==================================================================
       Eric & Luke's Tekken 2 Frequently Asked Questions
                     (The Luke Mook)
                       Version 0.9
               from lukejedi@ix.netcom.com
==================================================================
   FORMAT THIS DOCUMENT WITH 1-INCH MARGINS AND COURIER-12 FONT

TABLE OF CONTENTS
(wee don't need no steenkin' table of contents)

INTRODUCTION

     Well, there is really not much to say.  If you have any suggestions, new
moves or corrections please forward your communications to
lukejedi@ix.netcom.com, but please keep non-pertinent flames to yourself.  In
accordance with etiquette and common-sense, you may distribute this FAQ as
you see fit in its ENTIRETY (sorry for yelling) without modifying its
contents.  If something is wrong with it (and I'm sure there is), let me know
and I will fix it.  Credit for any contributions is given in the
ACKNOWLEDGEMENTS section at the end of this document.

CONVENTIONS

d,u,f,b (TAP stick down,up,forward,back)
D,U,F,B (HOLD stick down,up,forward,back)
d/f,d/b,u/f, etc (tap stick diagonally)
D/F,D/B,U/F, etc (HOLD stick diagonally)
N (return stick to Neutral position)
QCT (rotate stick from down to forward)
HCT (rotate stick from back to down to forward)
1,2,3,4 (tap a button.  They are arranged on most machines
         like so: L.PUNCH  R.PUNCH
                        1  2
                        3  4
                  L.KICK    R.KICK
A plus sign (+) indicates that the things on either side
   of it must be done together.  1+3 would mean press
   L.PUNCH and L.KICK at the same time.
A comma (,) indicates that the things on either side are
   of it must be done one after the other.  f,f would mean
   tap the joystick right two times.
(WC), While Crouching, basically means tapping the joystick
   down.  (WC)+1 would mean tap the joystick down and press
   L.PUNCH at the same time.
(WS), While Standing, means return the stick to neutral
   while you are crouching and press the button after the
   plus (+) sign.
A tilde (~) between two buttons means to press the second
   one IMMEDIATELY after the first..WHAT's NEW IN TEKKEN 2?

     Many welcome changes have been made in Tekken.  The most noticeable of
them is that there are three new playable characters.  WHICH three depends
upon machine settings.  The new characters are Heihachi, Lei, Jun and Baek.
 You may have noticed, if you have seen two different machines, that either
Jun or Baek are on the far left in the character select screen.  Apparently
there is a setting in the configuration screen which controls this.  So the
new characters on your machine will either be Heihachi, Lei and Baek, or
Heihachi, Lei and Jun.  If having either Jun or Baek is indeed a machine
setting, it seems incredibly stupid, so there must be some plausible reason
for it that I am not aware of. The new characters are very imaginative and so
are the changes they made to the rest of the game.


POUNCING IS OUT

     For the most part, those long-range pounces you used to use in Tekken 1
after knocking your opponent down won't connect anymore.  Fallen opponents
can rise more quickly, making those techniques obsolete.  Only very hard hits
can make your opponents slow to rise.  You will still be able to use the
pounces once in a while, but you will have to know when those hard hits will
occur.  If you are still intent on making a pounce use the small pounces by
just TAPPING jump when you do it.  It's a little less risky.


THANK GOD!  I CAN GET UP! (Rising)

     In addition to being able to rise more quickly in Tekken 2, you can also
feel a little more safe while you do so.  You now have more options while you
are getting up, and your rising attacks are more deadly.  A rising kick (high
or low) will knock a nearby opponent off his feet, which may make him think
twice about harassing you when you're down.  As in Tekken 1, tapping the
joystick forward or backward will cause you to roll toward or away from the
opponent as you rise.  A helpful addition to this is to be able to roll to
the side onto your stomach.  You do this by tapping 1 (left punch).  A
typical "wake-up" sequence with a kick would go like this:  Tap 1 and 2
repeatedly while briefly shaking the stick.  While you roll onto your
stomach, tap 3.  There are lots of ways to vary your wake-up, so experiment
and find the sequence that works best for you.  Some characters can do
special wake-ups.  Pressing 1+2 while rolling forward causes some to dive
toward their enemy.  Pressing 3+4 will cause some characters who are lying on
their backs to spring forward, feet first, into their opponents.  Fool around
and find what works for you.


BACK THROWS

     All of the characters can throw from behind.  When your opponent's back
is to you, just run up and do a normal throw (1+3 or 2+4).  The back throws
are, for the most part, pretty spectacular, and they do hefty damage.  King
has two different back throws while everyone else has just one.


YE GODS!  (Attack Reversals)

     Nina, Jun and Paul have what I call "Meta-Technique" capability; they
have the power to reverse many of their opponents' attacks.  Most attacks
that target the torso and head along with some special throws can be
countered by these fighters.  When an attack is reversed, the results are
dramatic.  The reversals are usually spectacular throws that take off a
healthy chunk of damage.  Many jumping kicks and even rising high kicks can
be reversed!  This addition to the game is very powerful, so if you are up
against a competent Nina, Jun or Paul player, you MUST play unpredictably.


