first 
    punch connects at close range, both hits are mid, very quick recovery (compared 
    to Heihachi's version), and good damage 
    for a juggle starter.  Keep this move in your poking arsenal and don't fear 
    retaliation due its awesome recovery.  Also, 
    always buffer a chicken for the second punch against reversal capable opponents.  
    This move is faster than a single 
    d/f+2.  Don't hesitate to poke and juggle with the Twin Pistons.  In addition, 
    this is your secret weapon after a 
    successful low kick parry.  A drawback for this move is that heavy opponents are 
    barely lifted off of the ground and 
    follow-up combos will only succeed on off-guard opponents (further explained in 
    the strategy section).
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Devil Twister		ss+2			****		JG
    Devil has a decent sidestepping game thanks to this mid-hitting move.  It does 
    mondo damage for a juggle starter and has 
    some unique qualities.  After sidestepping, he unleashes a powerful uppercut 
    which  sends the opponent flying extremely 
    high straight up into air.  What's special about this is that the opponent 
    returns to the ground spinning head first and 
    may not techroll from it.  This quality makes it very deadly because there is no 
    escape from a variety of tag-in juggle 
    combos/unblockables.  On the downside, this move has a slight wind-up and very 
    bad recovery.  Used successfully though 
    after sidestepping an attack and the Twister becomes a nightmare for your 
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Wind God Fist		f,N,d,d/f+2		*****		JG
    This move's qualities are exactly the same as Kazuya's.  It combines speed, 
    power, acceptable recovery, and a juggle to a 
    good height.  The WGF does hit special mid, but you'll have a modicum of 
    initiative advantage when striking a low blocking 
    opponent compared to one that blocks high.  On a CH, this move will flip your 
    opponent over so that their body is falling 
    flat with their belly facing down.  These leads to a different set of juggle 
    combos compared to a normal hit.  Devil's WGF 
    can not be reversed.  Punish reversal happy opponents with that fact.  Use this 
    move often to keep up the pressure of a 
    game and also as a retaliation counterattack to your opponent's whiffed and/or 
    slow recovery moves.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Thunder God Fist	f,N,d,d/f+1		***
    (Side Kick_Hell Sweep)	[3_4]
    (Heaven's Gate)		[u/f]
    Devil's version of the stand alone TGF does the least damage of all the 
    Mishimas, but don't completely dismiss it on 
    account of that.  The TGF has a bit of a wind-up to its execution and poor 
    recovery.  However it does duck under many high 
    attacks and even a crouching jab when properly timed.  It hits mid and offers 
    three different hits that are available 
    afterwards.  At higher level of play, the two kicks are not recommended because 
    they are easily interrupted.  The third 
    attack called Heaven's Gate is merely an exclusive extension to Devil's TGF.  By 
    tapping or holding u/f after a successful 
    hit, Devil's momentum with the TGF will continue with him opening his wings to 
    carry his opponent high into the air (out 
    of the screen) and return to thrust the opponent into the floor with a 
    satisfying crunch!  A visually pleasing move that 
    appears to come from Jin's Tekken 3 ending when he transforms and pummels 
    Heihachi.  Heaven's Gate leaves the opponent 
    face down and very briefly stunned.  Although there are no guaranteed follow-
    ups, Devil could execute his Demon Scissors, 
    Hell Sweeps, or the Devil Blaster (riskiest, but it will hurt them bad) if they 
    do not rise quickly.  Many players are 
    momentarily shocked by being hit with Heaven's Gate and usually fail to get up 
    right away.  The extension is classified 
    more as a throw due to its characteristics and makes Devil's TGF very damaging 
    when successfully executed.  Keep in mind 
    that this extension is not available during juggles with the TGF.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Hell Sweeps		f,N,d,D/F+4,4		*****		BS
    Your other bread and butter attack from the CD is every bit as versatile as 
    Kazuya's version.  The Hell Sweeps available 
    to Jin and Heihachi were weakened so that very close, clean hits were required 
    to knock down an opponent or else they 
    would only briefly stagger.  Kazuya and Devil do not share that trait.  They use 
    two low sweeps that will knock your 
    opponent down whether the hits were close or not.  But that's all.  Just a knock 
    down and then an initiative bonus.  
