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    Heihachi by Sanchez

    Version: 1.0 | Updated: 11/26/02 | Search Guide | Bookmark Guide

    TEKKEN 4
    Heihachi Misihma FAQ v 1.0
    Author: Miguel "Sanchez" Mision
    This FAQ is copyrighted © by Miguel Mision 2002. All rights reserved.
    Opening words of wisdom found on a Japanese bag:
                           We made this specially for you. Man
                           can't exist without air and water and 
                           this bag. We must trust to divine
                                              - www.engrish.com
    Version History
    Ver 1.0 - Faq compiled on 26/11/02
    By reading this faq you agree that this may be not be reproduced under any 
    circumstances except for personal, private use. It may not be placed on any 
    web site or otherwise distributed publicly without advance written permission.
    Use of this guide on any other web site or as a part of any public display is 
    strictly prohibited, and a violation of copyright.
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    Yes I don't know how to write disclaimers. If you would like this FAQ on your 
    site don't hesitate to ask, I am a nice guy. 
     1.  Introduction
     2.  Why Heihachi?
     3.  First Things First
     4.  Move List
     5.  a) Move Analysis
         b) Crouch Dash Arts
     6.  Juggles
     7.  Wall Game
     8.  Credits
     9.  Contact Me
    10.  Closing Words
    1. Introduction
    Well since Gamefaqs doesn't even have a Heihachi faq, I decided to make one. 
    There is also still a lot of confusion with Heihachi's moves that aren't 
    listed in the in-game movelists, so I also wrote my faq to provide answers 
    to questions I commonly see on the messageboards. 
    I'm not exactly the best Tekken player, not by a long shot. So don't take this 
    FAQ as gospel. The intention of this FAQ is to give new players a kickstart 
    for Heihachi and tekken in general, and to maybe teach the advanced player an 
    odd thing or two. 
    This is my first FAQ so, be gentle. 
    2. Why Heihachi?
    Ok first I want to clear something up:
    "Ewww yuk an old man in a thong!"
    For those that don't know, wearing an outfit like Heihachi's "thong" is
    symbolic in Japan. It represents a confidence in one's powers, to the extent
    that you are willing to fight without the normal garments. 
    I am absolutely sick to death of the number of people who come to messageboards
    and start trying to crack jokes about his outfit. Heres a hint, no one cares 
    anymore let it go. 
    Now that that's out of the way, let me begin. Heihachi has changed a lot from 
    TTT to T4. For those of you fresh from TTT there are a significant number of 
    changes to his style that will require adjusting from his old backdash, 
    wavedash, EWGF rinse-lather-repeat style. For those who are new to the Tekken
    series Heihachi has a pretty steep learning curve. IMO he's not really top tier
    material, but I find him fun to play since his game lacks the scrubby tactics
    found with characters like Jin.
    3. First Things First
    In writing this faq I have used the standard Tekken Conventions. If you are not
    familiar with them head over to www.tekkenzaibatsu.com and on the top menu bar
    click on "Legend".
    Learning about frames is an integral part of getting better at tekken. If 
    you're not familiar with frames, TekkenZaibatsu explains everything you need
    to know about frames. You should also check out the frames for Heihachi's moves
    located in the frame database, as I'll be referring to them a lot.
    Just Frames (JF)
    A new addition to T4 is the Just Frames. A just frame is basically a special 
    version of a move that requires precision timing to execute. Most just frames
    are safe on block, and a handful usually have glowing sparks on the characters
    fists or feet. The notation for a just frame input is ":" Heihachi's just 
    frames will be discussed in the move analysis.
    Universal Parry
    This is a low/Special Mid parry that everyone in the game possesses. To do this
    hit df as a low/Special Mid move is about to hit you. I keep forgetting the
    frame advantage the universal parry gives you, but suffice to say Heihachi 
    gets a free df+1,2
    This is just a Japanese term that means hitting someone when they're down. 
    This word pops up a lot when discussing tekken, also note the abbreviated 
    version "oki"
    I get the feeling I'm still missing something here. If there are any terms 
    in my faq you don't understand please contact me.
    4. Move List
    Well theres no real point in having a movelist here since theres one in the 
    However, there are a handful of moves that aren't listed in the in-game 
    movelist for Heihachi. So to see a full list of his moves goto 
    5. a) Move Analysis
    I will only be analysing the moves I use, and the moves that I feel need 
    discussing. If a move is not listed here, it means that I don't use it. With 
    that being said, don't throw out the move as being completely useless because I 
    don't use them. For example, I think that f+4, and f,f+3 are decent moves, but
    I haven't really found out how to use them effectively.