ATTACKUS INTERRUPTUS (Counterhits)

     If someone attacks you and you hit them with certain power-techniques,
what results is a counterhit.  It can result in more damage and a more
dramatic hit (ie: you may have noticed that Paul or Heihachi's Tile Splitter
knocks the crap out of you sometimes), a series of attacks becoming an
unblockable combo when it shouldn't, or something more dramatic.  Certain
moves like King's Stomach Smash (f,f,N+1+2) and Nina's Bone Cutter (f,f,f or
F+3) are made for this.  When the Stomach Smash connects while the opponent
is attacking, he can execute a throw while they are stunned.  Any move that
is annotated with "stuns on counterhit" is one of these attacks.  They allow
a free hit or throw during the stun.


TRAMPLING AND TACKLING

     When your opponent is down and across the screen, sometimes you can run
all the way over there and step on them.  From a distance, simply run by
tapping forward a few times and hold forward once you're dashing.  Keep
running and you will trample on your opponent.  Results are unpredictable.
 Sometimes you will step on them, sometimes you will miss.  Sometimes you
will step on their face, and other times you will step right on their nuts
(if there are any).  It just depends on where your feet end up.  If your
opponent is standing when you run from a distance, you can tackle them
instead.  All you have to do is keep running.  If they attempt to attack you
as you arrive, you will bash into them with your head for decent damage.  If
they just sit there (duh) you will tackle them, bringing them to the ground.
 While this is happening, keep pressing 1 and 2.  If you bring them down you
will also knock the crap out of them while they are mounted.  Yoshimitsu is
the only fighter with a unique tackle-blow; he stabs you in the throat with
his sword.  But the funniest tackle-blow award, in my book, goes to Nina.
 Once she mounts you, she slaps you silly.

SECRET CHARACTERS

     Some of you may have already heard about some of the secret characters.
 Two of them are random fighters that pop up every once in a while during a
game versus the CPU.  They are Roger the Kangaroo and Alex the Lizard.  Roger
and Alex borrow techniques from many characters, particularly King.  Roger is
a cute, furry little Kangaroo sporting a pair of boxing glove and Alex is an
ugly, man-sized lizard.  Despite their humorous appearances, take them
seriously.  If you lose against them, your game is over.  Because the roster
of playable characters has been expanded, there is also a new sub-boss.  His
name is Bruce.  He is a vicious Thai Boxer with a mohawk.  He is Lei's
sub-boss, so start a vs CPU game with Lei to see him.  After your fighter
defeats his sub-boss, he fights Kazuya.  He was the star character of Tekken
1, so it's only fair that he take his place at the top in Tekken 2.  If you
defeat Kazuya, you are not finished.  You have to go up against the Devil
himself.  Devil is a purple, winged demon who bears a striking resemblance to
Kazuya.  He shoots unblockable laser beams from his forehead (they must be
ducked) both when he is standing and when he is flying.  When he flies, try
to run behind him and do a back throw when he lands.  Whether or not these
secret characters can be used is unknown.


     Many other little changes have been made to the game, and they are too
numerous to list individually.  You may notice that a great deal of the
"cheez" that existed in Tekken 1 is not in the sequel.  Most moves that
caused huge amounts of block-stun, allowing a free hit (like Nina's Kneeling
Kick; f,f+4) don't behave that way anymore.  Those techniques stun just
enough for the attacker to recover from the move without punishment.  There
is still some cheesy stuff in the game, but the instances are rare and can
often be avoided.  Gameplay-wise, Tekken 2 is a lot more balanced and refined
than its predecessor.  Enjoy the game..-=BAEK=-

THROWS
1+3               Rolling Throw
f+2+4 or f,f+2    Rolling Smash
2+4               Another Rolling Throw

TECHNIQUES
f+2               Backfist
3,3,3,4           Butterfly Kicks
3,3,4,4           Black Widow Combo
(WS)+4,4,3        Albatross
(WC)+4,3,3,3      Baek's Rush
f,F+4             Hammer Heel (hits ground level)
b,b+3             Flamingo (see NOTES)
u/f+3,4,3         Hunting Hawk (second hit is often
                                unblockable; see notes)
f,f+3             Axe Kick
F+4,4,3           Triple Threat
d/b+3+4           Super Axe Kick
D+3,3,3           3 Leg Kicks
(WC)+3,3,(D+3 or N+3) 2 Leg Kicks, Lowkick or High Kick

