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The Ultimate Jin Kazama/Heihachi Mishima Tag Team Strategy Guide
For Tekken Tag Tournament. Vision 3.0 written by Chucky. 
chuckyexpress@hotmail.com
22/07-99-12/05-2000 This file file must be viewed in monospace typeface. 
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Copyright 1999, 2000.


No part of this faq may be reproduced for sale, compilation, or any other form 
of commercial/non-personal distribution without express permission from the 
author. Reproduction of this faq in any form by game magazines is a direct 
violation of the applicable copyright laws. Copies of this faq and the 
information within may be freely distributed throughout the Tekken community.




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Table of contens:
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--------------
1.0 -prologue-
--------------

--------------
2.0 -Commands-
--------------
       -Abbreviations-
       -Throws-   
       -Crouch Dashing-
       -Throw game-

--------------------------------
3.0 -Why the Jin/Heihachi team?-
--------------------------------         
           -Introduction of Jin Kazama-
           -Introduction of Heihachi Mishima- 
           -Jin Kazama Strengts and Weakneses-
           -Heihachi Mishima Strengts and Weakneses-
           -Jin Kazama Basics-
           -Heihachi Mishima Basics-
           

-------------------------------------
4.0-Jin Kazama profile and 
indepeth analyse of moves and throws-
-------------------------------------
                             -Profile-
                             -Storyline-
                             -Movelist-
                             -Special Attacks-
                             -Throws-
                             -Strings-
                             -Devil Jin-


------------------------------------
5.0-Heihachi Mishima profile and
Indepth analyse of moves and throws-
------------------------------------
                               -Profile-
                               -Storyline-
                               -Movelist-
                               -Special Attacks-
                               -Throws- 
                               -Strings-
                                  

-------------------------------
6.0 -Basic strategy for
Jin Kazama and Heihachi Mishima
-------------------------------
                      

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7.0 -Credits-
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1.0 prologue
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Well this should be your ultimate strategy guide for the Jin Kazama/Heihachi 
team, this guide is appiling to the person who knows the basics on how to play 
Tekken, otherwise i suggest you find a basic TTT guide on the net so you would 
know things like how to get up from the ground the right way or how to 
crouchdash, the person dosen't has to be a total encyclopaedia in Tekken but as 
said above has to know the basics in the Tekken series. 

In this Jin/Heihachi Tag Team guide you will only find strategy against other 
players in VS mode and not how to beat the computer or how to get the fastest 
time in time attack, what it will teach you however is how to be a succesfully 
Jin/Heihachi team + gamestrategy, indepht analyse of each move Jin or Heihachi 
possess, juggles, okizme and much more, with that said let's get on with the 
guide.







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2.0 Commands:
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f -  tap forward    F -  hold forward
b -  tap back       B -  hold Back
u -  tap up         U -  hold up
d -  tap down       D -  hold down



d/f - tap down and forward     D/F -  hold down and forward
d/b - tap down and back        D/B -  hold down and back
u/f - tap up an forward        U/F -  hold up and forward
u/b - tap up and back          U/B -  hold up and back






-Abbreviations-





QCT      - quarter circle toward  (d,d/f,f)  
QCB      - quarter circle back  (d,d/b,b)  
CD       - crouch dash  (f,N,d,d/f)          
BS       - back spring  (b/f) (instant recover from attack)
SS       - sidestep  (u,d)
TR       - tech roll  (either 1,2,3,4 must be pressed imittedlly the 
           moment you land on the ground)                        
FC       - full crouch
N        - neutral  (no directions pressed on the joystick) 
WS       - while standing (from a crouching posistion) 
~        - the command must be done right after,(no delay)
U        - Unblockable






1=Left Punch   3=Right Punch
2=Left Kick    4=Right Kick 
5=Tag Button  
              

-Levels-

h = High Move
m = Midium Move
l = Low Move
U = Unblockable


-Throws-

f-throw    = forward throw
b-throw    = back throw
ls-throw   = left side throw
rs-throw   = right side throw 







-Crouch dashing-

When playing with the Jin/heihachi team the first thing you must learn is that 
crouch dash is what makes Jin and Heihachi so strong(Wind God Fist and Hell 
Sweeps), and to be succesfull with both Jin and Heihachi you got to learn to 
perfect the art of crouch dashing(f,N,d,d/f(D/F), as they both very much relia 
on the crouch dash motions like Jin's Standing Tsunamikicks/Hell Sweep(s) mixup 
and his WGF/EWGF, also Heihachi needs his crouch dash mixup to survive like his 
WGF and his powerfull Hell Sweeps. 
While doing a crouch dash motion Jin/Heihachi will go under any high attacks, 
making it a very ideal way to get and attack in on your opponent, when doing the 
crouch dash motion it's also possible to delay the punch/kick at the end for 
about a quarter of a screen by holding D/F. 







-Throwgame-

Throws has always played an importent role in the Tekken series and in 
TekkenTagTournament it's no different, Jin and Heihachi share the same throw, 
the Stone Head throw, which it's by far there's best throw as it takes a two 
button simuliation to escape it(1+2), use throws to suprise people off gaurd or 
on opponents who like to block standing all the time,(much more on the throw 
game later in the guide.) 





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3.0 Why the Jin/Heihachi team?
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In Tekken Tag Tournament you have the choise of choosing from over 30 characters 
from Either Tekken 3 or returning ones from Tekken 2, so with 30+ characters why 
should you choose Jin and Heihachi for a tagteam?, well first of all Jin and 
Heihachi are a special team like Paul/Law or Nina/Anna meaning that when team up 
togheater they can do special moves that no one else can do besides that 
Jin/Heihachi seam to work acretibly good together, with a combination of 
speed,power and both being able to crouchdash, also having some of the best 
jugglepontial in TTT both offensev and denfensev, and Jin's Devil Stance can 
only be done when teamed up with Heihachi, the Jin/Heihahci team may in the 
right hands be a dangerious mixture of two of the the most powerfull characters 
in the intire game IF you learn to control them right, and that's what this 
guide is made to help you with. 

The first thing you should know when playing the Jin/Heihachi team is that they 
share over 7 identical moves (after all Heihachi is Jin's grandfather), the 
Shining Fists(1,1,2)the Demons Slayer(1,2,2)the Wind God Fist(f,N,d,d/f+2)the 
Thunder God Fist(f,N,d,d/f+1)the Demon Scissors(4~3)The Tsunami kicks(WS+4,4)and 
the left Tsunami kick(f,f+3) but don't let that looks of the moves fool you, 
eventhough the moves look ecsactly the same, the damage,level and priority is 
far from the same, also Jin and Heihachi possses the two best moves in TTT, 
that's right im talking about Jin's Demon Steel Pedal(b+4)and Heihachi's Wind 
God Fist(f,N,d,d/f+2), if you learn to master and use thoose two moves and alot 
of other moves correctly, commbined with tagtics and cleverness your on a sure 
way to victory.





Biggest differences from Tekken 3 to Tekken Tag Tournament: 
Jin. 
new moves:
DSP(b+4)
Corpse Thrust(d/b+1)
Parting Wave(b+1)
Devil Stance, (can only be preformed with Heihachi on team)(b+1+2,2,2,3)
Tweaked moves:
Laser Scraper Combo: now even easier to get out of the stun on counterhit.
Hell Sweep(s): the Hell Sweeps now has to connect as a counter or Jin has to be 
up very close to his opponent for the Hell Sweep to juggle. 

Heihachi. 
new moves:
Dark Thrust(WS+2)
Alter Splitter(b+1)
1-2 jabs to kick(1,2,4)
Demon Executer(1,2,2,1+2,SS)
Tweaked moves:
WGF: the WGF now hits special mid instead of mid.
Hell Sweeps: the Hell Sweeps can now be blocked low anytime during the sweeps 
and cause Heihachi to loose his "stance".






-Introduction of Jin Kazama-

Jin is mixture of Kazuya and Jun, Jin got his power from his farther and his 
speed from his mother and juggle starters from both, and with both power,speed 
and good jugglepontential combined togheter Jin is a very powerfull character to 
look out for, besides his powerfull jugglestarters and his 5+ tag moves he also 
posses 3 moves witch stuns his opponent on couterhits, and a reversal that makes 
Jin's arsenal almost perfect and arcubly one of the best characters in Tekken 
Tag Tournament, but remembet when played right a Jin player can be devestating 
and almost impossibly to beat, while in the wrong hands nothing more than a sak 
of pottatoes getting tossed around. 

So how do you learn to be devasta1ting whith Jin?, well that is where i come in 
and hopefully you will learn something, if you want to learn it all you have to 
read the guide carefully as i later on will try explain every move that is in 
Jin's arsenal, but don't forget that this is also a guide for Heihachi and 
learns you how to play well as a team.  







-Intruduction of Heihachi Mishima-

While Heihachi lacks the speed and good defensiv play that Jin posseses, he 
surdenly makes up for it with his power and devestating jugglestarters, people 
often disagree with the poweres of Heihachi and says that Heihachi isen't much 
to cheer about and he can't even reach the level of the other combants in Tekken 
Tag Tournament, well that couldn't be more untrue, in fact he could be one of 
the deadliest, IF you play him right. Be sure to read the guide fully so you 
will understand all of his stenghts as well as his flaws, Of course Heihachi has 
his Strenghts and weaknesses like every other character in the game. And later 
in the guide i would try to explain some of his mayor Strenghts and weaknesses.



-Jin Kazama Stenghts and Weakneases-







Strengths:

To succesfully whith Jin you must perfect all of his moves knowing exsactly when 
to strike, Jin's main power lyi in his Laser Scraper combo(b,f+2,1,d+2), if you 
manage to get a counterhit you can juggle for over 90 points of engergy but is 
easy to break of (much more on that later on in the guide), also his new move 
the Demon Steel Pedal(b+4) plays an very importent role in Jin's arsenal and 
totally blows all the compotition away the main priorities about is it's quick 
to throw out and has great recover time, and it will stop ANY attack your 
opponent uses, and if you manage to hit your opponent with a counterhit you have 
the option to juggle for 40-50 points worth of damage, it can even be used as a 
okizme weapon SWEEET!
(more on that later heheh.)

Besides the stun juggle starters he has his Standing Uppercut(WS+2) witch you 
can use if you succesfully block a low attack pop em' up in the air for huge 
damage pontential, he also posses the Shining Fists witch is atentilcde to 
Heihachi's use em as a poking weapon or just to reatilate as they come out 
lighting fast, and if you wanna go for a bit of the cheesy stuff throw out the 
Hell Sweeps whitch are forcing your opponent to block low,or try out a mean 
guessinggame whith the White Heron Combo making your opponent guess whether to 
block high or low?, Jin also posseses a reversal that makes him able to reverse 
mid and high attacks witch only Paul,Nina,Anna and Wang also has in TTT, and now 
in TTT he's even given a low parry making his defense even stronger. 

Further more jin problobly has the two best Unblockable's in the intire game, in 
Tekken 3 however they were as good as useless and you had to have a really good 
day for them to connenct well in TTT is a hole other ballluegue as they work 
exelent on people how just tagged in and will be more than suprised when they 
just lost 40-80 of there energi bar(more on that those two moves later in the 
guide), Jin also playes an execellent throw game as he can reach longer than the 
most other charteres and posses the stonehead throw witch is also in Heihachi's 
arsenal witch require both left and right punch at the same time to break out 
of, and don't foreget when teamed up with "old daddy cool" Jin has the abillity 
to go into his Devil Jin possition.(scary!)  