    Kaz/Devil do not have the luxury of damaging juggles off of their Hell Sweeps as 
    Jin/Heihachi.  To do slightly more 
    damage with this move, execute only a single sweep and then follow with another 
    single Hell Sweep.  This may not be 
    guaranteed however.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Devil Fist		f,f+2			**		OB
    This punch is not particularly quick and leaves you vulnerable when blocked.  
    Its animation sequence is that of 
    thrusting punch as Kaz's Glorious Demon Fist (f+1+2), but a successful hit has 
    Devil slide through his opponent who is 
    very briefly stunned with electricity and leaves both characters standing at 
    medium distance with their backs to one 
    another.  There are no guaranteed hits after this move since the frame advantage 
    is so minimal, but once again the next 
    initiative goes to Devil (see NOTE).  Some right-handed people do not like 
    playing with their character on the left side 
    of the screen.  This move automatically changes that positioning.  The final 
    drawback to this move is its strange property.  
    It's a strange hybrid of a throw/special attack.  It can not do any damage in a 
    combo, therefore it will not cause damage 
    to an aerial opponent.  It must be a regular hit while the standing or crouching 
    opponent is not blocking.  There are 
    better moves than this, but if you're planning to use this one, make sure that 
    you connect the hit successfully.
    *NOTE:  It appears that holding forward as you slide through your opponent 
    leaves you slightly closer to their backside.  
    Recommend the WGF immediately after recovery to get a possible juggle.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Split Axe Kick		f,f+3			*		
    It's a slow single axe kick.  Better to opt for the axe kick below which is an 
    improvement in nearly every way.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Axe Kick		f+4			***		KS, GB
    Slightly faster than the previous axe kick and with better properties.  In 
    addition to speed, this axe kick does more 
    damage, causes a brief stun on a successful hit, and when gives you an excellent 
    initiative advantage even when the move 
    is blocked.  This move knocks down your opponent on a CH.  There is an 
    additional feature to this move that few people 
    know about.  A regular hit on a ducking opponent allows you time to execute a 
    free WGF and follow-up juggle!  
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Tsunami Kicks		(WS_f,N,d,d/f,f)+4,4	*****
    This move can not be executed from a standing position as Kaz or Jin.  The kicks 
    do good damage and are very fast.  When 
    blocked, the kicks pushes them back just enough so it's not very likely that 
    you'll face an off-guard counterattack.  
    Using the CD, this move has excellent range and makes a great mix-up to Devil's 
    Hell Sweeps.  This is a solid move to end 
    your juggles with.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Toe Kick		d/f+4			****
    While the complete Tsunami Kicks may not be executed from a standing stance, the 
    first kick may still be used.  Its 
    purpose is there for poking.  The toe kick has speed, recovery, and good damage 
    as strengths, while the weakness lies in 
    its short range.  But these are all qualities that make it ideal for the poking 
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Spinning Demon		u/f+4,4			*		BS
    You most likely won't find much use if any for this particular move.  It is slow 
    in execution and has severe penalties 
    when blocked.  Heihachi has this move as well, but most players wisely avoid 
    using it.  Repeat this lesson with Devil.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Hop Kick			u+4				***
    A good attack to use at short range for retaliation.  This move will juggle any 
    opponent regardless of size to a height 
    similar to the WGF.  There is a brief period of recovery that may be exploited 
    by quick thinking opponents.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Demon Scissors		4~3			****
    Use this solely for hitting your fallen opponent.  It combines good range, 
    damage, and speed.  This move is excellent in 
    the guessing game of attacking your opponent on the ground.  Be careful when 
    this move is whiffed because getting back 
    can become just as dangerous during a match with a clever opponent.  This move 
    may be executed one frame faster by
    pressing u/f while hitting the command buttons.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Right Uppercut_		d/f+2_WS+2		****		
    Rising Right Uppercut
    A seriously underrated move.  While its execution speed (15_14 frames) is not on 
    par to a jab (8 or 10 frames), either of 
    the two uppercuts cause very long stagger stuns (similar to Hwoarang's CH 4) on 
    a successful hit, whether it is a regular 
    hit or a CH!  The frame advantage is an unbelievable 30 frames for the d/f+2 and 
    25 frames for the WS+2.  Plenty of time 
    to execute and connect a WGF.  I'm still testing whether this WGF is guaranteed, 
    but regardless, an opponent can still 
    drop to the ground by immediately holding down.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Laser Beam		1+2			**		JG
    This standing laser has a moderate wind-up, but once executed it fires a long 
    beam from Devil's eyes that hit at his 
    head level.  This move may be evaded by ducking or by a rapid interruption.  On 
    a successful hit, the opponent is left 
    staggering for a brief moment before collapsing onto the ground.  This short 
    lapse still allows Devil to get in some 
    guaranteed additional damage.  At close range, there is sufficient time to 
    perform a TGF with the side kick extension 
    (Heaven's Gate will not work).  At mid range, you can run up and perform a 
    crouching jab followed by the Tsunami Kicks.  