4,3,3,4,3,3,4,3,4,3    10-hit String

.     One of the three new characters in Tekken 2, Baek is definitely an
exclusive kicker.  I haven't found any real punch combos yet.  Despite his
limited appearance, he is a pretty powerful fighter.  He does not have many
throws, but his special kicks and a few safe kick combos can make him kind of
a pain to fight.  His flamingo is an extremely useful technique, as it
immediately sidesteps most attacks and throw attempts on execution.  Tap b,b
then press 3 and he will raise his leg while sidestepping.  If you hold back
and press 3 again, he will do an axe kick.  If the stick is returned to
neutral and three is pressed once or twice, he will poke at the opponent with
sidekicks.  If you return the stick to neutral and then hold it back again,
he will continue to "jink" sideways with his leg raised; at any time, you can
either sidekick or axe kick.  He can jink three times before he returns to
his regular stance without kicking.  If you can anticipate an oncoming
attack, use the Flamingo often.  Here is an example of the Flamingo's usage:

b,b+3,N,B(wait through another jink),N+3,3
Baek jinks twice then pokes twice

His other profoundly useful technique (against the CPU, particularly) is his
Hunting Hawk.  Stick u/f then hit 3,4,3 and he will dance in the sky with
three flying kicks.  It appears that the second kick is unblockable because
the first kick stuns you if you block it.  You must make contact (either hit
or block) with the first kick to get the second, and you must hit with the
second to get the third.  The first jumpkick (u/f+3) is very useful by itself
as it is a stun blow if it is blocked.  Other things I like to use often are
the (WC)+3,3,N+3 (as the last high kick pushes them far away if they block)
and the first five kicks of the 10-hit string.  The Hammer Heel (f,F+4) hits
on the ground, so use it when your opponent falls.  Baek can do a lot of
other neat stuff, so experiment with him.  He seems to have a lot of ways to
modify his combos, so experiment with him a lot while you are winning.

.-=HEIHACHI MISHIMA=-

THROWS
1+3          Neck Breaker
2+4          Powerbomb
f,f+1+2      Head Butt

TECHNIQUES
1,1,2                     Shining Fists
1,2,2                     Devil Fists
d/f+1,2                   Double Uppercut
f,N,d,d/f+1               Thunder Godfist
f,N,d,d/f+2               Wind Godfist
f,N,d,D/F+4,4,4,N+4,4     Hell Sweeps - Axe Kick
f,f+3                     Left Axe Kick
f,f,f+3                   Sky Foot Slice
u/f+3,4                   2 Jumping Kicks
f+4                       Right Axe Kick
f,u/f+4~3                 Crushing Kick
u/f+4,4                   Screw Blade Leg Attack
(WS)+4,4                  High Kick, Axe Kick
U/F+2+4                   Corpse Splitter
QCT+2                     Death Fist
(WC)+1                    Tile Splitter
(WC)+1,2                  Tile Splitter, Death Fist
f,f+2                     Demon Godfist
f,N,d,d/f,N+3             Slice Kick
f,N,d,D/F+3               Low Slice Kick
b,b,b                     Shadow Foot
(WC)+1+4                  Demon Tile Splitter


D/F+3,2,2,4,4,1,4,1,2,(4 or 1)   10-hit String
D/F+3,2,2,4,4,1,2,1,2,1          10-hit String

.     Heihachi has just about all of Kazuya's techniques.  Well, of course!
 He is Kazuya's pappy after all.  If you were not a Kazuya player in the
first Tekken and you want to play Heihachi, the first thing you should do is
master the Godfist motion.  That's f,N,d,d/f.  His Hell Sweep - Axe Kick
Combo is four hits, and I am sure many of you have been annoyed time to time
when CPU Heihachi uses it.  His Shadow Foot moves him to the side, which is
useful when you anticipate an attack.  His Death Fist puts the opponent at a
decent distance when it is blocked, making a throw difficult, so use it when
you are feeling insecure.  Try NOT to use his Tile Splitter - Death Fist
combo against "meta-technique" characters like Nina, Jun or Paul, as it is
very predictable and you will end up on the floor when they counter you.  The
Tile Splitter is a decent move by itself, as it is pretty useful for poking
at them without committing.  His two jumping kicks u/f+3,4 are useful because
the first kicks stuns the opponent when they block, allowing the second to
hit quite often.  The Screw Blade Leg Attack can hit high, then low, which
makes it useful if your opponent is not a terrific blocker.


.-=JACK=-

THROWS
1+3,1+2     Hell Press, Face Basher
2+4         Gorilla Press
d/b,f+1+2   Piledriver
QCB+2       Backbreaker
QCT+1       Pyramid Driver
d/f+2+4     Catapult

TECHNIQUES
1,1,1                  Hammer Combo
2,1                    Punch+Elbow
d/f+1+2                Hammer Knuckle
d+1+2                  Bravo Knuckle
f,f+1+2                Power Scissors
(WS)+1+2,1+2           Double Uppercut, Double Hammer
1+2,1+2                Double Hammer, Double Uppercut
D+1+2                  Meltdown
f+1+2,1+2              Scissors, Meltdown
f+1+2,d/f+2            Scissors, Megaton Punch
D/F+1,2,1 or D/F+2,1,2 Creeping Punches
d/b+1,1,1,1,1,2        Machine-gun Knuckle
b,d/b,d,D/F+2          Megaton Knuckle
D+1,2                  Megaton Strike
HCF(1-5 times)+1       Gigaton Punch
u/f+3+4                Hip Press
(WC)+3+4               Sit Down
U (right after you sit) Quick Jump
(WC)+3+4,3+4           Sit Down, Hop Forward, Sit Down
while sitting 1,2,1,2 or 2,1,2,1 Blade Fan
(WS)+1                 Violent Uppercut
d/b+3,4,3,4,3,4        Cossack Kicks
D+1,1,1,2,(1 or d/f+1) Hammer Rush
D,f+1,2,1,1            Wild Swing, Backfist
(laying down)D+1+2     Spring Hammer Punch
d/f,2,1,2,1            Uppercut Series