    I also discussed all the variations of his WGF and TGF, just to eliminate some
    confusion over the moves, since they're not well documented.
    For his moves, I have only included the information which I feel is most 
    relevant. Besides, you can find all the info you need at TekkenZaibatsu.
    Range: h,h,m    Damage: 5,8,18
    F Hit: 10       B Adv: +1 +1 -17
    The trademark Mishima shining fists. The first punch comes out in 10 frames, if
    the first two hit, the last punch is guaranteed on normal hit (doesn't need CH)
    it also does KD, and wall stuns. Just remember that this move has changed 
    since TTT, you can no longer delay the last punch for the entire string to 
    connect. It must be done as 1,1~2. Throw out the 1,1 as a poke. If it's 
    blocked stop right there and don't do the last punch. Otherwise you'll be 
    severely punished since the move leaves you at a painful -17 on block.
    Range: h,h,h    Damage: 5,8,18
    F Hit: 10       B Adv: +1 0 -12
    Compared to the 1,1~2 this move doesn't have much to offer. It's saving grace 
    is that it is safer on block, but if it's ducked you can get severely screwed 
    by WS moves such as Kaz's gut punch. All punches hit high, and it does exactly 
    the same amount of damage as 1,1,2. If it hits, you're left right next to your 
    opponent and at a +1 advantage. Not the biggest advantage, but you are open for
    setups, such as the age old 1,2,2, 1,1~2. Some poke happy people still think 
    that Hei is punishable after the 1,2,2 even if it does hit. 
    Range: m        Damage: 15
    F Hit: 14       B Adv: -8
    A very useful move for poking and okizeme, use it to chip away at an opponent 
    while they're down. If this hits on CH, it grounds the opponent, giving a free
    d+1. Use this to knock Ling and Christie out of their stances. Its best use 
    however, is for okizeme. It does a nice 15 dmg on a grounded opponent, and if 
    they don't know how to get out of it properly you can do it multiple times. 
    Heaven help them if they get stuck in a corner and don't know how to get out. 
    This move is also a nice juggle ender, because it slams the opponent on the 
    ground, meaning they won't be able to techroll, and theres a slight delay for 
    them to take any action. Which ofcourse means you can do more d+1s. Doing D+1 
    will leave Hei in a crouch position - use this to setup his ws+2. If an 
    opponent tries to poke you after D+1 a ws+2 follow-up can CH, giving you a 
    Range: m        Damage: 22
    F Hit: 14       B Adv: -2
    Causes guard stun on block making it perfectly safe, and leaves you at an 
    advantage on normal hit and CH, although I don't think anything is guaranteed 
    afterwards. If your opponent is a severe pitbull (and stupid) then this move 
    allows for a handful of setups after a succesful hit such as:
    b+1, b+2
    b+1, 1+2
    b+1, qcf+2
    b+1, 4
    b+1, SS, punish
    The idea here being that the opponent tries to retaliate after the b+1 hits, 
    and you get a nice CH. 
    Range: m,m      Damage: 8,21
    F Hit: 13       B Adv: -1 -27
    With his EWGF toned down, Hei's twin pistons have become his new blocked move 
    punisher. If the first punch hits the second is guaranteed, thus giving a 
    juggle. If the df+1,2 is blocked you will be left at a whoping -27, and unlike 
    the f,f+2 this move does not push back on block. So DO NOT use this move 
    carelessly. Learn to see if his df+1 has hit or is blocked, if it hits finish 
    with the 2, if its blocked stop at the df+1, since you'll be safe at -1. This 
    move is also guaranteed off a low parry. 
    Range: m        Damage: 30
    F Hit: 20       B Adv: -16
    This juggler covers good ground, since Heihachi takes a long step forward. It 
    also ducks high attacks in the initial windup. On block this move leaves you 
    at -16, however because of the push back you can't be punished afterwards. It
    also launches a tad higher than Heihachi's other launchers, allowing for more 
    damaging juggles. More on that in the juggles section. 
    Range: m        Damage: 30
    F Hit: 13       B Adv: -15
    One of Hei's best moves for many reasons. It comes out very fast, and cannot 
    be sidewalked (you can only Sidestep it). Due to the guard stun, this move is 
    safe on block - making it better than Paul's qcf+2. This move also causes wall 
    stun if the opponent happens to find him/herself slammed into a wall - giving 
    a free qcf+2. Use it after a successful sidestep for even more fun. Like all
    good moves, you shouldn't be abusing this (much). It can still be 
    parried/countered and sidestepped. 