Weaknesses:

Jin's biggest Weakness is probrobly his Wind God Fist whitch hits high making it 
very dangerously just to throw out as the opponent has a 1000 ways to punish you  
if he duckes it, another downside with Jin's WGF is if you land a counterhit the 
opponent will fly half across the screen making it impossible to juggle 
afterwards, so the only way to make it hit midium is to go into Jin's Devil 
Stance(read on later in this guide), his Hell Sweeps has also been toned down 
and have to hit as a counter or Jin has to be very close to the opponent if not 
he will stagger making it possible for the opponent to retaliate against you 
afterwards, another big flaw about Jin is if the opponent blocks your side step 
move the Tooth Fairy(SS+2) you will find your self to be in a world of troubles, 
as the opponent has the ability to retiliate against you or even throw you as 
this move takes forever to recover.

It's also now much easyer to escape the Laser Scraper(b,f+2,1,2(d+2) than it was 
in Tekken3 even if it hit as counter, another weakness is that since his Wind 
God Fist hits high he dosen't have any quick mid hitting jugglestartes, sure his 
Standing Uppercut(WS+2) but you have to be in a full to inishinate it witch 
isen't exesactily fast to execute, then there's his Can Can Kicks but they hit 
"special mid" like Heihachi's Wind God Fist witch mean you can block them both 
standing and chrounching besides they don't have much range, other than that 
he's a very dangerious character if played right.   







-Heihachi Strenghts and Weaknesses-


Strengths:
 
As the no.1 juggle master of the intire game, most of your strategy when playing 
as Heihachi should be to either be offensive and go for juggles during almost 
the whole fight,or to play defensive and wait for your opponent to make a 
mistake and retaliate with a combo starter, both strategies works exelent, i 
myself play a very offensive Heihachi pressuring the opponent during the whole 
fight, but as said above you can also play Heihachi defensevly and catch up on 
opponent's mistakes. 

Heihachi has gotten three new moves witch two of them is very usefull, his new 
AlterSplitter whitch stuns then opponent long enough for you to get a throw in 
or a quick attack, his other move the Dark Thrust works kinda like Kazuya's Gut 
Punch if you land a counterhit the opponent will be stunned long enough for you 
to throw out Heihachi's Power Punch(d,d/f,f+2) or another of his powerfull 
moves, Heihachi's best Move and the best move in TTT for that matter is his Wind 
God Fist witch hits special midium in TTT but still a very powerfull form 
Heihachi, this is the move your opponent will hate you for as if you learn to 
use it right it will hit nine out of ten times for big frustration for your 
opponent ohh and don't forget that this is problobly the best tag move in the 
intire game heehee, then there is the Tile Splitter witch is similar to paul's 
and the ultra fast Shining Fist whitch have mayor prority and hey don't forget 
about the Hell Sweeps Heheh. 

Heihachi has a few ways to juggle the opponent up in the air. His main ones 
include The Wind God Fist, witch should be your most used juggle starter, the 
Demon Uppercut whitch should be executed from a distance and last the Twin 
Pistons whitch can be used very well both offensive and defensive. Heihachi also 
has one of the meanest okizme in TTT learn to use his power,his strong 
"tagjuggles" and okizme right and your on a great winning streak in your arcade.  






Weaknesses:

One of Heihachi's main weakness in TTT is that both his Wind God Fist and his 
Hell Sweeps has been toned down from Tekken 3, and also a lack of an reversal, 
this often forces you to play a more offensive gameplay unlike Jin who play 
defense very well, again Heihachi has his Demon Breath  witch is also not as 
fast as in Tekken 3 that work's sort of like a reversal but is not quick enough 
to catch strings of punches and kicks, Heihachi has got his Auto Reversal 
though, whitch only works when you get hit by a mayorcounter right kick then 
Heihachi will automaticly reverse it if you press f at the same time, but that 
isen't much usefull as it only takes about 10 procent more damage to the 
opponent as to Heihachi(more about his Auto Reversal later in the guide). 

Also his lack of a sidestep move isen't the best although you can use his Demon 
Breath for Side Stepping but it dosen't even compare to other characters like 
law's or Nina's side step attacks, so if your get to sidestep around your 
opponent go for a throw insted, as said above his Wind God Fist has also been 
slightly toned down it now hits "special mid" like Kazuya's witch means if you 
hit a crouching opponent he will just wiffer back and not be juggled, but it's 
pretty safe to throw out anyway as the opponent can't retaliate afterwards as 
Heihachi recoverers to fast, but the good thing about it hitting SM is that its 
now inreversebel, Also his Hell Sweeps are toned down quite a bit, it now has to 
be a counterhit for the hole string to go in, if it isen't a counter you can 
throw Heihachi of the stance any time and he will stagger back and the opponent 
can sometimes retaliate against you with a quick attack all the opponent has to 
do is just block low, other than that Heihachi is a very powerfull character 
inded.




-Jin Kazama Basics-




Onlike Heihachi Jin is a very quick character and playes both offensev and 
defense very good, below i will try and descripe Jin's five main priority moves 
Jin's new move in TTT the Demon Steel Pedal(b+4) and his Laser Scraper 
combo(b,f+2,1,2d+2),his Shinning Fists witch are similar to Heihachi'sthe Demons 
Paw, and Jin's best low attack The Hell Sweeps all the move are vitial to Jin 
and nesesary if Jin must survive angaist an expert player.   





Demon Steel Pedal:
This is Whitout adout Jin's best move, it's a new move Jin's be given in TTT and 
it TOTALLY ROCKS, this move is so overpowered in any way and acutlly replaces 
the Tsunami kicks(d/f+4,4) totally, first of all it hits midium and almost so 
low as Ogre's f,f+1+2 meaning that its awesome for okizme, it also comes out 
really fast and has an exellent recovery time, it also staggers if blocked, it 
is also very quick and easy to do(b+4), secondly this move will stop ANYTHING! 
The opponent throws at you, if you get a normal hit your opponent will just take 
avarage damage, and if he blocks it he will staggers back so Jin can't be 
retaliatet against so, however if you manage to get a counter hit whitch is 
fairly easy as it stops anything you have the option to juggle afterwards for 
about 40-50 points worth of damage, and with the great recovery time Jin has on 
the Demon Steel Pedal it's fairly safe to throw out. 

The DSP also works exellent after a punch or kick reversal or any of Jin's 
throws, meaning if the opponent dosen't get up the right way, straight after the 
reversal or the throw they will get hit by the DSP for sure, another exellent 
thing about the DSP is that you can use it as an okizme weapon, when you 
opponent just have been sent to the floor and dosen't Tech roll the first cupple 
of seconds a hit with the DSP is actully guarentied, and if they have laid on 
the ground longer run up to them and if they dare to move an inch they will eat 
the Demon Steel Pedal for sure, further more the big guys like Kuma/Panda True 
Ogre and the Jacks will always get hit even if they lie still on the ground, 
the DSP is also 100 procent guarenteid if you manage to hit your opponent with a 
1+2 in Jin's Devil stance, it also works great to mix up between the Demon Steel 
Pedal and the Demon Scissors(4~3) first you run in every time whit the Demon 
Steel Pedal and chrush them every time they try to rise from the ground then 
after a wile they will just lie still then throw out the Demon Scissors whitch 
hit on the ground every time(much more on thoose tecqunics in the okizme section 
later in the guide.) 

The only downside of the DSP i can remember of is that it's not safe to throw 
out when playing against King as you can't pull an attack reversel 
reversal(chicken) on your kicks on Kings kick reversal, also keep in mind when 
using the DSP to always have your attack reversal reversal ready when going up 
against opponents with reversal like Jin,Paul,Nina,Anna and Wang.






Standing Uppercut:
The Standing Uppercut is defently one of the best WS attacks in TTT, and plays 
an importent role in Jin's arsenal, it dosen't hold the power like Kazuya's Gut 
Punch(WS+2), but makes up for it that it dosen't have to hit as a counter, witch 
makes it easy to juggle afterwards, and Since the Wind God Fist hits high the 
Standing Uppercut is without a douth Jin's best jugglestarter, this midium 
hitting move is both quick in execution and also a great "tag" juggle starter, 

The Standing Uppercut can be used as an offensiv attack weapon, but the real 
power lies in when you use it defensiv, since you can only use the Standing 
Uppercut in a full chrouching animation, one of it's main powers lie in to 
retaliate against your opponent if you succesfully block low attacks with long 
recovery time like Law's Dragon's Tail, Kings Ali Kicks or Paul's Falling 
Leaf(heheh), or even if your opponent throws out a rising low attack, it's also 
guirentied if your opponent makes an amtemptted throw against you and your 
crouching, then  throw out the Standing Uppercut and pop em' up in the air and 
then either "tag" Heihachi out and make him finish the combo, or just finish the 
juggle with one of Jin's own combos for about 60-70 procent.      






Twin Lancers:
The Twin Lancers is another importent move of Jin's, these mid hitting punches 
comes out incretibly fast like his Shining Fists and if the first punch of the 
Twin Lancers hit so will the next, they also have great recover time, meaning 
that your opponent has no chance to reteliate against Jin afterwards, but note 
they can be reversed and also perryed by both Law and Lei, so be carefull and 
use them wisely. 





The Twin Pistons should only be used in close combat as they have almost no 
range like the Shining Fists, they seem to work great when you start a round as 
they are fast to come and your close too your opponent, alos use the Twin 
Pistons to get closer to your opponent as Jin sammusetationrusly moves closer to 
the opponent and then also making them great for a poking weapon. 






Laser Scraper Combo:
To use Jin's skills 100 procent, a great deal of your strategy should involve 
around this powerfull punch combo, although tuned down in TTT making it now 
easyer to escape and less damage it's still one Jin's priority punch combo's and 
you can still delay the hole combo making it hard for your opponent to guess 
when to reverse it or even if they reverse it just have your attack reversal 
reversal ready, if you manage to get a counter in on your opponent you should 
easyli get a 90-95 procent of your opponent's enerigi bar onless of course they 
know ekcsaklly when to break out it, by either doing one of Jin's damageing 
combos or let Heihachi finish it. The best way to use the Laser Scraper is to 
put out the first two punches(b,f+2,1) and watch if they hit as a counter, if 
they do press d+2 or try going for the Wind God Fist to either "tag" Heihachi 
out or finish the combo yourself, when throwing out the two first punches and 
they dosen't connect as a counter press 2 afterwards but again always be ready 
to "chicken" the last hit, as it will knock them far enough away so they can't 
reataliate against you also have option of delaying the last hit tricking the 
opponent to eat the last hit. 







Shining Fists:
The Shining Fists is one of the best moves in Jin's arsenal, it's lighting fat 
in execution and have a decent range, the Shining Fists can both be used 
defensiv and offensiv and even as a poking weapon, the first two punches hit 
high and the last mid, the punches has good damage and knocks the opponent down 
and you should use it mostly when your in close combat, another great potential  
the Shining Fists has is that it works incretbly good as a retiliation move when 
you succesfully have blocked a high or mid move throw the Shining Fists out, if 
the first punch of the series hit the two next are guaranteed, you can either 
put all three jabs out but if your opponent blocks it he can retaliate against 
you, you can also delay the third hit of the Shining Fists so it's much safer to 
just put the first two jabs out and if they try to attack you throw in the last 
punch, if the opponent just stand and block start the punches over again for 
even more fusration.