    There are no guaranteed moves for hits beyond mid range, though a slide kick 
    would likely be your best bet.  Other 
    tactical uses of this move include when anticipating an opponent who is about to 
    tag or rising from a knock down.  
    Furthermore, Angel is slightly shorter than Devil causing her standing laser 
    attack to be just a tad lower.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Laser Blast		u+1+2			**
    Devil takes a brief second to arch his head up at a 45 degree angle and fire his 
    laser.  This move is suited for 
    juggles.  It is fast and does nice damage.  Another use is to stylishly shoot 
    down flying opponents (ex: True Ogre, 
    Yoshimitsu, Devil, the Jacks) as well as certain other moves which have long 
    hang time.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Devil Blaster		3+4			*
    Devil gathers himself and flies straight up to fire his laser at the ground in a 
    straight line from near to far that 
    only hits "sleeping" opponents.  This move's has a noticeable wind-up and can be 
    easily avoided by an alert opponent.  
    The best methods of evasion are to sidestep or run underneath Devil's flying 
    form.  Devil is briefly vulnerable during 
    the landing sequence as well as upon landing back on the ground.  This laser has 
    a deceptively long range.
    Name			Command			Usefulness	Properties
    ----			-------			----------	----------
    Reverse Devil Blaster	3+4,3+4			*
    This move is identical to the above, except that Devil flies straight up and 
    then glides over his opponent to the opposite 
    side before releasing his ground laser.
    *** NOTE:  When using the lasers against the various Jacks, beware.  Once the 
    lasers strike any standing Jack, they take 
    the damage and become charged up.  They then attack immediately with 4 forward 
    moving Wind Mill punches.  At close range, 
    these hits will always strike Devil.  A reminder, these retaliations only occur 
    against the Jacks when they are standing.
    Juggling Basics
    Devil is not a finesse juggle character as Jin or Heihachi.  He is very 
    straight-forward and has about 4 different moves 
    with which he can begin juggling in some fashion.  They are as follows:
    f,N,d,d/f+2 (WGF)
    Slikatel put it best when he stated in his Jin FAQ, "Not all juggle starters are 
    created equal and some are far better 
    than others. Meaning you can't do the same juggles from every juggle starter. 
    Some can only be followed up in one way 
    while others give you the freedom to follow up with just about anything you can 
    think of."  Factors in rating juggle 
    starters are its ease of the motion, speed of execution, recovery from the move, 
    how high the opponent is lifted, and the 
    damage of the juggle starter itself.
    Devil's WGF is his best juggle starter.  It has strong ratings in most of these 
    factors.  Once the difficult motion 
    becomes second nature, the WGF will become one of Devil's strongest assets.  
    From the WGF, you should be able to execute 
    simple and damaging combos.
    The Twin Pistons (d/f+1,2) is another candidate for a prime juggle starter.  Its 
    only drawback is that it doesn't lift 
    quite as high as the WGF so fewer combos are available.  Also, the heavier 
    characters will only be popped up a few inches 
    from the ground before landing back on their feet.  This however can still often 
    be remedied by an immediate quick left 
    jab.  The left jab will imbalance the heavy characters enough so they will not 
    return to land on their feet right away, 
    thereby they become vulnerable to quick, simplistic juggles that can still hurt.  
    It's been brought to my attention that 
    an alert opponent can avoid this jab by keeping cool and tapping back just after 
    being lifted up.