D+2,1,1,1,2,1,2,1,1+2,1+2..10-hit String
u/f+1,1,4,3,4,1,2,1,D+1+2,1+2  10-hit String
.     The big man is back.  Along with his powerful suite of techniques from
Tekken 1 are some interesting new things.  His Catapult is a neat looking
throw and you can follow it with special techniques.  Follow it with a hip
press or low megaton when your opponent hits the ground.  He can mix up high
and low attacks very well, so keep that in mind.  After his Hell Press, keep
pressing 1 and 2 and he will smash them in the face with both of his arms,
which is comical, to say the least.  His Scissors move is useful and can be
followed with either a Meltdown or a Megaton Punch; the Meltdown hits low.
 Despite his awkward looks, he is pretty dangerous.  As with just about any
character in the game, keep the variety going and you stand a good chance of
winning.

.-=JUN=-

F+1         Middle Screw Punch
3+4         Cartwheel Kick
1,3         Punch-Kick Combo
1+4,2,4     Turning Punch, punch, kick
D+3+4       Can-Can Kick :)
3~4         Leg Sweep
3~4,4,4,3   Leg Sweeps, Cartwheel Kick
F+3         Spinning Super Kick

Miscellaneous Techniques & Combos:

4,4,f+2
1+4,2,1,4,4,4,3
1,1,3
1,4,4,4
B+3,4,4,4
B+3,2
1,1,4
3,4,1+4,2,4

B+(1+3 or 2+4)  Attack Reversal

(WS)+2,1,1,1,2,1,4,3,3+4        10-hit String
(WS)+2,1,1,3                    4-hit String
(WS)+2,1,1,1,2,1+4              6-hit String


      Jun (aka Twiggy) is a cute little girl.  If you are not used to
fighting her, you'll have some problems.  Many of her combos mix up the
attack levels pretty well, which makes them more difficult to block.  I have
not been able to play her all that much, so forgive the space above that is
almost devoid of information.  I have not played with her enough to give you
any strategy hints, but I will most surely give you the whole skinny in
version 1.0 of this FAQ.  I would appreciate any correspondence from regular
Jun players.  You will be credited with any information or corrections that
you might provide.
.-=KING=-

THROWS
1+3             Coconut Crush
2+4             Brain Buster
d/b,d/b+1+2     DDT
d/b,f+1+2       Tombstone Piledriver

HCT+1           Jaguar Driver
during Jaguar Driver...
   1+2             Flying Press
   1+2,3,4,3+4     Boston Crab

f,HCT+1         Giant Swing
d/b+1+2         Figure-4

f,D/F+(1+3 or 2+4) Reverse Arm Clutch
during Reverse Arm Clutch...
   2,1,1+2         Backdrop
during Backdrop....
   3+4,1+2         German Suplex
during German Suplex...
   1,2,3+4         Powerbomb
during Powerbomb...
   2,1,3,4         Giant Swing

f,D/F+2+3       Ankle Lock
during Ankle Lock...
   1,2,3,1,1+2     STF
   1+2,3,1,1+3     Scorpion Death Lock
   1+2,1,3,1+2+4   Indian Death Lock
during Indian Death Lock...
   1+2,3,4,1+2,ALL Romero's Special

TECHNIQUES
1,2,1                  1-2, Uppercut
D,d/f+4 (1-5 times)    Ali Kick
d+3+4,[4],2            Ali Kick[s], Middle Smash
f,f+2.                  Smash Uppercut
f,f+1+2                Flying Cross Chop
f,f+4                  Jail Kick
3+4                    Drop Kick
f,f,F+3+4              Satellite Drop Kick
D,D/F+2                Dynamite Uppercut
u/f+1+2                Knuckle Bomb
d+1+2                  Short Elbow Drop
f,f,N+2                Stomach Smash (stuns on counterhit)
   during Stomach Smash stun...
  1+2                  Jaguar Backbreaker
  1+2,u,d+3+4          Jumping Powerbomb
F+1+2                  Jaguar Lariat (UNBLOCKABLE)
F+1+4                  Flipping Body Splash (UNBLOCKABLE)
U/B or U or U/F +2+4   Elbow Drop
U/F+3+4                Double Knee Drop
d/f+3+4                Frankensteiner
2,1                    Punch-Uppercut
(WC)+1,2               LowPunch-Uppercut

