Tekken
Paul Phoenix |
Heihachi Mishima |
Gon |
King|
Jin |
Yoshimitsu |
Orge |
Mokujin |
Law |
Bryan Fury|
Bruce Irvine |
Others:
Pac Man|
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Paul Phoenix
The gristled fighter who hates bears for some reason. Although he has been a powerful warrior in the Iron Fist Tournament for years, Paul has always been disqualified from the finals because he can never seem to make it on time!
Strategy: Paul must be in close to his enemy. His only attack with real distance is the God Hammer. If projectile users get away from Paul, he will in trouble until he can get close again.
Combos: Flash Elbow, Thruster, Air Combo Chain Combo, Neutron Bomb or Burning Fists
Similar Fighters: Fei Long
Stats: Power*: 7 Energy: 4 Defense: 4 Speed: 5 Ratio: 2
Special Moves: Neutron Bomb*: Jumps forward slightly with a 3 kick attack Power Punch*: Punches forward with a glowing fist (F) God Hammer*: Punches the ground, causing a shockwave to move along the ground (E) Flash Elbow: Moves forward and does a elbow attack to the enemies shins. Block low Thruster: Only After Flash Elbow. Does an uppercut that works like an Launcher. Basic Throw: Rolls forward with the enemy
Hyper Attacks: Burning Fists*: Fists aflame, Paul moves forward while doing a 10 punch combo (F) Bone Breaker: Does a shoulder tackle (C) and delivers a 10 hit combo
Enter: Punches his palm and cracks his neck Taunt: Takes out a bear statue and punches it Victory: Throws his arm into the air and yells "Oh yeah!"
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Heihachi
The leader of the Mishima Corporation. Heihachi is always seeking ways to increase his own level of power. First, he fused his son with a demon and then released the ancient God of fighting, Orge.
Strategy: Heihachi is a slow, but solid melee fighter. His specials leave him sort of vulnerable during the move, but he has good recovery time, so at least he won't get clobbered after a move.
Combos: Chain Combo, Double Snap or Back Gut Punch or Spinning Devil Sweep Combo, Spinning Devil
Similar Fighters: Jin,Sakura
Stats: Power*: 7 Energy: 4 Defense: 6 Speed: 4 Ratio: 2
Special Moves: Double Snap*: Jumps forward with a double kick attack Back Gut Punch*: Takes a step back, then charges in low with a punch to the stomach (on average sized fighters) Pile Driver*: Walks forward and tries to grab the enemy. Jumps up and slams them down. Power Up: Raises Heihachi's power by 3, but only for the next hit. Dragon Punch: Ducks down and does a jumping punch attack Basic Throw: Headbutts the victim
Launcher: Basic uppercut Hyper Attacks: Spinning Devil*: A Double Snap followed by a series of spinning low kicks. 15 hits Body Breaker: Grabs the enemy (C), bends them over backwards and punches them in the throat
Enter: Meditative kneel to Stand Taunt: Flexes all his muscles and bends at the knees with his legs apart Victory: Practice battle pose
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Gon
The Tekken series dinosaur. Gon is a little, tiny dino that seems to have the ability to change his size at will. Well, at least in his FMV ending.
Strategy: Gon is slow, and must rely on anticipating attacks. Use his small size to your advantage by ducking attacks most others cannot
Combos: Launcher, Copter Spin Chain Combo, Fireball or Gon Flare Sweep Combo, Dino Fart or Rolling Pin Similar Fighters: None
Stats: Power: 4 Energy: 4 Defense*: 8 Speed: 4 Strength: F Weakness: E Ratio: 2 Size: S
Special Moves: Copter Spin*: Jumps upward, spins like a helicopter with his tail out Fireball*: Throws a ball of fire out of his mouth. (F) Dino Fart*: Turns around and unleashes a cloud of green gas (B) Punching Combo: Moves forward swinging his fists. 6 hits Dive Roll: Dives head first at the enemy Basic Throw: None Launcher: Hops up, head first
Hyper Attacks: Rolling Pin*: Rolls into a ball and flying towards the enemy. Ends with an upward leap. 12 hits Bite Toss: Kicks at the enemy (C) knocks them up and catches them in his jaws Gon Flare: A flamethrower attack. Aimable. Hits 16 times (F)
Enter: Rolls on screen Taunt: Turns around and waves his tail, farts without a cloud Victory: Falls over beating his arms against his side
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King
Orphaned at a young age, King 2 grew up in the orphanage run by the first King. When King Sr is killed by Orge, the young man takes up his mask and wrestles to pay the upkeep of the home. Armor King, King Sr. rival takes the new King under his wing and teaches him the art of wrestling.