    The Devil Twister (ss+2) will launch your opponent so high that there are unique 
    combos that you'll be able to execute 
    which are impossible with the WGF.  The speed and recovery time are a little 
    slow, but a successful hit makes the 
    occasional risk worth it.  With practice, you'll be sidestepping on instinct and 
    have a feel for when to throw out this 
    powerful uppercut.
    The Hop Kick (u+4) is a cinch to do with a simple upwards tap and the right kick 
    button.  Unless the kick is done at 
    close range, you will not be close enough to perform some of Devil's standard 
    juggles.  The recovery time from a blocked 
    hit is just enough so that quick attacks can be used in retaliation.  Still, a 
    hit will juggle any size opponent.
    The Laser Beam (1+2) has the effect of creating the chance for an unconventional 
    juggle.  When using this move and a hit 
    against your opponent is imminent, it is important to take advantage of this.  
    Take every opportunity for free hits.
    Combo List (my choices)
    Juggle Starter			Finishers				Damage
    --------------			---------				------
    SS+2				U/F+4, 1, 1, WGF			67
    				u+1+2, d/f+1, WGF			64
    				TGF,3					63
    				1+2					62
    WGF (regular hit)		WGF, WGF				57
    				d/f+1, d/f+2, WGF			53
    				1,2, f,N,d,d/f,f+4,4			49
    				4					49
    d/f+1,2				d/f+1,2, WGF				53
    				1,2, f,N,d,d/f,f+4,4			51
    				4					50	
    u+4				d/f+1,2, WGF				42
    				4					39
    				1,2, WGF				36
    1+2				TGF,3					73
    				d/f+1, d/f+2, WGF			68
    				d+2, WS+4,4				60
    WGF (CH)			1,2, 4					*49+
    				4					*49+
    				1,2, WGF				*46+
    				1,2, f,N,d,D/F+4,4			*46+
    * Damage depends on the WGF's CH damage; base is set at 25.
    For a more extensive list of possible combos, refer to Tekken Zaibatsu at 
    They've put up a hell of different combo possibilities.
    This is very useful info for those really serious Tekken players.  TTT runs at 
    60 fps (frames per second).  Combine this 
    knowledge with the speed, advantages from successful hits, and recovery time of 
    every attack.  You're likely to become a 
    wiser, though not necessarily smarter player.  It all depends on your actions.
    Read "Section Information" at 
    <http://www.tekkenzaibatsu.com/tekkentag/_frame.shtml>.  It will give you 
    detailed 411 on 
    how to decipher the upcoming columns.
    Command			F Hit	B Adv		H Adv		Ch Adv
    -------			------	---------	--------	--------
    1+3			12	x		x		x
    2+4			12	x		x		x
    f,f+1+2			12	x		x		x
    Special Attacks:
    Command			F Hit	B Adv		H Adv		Ch Adv
    -------			------	---------	--------	--------
    1,2			10 x	+1 0		+9 +8		+9 +8
    2,2			10 x	0 -13		+9 -2		+9 -2
    1,1<2			10 x x	+1 -1 -17	+9 +9 KD	+9 +9 KD
    1,2<2			10 x x	+1 0 -12	+9 +8 +1	+9 +8 +1
    d/f+1,2			13 x	-1 -6		-2 KD		KD KD
    SS+2			20	-19		KD		KD
    f,N,d,d/f+2		11	-10		KD		KD
    f,N,d,d/f+1		22	-15		KD		KD
     = 3			x	-14		KD		KD
     = 4			x	-20		KD		KD
     = u/f			x	-13		KD		KD
    f,N,d,D/F+4,4		16 x	-23 -23		KD KD		KD KD
    f,f+2			18	-16		+5		+5
    f,f+3			21	-11		KD		KD
    (WR_f,f,f)+3		22	+17		KD		KD
    f+4			19	+11		+8		KD
    (WS_f,N,d,d/f,f)+4,4	11 x	-3 -15		+8 -4		+8 -4
    d/f+4			13	-9		+2		+2
    u/f+4,4			25 x	-26 -20		KD KD		KD KD
    u+4			14	-12		KD		KD
    4~3			25	x		x		x
    d/f+2			15	-2		+30		+30
    WS+2			14	-7		+25		+25
    Command			F Hit	B Adv		H Adv		Ch Adv
    -------			------	---------	--------	--------
    1+2			32	x		KD		KD
    u+1+2			16	x		KD		KD
    3+4			61	x		KD		KD
    3+4, 3+4		107	x		KD		KD
    We've explored all of Devil's moves and several of his more damaging combos.  