1,2,1,1,2,4,4,4,1,(3 or 2)   10-hit String
1,2,1,1,3,3,4,3,2,1+2        10-hit String
1,2,1,1,3,3,4,4,2,(3 or 2)   10-hit String
***These can be started from the second attack by holding the
   stick forward and pressing 2***
ex: F+2,1,1,2,4,4,4,1(3 or 2)  9-hit string

     A lot of people are playing King these days just to see his multi-part
throws, which are amazing to say the very least.  It's hilarious watching
King clutch you, drop you back, suplex you, powerbomb you and then toss your
crippled ass to the other side of the arena.  The combo kills you on most
machines and I am not sure how you escape it, though I have done it a couple
of times while panicking at the controls.  His Ankle Lock multi-parts are
also very entertaining, but the timings are rather difficult, so be patient.
 He can also add additional throws to his Jaguar Driver, but the timing for
the Boston Crab is screwy.  Just practice the multiparts and you will get
them eventually.  Without his throws, King is still quite useful.  His Jaguar
Lariat is unblockable and often catches people off guard as they have to duck
it to avoid it.  The flipping body splash is a flying unblockable, so it must
be avoided quickly.  Some useful additions to his arsenal include an Ali-Kick
- Middle Smash combo that will often catch rising opponents with both hits, a
quick Elbow Drop and a Stomach Smash that allows a special throw when it
counterhits.


.-=LEI=-

THROWS
1+3         Jumping Bird
2+4         Sleeper
f,f+1+2     Tai Trip

Techniques
1,2                      Punch, Turning Fist
3,3                      High Crescent, Turning Heel Sweep
(WS)+4                   Front Kick
b+3+4                    Quick Turn->(a variety of things can be
d+3+4                    Quick Drop-> done after these techniques)
f+4,1,2,3,4 or d+4       Step-In Crescent,2 punches,kicks
F+4,1,2,3 or 4           Step-In Crescent,2 punches,low/mid kick
4~3                      Flying Wheel Kick, Quick Drop
3~4,U                    Jumping Crescent(s) [as many as three]
d/b,4,[4]                Spinning Foot Sweep, [Jumping Hook Kick]
4~4,[3],[3],[3]          Dropping Ankle Kick, [Rolling Kicks]
B+1+4,4 or 3,3,3,3,3     Phoenix Kick or Step-In Sidekicks
f,N+2,1,2,1              Charging Punches (knocks your guard down)
f,N+1,2,1,2,3 or 4       Running Punches, low kick or snap kick
f,N+3,4 or d+4           Charging Crescent, Front kick (or sweep)

1,2,1,3+4,2,1,4,1,2,3    10-hit String
1,2,1,3+4,2,1,4,1,4,4    10-hit String
1,2,1,3+4,3+4,3+4,1,1,2  9-hit String

     Lei is an interesting addition to the Tekken tourney.  His techniques
are visually stunning and their deceptive appearances can be useful in match
play.  He has the ability to turn around or drop to the ground at will; they
are abilities that humans have enjoyed for aeons and it's nice to finally see
them in a video game.  With his back to his opponent, he can turn around with
a powerful uppercut (2), a snap kick (4), a series of Cartwheel Kicks
(3+4,3+4,3+4), or a Foot Sweep - Jumping Hook Kick combo (WC+4,4).  From a
laying position he can rise quickly with a roundhouse kick (3), a side kick
(4), a footsweep (D+3 or D+4), or a kangaroo kick (3+4).  There are many
other possibilities from these positions, so try everything.  His Jumping
Crescent (3~4,U) is neat, but not all that useful.  The saving grace to this
move, however, is that he can lay down after it if you hold the stick down,
preventing major punishment.  His Phoenix Kick takes a lot of damage, and
changing it up into the sidekicks is pretty fun.  Lei's Flying Wheel Kick is
a fast move and is fairly safe as Lei lies down after it.  He has a lot of
other moves, so try something once in a while.  If you liked Shun in Virtua
Fighter 2, you might like Lei in Tekken 2.

.-=MARSHALL LAW=-

THROWS
1+3         Dragon Dive
2+4         Chastisement Punch

during Chastisement Punch...
   1,2,1+2    Dragon Fall (Bulldog)

f,f+3+4     Dragon Knee

TECHNIQUES
1,2                    1-2 punch
1,1,1,1,1              Left Fist Flurry
2,2 or F+2,2,2         Dragon Knuckle Combo
d/f+3                  Step-In Middle Kick
3,3,3                  3 high kicks
3[,3],F+3              High kick[s], Middle kick
(WC)+3                 Shinkick
(WC)+3,3[,3],F+3       Shinkick, High kicks, Middle kick
f,f,f. or while running+3   Dragon Slash
D+3,4                  Lowkick-flipkick
d+4,3                  Lowkick-flipkick
3+4,3                  2 flipkicks
d/b+4                  Dragon's Tail
u+3,4                  jumpkick, flipkick
4,u+3                  High Kick, Flip Kick
D,U or U/B or U/F + 4  High Flip Kick
D,u or u/b or u/f + 4  Low Flip Kick
D,u or u/b or u/f + 3+4   Flip Drop
d+3,3,[3],[3 or F+3],4  lowkick@start, Flipkick @end
4,3,4                  Spinning Kick Combo
D,d/f,d,d/f+3          Dragon Slide
d/b+1+2 [u,u to cancel;unblockable].Dragon Fang