Reversal:
Ahh Jin's reversal simply can't survive without it hehee, no seriously Jin's 
reversal is very usefull inded, with the new attack reversal reversal(chicken) 
installed it's now less powerfull but still some thing's like the standard 
rising kick can't be ARR, also when fighting against a Yoshimitsu player and 
manage to reverse the sword it can't either be ARR, use the reversal when you 
are sure that people will attack and then afterwards go for a DSP for a almost 
guarentied hit.






Demons Paw:
One of Jin's best and most used all around moves, it's fast take good damage and 
has great range, throw it out like Paul's Death Fist once in a while if it hits 
normal the opponent will just fall to the ground but if it hits as a counter 
they will be knocked half acroos the screen making it possible for a run follow 
up, just always have your attack reversal reversal ready when useing it and 
watch out for Law's b+1+2 perry's, the Demon's Paw also work's great in juggle 
endings and even as an okizmeweapon, as with Heihachi you can sometime pull the 
f,f+(2)(1+2) mix up off when your in close with the opponent tricking him to a 
chrouch when the Demon's Paw has the same f,f motion as the Stone Head.







White Heron Combo:
Ahh the good old'Jun Kazama classic combo back from Tekken 2 witch Jin now have, 
the combo have two purpeses either to put out on the ground normally or to use 
it in juggles, it actully works best both ways, when useing it on the ground you 
have the choise of either going for the 1+4,2,4 witch the last hit hits mid and 
if the opponent block low he will be knocked down always remember though to have 
your attack reversal reversal ready when playing against Paul,Nina,Anna,Wang and 
Jin and if your up against King do use it to much as you can't "chicken" King's 
reversal, or you can go for 1+4,2,d+4 whitch hits low and if your opponent 
blocks high then making it possible for a immitily 1+4,2,4 combo follow up, note 
it's quite risky to go for the 1+4,2,d+4, if the opponent blocks low Jin will 
stagger and the opponent can reteliate against you, it's also dangersly if your 
opponent knows how to low perry, so use it carefully and don't abuse it or you 
can be punished bad, now on to the useing the White Heron Combo in juggles, it 
works great after one Hell Sweep(f,N,d,D/F+4) or the Can Can kicks and if the 
Hell Sweep or the Can Can kicks hits as a counter you can "quickrise" the last 
mid kick making it almost guanteet for a Demon Steel Pedal(b+4) but instead of 
completing the hole White Heron Combo you can also try only to do three parts of 
the combo(1+4,2) and then go for another ending like the Demon Steel Pedal(b+4)






Tooth Fairy:
The Tooth Fairy is defently one of the best SS attacks in TTT, Jin got this 
great move whitch is also a "tag" move from his mother Jun, it hit's midium and 
easy to preform as it only recuiqres one button to execute it, throw the Tooth 
Fairy out when you have side steped one of your opponent's moves succesfully 
then either "tag" Heihachi out to let him complete the juggle or finish it your 
self. 

The main flaws about the Tooth Fairy is that it has a terrible recovertime, 
meaning that if your opponent blocks it, your pretty much f*cked as they can go 
for just about any quick attack or throw, also Jin dosen't come as close to the 
opponent as Law's SS+3+4 or Nina's SS+1+2 attacks, again making it very risky if 
the opponent blockes it as it has so awefull recovery time.    







Hell Sweeps:
In Tekken 3 Jin's Hell Sweeps coulen't his match the skills of his grandfather, 
as Heihachi had the oppritonity to mix low sweeps to mid hitting power moves in 
over three ways and could even use the Hell Sweeps very effecttevly in juggles, 
now in TTT Heihachi's Hell Sweeps is easy to block because of the new stagger 
system, and that makes Jin's Hell Sweeps on almost on the same level, Jin can 
also be staggered out of the stance and reteliatet against at any time if the 
opponent blocks low, further more it's range has been toned down like Paul's 
Falling Leaf, meaning that you have to hit with the Hell Sweeps as counter or to 
be very close to the opponent for it to even sweep, if you manage to hit your 
opponent he will be hit first low then high and fall to the ground and don't do 
much damage, so it's better just to put out the first part of the Hell 
Sweeps(f,N,d,D/F+4)and then go for a White Heron Combo mix(see juggle section 
for more details.) but don't overuse to much as it can be both staggered if your 
to far away or the opponent blocks the first hit, or he chooses to low parry it.   






-Heihachi basics-




One thing you should keep in mind when playing Heihachi is that he's not as fast 
as the most other character's in TTT, hell i like to see you do a jumping power 
bomb at 73 years of age(or just now), so to not make it totally unrealistic 
NAMCO disited to slow him down a bit down, he has pretty good recovery time on 
most of his moves and has a great mix up of devestating low and mid hitting 
power moves.  






Wind God Fist.
Well the WGF should be your main choice for a juggle starter, the WGF has always 
played an importent role in Heihachi's arsenal, and has always been the move 
with highst priorty in Tekken 1,2 and 3, in though tuned down to a special mid 
in TTT it's still the best move in TekkenTagTournament in my opinion, that's 
right Paul players better than the Death fist, what makes the WGF so exellent is 
that first of all it's a crouchdashing move, meaning that Heihachi will go under 
any high attacks, you can also delay it for about a quater of a screen, and now 
in TTT it's even a tagmove so you can juggle for more damage, when you compare 
Heihachi's WGF to Jin's WGF, there is a world of diffrence as Jin's WGF hits 
high making it a highly dangerious move menining you can duck it and retiliate 
against him, also when you connect with Jin's WGF and as counterhit the opponent 
will fly half across the screen making it impossibly to juggle afterwards, well 
fortunaly this is not the case with Heihachi's Wind God Fist. 

As said above the first thing you should know about Heihachi's WGF is that it 
now hits special mid, i desided to rate it a five star anyway cause it's still 
Heihachi's and probrobly the games best all around move, as said above in TTT 
it's been toned down quite a bit, meaning that if the opponent ducks he just 
stackers back when hit instead of popping up in the air, this dos not mean that 
Heihachi can retaliated afterwards, cause if the opponent get's hit wille 
crouching he will be pushed back so far and Heihachi will recover so fast that
the opponent can't counter against you, also if the opponent blocks the Wind God 
Fist Heihachi is in no danger as he recovers very fast, another good thing about 
it that you can now throw the Wind God Fist out and "tag" Jin in afterwards for 
huge combo potential, note that the WGF is reverseble so always have your Attack 
Reversal Reversal ready and get your opponent ready for a "chicken", so in my 
opinion all in all the Wind God Fist is the move with highist praority in 
TekkenTagTournament. 







Tile Splitter:
I deseted to rate the Tile Splitter and Hammer Punch sepretly as the Tile 
Splitter alone has so many potentials that  it'l shock you and defentenly 
deserves a place on the "top 5 best moves of Heihachi", first of all it's an 
evil okizme tequiniqe, use it when poeple try to get up from the ground, you can 
axeyouly kill a "newbee" in Tekken just by using this move as the wont now how 
to get up right hee hee, it also works great after a Stone Head throw for more 
damage, it also quite usefull as a poking weapon as it is fast hit's mid and has 
desent range and  also works great after juggles and last it will always hit the 
big guys Kuma/Panda, Gunjack,Jack2,Pjack and True Ogre when there on the ground. 
Much more on this move in the okizme section.







Demons Breath:
The Demons Breath is one of the best moves in Heihachi's arsenal, this powerfull 
mid hitting move comes out lighting fast and is easy to do as it requires no 
joystick motion, although it's been toned down quite a bit it's now a little 
slower than in Tekken 3, but still one of the fastest attacks in TTT, and though 
the speed of the Demons Breath has been toned down, the recover however is now 
much faster, meaning that you can now use it in juggles forexsample f,f+2,-1+2-
,f+1,b+2,1, if you hit with the Demons Breath as a counter the opponent will fly 
half acoss the screen making it possible for a f,N,d,d/f+3(d+3) or a d+4 follow 
up, note that this is in no way guanrentied as you can now BS it in TTT for a 
insteanst recover, the Demons Breath should be mainly used to counter opponents 
when they try to attack but note that it can be reversed so always have your 
attack reversal reversal ready, the Demons Breath sort of works like a reversal, 
it works great if your opponent blockes an attack you throw out, then throw it 
out for a superfast retaliation move but only use it when in close against your 
opponent cause it has almost no range, this move should be used a least a couple 
of times douring a fight.







Twin Pistons:
The Twin Pistons is another of Heihachi's best moves, although the damage is
slightly toned down from back in tekken 2 it still rocks, it's best used 
defensly, it hit's mid and if the first punch goes in the other is garentied, 
it's best used when you block an attack from your oppoent that has slow recovery 
quickly throw it out and juggle your opponent up in the air for a fat 60+ combo, 
you can also use the Twin Pistons offense but that's not the greatest idea cause 
if the oppoenent block he can easyly retaliate of it with just about any quick 
move.







Hell Sweeps:
In Tekken 3 Next after the Wind God Fist the Hell Sweeps was Defently Heihachi's 
best weapon(and most evil), the Hell Sweeps has always played a big role in 
Heihachi's arsenal it was best used in Tekken 3 the only bad thing to say about 
it was that it could be lowcancalled at all times, now in TTT it's not as 
usefull cause if you want the hole combo to conect as to be a counter, and if 
it's not a counter the only thing you have to do is to block down and Heihachi 
will be thrown out of the stance, when used in juggles it can take very good 
damage but also works great on ground, after a Hell Sweep you can either do one 
or two more or break into a midium attack, going into a mid attack after just 
one Sweep isen't the great's idea though, as it can be easyli spotted, it's best 
used after a second Sweep and then to a Dragon Uppercut as you can always put a 
Demon Breath in after the Dragon Uppercut unless it hits as a counter, but also 
works great after a third, also note that if you just keep throwing out Hell 
Sweeps and relying on them to much the opponent will catch to your pattern and 
punish you at the end so be carefull and use them wisely, and also note that the 
thrird hit of the Hell Sweeps will no longer hit a laying opponet as it did in 
Tekken 3, Even though the Hell Sweeps no longer works as good as in Tekken 3 
it's still a very usefull move in Heihachi's arsenal.