    As a little sidenote, the CPU practically runs into this each time you pull it 
    out. So if you ever want to rock up a high survival record (OAPS2M tourney 
    anyone?) just do this move. 
    Range: m        Damage: 22
    F Hit: 12       B Adv: -9
    This move is one frame faster than qcf+2 and df+1,2 but has very short range 
    which causes it to whiff a lot and get punished. If you're right next to a KD 
    opponent and they try using a getting up kick, 1+2 will put them back down. 
    After a normal hit 1+2 you can follow it up with f,N,d,df+4,4,1 but this only 
    works if the opponent tries rolling back or using a KD kick - this tends to 
    work better if you do the 1+2 after a sidestep.
    Range: m        Damage: 24
    F Hit: ??       B Adv: <-10
    Hei's ws+2 is probably his best CH stun move. Since its not listed in the 
    frame database, I'm not 100% on the technicalities of it. But you can't punish 
    him with 1,1~2 afterwards, meaning it leaves him at less than -10 on block. If
    you use this move to punish a blocked low move, try to get out of that habit.
    Low moves such as Heihachi's hellsweeps have a very large disadvantage on block
    and leave you enough time to rise after blocking then perform df+1,2. If 
    it hits on normal hit, nothing is guaranteed, but you can throw out a df+1 as a
    poke, and if that hits launch with the 2. If it hits on CH I do either one of 
    the following:
    CH WS+2, f,N,d,df,f+4, (flip) d+1, d+4 - you have to be quick with the first 
    kick, other wise the opponent won't flip. If they don't flip just throw out a 
    couple of d+1s. If they do flip, they can't escape the d+4, and they'll be 
    left right under your feet, even if they tried to get up they'll be left back 
    turned. So use your imagination for setups.
    CH WS+2, df+1 (flip), 1, f,N,d,df+4,4,1 (catches quick rollers)
    Range: m        Damage: 25
    F Hit: 22       B Adv: 0
    Well this move is pretty slow and I don't use it that often. But the initial 
    animation causes it to duck some high moves which is why I included it. If it 
    does CH df+1,2 is guaranteed. If it gets blocked your left at 0 frames 
    so you'll be safe. 
    Heihachi only has a small selection of throws to choose from. Aside from the 
    standard 2+4, and f+2+4 he has the f,f+1+2 stonehead and f,f+1+4 head butt
    carnival. Both have good range since it buffers a f,f motion, and both are a 
    two button escape, so have a little variety in your throw game. It does become
    quite telegraphed that you are going for the stonehead when Hei does f,f so 
    mix them up. 
    5. b) Crouch Dash Arts
    The famous mishima crouch dash - f,N,d,df. Before I go into each of his crouch 
    dash moves, you should be aware of the art of wavedashing. Although wavedashing
    in T4 just isn't what it used to be in TTT, a Heihachi faq really won't be 
    complete without one.
    The Wavedash is done by continually cancelling one crouch dash movement after 
    another. The result is Heihachi repetitively crouchdashing in succession 
    without any pauses in between.
    f,N,d,df,f~f,N,d,df~f Repeat
    Essentially you simply perform a crouchdash with an f motion at the end. This 
    cancels the crouchdash, then while you do another crouchdash motion in 
    succession you start with f again, thus a dash motion is buffered.
    The advantages of the wavedash include:
    1) It covers long distances in faster time
    2) You will be able to perform any crouchdash move instantly during the motion 
    by simply hitting the corresponding input. 
    3) You can cancel it anytime by just holding back.
    4) It makes you look 1337-like (well not really)
    The wavedash was a lot more useful in TTT. Because of the toned down EWGF, and 
    the high priority pokes in T4 the wavedash has become a weaker shell of it's 
    former self. With that being said, it is still good to know how to perform it. 
    You shouldn't be wavedashing much in T4. If your opponent turtles, then your 
    best bet is to use his JF hellsweeps, or tsunami kicks.
    Crouch dash arts can be done at anytime during the crouch dash move, all frame
    executions listed are the fastest possible.
    The Wind Godfists
    Heihachi has three types of Wind Godfist. All wind godfists hit high. In case 
    if you are new, the WGF motion is not performed like the standard shoryuken 
    from Street fighter. There is a neutral motion required after the f. Meaning 
    you tap forward, let your joystick go back to the centre and then do d,df. If 
    you use a control pad, just tap forward and do d,df. It is not one successive 
    roll motion like in the SF series, so be wary of that.