Strategy: King is a grappling character. He needs to be close to the enemy to make his throws work. The Jaguar Lariat can cover quite a bit of ground, fast. Use it to get closer. Even if your opponent counters it, at least your in throw range now. Also, King is one of the few who can use his throws in combos.
Combos: Chain Combo, Moonsault or Farside Bomb Sweep Combo, Low Assault or K Flicker. Similar Fighters: Zangief
Stats: Power*: 7 Energy: 4 Defense: 5 Speed: 4 Ratio: 2
Special Moves: Jaguar Lariat*: Runs forward and does a clothesline attack to the enemy Muscle Buster*: Grabs the enemy (C)puts them on his back, legs spread, and does a bomb power. Looks very painful Low Assault*: A three hit sweep combo. Moonsault: Does a backflip onto the enemy. Unblockable Franksteiner: Does a forward flip (C) lands on the enemies shoulders and flips them over his head
Basic Throw: A suplex Launcher: Turns his back and kicks backward Hyper Attacks: Farside Bomb*: Does a series of 3 flying leg thingies. 6 hits total. Death Cradle: Grabs the enemy (C) and rolls around, doing damage. 15 hits K Flicker: Ducks low and charges(C) grabs the enemy, spins them by the feet
Enter: Walks forward loosening his arm muscles Taunt: Crosses his arms over his chest Victory: Jumps forward and pumps his elbow downward
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Jin
The son of Jun Kazama and Kazuya Mishima. When the being known as Orge kills his mother, Jin is taken in by his grandfather, Heihachi. Heihachi teaches the young man the Mishima style Kazuya used which Jin adds to what his mother taught him. Heihachi plans to use Jin as a weapon against Orge, because he senses within him the demonic power of Kazuya.
Strategy: Jin works well in close. Most of his moves have fairly short range, and move slowly, but they start fast, allowing for big damage if used close to the enemy. Nearly all of Jin's moves have this problem, so don't start specials or hypers unless near the enemy.
Combos: Sweep Combo, Lightning Screw or Three-Ring Circus Chain Combo, Demon Cutter or Demon Cyclone Chain Combo, Launcher, Air Combo, Demon Cutter
Similar Fighters: Ken/Ryu Family especially Sakura(!), Kazuya
Stats: Power: 5 Energy*: 5 Defense: 5 Speed: 5 Ratio: 2
Special Moves:
Lightning Screw*: Crouches low and spins around, ending with a jumping uppercut(S) Demon Cutter*: Jumps forward slightly with a kick, lands and does 2 spin kicks, then a roundhouse. High, Low, Low, High(A) Complicated Wire: Grabs the enemy (T) and quickly kicks them twice in the head. Three-Ring Circus*: jumps upward while kicking. Much like Chun-li's move. Demon Eyes: As Devil Jin only. Fires a laser from his eyes. Slow to start (A,downward)(S) Flight. May only fly when Devil Jin. Basic Throw: Grabs the enemy and knees them.