--------------------------------------------------------------------------------
-Jin Kazama Profile and indepth analyse of Moves and Throws-
--------------------------------------------------------------------------------

Name             : Jin Kazama
Country of Origin: Japan
Fighting Style   : Advanced Mishima Style Karate Kazama Style Defense
Age              : 19
Height           : 6'
Weight           : 169 lbs
Bloodtype        : Ab
Occupation       : Martial Arts
Hobby            : Forest Bathing
Likes            : Mothers Precepts   
Dislikes         : Deceving Others


-Jin Kazama Movelist-


Movename:             Command:          Level:     Damage:

1-2 jabs              1,2               h,h        6,8
1-2 jabs to knee      1,2,4             h,h,m      6,8,?           
Demon Slayer:         1,2,2             h,h,h      6,10,18
Shining Fists         1,1,2             h,h,m      6,8,18
Arching Roundhouse    4                 h          30
Standing Uppercut     WS+2(tag)         m          18
Twin Pistons          WS+1,2(tag)       m,m        10,15
Twin Lancers          d/f+1,2           m,m        10,16
893P                  f+2               m          18             
893P Knee Kick        f+2,4             m,m        18,10
Tooth Fairy           SS+2              m          16
Wind God Fist         f,N,d,d/f+2(tag)  h          25
Electric WGF          f,N,d,D/F+2(tag)  h          30
Thunder God Fist      f,N,d,d/f+1       m          35
(TGF to Side Kick)    (3)               m          20
(TGF to Hell Sweep)   (4)               l          12
Demon's Paw           f,f+2             m          27
Laser Scraper         b,f+2,1,2/d+2(tag)m,m,m      18,14,24(15)
Shoot the works       1,2,3,4           h,h,m,m    6,10,25,30
Shoot the works upper 1,2,3,f+2         h,h,m,m    6,10,25,10
White Heron Combo     1+4,2,4           m,h,h,m    5,10,10,21
White Heron Comco low 1+4,2,d+4         m,h,h,l    5,10,10,14
Demon Steel Pedal     b+4               m          21
Standing Tsunamikicks f,N,d,d/f+4,4     m,m        ???
Hell Sweeps           f,N,d,D/F+4,4     l,m        15,18            
Hopping Kicks         u/f+4,4,4,4       m,l,l,m    25,15,12,25
Running Side Kick     f,f,f+3           m          30
Can Can Kicks         d+3+4             m,m        5,20
Knee                  f+4               m          12
Corpse Thrust         d/b+1             m          24
Demon Scissors        4~3               m          25
Arching left          f+3               h          35
Parting Wave          b+1               m          24
Double Axe Kick       d/f+4,4           m,m        10,16
Rising Double Axe KickWS+4,4            m,m        13,21
Left Axe Kick         f,f+3             m          23
Spinning God Fist     b+1+4             U          40
SuperSpinning God Fistb+1+4             U          80
Reversal              b+1+3orb+2+4      0          0
Corpse Splitter       u/f(u)(u/b)+2+4   0          0
Electric Guard        b+1+2             0          0
Ultimate Tackle       WC+1+2            0          5               
(UT to Arm Bar)       1+2               0          25
(UT to MountedPunches)2,1,2,1,2         0          5,5,5,5,5
(UT to punches to AB) 2,1,2,1+2         0          5,5,5,25



-Throws-

Throwname             Command           Possition   Damage   Escape            
Bitch Kicks           1+3               f-throw     30       1
Shoulder Toss         2+4               f-throw     30       2
Strinking Shino Rage  d/f+2+3           f-throw     35       2
Complicated Wire      QCB+1+3           f-throw     35       1
Stone Head            f,f+1+2           f-throw     33       1+2
Arm Breaker           1+3or2+4          l-throw     40       1
Run Around            1+3or2+4          r-throw     40       2
Mop The Floor         1+3or2+4          b-throw     60       0





-Jin Kazama Special Attacks-





Movename:             Command:              Rating:            Comments:
Shining Fists         1,1,2                 *****              N/A

The Shining Fists is one of the best moves in Jin's arsenal, there lighting fast 
in execution and have a decent range, the Shining Fists can both be used 
defensiv and offensiv and even as a poking weapon, the first two punches hit 
high and the last mid, the punches has good damage and knocks the opponent down 
and you should use it mostly when your in close combat, another great potential  
the Shining Fists has is that it works incretbly good as a retiliation move when 
you succesfully have blocked a high or mid move throw the Shining Fists out, if 
the first punch of the series hit the two next are guaranteed, you can either 
put all three jabs out but if your opponent blocks it he can retaliate against 
you, you can also delay the third hit of the Shining Fists so it's much safer to 
just put the first two jabs out and if they try to attack you throw in the last 
punch, if the opponent just stand and block start the punches over again for 
even more fusration.








Movename:             Command:              Rating:               Comments:
Demon Slayer          1,2,2                 ***                   N/A

Well the Demon Slayer is very similar to the Shining Fists in damage and can 
also be delayed, and like the Shining Fist if the first punch hit the two next 
are also gurentied, it does also has terrible recover time like the Shining 
Fists, so if the you throw them all three punches out and the opponent blocks it 
your in alot of troubles, the three main flaws of the Demon Slayer is that it 
doesen't knock the opponent down on the ground and is not as fast as the Shining 
Fists meaning that you can not use them to retaliate with, also all three 
punches hits high making it very easy for the opponent to duck it all and 
retiate against you afterwards, so you should always go for the Shining Fists 
when you see your chance and not relia to much on the Demon Slayer. 







Movename:             Command:              Rating:               Comments:
Standing Uppercut     WS+2                  *****                 Tag Move.

The Standing Uppercut is defently one of the best SS attacks in TTT, and plays 
an importent role in Jin's arsenal, it dosen't hold the power like Kazuya's Gut 
Punch(WS+2), but makes up for it that it dosen't have to hit as a counter, witch 
makes it easy to juggle afterwards, and Since the Wind God Fist hits high the 
Standing Uppercut is without a douth Jin's best jugglestarter, this midium 
hitting move is both quick in execution and also a great "tag" juggle starter, 

The Standing Uppercut can be used as an offensiv attack weapon, but the real 
power lies in when you use it defensiv, since you can only use the Standing 
Uppercut in a full chrouching animation, one of it's main powers lie in to 
retaliate against your opponent if you succesfully block low attacks with long 
recovery time like Law's Dragon's Tail, Kings Ali Kicks or Paul's Falling 
Leaf(heheh), or even if your opponent throws out a rising low attack, it's also 
guirentied if your opponent makes an amtemptted throw against you and your 
crouching, then  throw out the Standing Uppercut and pop em' up in the air and 
then either "tag" Heihachi out and make him finish the combo, or just finish the 
juggle with one of Jin's own combos for about 60-70 procent.      







Movename:             Command:              Rating:               Comments:
Demon Steel Pedal     b+4                   *****                 N/A

This is Whitout adout Jin's best move, it's a new move Jin's be given in TTT and 
it TOTALLY ROCKS, this move is so overpowered in any way and acutlly replaces 
the Tsunami kicks(d/f+4,4) totally, first of all it hits midium and almost so 
low as Ogre's f,f+1+2 and it comes out really fast and has an exellent recovery 
time, it also staggers if blocked and it can even be used as an okizme weapon, 
it is also very quick and easy to do(b+4), secondly this move will stop 
ANYTHING! The opponent throws at you, if you get a normal hit your opponent will 
just take avarage damage, and if he blocks it he will staggers back so Jin can't 
be retaliatet against so, however if you manage to get a counter hit whitch is 
fairly easy as it stops anything you have the option to juggle afterwards for 
about 40-45 points worth of damage, and with the great recovery time Jin has on 
the Demon Steel Pedal it's fairly safe to throw out. 

The DSP also works exellent after right punch and kick reversals or any of Jin's 
throws, meaning if the opponent dosen't get up the right way, straight after the 
reversal or the throw they will get hit by the DSP for sure, another exellent 
thing about the DSP is that you can use it as an okizme weapon, when you 
opponent just have been sent to the floor and dosen't Tech roll the first cupple 
of seconds a hit with the DSP is actully guarentied, and if they have laid on 
the ground longer run up to them and if they dare to move an inch they will eat 
the Demon Steel Pedal for sure, further more the big guys like Kuma/Panda True
Ogre and the Jacks will always get hit even if they lie still on the ground, 
the DSP is also 100 procent guarenteid if you manage to hit your opponent with a 
1+2 in Jin's Devil stance, it also works great to mix up between the Demon Steel 
Pedal and the Demon Scissors(4~3) first you run in every time whit the Demon 
Steel Pedal and chrush them every time they try to rise from the ground then 
after a wile they will just lie still then throw out the Demon Scissors whitch 
hit on the ground every time(much more on thoose tecqunics in the okizme section 
later in the guide.) 

The only downside of the DSP i can remember of is that it's not safe to throw 
out when playing against King as you can't "chicken" your kicks on Kings 
reversal, also keep in mind when using the DSP to always have your attack 
reversal reversal ready when going up against opponents with reversal like 
Paul,Nina,Anna and Wang.







Movename:             Command:              Rating:               Comments:
Twin Pistons          WS+1,2                **                    N/A

Jin also share this move with his grandfarther but Heihachi's vision is 10.000 
more use usefull, Jin can only throw his Twin Pistons out from a crouch an on 
top of that they have to hit as a counter to even juggle, they also don't knock 
the opponent as far in the air as Jin's other move the Standing Uppercut dos, so 
when you are in a crouch a have the oritunite to throw a move go for the 
Standing Uppercut enstead. 







Movename:             Command:              Rating:               Comments:
Twin Lancers          d/f+1,2               ****                 N/A                                                  

The Twin Lancers is another importent move of Jin's, these mid hitting punches 
comes out incretibly fast like his Shining Fists and if the first punch of the 
Twin Lancers hit so will the next, they also have great recover time, meaning 
that your opponent has no chance to reteliate against Jin afterwards, but note 
they can be reversed and also perryed by both Law and Lei, so be carefull and 
use them wisely. 

The Twin Pistons should only be used in close combat as they have almost no 
range like the Shining Fists, they seem to work great when you start a round as 
they are fast to come and your close too your opponent, alos use the Twin 
Pistons to get closer to your opponent as Jin sammusetationrusly moves closer to 
the opponent and then also making them great for a poking weapon. 







Movename:             Command:              Rating:               Comments:
893P                  f+2                   ***                   N/A

The attack has a little more range than the other of his puches or jabs, as Jin 
reaches him arm longer out than normally, it hits mid and is ok fast so use it 
to punish crouching opponents, the problem with this move is  that you have to 
be in a nutrual position otherwise you will end up doing the first part of the 
Laser Scraper combo instead(b,f+2), in TTT you can also put a right kick in  
afterwareds and the punch hit so will the knee, resulting in a small punch,knee 
combo for extra damage.







Movename:             Command:              Rating:               Comments:
Tooth Fairy           SS+2                  *****                 Tag Move.

The Tooth Fairy is defently one of the best SS attacks in TTT, Jin got this 
great move whitch is also a "tag" move from his mother Jun, it hit's midium and 
easy to preform as it only recuiqres one button to execute it, throw the Tooth 
Fairy out when you have side steped one of your opponent's moves succesfully 
then either "tag" Heihachi out to let him complete the juggle or finish it your 
self. 

The main flaws about the Standing Uppercut is that it has a terrible 
recovertime, meaning that if your opponent blocks it, your pretty much f*cked as 
they can go for just about any quick attack or throw, also Jin dosen't come as 
close to the opponent as Law's SS+3+4 or Nina's SS+1+2 attacks, again making it 
very risky if the opponent blockes it as it has so awefull recovery time.    







Movename:             Command:              Rating:               Comments:
Wind God Fist         f,N,d,d/f+2           ***                   Tag Move. 

Jin's vision of the Wind God Fist sadly dosen't have much in commen with 
Heihachi's Wind God Fist, the two main problebloms about it is that first it 
hits high witch make the crouchdashing guessgame as good as useless as you also 
block Jin's Hell Sweep at the same time, then there's the Thunder God 
Fist(f,N,d,d/f+1) or the standing tsunamikicks(f,N,d,d/f+4,4) witch both hits 
mid but thoose attaks is just to slow and can easyli be seen coming,(though 
there is a way to make the Wind God Fist hit midium,later in the guide read on) 
so it's very risky to throw out if your opponent duck's it, as they can easyly 
retaliate with just about anything, secondendly if you hit with the WGF on a 
counter hit the opponent will fly acroos the screen making it impossible to 
juggle or "tag" Heihachi in, the good thing about though is that it will however 
go under any high doing the f,N,d,d/f motion, and can be used if the opponent is 
gettting up from the ground, and if they miss with a mist mid or low attack as 
you can croch dash making it a long distance move and the oritunity to either 
"tag" out or juggle as the opponent can block after a missed rising attack.   