    Now we're ready to look at strategy.  Devil 
    is a more offensively oriented character.  It may be useful to know exactly how 
    each of the Mishima-style characters play 
    a little differently from one another.  Jin is a well-balanced character 
    combining offense and defense very effectively 
    and is a strong juggler.  Heihachi and Kazuya are both powerhouse offense 
    fighters.  Heihachi has more variety to his 
    moves and very damaging juggles.  However, he has weaker stamina and many of his 
    strong moves have poor recovery.  His 
    son, Kazuya, has surprisingly few moves, yet the ones he does have are very 
    strong.  His specialty are his stun attacks, 
    while his juggling is simple and straight-forward.  Devil doesn't have any 
    particular outstanding qualities.  Like Kaz, he 
    lacks a broad range of moves, yet the core attacks that he possesses are very 
    effective.  The next section is focused on 
    beginners to Devil and Mishima-style fighting and will not benefit an already 
    seasoned Tekken player who just wants to 
    find clues to improve his Devil.  If you are of the latter category, skip ahead 
    to "advanced strategies."
    Basic Strategies
    The key to learning any character is becoming comfortable with their style.  
    It's important to get a grasp of what moves 
    are available to Devil and test each of them out.  Get a handle on how quickly 
    these moves are executed and take the time 
    to set them to memory.
    Choosing when to play defense and offense is another key to your survival.  
    Devil is very effective at close range due to 
    his quick poking attacks.  His CD moves give him some versatility at medium 
    range, but he lacks a reportoire of dash 
    bufferable techniques.  When fighting, keep him at close range, throw, and use 
    mix-up the CD moves whenever space opens 
    up.  Be careful not to find yourself using simple patterns over and over, or you 
    risk making your own offense a danger to 
    yourself.  By using a variety of the 3-5 star moves, you'll keep your opponent 
    guessing and increase your chances of 
    causing damage.
    Devil is best at close range.  His d/f+1,2 (Twin Pistons) and the 1,1,2 (Shining 
    Fists) are your best friends.  The Twin 
    Pistons are good anytime your opponent ducks at this range or after the 
    opponent's slow recovering move.  Follow-up on 
    successful Twin Pistons with a simple 4 (right kick).  Here is where you can 
    practice buffering a chicken (explained in 
    later in this FAQ) for the second punch.  The Shining Fists is slightly faster 
    in execution so mix it up with the other 
    attack.  Become comfortable with just using the first two punches of the Shining 
    Fists.  Anytime these both hit, the 
    third will be guaranteed at this range.  Devil's WGF is also very fast and 
    excellent for retaliation, but stick to the 
    other two attacks until you are very comfortable with the CD motion.  There's 
    some good in using the crouching left 
    punch (d+1) at close range.  It comes out very quickly (8 frames) and recovers 
    rapidly.  Make sure the hit is performed 
    at close range.  The d+1 is useful for interrupting an opponent's attack as well 
    as for the poking game.  A missed d+1 
    is deadly to you since a quick opponent will take advantage of this especially 
    at higher level play.  
    Advanced Strategies
    High level play involves mastering movement.  The more prone that you remain, 
    the easier it is to hit you.  So constant 
    movement is advisable.  Sidestepping places you off-axis to your opponent, while 
    maintaining your line of sight against 
    them.  Proper sidestepping causes many straight attacks from opponents to miss.  
    In general, sidestep to your left to 
    avoid your opponent's left punches and kicks; sidestep to your right and you 
    evade their right punches and kicks.  It 
    is more difficult to sidestep a circular attack, but in most cases, it can still 
    be done.  Keep in mind that sidesteps 
    may be cancelled by interrupting it before it completes its animation.
    The "wavedash" existed back in Tekken 3, but has only now become popular.  The 
    wavedash is literally the evolution of the 
    CD for the Mishima-style characters.  It is a CD that is canceled into another 
    CD, over and over again.  The motion is as 
    f,N,d,d/f,f,N,f,N,d,d/f,f,N ...  