    Wind Godfist (WGF)
    Animation: No electricity if it is blocked or whiffs. Electricity comes out if 
    it hits.
    Range: h        Damage: 25
    F Hit: 11       B Adv: -10
    Heihachi's standard WGF knocks back on normal hit, and juggles on CH. At its 
    fastest, the move comes out in 11 frames. It is however, still punishable on 
    block. If you know how to use it properly, it is a nice interrupter, and 
    ofcourse if you use it on CH it can launch. This move shouldn't be used as a 
    punisher, there are better punishers out there such as 1,1~2, and qcf+2. Be 
    wary of using the WGF too often, since it hits high, you may find yourself 
    eating a nasty WS move such as Kaz's WS+2. 
    Lightning Wind Godfist (LWGF)
    Animation: A slower version of the WGF, Heihachi takes his sweet time raising 
    his right arm for the uppercut motion. A lot of electricity comes out, even if
    it doesn't hit. 
    f,N,d,DF*,2 - Contrary to what's published on the net, you hold the DF to do 
    the LWGF, not the 2.
    Range: m        Damage: 21
    F Hit: 19       B Adv: -3
    If you hold the DF for a fraction of a second too long the LWGF comes out. 
    There is a very small window to register if you've held DF or not. So when 
    doing WGF, or EWGF you have to be quick with the release. This move launches on
    normal hit and counter hit, and causes block stun leaving you unpunishable if 
    blocked. AVOID DOING THIS MOVE AS BEST YOU CAN. It can be seen coming a mile 
    away, and since it hits high it will be ducked, if it gets ducked you're in for
    a beating. df+1,2 is a better punisher if you want juggles since it comes out 
    Electric Wind Godfist
    Animation: Electricity comes out even if it doesn't hit, but much less than the
    Range: h        Damage: 25
    F Hit: 11       B Adv: +2
    The EWGF is just as fast as the WGF, and just like the WGF it knocks back on 
    normal hit, and juggles on CH. The electricity guard stuns on block leaving you
    safe. Essentially this is the best out of the three Wind Godfists, but it is a 
    little hard to do. Theres no real advice I can give to get the move out 
    consistently. You have to do the motion quickly, and press 2 as you begin to 
    roll the d~df motion, so that it will end with the 2 being pressed as you 
    finally hit df, and remember most importantly to release the df quickly 
    otherwise you will get a LWGF. So a different way to think of it would be 
    something like:
    I must heavily stress that if you intend to use this move in matches then you 
    must learn how to do it properly. If you screw up, you could wind up doing a 
    LWGF, and if you are playing against Kazuya, you can say bye bye to 50%+ of 
    your lives.
    Dash Wind Godfist (DWGF)
    Animation: Same as WGF, but Heihachi will cover more ground.
    Range: h        Damage: 25
    F Hit: 11       B Adv: -10
    This isn't an official move for Heihachi, but it is basically your normal WGF
    buffered with a dash motion - thus covering more ground. The advantage of this
    is that it is a better interrupter since Heihachi will also be dashing forward.
    Using this properly will give you nice CHs. In TTT Heihachi didn't have a 
    DEWGF, I'm assuming he also doesn't have one in T4.
    The Thunder Godfists
    Thunder Godfist (TGF)
    Range: m        Damage: 27
    F Hit: 19       B Adv: -15
    This move is pretty much useless, although it ducks high, f,f+2 ducks high as 
    well and juggles to boot. If you delay the move a tad, you will be able to hit
    people while they are rolling back on the ground, although his hellsweeps can 
    do that too.
    Delayed Thunder Godfist (Delayed TGF)
    Range: m        Damage: 27
    F Hit: *        B Adv: -15
    *The delayed TGF is performed by hitting 1 on the 10-20th frame of the crouch
    dash animation.
    Essentially, all you do is delay to input of the 1 during the crouch dash 
    animation. The difference with this version, is Heihachi will land closer to 
    the opponent whilst they're still flying in the air. Allowing you to do some 
    juggles such as qcf+2, or f,N,d,df+4,4,1. Heihachi also has two special 
    followups for this move, which are only possible if the delayed TGF hits (won't
    work on Kuma/Panda):
    Delayed TGF, (hold 1), d,u, df+1
    Delayed TGF, (hold 1), d,U+3,4
    If you want to see how these look like visit www.catlord.com 
    The trick to performing these moves is to hit the d,u anytime Heihachi is in 
    the air during the TGF motion, but make sure you time it so the you hit u when 
    he hits the ground. Then as soon as he hits the ground hit the corresponding 
    motion, either df+1 or hold U then press 3,4. Whilst looking pretty, these 
    moves have no practical use in a real match. It's doubtful you'll ever hit 
    someone with a Delayed TGF in a match.