Electric Wind God Fist.
Jin also has a more powerfull vision of the WGF, the EWGF whitch take about 
procent more than the normal WGF, it still hit's high but on counter attacks the 
opponent won't fly half across and Jin will be still be able to juggle his 
opponets, also if the EWGF is blocked the opponent will stagger. 







Movename:             Command:              Rating:               Comments:
Thunder God Fist      f,N,d,d/f+1(3)(4)     ***                   N/A

The Thunder God Fist is also done with the crouch dash motion(f,N,d,d/f) making 
at a long distance move, this one will also will go under any high attack as Jin 
are crouch dashing, but more importilly the Thunder Uppercut takes about as much 
as Paul's Death Fist on a clean hit making it worth some times throw out just 
for the damage, also this move hits mid, making it alot safer to throw out than 
the Wind God Fist, the recovertime after the TWGF however is terrible, especilly 
bad when followed up by a mid or low kick during the time for the Thunder God 
Fist animation to the mid or low kick you can be hit by almost any quick attack.







Movename:             Command:              Rating:               Comments:
Demon's Paw           f,f+2                 *****                 N/A

One of Jin's best and most used all around moves, it's fast take good damage and 
has great range, throw it out like Paul's Death Fist when you see your chance, 
if it hits normal the opponent will just fall to the ground but if it hits as a 
counter they will be knocked half acroos the screen making it possible for a run 
follow up, just always have your attack reversal reversal ready when useing it 
and watch out for Law's b+1+2 perry, the Demon's Paw also work's great in juggle 
endings and even as an okizmeweapon, as with Heihachi you can sometime pull the 
f,f+(2)(1+2) mix up off when your in close with the opponent tricking him to a 
chrouch when the Demon's Paw has the same f,f motion as the Stone Head throw.







Movename:             Command:              Rating:               Comments:
Laser Scraper         b,f+2,1,2(d+2)        ****                 Tag Move.
                                                                 (Last partd+2)
To use Jin's skills 100 procent, a great deal of your strategy should also 
involve this powerfull punch combo, although tuned down in TTT making it now 
easyer to escape and less damage, and the fact that if the two first hits of the 
combo are blocked the last can be sidestepped, it's still one Jin's priority 
punch combo's and the hole combo can still be delayed making it hard for your 
opponent to guess when to reverse it or even if they reverse it just have your 
attack reversal reversal ready, if you manage to get a counter in on your 
opponent you should easyli get a 90-95 procent of your opponent's enerigi bar 
onless of course they know ekcsaklly when to break out it, by either doing one 
of Jin's damageing combos or let Heihachi finish it. The best way to use the 
Laser Scraper is to put out the first two punches(b,f+2,1) and watch if they hit 
as a counter, if they do press d+2 or try going for the Wind God Fist to either 
"tag" Heihachi out or finish the combo yourself, when throwing out the two first 
punches and they dosen't connect as a counter press 2 afterwards but again 
always be ready to "chicken" the last hit, as it will knock them far enough away 
so they can't reataliate against you also have option of delaying the last hit 
tricking the opponent to eat the last hit. 







Movename:             Command:              Rating:               Comments:
White Heron Combo     1+4,2,4(d+4)          ****                  N/A

Ahh the good old'Jun Kazama classic combo back from Tekken 2 witch Jin now have, 
the combo have two purpeses either to put out on the ground normally or to use 
it in juggles, it actully works best both ways, when useing it on the ground you 
have the choise of either going for the 1+4,2,4 witch the last hit hits mid and 
if the opponent block low he will be knocked down always remember though to have 
your attack reversal reversal ready when playing against Paul,Nina,Anna,Wang and 
Jin and if your up against King do use it to much as you can't "chicken" King's 
reversal, or you can go for 1+4,2,d+4 whitch hits low and if your opponent 
blocks high then making it possible for a immitily 1+4,2,4 combo follow up, note 
it's quite risky to go for the 1+4,2,d+4, if the opponent blocks low Jin will 
stagger and the opponent can reteliate against you, it's also dangersly if your 
opponent knows how to low perry, so use it carefully and don't abuse it or you 
can be punished bad, now on to the useing the White Heron Combo in juggles, it 
works great after one Hell Sweep(f,N,d,D/F+4) or the Can Can kicks and if the 
Hell Sweep or the Can Can kicks hits as a counter you can "quickrise" the last 
mid kick making it almost guanteet for a Demon Steel Pedal(b+4) but instead of 
completing the hole White Heron Combo you can also try only to do three parts of 
the combo(1+4,2) and then go for another ending like the Demon Steel Pedal(b+4) 
or the Demon's Paw(f,f+2) as it take more damage but then again the ending can 
always "Tech Rolled".              







Movename:             Command:              Rating:               Comments:
Hell Sweeps           f,N,d,D/F+4,4         ****                  N/A

In Tekken 3 Jin's Hell Sweeps coulen't his match the skills of his grandfather, 
as Heihachi had the oppritonity to mix low sweeps to mid hitting power moves in 
over three ways and could even use the Hell Sweeps very effecttevly in juggles, 
now in TTT Heihachi's Hell Sweeps is easy to block because of the new stagger 
system, and that makes Jin's Hell Sweeps on almost on the same level, Jin can 
also be staggered out of the stance and reteliatet against at any time if the 
opponent blocks low, further more it's range has been toned down like Paul's 
Falling Leaf, meaning that you have to hit with the Hell Sweeps as counter or to 
be very close to the opponent for it to even sweep, if you manage to hit your 
opponent he will be hit first low then high and fall to the ground and don't do 
much damage, so it's better just to put out the first part of the Hell 
Sweeps(f,N,d,D/F+4)and then go for a White Heron Combo mix(see juggle section 
for more details.) but don't overuse to much as it can be both staggered if your 
to far away or the opponent blocks the first hit, or he chooses to low parry it.   







Movename:             Command:              Rating:               Comments:
Hopping Kicks         u/f+4,4,4,4           **                    N/A

Back in Tekken 3 you could either use the Hopping Kicks against new bees who 
know how to block em and keep getting perfects or as an okizme weapon if your 
opponent tried to get up, useing the Hopping Kicks against a pro Tekken player 
would often resualt in getting the kick's low parryied after the second or third 
hit, now in TTT The hopping Kicks should mainly be used as an okizme weapon or 
after juggles as they now have totaly lost their pontetiol as your opponent only 
have to block the two first hits and then Jin will stagger and the opponent can 
retealiate against you.








Movename:             Command:              Rating:               Comments:
Can Can Kicks         d+3+4                 ****                  N/A

Another one of Jun's Tekken 2 moves, but Jin's vision dosen't hold the same 
power as Jun's did, as in Tekken 2 you coulden't block the Can Can kicks 
standing making them a high priority move like Paul's Falling Leaf, now in 
Tekken 3 and Tekken Tag Tournament you can block the Can Can kicks both standing 
and crouhing making the almost useless offensev and if you miss with the Can Can 
kicks the revovery time is so bad that just any move your opponent throws at you 
will connect, and further more they also lacks the range, but the good thing 
about the Can Can kicks is that they are very quick so they are great to use 
densevly and they always juggle making it worthwhile as an reteliation move,   







Movename:             Command:              Rating:               Comments:
Corpse Thrust         d/b+1                 ***                   N/A

One of Jin's new moves in TTT, the Corpse Thrust comes out slow making it easy 
for your opponent to see and block, it can however be used as a okizme weapon 
when your opponent tries to get up, or if the opponent is crouching as it hit 
mid, it can also be used in juggles. 







Movename:             Command:              Rating:               Comments:
Double Axe Kick       d/f+4,4               **                    N/A

Almost totally replaced by Jin's new move the DSP, the Double Axe Kicks is 
however in juggle endings and standard attack and okizme, but again you might 
aswell go the DSP as it has ten times the priority, both in speed,power and in 
okizme tequnics, in Tekken 3 they were however very usefull, but in TTT they are 
simple outpowered by the DSP.






Movename:             Command:              Rating:               Comments:
Parting Wave          b+1                   **                    N/A

The Parting Wave is another new move for Jin in TTT whith i hardly ever use, 
after the b+1 you can either do a TWGF,WGF or a Hell Sweep follow up.







Movename:             Command:              Rating:               Comments:
Reversal              b+1+3orb+2+4          *****                 N/A
                                                                                    
Ahh Jin's reversal simply can't survive without it hehee, no seriously Jin's 
reversal is very usefull inded, with the new attack reversal reversal(chicken) 
installed it's now less powerfull but still some thing's like the standard 
rising kick can't be ARR, also when fighting against a Yoshimitsu player and 
manage to reverse the sword it can't either be ARR, use the reversal when you 
are sure that people will attack and then afterwards go for a DSP for a almost 
guarentied hit.






Movename:             Command:              Rating:               Comments:
Corpse Splitter       u/f(u)(u/b)+2+4       *                     N/A      

I can't think of time to use this totolly useless move, i guess namco put in the 
game for not interaly wiping the Tekken 2 gameplay out(in Tekken 2 all the 
characters had this move) but in Tekken 3 and TTT only Jin and King has this 
move, oh yeah in TTT Jin is now surended by lightning when doing this(whaaoo.)


--------------------------------------------------------------------------------
14.0 Jin Kazama Throws:
--------------------------------------------------------------------------------





Throw Name:           Command:            Rating:     Escape:
Bitch Kicks           1+3                 **          1 

Jin got this throw from his father, Jin grabs his opponent in the arm then kicks 
the opponent in the head while moving the leg over to the left and then quickly 
rams it against to the right striking the opponent in the head again on the way, 
this throw only recuires a one botton escape motion(1) whitch makes it fairly 
easy to escape, however when playing against good opponents they will often see 
a throw and then mash 1+2, so sometimes it's actully possible to trick them, but 
don't relai on this trick to often as your opponents will quick catch on.  







Throw Name:           Command:            Rating:     Escape:
Flip Toss             2+4                 **          2

Jin also got this throw from his farther although Jin does one more spin around 
the back, Jin grabs his opponent in the arm then twisting his opponent over the 
back in two quicks tosses, this throw also only recuires the one button 
escape(2) like the Bitch Kicks, try as with the other throw to mix it up 
sometimes with the Stone Head throw, but again don't relay on it to much.







Throw Name:           Command:            Rating:     Escape:
Stone Head            f,f+1+2             *****       1+2

Jin grabs the opponent in the back of the head and lands a deep headbutt and the 
opponent fall on his back. The Stone Head is defently Jin's best throw, since it 
requires the 1+2 escape, after the throw quickly go for the DSP as if the 
opp9onent dosen't get up imitilly after the DSP will hit also when in close try 
to mix the Stone Head throw up with the Demons Paw since it recuires the same 
f,f motion for extra fusration, Heihachi also got this throw. 







Throw Name:           Command:            Rating:     Escape:
Striking Shiho Rage   d/f+2+3             ***         2 

Jin got this throw from his mother, but in TTT Jun's vision is much better as it 
recuires the 1+2 escape, not to much to say about this throw it's easy to 
escape, takes 35% whitch is 5% procent more than the other of Jin's one botton 
escape throw, but it's harder to do because of the joystick motion, the only 
purpse i can't think off to use the Striking Shiho Rage is to "show off" like 
with the Complicated Wire and because it takes 5% more, after the throw thy go 
for a DSP.