Launcher: A jumping knee
Hyper Attacks: Demon Cyclone*: Does a hyper version of the Demon Cutter. 2 High, 8 Low, 3 High. 13 hits Iron Fist: Dashes forward with a punch (C) does a 10 hit combo ending with Complicated Wire. Devil Jin: Transforms into a demon. Strength to Dark. Weakness to Holy. Energy + 4
Enter: Tightens his gloves Taunt: Same as enter Victory: Transforms into demon Jin and fires a Demon eyes into the air
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Yoshimitsu
Strategy: Yoshimitsu's greatest strength is his moves. They cover a wide area. Also, most of them are confusing looking, making it easy for the other player to miscalculate.
Combos: Chain Combo, Shark Dive or Death Copter Sweep Combo, Sword Skewer Launcher, Death Copter (Trick) Harikari, Life Sucker
Similar Fighters: None
Stats: Power: 4 Energy*: 6 Defense: 4 Speed: 6 Ratio: 2
Special Moves: Shark Dive*: Dive forwards head first, rolls and kicks upward Stone Fist*: Spins around with one arm sticking out, bashing the enemy Harikari: Spins around, and stabs himself, and possibly the enemy through his own body. No damage to Yoshi Death Copter*: Jumps into the air, spinning his blade like a helicopter. Mediation: Sits on the ground and gathers energy. Results in gaining life Teleportation: While doing mediation, Yoshi can teleport. Basic Throw: Pushes the enemy's head back, then slams them in the head with his sword hilt.
Launcher: Rolls forward and kicks up
Hyper Attacks: Sword Skewer*: Moves forward swinging his sword for a 10 hit combo DeathCopter Trick: Does a Death Copter straight up. 10 hits Life Sucker: Stabs forward (C) if hit, Yoshi drains life from the victim
Enter: Does a shark dive onto the screen Taunt: Balances on his sword. Victory: Runs from a giant rat
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Orge
Orge is the ancient War God that Heihachi released in South America. This green titan broke free of Heihachi's control and began wandering the world, absorbing the power of the best martial artists into itself, gaining their powers. The majority of the fighters from Tekken 2 who did not return in 3 were killed by Orge.
Strategy: Orge is a combination of several different Tekken 2 fighters with some moves of his own.
Combos: Chain Combo, Foot Bazooka or True Flamer Launcher, Air Combo, Foot Bazooka or True Flamer Sweep Combo, Psychic Throw or True Snake
Similar Fighters: None
Stats: Power: 5 Energy: 5 Defense*: 7 Speed: 3 Ratio: 2 Size: L
Special Moves: Foot Bazooka*: Puts his weight on his back foot and launches himself forward with a kick (A) Capital Punishment*: Jumps into the air and smashes downward with both arms Psychic Throw*: Points forward (C) picks the enemy up psychically and slams them into the ground (P) Drain Grab: Does an uppercut attack (C) Holds up the enemy and takes energy from them (Drain) Super Armor 2 Basic Throw: Picks up the enemy by the throat, then slams them. Bonus: Flying (Hovering actually)
Launcher: Brings both of its arms up in a sweep
Hyper Attacks: True Flamer*: Shoots a gout of fire from his mouth. Like Dhalsim. 18 hits (A,F) True Snake: His arm turns into a snake and swings out (C) a hit drains life from the enemy. (Drain) True Power: Transforms into True Orge.
Enter: Flies from the edge of the screen into position Taunt: Arms straight out, turned up at the elbows. Chants Victory: Rises up, flies forward while chanting
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Mokujin
Mokujin is a wooden training dummy that came to life when Ogre awoke from his long sleep. Mokujin has no abilities of his own, but each time he enters battle (is tagged in) he picks a random fighter and uses that fighter's moves. Aside from the moves, he also copies the chosen fighter's statistics and elemental weaknesses. Mokujin can copy Ratio 1 and 3 fighters but the abilities are changed to match a ratio 2 fighter. His size also alters to match the chosen fighter.
Strategy: Mokujin's only ability is to copy a random fighter. This is a great ability, but with plenty of weaknesses. With 1,438 fighters at the time of this writing, that's plenty of moves and combos for a fighter to learn. Also, it may be hard to figure out exactly which fighter you have. Is that Ryu or Evil Ryu? However, if your enemy can't identify your fighter, that gives you an advantage.