    When done successfully, it should appear that Devil is rapidly rising then 
    crouching, repeatedly.  A partial mastery of 
    this technique will allow you to intimidate many opponents into making a 
    mistake.  However, true mastery of the wavedash 
    means not looking at your own character, but at your opponent's.  Quickly 
    observing their positioning and then attacking.  
    During the wavedash sequence, you will be able to perform any of the CD attacks, 
    forward buffering attacks, and WS attacks, 
    as well as cancelling into block.  While Devil lacks the versatility of moves to 
    use the CD to its full potential, he still 
    makes a formidable opponent with this technique.
    Some Devil attacks to stick to when using the wavedash (WD):
    WGF		(executes extremely quickly from the WD)
    Tsunami Kicks	(very quick and safe to use)
    Twin Pistons	(it's just a tad slower than the Tsunami Kicks)
    Hell Sweeps	(train them to crouch, after consecutive sweeps)
    Axe Kick	(nail them when they crouch for a possible free WGF)
    TGF		(riskier due to recovery time, but Heaven's Gate really hurts em and 
    oozes points with the crowd)
    Take advantage of the staggering-inducing uppercuts.  Alternate rising attacks 
    between the tsunami kicks and the uppercut.  
    At higher level play, avoid using the TGF because of its slower execution.  
    Instead use the CD/WD into tsunami kicks for a 
    quicker and similarly damaging mid attack.  Another alternative is cancelling 
    the CD/WD into d/f attacks.
    Low Parries:
    A new addition to TTT is the universal low parry.  It is performed by pressing 
    d/f at the moment of the low attack whether 
    they are kicks or crouching punches.  A parried leg attack yields more of an 
    advantage in number of frames compared to a 
    parried punch.
    After a successful low leg parry with Devil, the Twin Pistons move
    (d/f+1,2) is often guaranteed and with the appropriate juggle follow-up, your 
    opponent is looking at roughly 50 points of 
    damage without escape.  A crouching punch that is low parried will leave you 
    with the initiative to throw or attack, but 
    there are no guaranteed hits that I know of.
    A "chicken" is what they call reversing a reversal.  Its name comes from the 
    announcer's comment when this maneuver is 
    successfully performed.  The best method of using this technique is for the 
    special moves that are expected to be 
    To perform a chicken, you use the opposite motion of a reversal, and the buttons 
    you press are dependent on which limb that 
    you are attacking with.  If you are attacking with a left punch/kick, then you 
    must press f+1+3 to break a reversal.  A 
    right punch/kick requires you to press f+2+4 in order to stop a reversal.  The 
    timing of executing these chickens is 
    immediately after performing the moves themselves.
    Get into a habit of tacking these chickens onto some of your major attacks when 
    facing characters with reversals (some 
    characters such as King have reversals that can't be chickened).  The best Devil 
    moves to chicken are below:
    Left side chickens  (pressing f+1+3 after finishing the move command)
    Right side chickens  (pressing f+2+4 after finishing the move command)
    d/f+1,2 (second punch)
    (Remember that the WGF can not be reversed)
    Devil has a range of good moves that should be exploited.  There's a good number 
    of players out there who are content to 
    using the Twin Pistons repeatedly.  While this is a somewhat viable tactic, a 
    higher level opponent will learn to outsmart 
    this.  So have fun while you play Devil and test out all of his 3-5 star moves.
    Feel free to comment or add any new insight into playing Devil/Angel.
    9.	CREDITS
    Namco				Thanks for TTT, but let's see Tekken 4
    Tekken Zaibatsu Web Page	For the use of many conventions, the 
    (www.tekkenzaibatsu.com)	intensive frame data, and the well  
    				structured move list for Devil.
    Slikatel			His memorable Jin FAQ which opened my 
    				mind to a higher level of gameplay and 
    				helped serve as a guide to writing this
    				modest FAQ.
    K.C. Ma				For help in making important corrections
     				to the Twin Pistons move and low parries.
    Sylvester Fox			Reminding me what happens when the Jacks 
    				are hit by Devil/Angel's lasers.

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