d/f+1,2,2,1,3,3,3,4,3,4..     10-hit String
d/f+1,3,2,2,3,D+3,3,(4 or 3),4,4    10-hit String
d/f+1,2,2,1,3,3,D+3,(4 or 3),4,4    10-hit String
d/f+1,3,2,2,3,3,3,4,3,4             10-hit String
.     Unfortunately, Law has not undergone very many changes since the first
Tekken.  Some of his kick combos have been augmented and he can now flipkick
twice in a row.  He can now perform a Bulldog during his Chastisement Punch,
which is kind of funny.  Though he has not changed much, he is still pretty
powerful.  Mixing up high and low attacks is pretty easy with him and you
have plenty of control over the level you are attacking (low, mid or high)
during his kick combos, which can confuse human opponents.  The left fist
flurry can be replaced at any time now with the Dragon Knuckle (ex:
1,1,1,2,2,2), which is pretty useful, and his new Dragon's Tail sweep (d/b+4)
is effective.  He is a pretty strong attacker, so an aggressive strategy
might help you.  Just don't go overboard.

.-=MICHELLE CHAN=-

THROWS
1+3                        Front Suplex
2+4                        Fisherman Suplex
(while going behind) 1+2   German Suplex
d/f+1+2                    Nelson Suplex

TECHNIQUES
f+1                        Rushing Uppercut
1~1,1                      Charging Punches
3+4,4                      Side Spin, Kick
1,2,3 or 4                 2 punches, lowkick or high kick
d/f+1,1                    2-punch Combo
d/f+3                      Punt Kick
d/f+2,1 (1st must connect) Death Push, Big Punch
1+2                        Double Strike
d/f+2,3 or 4               Death Push, lowkick or high kick
(WC)+4                     Front Leg Sweep
(WC)+4,1                    +Uppercut
(WC)+4,N+4                  +High Kick
(WC)+4,D+4                  +Fan Kick
4,4,1                      Kick, lowkick, uppercut
f,f+1                      Dashing Left Elbow
d,D/F+1                    Dashing Punch
D,d/f+2                    Dashing Right Elbow
f,f+1,4                    Dashing Elbow, Kick
1+4,3                      Club Fist, Sweep, Bow Leg
2+3,1                      Death Push, Punt Kick, Uppercut
3~2                        Instant (WS)+2
(WS)+2,2                   Slice Uppercut, Elbow
(WS)+2,1,1                 Slice Uppercut, Charging Punches
(WS)+2,4,4 or D+4 or 1     S. Uppercut, Kicks or Uppercut
(WS)+4                     Blue Sky Cannon
1,1,4,3                    Punches, Sweep-Bow Leg
F+1+4                      Super Uppercut
U/F+3+4                    Earthquake Stomp
D,d/f+4                    Back Leg Sweep
D,d/f+4,3                   +Penetrating Bow Leg
2,b                        hit,rear sneak (1+2 to suplex)
f,f,f or while running +3  Jumping kick

2,1,1,2,3,3,3,4,4,1        10-hit String
2,1,1,2,3,3,2,3,2,1        10-hit String
2,1,1,2,3,3,2,1,4,3        10-hit String
.     Michelle is still a good all-around player.  She has lots of solid
attacks and she can mix them up pretty well.  She can now put her Sweep - Bow
Leg sequence into combos for solid damage.  Her combos are too numerous to
list, so try new stuff when you can.  Her Double Strike still stuns on a
block, so it is very safe to use often.  She has also been given some fast
attacks, which she desperately needed to compete with the other fighters of
Tekken 2.  She also has some pretty decent combos that start with low
attacks, so use them when your opponent is standing.  Just don't go too crazy
as she is pretty easily thrown after most of her combos due to slow recovery.
.-=NINA WILLIAMS=-

THROWS
1+3               Arm Turn

2+4               Lifting Toss
during Lifting Toss...
  1,2,1           Falling Elbow
during Falling Elbow...
  2,1,3           Arm Lock

F+1+2             Neck Throw
d/f,d/f+1         Embracing Elbow Strike

QCT+1+2           Palm Grab
during Palm Grab...
  3,4,3,1+2       Arm Bar
  1,3,2,1         Elbow Lock
during Elbow Lock...
  3,1,4,1+2,1+2   Double Arm Hyperextension
  2,1,3,4,1+2     Falling Shoulder Lock