Combos: Varies
Similar Fighters: Shang Tsung, Unknown, Shinnok
Stats: Power: ? Energy: ? Defense: ? Speed: ? Strength: ? Weakness: F+? Ratio: 2 Drain: ? Size: M
Special Moves: Variable:
Basic Throw: Variable
Bonus Abilities: Variable Launcher: Variable
Hyper Attacks: Variable
Enter: Copies the fighter Taunt: Copies the fighter Victory: Copies the fighter
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Law
Law is a Bruce Lee knockoff. He is a little on the scrawny size, but he relies on fast and fluid motions to keep him in the lead. Forest Law is pictured, but if you prefer Marshall Law (Forest's dad), go ahead, they have the same moves.
Strategy: Law has a variety of moves that hit low. Spin Slide is a great move for a trick sweep, given that he jumps up before doing it. Law is forced into melee, but his low defense and offensive means he must rely on his speed to get him in and out safely.
Combos: Chain Combo, Dragon Storm or Cresent Kicks or Frogman Sweep Combo, Dragon Whip or Spin Slide Chain Combo, Launcher, Air Combo, Crescent Kick or Silver Cyclone
Similar Fighters: Guile
Stats: Power: 3 Energy: 5 Defense: 3 Speed*: 9 Ratio: 2 Size: M
Special Moves: Dragon Storm*: A series of three punches delivered while moving forward Crescent Kicks*: The classic Law backflip kick. Done moving forward. Can be done twice in a row (A,only one) Run to Drop*: Runs forward (T) runs up the enemy and falls on top of the victim Dragon Whip: Goes low with a spinning sweep kick. Blocked low Spin Slide: Jumps up slightly, then does a slide kick forward. 3 hits. Blocked low
Basic Throw: Headlocks the enemy, then pounds the victim in the head
Bonus Abilities: Double Jump
Launcher: A quick snapping punch upward
Hyper Attacks: Silver Cyclone*: Does a spinning kick in mid-air. Like Ryu's Hurricane Kick. 12 hits (A) PS: I know this move is actually Lee's, but Law doesn't have good hyper moves and the two are the same anyways Power Punch: Charges for an instant, then runs forward with a single blow to the gut. Big damage Frogman: Does a Crescent Kick into the air, followed by 7 more in rapid fire in mid-air. 8 hits
Enter: Puts both arms out, with his hands up, palms out and exhales. Taunt: Does a weird looking dance (a stance from T3) Victory: Yells "WO!!" and shakes
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Bryan Fury
Bryan is the corpse of a master criminal that has been given life by Dr. B. Being all but invincible, only the bravest of the Iron Fist dare to even try to fight him.
Strategy: Bryan is a powerhouse melee fighter. Stay in close and pummel the enemy with his powerful punches and kicks. While he doesn't have spectacular moves, he gets the job done quite well.
Combos: Chain Combo, Fury Fist or Lair's Dance Chain Combo, Launcher, Kneel Kick Sweep Combo, Mack Break
Similar Fighters: Dee Jay, Fei Long
Stats: Power*: 8 Energy: 2 Defense: 6 Speed: 4 Strength: D Weakness: H Ratio: 2 Size: M
Special Moves: Mack Break*: A quick overhead punch move. His unblockable move in Tekken. Fisher Slam*: A punch to the gut (T) that lifts the enemy up and Bryan slams the victim into the ground Kneel Kick*: Does a forward flip kick. Must be blocked high Fury Fist: Turns back and hits with 3 consecutive backhands Slow Mack Break: Simple. A slower, more powerful version of the Mack Break move. Super Armor 1
Basic Throw: Grabs the enemy and throws the victim over his shoulder by the head.