    The d,u motion also initiates what is known as the Shimmy step. Aside from the 
    moves mentioned above, Heihachi can also do any of his crouch dash moves just 
    by hitting df+ the corresponding input. Eg, for WGF it would be df+2
    Diamond Thunder Godfist (DTGF)
    Range: m        Damage: 35
    F Hit: 22       B Adv: -10
    Performing this move is pretty much the same as EWGF except you hold the DF. 
    You can tell you've done this because Heihachi will yell "Suriyah!" (something 
    like that) as opposed to his regular grunt from the TGF. Red smoke/sparks will 
    also appear even if it doesn't hit, and it also does 35 dmg as opposed to the 
    regular TGF which does 27. This move causes guard stun at close range. Once 
    again I'll have to give this move a pass. Its too hard to perform consistently,
    and is even slower than his normal TGF.
    Omen Thunder Godfist (OTGF)
    Range: m        Damage: 35
    F Hit: 22       B Adv: -7
    Dubbed as one of the hardest moves in Tekken 4, this is a Just Frame move. In 
    order to do the OTGF, you MUST NOT hit d during the motion. If at anytime you 
    hit d you will get a normal TGF. You'll know you did the OTGF because there 
    will be Sapphire sparks on Heihachi's fists. To see this move done, goto 
    www.catlord.com there will be a movie of it. Just like the DTGF this move 
    causes guard stun, and hence is safe on block. IMO it isn't a matter of 
    practice with this move, it is all about precision. In a match props to you if 
    you ever successfully land this. To me I don't see this move as being useful 
    due to the difficulty to perform it. If anyone has any tips on how to perform
    this move consistently please send.
    Range: L,L,L     Damage: 15,13,13
    F Hit: 16        B Adv: -22 -15 -15
    Range: m         Damage: 37 after first sweep, 21 after others
    F Hit: ?         B Adv: -12
    Range: m,m       Damage: 14,21
    F Hit: ?         B Adv: -22 -15 -15
    [] indicates optional inputs. 
    To perform the ender moves, release df during the hellsweeps.
    Heihachi's hellsweeps only trip on CH, OR if the first two successfully hit 
    (highly unlikely). The normal hellsweeps are very unsafe. If blocked, there is 
    a big stagger which will leave you very vulnerable. Even if the first one hits,
    the enders are too slow to fool a decent opponent. The best use for hellsweeps
    is during juggles or for okizeme.
    A very cool looking juggle:
    CH f,N,d,DF+4, EWGF, 1, qcf+2 
    Just Frame Hellsweeps (JF Hellsweeps)
    This is the better version of Heihachi's hellsweeps. To perform the just frame 
    version of his Hellsweeps, you have to hit 4 at the exact moment his foot 
    touches the opponent, if they were to block it, you should be hitting 4 a split
    second before the white cloud from the block animation appears. 
    f,N,d,DF:4:[4]:[4] = 
    Once again to see how this is done visit www.catlord.com
    Heihachi's Just Frame hellsweeps are exactly the same as his normal hellsweeps
    except there is no block stagger if they block low. Hence it is effectively 
    like his old hellsweeps from T3. Learn to consistently use these. Its 
    advantages are obvious since you will not suffer from the long block stagger if
    they are blocked (they can still be parried though) and can continue doing the 
    hellsweeps. If your opponent is next to a wall, it would be advised to use this
    version, since they can wall recover and block the normal hellsweeps.
    Tsunami Kicks (or in this case kick)
    Range: m,m       Damage: 12,18
    F Hit: 11        B Adv: -5 -15
    IMO the tsunami kicks are a decent move, but nothing brilliant. Its better to 
    just use the first kick as a poke ie, f,N,d,df,f+4. Its good for hitting those 
    people who like to poke you out of your crouch dash movement with db+1, or 
    db+4. The single kick is also useful as okizeme. If your opponent rolls back 
    then you can hit them with f,N,d,df,f+4, 1, qcf+2. 