QCT+3+4           Scissorleg Takedown


TECHNIQUES
f,f+1+2                      Double-Palm
1,2,f+1+2                    2 Punches, Double-Palm
f,f+4                        Kneeling Kick
f,f,(f or F)+3               Bone Cutter
B+1                          Downward Chop
QCB+2                        Forearm Chop (stuns)
1,2,3 or 4                   Triple Smash
(WS)+4                       Rib Kick
4,3,2                        High Kick, Lowkick, Uppercut
d/b+3                        Lifting Back Kick (juggles)
d/b+4,[3]                    Falling Ankle Kick, [Back kick]
2,3                          P-K Combo
2,d+3                        P-lowkick combo
2,4                          Double Smash
d or D+3,2                   Lowkick, Uppercut
1 or d/f+1,2,u/f+3           2 punches, Jumping Kick
d/f+1,2,d+3,2                Two punches, lowkick, uppercut
d/f+1,2                      Uppercut+Punch
d/f+3,4                      Head Ringer
d/f+3,1,2                    Flash Combo
d/f+3,3,3,(3 or 4 or 1 or 2) Rapid Kick Combo
d/f+3,2,(3 or d+3 or 4 or 1) Swan Combo
u/f+4,3,4                    Hunting Kicks
d/b+1,2 [u,u to cancel;unblockable] Hunting Swan

b+1+4 or b+2+3               Attack Reversal

(1 or d/f+1),2,1,2,3,3,2,1,2,4.  10-hit String
(1 or d/f+1),2,1,2,3,3,2,1,4,3   10-hit String
(1 or d/f+1),2,1,2,4,3,4,2,4,3   10-hit String

     Nina was very popular in the first Tekken, and I suspect she might be
just as popular in the new version.  She has a couple of new multipart
throws.  Her Lifting Toss can be turned into a Falling Elbow followed by an
Arm Lock.  She also has a Scissor Leg-style takedown which I am sure is a
multipart as it is not complete in itself.  I just haven't found and parts
for it.  If anybody finds any parts for it, I would love to know what they
are (you will be fully credited of course).  Her new Lifting Back kick
(d/b+3) is pretty safe if it is blocked, and devastating if it hits.  When
done by itself (without the sweep), it juggles them high into the air.  There
are a lot of moves you can use to continue the juggle, but I usually use the
first five techniques in her 10-hit String (d/f+1,2,1,2,3) for four hits.
 Another interesting technique is her Forearm Chop (QCB+2) which stuns them.
 During this stun you get a free hit or if you are close enough, a throw.  I
like to use the Embracing Elbow Strike (d/f,d/f+1) as it takes off a
respectable hunk of damage.  If they are too far to be thrown when they are
counterhit, use a Double-Palm (f,f+1+2).  Her Bone Cutter (f,f,f or F+3) also
has a special ending when a counterhit occurs.  Rather than kicking the
opponent, Nina mounts him and breaks his ankle.  And, last but not least, she
has an Attack Reversal, which makes her particularly deadly.  She can counter
most attacks above the waist, including King's Frankensteiner.  Have fun!


.-=PAUL PHOENIX=-

THROWS
1+3       Shoulder Throw
2+4       Shoulder Popper
1+3+B     Stomach Throw
f,f+1+2   Shoulder Ram
d/f+1+2   Striking Shiho-Nage
d/b+1+2   Running Tackle
         (press 1,2,1,2,1 while tackling to punch
          them in the face repeatedly if the tackle
          brings them down)

TECHNIQUES
2-3              P-K Combo
2,D+3            P-lowkick Combo
u/f+3,4          Double Jumpkick
f,f+4            Somersault Kick
f,f+3,4,   (4)            <---.TRIPLE
           (f or d/f + 4) <---.KICK
           (d or d/b + 4) <---.STRINGs
QCT+2            Death Fist
(WC)+1           Tile Splitter
(WC)+1,f+2       Tile Splitter, Death Fist
(WC)+4+2         Falling Leaf Combo
D,f+2            Elbow Strike
(WC)+2           Stone Splitter
(WC)+1,4,2       Tile-Splitter, Falling Leaf Combo
f,f+2            Flash Elbow
QCT              Ducking Dash
b+1+2            Unblockable Death Fist
D,d/f+2,1        Elbow Strike, Death Fist
D,D/F+2,2        Elbow Strike, Lifting Leg Punch

b+1+3 or b+2+4   Attack Reversal

1,2,3,2,1,2,1,4,2,1   10-Hit String
1,2,3,1,4,2,1,4,2,1   10-Hit String
1,2,3,1,2             5-Hit String
.     Paul Phoenix has never had a ton of techniques or combos, but the ones
he does have are pretty effective.  The Falling Leaf Combo that lots of folks
loved to hate can now be done after his Tile Splitter.  His elbow strike was
always useful after blocking low-level attacks, and now the Death Fist can be
done after it, as well as a Lifting Punch to the legs which hits low.  His
attack reversal, however, is probably the most prominent addition to his list
of techniques.  It is executed just as an oncoming attack is about to arrive.
 It has a variety of interesting outcomes and is effective against attacks to
the torso and head as well as King's Frankensteiner.  Paul was already a
pretty strong character, and many of his techniques have amazing priority
over enemy attacks.  His Attack Reversal just makes him more dangerous.