Throw Name:           Command:            Rating:     Escape:
Complicated Wire      QCB+1+3             ***         1

Unlike the normal 1+3 or 2+4 throw i use this throw rerly as a DSP is almost 
guarentied after and it takes 5% procent more and better yet it looks cooler, 
not to much to say about this throw either, easy to escape and you have to fo a 
QCB joystick motion. 







Throw Name:           Command:            Rating:     Escape:
Arm Breaker           1+3or2+4            ***         1

Jin's left side throw, Jin grabs the opponent by the shoulder and throws him to 
the floor, not to much to say about this throw either aesy to escape and does 40 
in damage.







Throw Name:           Command:            Rating:     Escape:
Mop the floor         1+3or2+4            ***         0

Jin's backthrow, Jin grabs his opponent from the back and twist his arm around 
left and right for about ten times, and then snaps it (oouch!), this throw is 
Jin's most damageing 60% and can't be escaped, the only problem is that it's 
very hard to get in on your opponent as you has to SS to times around the 
opponent for it to connenct.





-Devil Jin-

The only time Jin can go in to his Devil Stance is when teamed with Heihachi, 
when playing as Jin do: b+1+2 for his guard stance then quickly do 2,2,3 and 
lightning will surround Jin, you now have the chooice of going for a mid hitting 
WGF, a 3 hit Hell Sweep, a more powerfull vision of his d/b+1 punch and a 7 hit 
string, note while Jin is preforming one of the above moves he will loose 
damage, and if SS or move back or forewards Jin will immitely go out of his 
stance.



-Jin Kazama Strings-



10 hits.
_________________________________________________________________      
f,f,N__ 2  __  1 __  2 __  2 __  3 __  4 __  4 __  1 __  2 __  1        Command.
     __ h  __  h __  h __  h __  m __  m __  l __  h __  m __  m        Level.
     __ 7  __  8 __  6 __  7 __  6 __  11__  5 __  5 __  8 __  30       Damage.
_________________________________________________________________



10 hits.
_________________________________________________________________
f,f,N__ 2  __  1 __  2 __  2 __  3 __  4 __  4 __  3 __  2 __  1        Command.
     __ h  __  h __  h __  h __  m __  m __  l __  l __  m __  U        Level.
     __ 7  __  8 __  6 __ 7  __ 6  __  11__  5 __  5 __ 25 __  30       Damage.
_________________________________________________________________



9 hits.
___________________________________________________________
f,f,N__  2 __  1 __  4 __  4 __  2 __  4 __  3 __  2 __  1              Command.
     __  h __  h __  m __  m __  l __  m __  l __  m __  U              Level.
     __  7 __  8 __  7 __  10__  5 __  7 __  5 __  25__  30             Damage.
___________________________________________________________



10(11) hits.
____________________________________________________________________
b+2__  4 __  4  __  4  __  4  __  2  __ 1+4 __  2  __  1  __ (3)__(4)   Command. 
h  __  h __  m  __  l  __  m  __  m  __ lh  __  h  __  m  __  m __ l    Level.
12 __  10__  10 __  8  __  6  __  6  __ 5,5 __  5  __  21 __  ? __ ?    Damage.
____________________________________________________________________



10 hits.
__________________________________________________________                                        
b+2__  4 __  4 __  4  __  4  __  2  __ 1+4 __  2 __ d+3+4               Command.
h  __  h __  m __  l  __  m  __  m  __ l,h __  h __ l,h                 Level.
12 __  10__ 10 __  8  __  6  __  6  __ 5,5 __  5 __ 21,21               Damage.
__________________________________________________________



5 hits.                        
_____________________________              
b+2__  4 __   2 __   1 __   1                                           Command.
h  __  h __   ? __   ? __   ?                                           Level.
12 __  10__   ? __   ? __   ?                                           Damage.
_____________________________



10 hits.
___________________________________________________
3 __  2 __  4 __  3 __  1+4 __  2 __  2 __  1 __  2                    Command.
h __  h __  m __  h __  l,h __  h __  m __  m __  m                    Level.
25__  6 __  10__  10__  7,5 __  7 __ 10 __ 15 __ 30                    Damage.
___________________________________________________



8(9) hits.
_________________________________________________               
3 __  2 __  4 __ 3 __  1+4 __  2 __  1 __ (3)__(4)                     Command.
h __  h __  m __ h __  l,h __  7 __  21__  m __ l                      Level.
25__  6 __  10__ 10__  7,5 __  7 __  21__  ? __ ?                      Damage.
_________________________________________________





--------------------------------------------------------------------------------
-Heihachi Mishima Profile and indepth analyse of moves and Throws-
--------------------------------------------------------------------------------

Name             : Heihachi Mishima
Country Of Origin: Assumably Japan (though the Japanese Goverment denies it)
Fighting Style   : Mishima Style Fighting Karate
Age              : 73
Height           : 5,11
Weight           : 179 lbs 
Blood Type       : B
Occupation       : Leader Of The Mishima Financial Empire
Hobby            : Medetation, Bathing
Likes            : Rule the world
Dislikes         : Nothing





-Heihachi Mishima Move List-


Movename:             Command:          Level:     Damage:                            
          
1-2 jabs              1,2               h,h        5,8
1-2 jabs to S.Kick    1,2,4             h,h,h      5,8,?
Demon Slayer          1,2,2             hhh        5,8,18
Demon Executer        1,2,2,1+2SS       hhm        5,8,22
Shining Fists         1,1,2             hhm        5,8,18
Standing Kick         4                 h          ?
Death Fist            QCT+2             m          30
Wind God Fist         f,N,d,d/f+2(5)    m          25
Thunder Uppercut      f,N,d,d/f+1       m          35
Demon Uppercut        f,f+2(5)          m          30
Tile Splitter to D.F. d+1,2             mm         15,26
Jumping Mid Kick      f,N,d,d/f+3       m          35
Jumping Low Kick      f,N,d,D/F+3       l          21
Hop Kick              u+4               m          15
Demons Boar           b+2               m          25
Demon Breath          1+2               m          22
Dark Thrust           WS+2              m          24
Twin Pistons          d/f+1,2(5)        mm         8,21
Leaping Side Kick     f,f,f+3           m          30
Right Splits Kick     f+4               m          27
Left Splits Kick      f,f+3             m          24 
Tsunami Kick          WS+4,4            mm         12,21
Low Kick              d/b+3             l          12
Hell Axle             u/f+3,4           mm         17,22
Demon Backfist        f+2               h          ?
Demon Scissors        (u/f)4,3          mg         25
Rising Sun            u/f+ 4,4          hl         25,15 
Alter Splitter        b+1               m          22
Lightning Hammer      d+1+4             u          70
Demons Massacre       f+1,b+2,1         hmm        6,21         
Hell Sweep            f,N,d,D/F,4,4,4   lll        17,14,14
Geta Stomping         d+4               g          25
Charching Hard        f                 r          Damage varies
Shadow Step          b,b+3+4          0         0
Taunt                 2+3+4             0          0
Charching             1+2+3+4           0          0


-Throws-

Throwname             Command           Possition   Damage   Escape            
Neck Breaker          1+3               f-throw     30       1
Jumping Power Bomb    2+4               f-throw     30       2
Stonehead             f,f+1+2           f-throw     33       1+2
Headbutt Carnival     f,f+1+4           f-throw     29       1+2
Neck Chopper          1+3 or 2+4        ls-throw    40       1
Freefall              1+3 or 2+4        rs-throw    46       2
Atomic Drop           1+3 or 2+4        b-throw     60       0
Tag Throw             2+5               f-throw     ?        2






--------------------------------------------------------------------------------
18.0 Heihachi Mishima Special Attacks
--------------------------------------------------------------------------------                                                                       





Movename:             Command:          Rating:      Comments:
Death Fist            QCT+2             ****         ARR with Nina use f+2+4,
                                                     Jin and Paul use u/f+2+4.
The Heavy Power Punch is one of Heihachi's better moves, although it's not as 
powerfull and fast as Poul's Deathfist it's still hold it's own, its main power 
in TTT lies in when your opponent "tags" his partner in, if you time it just 
when they tag in they wont be able to block and the move you throw will always 
be a counterhit, so timed just right you can make your opponent eat a 62+ 
counterhit Death Fist.
Also use it when your opponent is recovering from a missed attack, you can also 
try to put it out randomly hoping your get a counterattack in on your opponent 
when it hits clean it takes about 62 points of your opponets lifebar, also watch 
out for reversals and always do the counterreversal when playing against 
opponents with attackreversals.







Name:                 Command:     Range:        Rating:        Comments:
Demon Slayer          1,2,2        h,h,h         **             N/A

Well the Demon Slayer is very similar to the Shining Fists in damage and if the 
first punch of the series hit so will the rest, counter or not, but the Demon 
Slayer does not knock the opponent down and is not as fast as the Shining Fists 
and all three hits hit high making it very easy for the opponent to duck it all 
and retiate against you, so you should always go for the Shining Fists when you 
see your chance and not relia on the Demon Slayer. 







Name:                 Command:     Range:      Rating:      Comments: 
Shining Fists         1,1,2        h,h,m       *****        3rd punch can be
                                                            Delayed.
Heihachi's Shining Fist is indentcal to Jin's, unless that Heihachi's Shining 
Fist takes about 1-2 less in damage(see Jin's Shining Fists note.).  







Movename:             Command:          Rating:      Comments:
Wind God Fist         f,N,d,d/f+2       *****        Tag move.
                                                     Can't be reversed.
Well the WGF should be your main choice for a juggle starter, the WGF has always 
played an importent role in Heihachi's arsenal, and has always been the move 
with highst priorty in Tekken 1,2 and 3, in though tuned down to a special mid 
in TTT, but the good thing about it is that you don't have to worry about attack 
reversal reversal any more as it can't be reversed, so it's still one of the 
best moves in TekkenTagTournament in my opinion, that's right Paul players 
better than the Death fist, what makes the WGF so exellent is that first of all 
it's a crouchdashing move, meaning that Heihachi will go under any high attacks, 
you can also delay it for about a quater of a screen, and now in TTT it's even a 
tagmove so you can juggle for more damage, when you compare Heihachi's WGF to 
Jin's WGF, there is a world of diffrence as Jin's WGF hits high making it a 
highly dangerious move menining you can duck it and retiliate against him, also 
when you connect with Jin's WGF and as counterhit the opponent will fly half 
across the screen making it impossibly to juggle afterwards, well fortunaly this 
is not the case with Heihachi's Wind God Fist. 

As said above the first thing you should know about Heihachi's WGF is that it 
now hits special mid, i desided to rate it a five star anyway cause it's still 
Heihachi's and probrobly the games best all around move, as said above in TTT 
it's been toned down quite a bit, meaning that if the opponent ducks he just 
stackers back when hit instead of popping up in the air, this dos not mean that 
Heihachi can retaliated afterwards, cause if the opponent get's hit wille 
crouching he will be pushed back so far and Heihachi will recover so fast that 
the opponent can't counter against you, also if the opponent blocks the Wind God 
Fist Heihachi is in no danger as he recovers very fast, another good thing about 
it that you can now throw the Wind God Fist out and "tag" Jin in afterwards for 
huge combo potential, note that the WGF is reverseble so always have your Attack 
Reversal Reversal ready and get your opponent ready for a "chicken", so in my 
opinion all in all the Wind God Fist is the move with highist praority in 
TekkenTagTournament. 







Movename:             Command:          Rating:      Comments:
Thunder Uppercut      f,N,d,d/f+1       **           52 points at clean hit.