Launcher: Basic rising punch
Hyper Attacks: Lair's Dance*: 3 roundhouse kicks, the Fury Fist special, ending with a powerful jab. 7 hits Chains of Misery: Starts with a Fisher Slam (T) enemy bounces and Bryan catches the victim with a neckbreaker. 2 hits
Enter: Walks slowly up to the enemy with his arms behind his back Taunt: Puts his hands on his hips and laughs Victory: Does a knee jab and holds his leg in the air, laughing
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Pac-man
The original ghost muncher. Pac-man games are as old as the hills, but are still popular. Pacman can eat "power pellets" to scare the ghosts so he can consume them. Note: The Pacman here is the one from the animated series, so it has arms and legs.
Strategy: Pacman has horrid defense (after all, in the game he dies in one hit). Even blocked hypers can cause quite a bit of damage. Try to avoid all attacks if possible, using specials to keep the enemy at bay. Grapplers might well kill Pacman in one hit if they catch him. Remember that the Power Pellet move is unblockable.
Combos: Chain Combo, Chopper or High Score Launcher, Spirit Assault
Stats: Power: 5 Energy: 5 Defense: 1 Speed*: 8 Strength: H Weakness: D Ratio: 2
Special Moves: Pellet Spit*: Shoots 3 little pellets out his mouth Chopper*: Becomes a giant mouth and charges while chopping! Ghost Attack*: Two Pacman ghosts fly around Pacman. Move slowly upward (D) Pair of Eyes: Teleportation. A pair of eyeballs move to the new location
Hyper Attacks: High Score*: A hyper version of Chopper. 12 hits Spirit Assault: All 4 ghosts fly around Pac. Up to 20 hits (D) Power Pellet: Eats a pellet, enemy becomes a scared ghost. If Pac can eat it, massive damage.
Enter: "Ready.. Go!" appears over a stationary pacman's head Taunt: The ghosts start laughing at the other guy Victory: The screen simply flashes.
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Bruce Irvine
Bruce is an ex-kick boxer who is now wanted for several international crimes. Lei Wulong is the officer assigned to hunting down Bruce, but the Kick boxer enters the Tekken tournament to win more money to fund is illegitimate schemes.
Strategy: Bruce is an in your face type fighter. He should be in melee range at all times. The Foot Bazooka move is a fast way to travel across the screen, closing distance on distance fighters.
Combos: Chain Combo, Tornado Uppercut Sweep Combo, Leg Slicer, Tornado Uppercut Chain Combo, Launcher, Air Combo, Sledge Hammer Sweep Combo, Slicing Cannon Chain Combo, Bruce Special x 3, Killing Blow
Similar Fighters: Sakura, Kyo, Joe Higashi
Stats: Power*: 7 Energy: 3 Defense: 4 Speed: 6 Strength: Weakness: Ratio: 2 Size: M
Special Moves: Foot Bazooka*: Pushes off with his back foot and flies forward with a flying kick Sledge Hammer*: Jumps upward for a falling kick. Cannot be blocked low. Like Kyo's RED Kick(A) Tornado Uppercut*: A jumping uppercut. Basic dragon punch. Leg Slicer: A basic sweep kick that knocks the enemy up a little instead of knocking down. Block low Bruce Special: A series of elbow strikes and sweeping punches. May be up to 4 blows
Basic Throw: Grabs his enemy for 4 knees to the gut
Launcher: Hops up a little with a knee jab
Hyper Attacks: Slicing Cannon*: Does a low spinning leg slicer (6 hits), followed by two quick Tornado Uppercuts for 5 hits. Dynamite Gloves: Chargable for damage. Dashes forward when released for a quick flurry of punches. 18 hits possible. Long recover Gives a Super Armor of 1 during the Dynamite Gloves only. Killing Blow: Dashes forward (C) for a series of blows ending with a Leg Slicer and a Foot Bazooka. 12 hits
Enter: Does some practice punches and kicks Taunt: Hops up and down on one foot Victory: Kicks and does a victory uppercut
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