.-=YOSHIMITSU=-

THROWS
2+4       Jawcrusher
1+3       Flying Body Press or "Flying 69"
QCB+1+2   MX Missile

TECHNIQUES
1,3                       Punch-Kick Combo
1,D+3                     P-lowkick Combo
3,[4]                     Lightning Kick[s]
f,f+4                     Jumping Knee
u/f+3+4                   Flipping Stomp
f,f+3+4                   Spiral Launch
1+2 (during Spiral Launch)Spiral Dive
3+4 (during Spiral Dive)  Kangaroo Kick
B+1 (1-6 times)           Spinning Hilt Strikes
D/B+3 (1-5 times)         Spinning Leg Strikes
f+4 after (during leg strikes 1-4) Falling Tree Kick
D/B+2                     Spinning Fist Strikes
D,d/f+3                   Spinning Sweep
D,d/b,b+1 [unblockable]   Samurai Cutter
B+3+4 (1-6 times)         Teleport
(WC)+3+4                  Sit Down (see notes)
4~3                       Kangaroo Kick
U/F+1+2,D  [unblockable]  Helicopter Stomp
d/b+1      [unblockable]  Shoulder Cut
d/b+1,N,D/B,1 [unblockable]Charging Shoulder Cut
b,B+1      [unblockable]  Sword Thrust
b,b+1,1    [unblockable]  Saw Blade
4,4,4                     High Kicks
F+2.                     Backfist (turns them around)
f,F+1+4,N                 Fake Suicide
f,F+1+4    [unblockable]  Turning Suicide
(WC)+1+4   [unblockable]  Standing Suicide

1,2,1,4,4,4,1,1,1,1   10-hit String
1,2,1,4,2,2,2,4,1,1   10-hit String
4,4,2,2,1             5-hit String
4,4,2,2,4,4,1,1,1,1   10-hit String
1,2,1,4,4,4,1,3+4     8-hit String
4,4,2,2,4,4,1,3+4     8-hit String

.     Tekken's Clown-Prince is sillier than ever.  He has been enhanced with
variety of interesting techniques which can also prove useful if used
correctly.  He can sit down at will.  If you leave him there, he will begin
to rock back and forth, healing himself a little bit with each rock.  You may
teleport at any time while you are sitting by holding the stick left or
right.  If you are close to your opponent and you push the stick left or
right, you will teleport behind him.  If you are too far away, he will simply
teleport to his feet, with his back facing the opponent.  He now has a
hilarious Charging Shoulder Cut (d/b+1,N,D/B) where he holds his sword back
and hops toward his opponent for an indefinite period of time.  He will cut
when you press 1 again.  Yoshimitsu also has a unique stomp, which you can
control.  The Helicopter Stomp (U/F+1+2) makes him use his sword as a
propeller, lifting him high into the air.  You can bring him down at any time
by holding the stick down for a damaging pounce.  Yoshimitsu's Suicide
Techniques, however, are by in large the funniest addition to his techniques.
 His Fake Suicide (f,F+1+4,N) just turns him around.  The Turning Suicide
(f,F+1+4) causes him to turn around and stab himself with his sword.  It
takes off nearly all of his life, but it can also kill his opponent if he is
close as the blade goes through Yoshimitsu and into his opponent.  If the
enemy has less life than Yoshimitsu, he will die first.  Some times, a
Double-KO results from this exchange.  Yoshimitsu's Standing Suicide (WC+1+4)
is meant to kill an opponent that is behind him.  It takes less damage than
the regular suicide, but it's just as funny.  His other new moves include the
Saw Blade, which is quite damaging if anyone happens to run into it, a quick
teleport (B+3+4) which exchanges some of Yoshimitsu's life for some safety,
and a variety of combos and strings.  He is mainly a finesse character, so be
careful with his techniques and try to think a few moves in advance while you
play him.

.ACKNOWLEDGMENTS
-If you have any suggestions or corrections, please mail them to me
(lukejedi@ix.netcom.com), and you will appear in this section if I
incorporate your contribution in the FAQ.


I would like to acknowledge the following for help in creating the FAQ and
for publishing information which I have used in it.


Eric Pratte, for huge amounts of research and translations of text from
Japanese magazines and books.  He knows Tekken pretty much inside and out.
 He is the one who actually changed my mind when I scoffed "Bah!  That game
sucks!" when I was a devout Street Fighter.

Gamest, for providing me with a great deal of preliminary information,
unbeknownst to them, of course.  A lot of this FAQ came from Gamest.

Sony, for writing "Tekken Complete", an EXCELLENT guide for the Playstation
(PSX) version of the first Tekken.

Obi Wan, for his occasional spiritual guidance.


donniec@bnr.ca , for renaming Paul 1+3 and Paul 1+3,B