The Thunder Uppercut is much slower to come out than the Rising Uppercut, it 
hit's mid and if you get a clean hit you take about 52 point of your opponents 
lifebar, the Thunder Uppercut should mainly be used if your opponent is going 
for a throw or throwing out alot of high attacks as Heihachi ducks lower down 
than the hell sweeps, the Dragon Uppercut can  also be delayed as the rising 
uppercut.







MoveName:             Command:          Rating:      Comments:
Demon Uppercut        f,f+2             ***          Tag Move.

The Demon Uppercut is Heihachi's highest luncher it has good range and hits mid, 
but is easy to see comming and Heihachi can be counted a million ways, it's best 
used a at distance as it comes out very slow, another way to use it is in very 
close and force your opponent to guess weiter you are going for the Demon 
Uppercut or the Stonehead as the joystick motion f,f is the same. 







Movename:             Command:          Rating:      Comments:
Tile Splitter         d+1               *****        N/A

I deseted to rate the Tile Splitter and Death Fist sepretly as the Tile Splitter 
alone has so many potentials that it'l shock you and defentenly deserves a place 
on the "top 5 best moves of Heihachi", first of all it's an evil okizme 
tequiniqe, use it when poeple try to get up from the ground, you can axeyouly 
kill a "newbee" in Tekken just by using this move as the wont now how to get up 
right hee hee, it also works great after a Stone Head throw for more damage, it 
also quite usefull as a poking weapon as it is fast hit's mid and has desent 
range and  also works great after juggles and last it will always hit the big 
guys Kuma/Panda, Gunjack,Jack2,Pjack and True Ogre when there on the ground. 
Much more on this move in the okizme section.







Movename:             Command:          Rating:      Comments:
Tile Splitter to D.F. d+1,2             ***          ARR the D.F.with Nina f+2+4
                                                     Paul/Jin with u/f+2+4.
The reson for the  follow up to the hammerpunch is if the first part of the Tile 
Splitter hits as a counter your opponent gonna eat the next hit wheater he's 
crouching or standing for a 52+ points nasty combo, like the Death Fist its main 
purpose lies in when your "tags" in if the eat the first hit(the Tile Splitter) 
they will automatecly eat the next as when a person "tags" in it will always be 
a counterhit, or if your opponent tries to back roll after a throw, in general 
is better to just use the first of the two hits onless your sure you can get a 
counterhit, cause if your opponent blocks the first part(d+1) you can retaliate 
with a quick attack making it a very dangerious follow up, you can however use 
it as bait against people with attack reversal cause if they block the first hit 
of the combo its dead easy to reverse the Death Fist, so naturaly simply use 
your attack reversal reversal.







Movename:             Command:          Rating:      Comments:
Jumping Mid/Low Kick  f,N,d,d/f(D/F)+3  ***          Staggers when blocked
                                                     High.
The Jumping Mid/Low Kick is another evil moves of Heihachi's as your opponent 
has to guees wheither to block mid or low, it should be used at a distance as it 
is takes very long time for it to come out, in Tekken 3 a great setup for the 
Jumping Mid/Low Kick would be if the Demon Breath hit counter the opponent would 
be blast a mill away a land on his back so he coulden't quick rise and then 
throw out the kick, low for a quick kick but if you wantent to inflict even more 
damage you could do the midkick if you thought your opponent would try to get 
up, you could do this evil setup mid or low a few times and your opponent 
whoulden't not know wheither to get up and block the low kick or eat a 
devastating mid attack, well unfortualy this is not the case anymore as in TTT 
you can now "quick rise" when you get hit with it, keep in mind though not to 
overuse this to much as it is very easy to sidestep it especilly if you put it 
out a distance from your opponent you could very easy end up getting punished 
bad, also note when you hit with it, it now staggers when blocked high.







Movename:              Command:          Rating:     Comments:
Demon's Boar           b+2               ***         Can't be Reversed.

Heihachi had this move as part of a tenhit string combo back in Tekken 2 now it 
can be used sepbretly, if you just hit normal your opponent will not be knocked 
down down, but if you manage to land a counter hit the opponent will fly across 
the screen setting you for a run and if your opponent does get up fast run over 
them for a easy extra 19 points of damage, other than that there is not to much 
to say about this move, it takes forever for this move to come out and can be 
spotted a mile away, the only two resons that you ever wanna use this move is if 
you think your opponent will try to reverse it, as it is 100% inreverserble, and  
if you opponent is chrouching as it hit midium and takes desent damage note the 
is much more powerful ways to punished a chrouching opponent as the Demon Upper 
cut and the Twin Pistons as you can juggle the afterwards for over twice the 
damage, if you land the Demon's Boar on a blocking opponent it pushes them far 
enough away and Heihachi recovers to quick for them to retiliate against you. 







Movename:              Command:          Rating:     Comments:
Demons Breath          1+2               *****       Opponent can Back Spring. 

The Demons Breath is one of the best moves in Heihachi's arsenal, this powerfull 
mid hitting move comes out lighting fast and is easy to do as it requires no 
joystick motion, although it's been toned down quite a bit it's now a little 
slower than in Tekken 3, but still one of the fastest attacks in TTT, and though 
the speed of the Demons Breath has been toned down, the recover however is now 
much faster, meaning that you can now use it in juggles forexsample f,f+2,-1+2-
,f+1,b+2,1, if you hit with the Demons Breath as a counter the opponent will fly 
half acoss the screen making it possible for a f,N,d,d/f+3(d+3) or a d+4 follow 
up, note that this is in no way guanrentied as you can now BS it in TTT for a 
insteanst recover, the Demons Breath should be mainly used to counter opponents 
when they try to attack but note that it can be reversed so always have your 
attack reversal reversal ready, the Demons Breath sort of works like a reversal, 
it works great if your opponent blockes an attack you throw out, then throw it 
out for a superfast retaliation move but only use it when in close against your 
opponent cause it has almost no range, this move should be used a least a couple 
of times douring a fight.







Movename:             Command:           Rating:     Comments:
Dark Thrust           ws+2               *****       Stuns on counter.

Finally Heihachi got a WS move heheh, and the Dark Thrust is one of the best WS 
in TekkenTagTournament, and is defently the best of the new moves Heihachi has 
been given in TTT, though not as fast it holds the same power as Kazuya's 
gutpunch, it you hit with it normally it just takes 24 procent, but on counter 
it stuns and your able to make fat juggledamage, throw it out like Kazuya's 
gutpunch and hope for a counterhit, you can also use the Dark Thrust as an 
retaliation move but the move has to have very long recovery time as the Dark 
Thrust is bit time to come out so if you block a low attack it's better to just 
stick with the much faster Tsunami Kicks. 







Movename:              Command:          Rating:     Comments:
Twin Pistons           d/f+1,2           *****       Tag Move.

The Twin Pistons is another of Heihachi's better moves, although the damage and 
priorty is slightly toned down from Tekken 3 it still rocks, it's best used 
defensly, it hit's mid and if the first punch goes in the other is garentied, 
it's best used when you block an attack from your oppoent that has slow recovery 
quickly throw it out and juggle your opponent up in the air for a fat 60+ combo, 
you can also use the Twin Pistons offense but that's not the greatest idea cause 
if the oppoenent block he can easyly retaliate of it with just about any quick 
move.







Movename:              Command:          Rating:     Comments:
Leaping Side Kick      f,f,f+3           **          Can't be Reversed.

Not much to say about this move either, use it to get back in to fighting range 
if you find your self out in "the woods".







Movename:              Command:          Rating:      Comments:
Hell Sweeps            f,N,d,D/F+4(4)(4) ****         Staggers when 
                                                      Blocked low.
In Tekken 3 Next after the Wind God Fist the Hell Sweeps was Defently Heihachi's 
best weapon(and most evil) now in TTT they have been toned down like the WGF but 
still very usefull, like the WGF the Hell Sweeps has always played a big role in 
Heihachi's arsenal, they ruled ultimately in Tekken 3 and the only bad thing to 
say about the Hell Sweeps was that they could be lowcancalled at all times, now 
in TTT they are not quite as strong, cause if you want the hole combo to connect 
the first Hell Sweep have to hit as a counter if not all that the opponent has 
to do is to block low and Heihachi will be thrown out of the stance, when used 
in juggles though, the Hell Sweeps can take very good damage but also works 
great on ground, after a Hell Sweep you can either do one or two more or break 
into a midium attack, going into a mid attack after just one Sweep isen't the 
great's idea though, as it can be easyly spotted. 

If the Hell Sweeps hits as a counter to do two Sweeps and then to a Dragon 
Uppercut as it takes the most damage and can be follow up by a Geta Stomp(d+4) 
or a Tile Splitter(d+1) if the opponent dosen't Tech Roll, if you not hit with 
the Hell Sweeps as a counter always go for two or three and to the Tsunami Kicks 
as they knock the opponent further away and has much recover, but again chances 
are very small to get the hole combo in as all it takes for the opponent is to 
hold down and then Heihachi will be thrown out of the stance and can very easyly 
be retaliated against, also you should note that if you just keep throwing out 
Hell Sweeps and relying on them to much the opponent will catch to your pattern 
and punish you at the end so be carefull and use them wisely, and also note that 
the thrird hit of the Hell Sweeps will no longer hit a laying opponent as it did 
in Tekken 3,so eventhough the Hell Sweeps no longer holds the power they did in 
Tekken 3, they are still very usefull moves in Heihachi's arsenal.
  






Movename:             Command:            Rating:     Comments:
Rising Sun            u/f+4,4             *           N/A

The Rising Sun is a sort of like Kazuya/Jin's Thriple Round House Spin Kick only 
not half as usefull as it only hit two times istead of four, also it's very very 
easy to see coming and if the opponent blocks the first hit he can easyli low 
perry the next, this is one of Heihachi's move i hardly never use and i can't 
think of a single reson for you to use it, although it's fun to frustrate people 
who never tried the game before at an arcade.







Movename:             Command:            Rating:     Comments:
Alter Spiltter        b+1                 ****        N/A

Well Haihachi has been given three new moves and The Alter Splitter is defently 
the best new move for Heihachi in Tekken Tag Tournament, it's sort of like the 
Tile Splitter only you can't hit an opponent when he's trying to get up, it's 
pretty fast in execution so it should be relityily safe to out, but don't 
overuse it to though as you can be punished bad if the opponent catches on to 
it, when you just get a normal hit it dosen't take energy from the opponent and 
they can often retaliate against you afterwards with a quick attack, so it's 
main purpose is to land a counterhit then the opponent moves slightly backwards 
and is stunned for a moment you now have the option for eiter going for a throw 
or a quick attack, if you choose to go for throw, the Stone Head would 
problombly be the best, as the opponent is a bit away from you and the Stone 
Head throw recuires you to dash foreword and is harder to escape than the normal 
throw as the opponent has to 1+2 at the same time note that the throws is  that 
is not by any chance garentied, but seams to work great as people often get's 
confuesed.

You can also try going for an attack such as the Power Punch witch take a great 
deal of damage and hits mid so the opponent can't crouch it, or the Twin 
Pistons,Demon Uppercut or Wind God Fist if you feel like juggling, a third 
posibilty is to wait for just quter of a second then if the opponent tries to 
reteliate do the Hammer Punch to Power Punch as it is a very quick move to come 
out and is likely to hit as a counter attack.






Movename:             Command:            Rating:     Comments:
Rights Splits Kick    f+4                 *           N/A

Almost just as useless as the Rising Sun, i can't really think of a good reson 
to use this move either.