    6. Juggles
    A very comprehensive list of Heihachi's juggles can be found at 
    www.tekkenzaibatsu.com under "Combo Lists". I should note, that whenever a 1 is
    used in a juggle, most of the time it has to be dash buffered. To do this, do 
    f,F+1 for the punch. This will add a dash motion to the punch, so you will walk
    forward a bit during the juggle. Juggles such as ch EWGF, 1,1,1, qcf+2 have 
    dash buffered 1s. 
    Generally, there are two types of juggles you'll want to perform with Hei. 
    The "grounding" juggles - the ones that leave the opponent unable to techroll, 
    giving you nice oki setups. 
    The "wall slam" juggles - the ones that end with a power move such as qcf+2 or 
    1+2, slamming your opponent into a wall. Giving you opportunities for wall 
    The juggles I use:
    ch EWGF_ ch WGF_ df+1,2 =
    1, f,N,d,DF+4,4,1, d+1 - grounding
    1,1,1, qcf+2 - wall slam, use less 1s if you are near a wall
    f,f+2 =
    EWGF, d+1, d+1 - grounding
    NB - sometimes the EWGF will make the opponent flip. I'm not exactly sure why,
    but my guess is if you do the EWGF very early. In which case just go for some
    okizeme setups. Hellsweeps will catch tech rollers.
    ch ws+2 = 
    f,N,d,df,f+4 (flip), d+1, d+4
    df+1 (flip), 1, f,N,d,DF+4,4,1 - techroll trap
    ch b+2 = 
    df+1,2, 1, f,N,d,DF+4,4,1 
    df+1,2, 1,1 qcf+2 - easier than the juggle above. Less damage, but less chance
    of screwing up.
    7. Wall Game
    While Heihachi lacks any seriously useful setups, he makes up for this with a 
    very decent wall game. 
    A full list of both wall push and power wall stun combos can once again be 
    found at www.tekkenzaibatsu.com
    The ones I mainly use are:
    Wall push, 1,1,2, d+1, d+1
    Wall push, 2,2 - Most opponents expect a 1,1,2 after a wall push and hence
    wait to be knocked to the ground. A 2,2 will leave them with a deer in 
    headlights effect. Leaving you an opportunity for setups. Usually I just do
    another wall push, or a throw. If they duck use 1+2 and use his JF Hellsweeps
    1,1,2 (wall), d+1, d+1
    qcf+2 (wall) f,f+2
    8. Credits/Thankyous
    - Namco for making the Tekken series
    - Big thanks to Castel and all the Tekkenzaibatsu staff, for making a very 
      comprehensive tekken site. TekkenZaibatsu is what has kept the tekken scene
      alive and active for so long. 
    - Gamefaqs.com for hosting my faq
    - The good posters at gamefaqs for not only providing quality Tekken info/
      strats, but for also making the Tekken boards a fun place.
    - Tekkencentral, for always raising the standard of play for the tekken series
      and proving repeatedly how us plebby western players pale in comparison to 
      what South Korea has to offer.
    - My brother for letting me test out things on him. Nice effort bro, but you 
      really need to get over the SS, throw tactic ¬_¬
    - My two tekken buddies DejaVu and Edge for getting me into the tekken series,
      and keeping my interest.
    - www.Engrish.com for letting me use a quote from their site, and providing 
      a good dose of engrish humour. 
    - The reader, yes thats you. For applying yourself to learn more about the 
      wonderful fighting game Tekken 4, and not following the path of the scrub
    - All the FAQ writers out there, for giving me some ideas on how to go about 
      writing this FAQ.
    9. Contact Me
    Questions? Comments? Suggestions? 
    e-mail: miguelaim@yahoo.com.au
    ICQ#: 44056375, Sanchez#1
    You can catch me at gamefaqs under the screen name "JinSeng" (Oh the pun! 
    Seriously wish I could change that). I also go on Tekkenzaibatsu, but I just
    10. Closing Words
    Well, now that you've finished reading this FAQ my only advice for you is to 
    go out and play. Reading doesn't make you a better player, and neither does 
    playing against the CPU. Afraid of losing? Losing is what makes you better, 
    when I started playing I got beat down so often it wasn't funny. But hey, 
    persistence pays off. 
    To any Australians out there. PLEASE goto your nearest arcade and play some 
    Tekken 4. The Tekken 4 scene in Australia is pretty tragic to put it lightly 
    (unless all the decent players have migrated to some secret hideout). And 
    please don't be a scrub. I've lost count of how many times I've seen a 
    Hwoarang 3,3,3,3 d+4,4 scrub. Theres no way you can get away with learning 
    two moves for a game with such great depth.
    THE END: is that it? -_-a

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