Movename:             Command:            Rating:     Comments:
Left Splits Kick      f,f+3               ****        Stuns on a Counterhit.

Now where really getting some where, unlike the Right Splits Kick the Left 
Splits Kick Really Rocks, use it if the opponent is a bit away from and comes 
rushing in or simply try throwing it out ones in while but to much as it is a 
relityily slow move, if it connect on a counterhit it stuns whitch means you can 
you can juggle them up for a devastating 90+combo, this is defently Heihachi's 
answer to Kazuya's stun punch back in tekken 2.






Movename:             Command:            Rating:     Comments:
Lightning Hammer      d+1+4               ****        UNBLOCKABLE.

Well this move seams to work incretable well in TTT, use it mainly if you think 
your opponent gonna "tag" or after juggles(much more about this move in the 
Okizme section.) The Lightning Hammer is Heihachi's Unblockable move, use it 
mostly to catch slow opponent's of guard, a good setup move to use is when a 
opponent quick rises or roll backwards after a juggle or a throw, but do not 
overuse this move as it is very easy to get punished, also when Heihachi is in 
this "stance" and the opponent hit's you with a right kick they will 
automacticlly get caught in his "auto reversal". Overall if you ask me 
Heihachi's has the best unblockable move in the intire game.






Movename:             Command:            Rating:     Comments:

Tsunami Kick          WS+4,4              ***         N/A

The Tsunami Kick's is a "Heihachi Classic", it's best used when having 
succesfully blocked a low attack or if you duck a throw quickly throw out these 
powerfull kicks.






Movename:             Command:            Rating:     Comments:
Demons Massacre/Lair: f+1,b+2,1(4)        ***         The second hit
                                                      Staggers when blocked.
The Demon Massacre is best used as a part of a juggle, if you use them otherwise 
just throw out the first two hit's when in close if they hit they will just take 
average damage, however if your opponent block's it, try throwing out the Twin 
Pistons cause if they don't do anything else but block they will eat the Twin 
Pistons and again you can juggle them up for a 60+combo. There is however not 
much idea in use the Demons Lair as it is basicly just a slower vision of the 
Demons Massacre.






Movename:             Command:            Rating:     Comments:
Hell Axle             u/f+3,4             ***         Staggers when blocked.

The Hell Axle Kick's Should mainly be used to cath opponent's of guard,or when 
they try to rise from the ground quickly throw them out and your opponent will 
eat both kicks, also try mixing it up with the throws when in close as they both 
hit mid to get in your opponent's face forcing them to guess wheter to block mid 
or low, the Axle kicks can however also be used to get back into fighting range 
as they have incredible long range.






Movename:             Command:            Rating:     Comments:
Demon Backfist        f+2                 **         N/A

The Demon Backfist is another new move for Heihachiin TTT, there is not to much 
to say about this move it hit's high making it even easier for the opponent to 
rataliate against you or ducking it and combo you.






Movename:             Command:            Rating:     Comments:
Geta Stomp            d+4                 ***         Hit's downed           
                                                      Opponent's only.
The Geta Stomp is another "Heihachi Classic" you can only use it when the 
opponent is down on the floor, so if you are playing against a "Tekken pro" it's  
not a move you get to use very often as they will often try to quickrise, 
However you can use it afterwards the Demon Breath if you get a counter hit as 
you can not "quick Rise" from that as the Demon Breath is probely the most slow 
recovery move in the intire game, also a great okizme move when after a juggle 
or a cupple of Hell Sweeps try throwing out the Lighting Hammer(Heihachi's 
unblockable) when hit a cupple of times the opponent will stay on the ground and 
try to punish you when you miss then throw out the Geta Stomp.

 




Movename:             Command:            Rating:     Comments:
Demon Executer        1,2,2,1+2(u,d to ss)*           N/A

The Demon Excuter is another useless move of Heihachi's, the first to puches of 
the three jabs series hit's high and then end's in the Demon Breath it is now 
possibly to sidestep after the Demon Breath,i can't think of a single reson to 
use this move at any time, it better to just stick with the Demon Breath as it 
has ten time's the praorathie.






Movename:             Command:            Rating:     Comments:
Demon Scissors        (u/f)4,3            ***         If missed, damage is
                                                      5 points to Heihachi.
The Demon Scissors is another "Heihachi Classic" is main purpese is to hit 
people who like to lai on the ground for to long, or people who's not "Quick 
Rising", try thowing it out after a juggle combo for fat damage if the opponent 
isen't used to "Quick Rise".



-Heihachi Mishima Throws-




Throw Name:           Command:            Rating:     Escape:
Neck Breaker          1+3                 **          1

Heihachi grabs the opponent in a headlock holds them for a while while sparks 
fly and snaps their neck. The Neck Breaker is a throw i hardly never use, it 
dosen't take much damage and is easy to escape, a move you shoulden't use to 
often.






Throw Name:           Command:            Rating:     Escape:
Jumping Power Bomb    2+4                 ***          2

Heihachi grabs around the opponent's waste lift them up and then jump up into 
the air and slams them down on the ground. Like the Neck Breaker this is throw 
you woulden't use to since it's easy to escape, but somehow pepole seams more 
often to escape the Neck Breaker much more than the Jumping Power Bomb, if you 
use the Stone Head alot and pepole get used to it and start to get out of it 
switch over to the stonehead as it requires the 1+2 escape.






Throw Name:           Command:            Rating:     Escape:   
Stone Head            f,f+1+2             *****       1+2

Heihachi grabs the opponet in the back of the head ans land's a deep headbutt 
and the opponent fall on his back. The Stone Head is defently Heihachi's best 
throw, since it requires the 1+2 escape, also when in close try to mix the Stone 
Head throw up with the Demon Uppercut since it recuires the same f,f motion for 
extra fusration. 






Throw Name:           Command:            Rating:     Escape:
Headbutt Carnival     f,f+1+4             *           1+2

Heihachi grabs the opponent in the back of the head and land's a deep headbutt 
while sparks fly and the opponent fly across the screen. The Headbutt Carnival 
is a move that you should avoid at all costs, the only reson if even given 1 
star is because from time to time it can be fun to "juggle" the Headbutt back 
and forward from the opponent's, now about the throw first of it can only be 
used on certain charaters Jin,Paul,Lei,Heihachi and kuma and they can reverse it 
at all time, the damage of the throw is also less than the Stone Head throw, so 
only use this throw for fun and NOT in tournamentplay.






Throw Name:           Command:            Rating:     Escape:
Neck Chopper          1+3or2+4            ***         1

Heihachi grabs the opponent from the left side and takes the opponent down on 
his knee and raises his arm while sparks fly and strikes down on the opponent's 
chest. Since Heihachi has no sidesteps move, you gonna have to go for a throw if 
you wanna inflict damage during a sidestep, Heihachi has a pretty good sidestep 
so getting in a sidethrow shouldn't be to hard,note that the throw can be broken 
easy just by pressing 1.






Throw Name:           Command:             Rating:    Escape:
Freefall              1+3or2+4             ***        2

Heihachi grabs the opponent from the right side and lift's him up in one arm and 
slams him down on floor. Like the Neck Chopper use as an alternate way to 
inflict damage since Heihachi have no sidesteps attack, note that is also very 
easy to escape since it only recuires one button.





Throw Name:           Command:             Rating:    Escape:
Atomic Drop           1+3or2+4             ***        0

Heihachi grabs the opponent from the back and lift's him up while sparks fly, 
and then drop him on his knee. The Atomic Drop can not be escaped but it's not 
often you get to use this throw since you gotta either sidestep twice or the 
opponent gatta come out with a long hitting attack while your sidestepping.
However if you manage to pull this of you get a throw that is inscapeable with a 
good damage for about 60+ damage.





Throw Name:           Command:             Rating:    Escape: 
"Tag throw"           2+5                  ***        2

The Tag throws mainly purpose is to tag out in a fancy sort of way or mainly 
just to show of as it looks very cool, Since the "tag" throw is so easy to get 
out when it only recuries 1 button to get out of, it's not the best way to "tag" 
out, every character in the game has this throw.



-Heihachi Mishima Strings:


-----------------------------------------------------------------    
f,f,N__ 2  __ 1  __  2 __ 2  __ 3  __ 4  __ 4  __ 1  __  2 __  1    Command.
     __ h  __ h  __  h __ h  __ m  __ m  __ l  __ h  __  m __  m    Level.
     __ 7  __ 8  __  6 __ 7  __ 6  __ 11 __ 5  __ 5  __  8 __  30   Damage.
-----------------------------------------------------------------          
                                           
-----------------------------------------------------------------
d/f+3__  2 __  2  __ 4  __  4 __ 1  __  4 __  1 __  2  __  1        Command.
  m  __  h __  h  __ l  __  l __ m  __ h  __  h __  m  __  m        Level.
  17 __  5 __  6  __ 8  __  8 __ 5  __ 10 __  5 __  6  __  26       Damage.
-----------------------------------------------------------------


_________________________________________________________________
d/f+3__ 2  __  2 __ 4  __  4  __ 1  __  4 __  1 __  2  __  4        Command.
  m  __ h  __  h __ l  __  l  __ m  __  h __  h __  m  __  m        Level.
  17 __ 5  __  6 __ 8  __  8  __ 5  __  10__  5 __  6  __  35       Damage.
_________________________________________________________________


_________________________________________________________________
d/f+3__ 2  __  2 __ 4 __  4  __ 1   __  2 __  1 __  2  __  1        Command.
   m __ h  __  h __ l __  l  __ m   __  h __  m __  m  __  m        Level.
  17 __ 5  __  6 __ 8 __  8  __ 5   __  5 __  8 __  21 __  25       Damage.
_________________________________________________________________




-------------------------------------------------------------------------------
24.0 okizme.
-------------------------------------------------------------------------------




-Jin-
Jin has three good okizme moves, the Hell Sweep(f,N,d,D/F+4), the Demon 
Scissiors(4~3) and the ultimate okizme of all okizmemoves the Demon Steel 
Pedal(b+4), if Tekken 3 Jin diden't have as good okizme weapons as his 
grandfather but now with the b+4 move Jin rules the okizmetequnie better than 
any one in TTT, you can always get a guantied hit with the DSP within the two 
first seconds after, if the opponent dosen't get up in time, also there's alot 
of moves the b+4 is good after and will always hit unless the opponent gets up 
either by Tech Rolling or Back Springs, forexsample if you hit with the Hell 
Sweep or the Can Can kicks on a counter hit, the opponent has no chance of TR 
and you can 99 procent setent get DSP in after, it also works great after a 
d/b+1, run over to the opponent a throw out the DSP, if the opponent has been 
lying for over two seconds or so on the ground and move, cause if they do they 
will be hit for setent with the DSP, as it hit almost as low as Ogre's f,f+1,2, 
throw out the Demon Scissors or the Hell Sweep witch both hit on the ground, you 
can use Jin's d/f+4,4 if the opponent tries to get up, but again go for a DSP 
instead as it hits lower,takes more damage and have ten the prioritys as the 
Tsunami Kicks.  





-Heihachi-
well if you ever played a good heihachi player your most likeky to have been 
exsposed to some okizme of Heihachi, if there's anything Heihachi is good at it 
has to be okizme there is so many ways to keep your opponent at the ground once 
you get em down, forexsample if you get your opponent with a stonehead you can 
always follow up with a d+1 if they don't "quickrise" if they manage to get up 
quick they will problory try to block high if they exspeckt the tile splitter 
therefor try go for a d+3 witch hit low, do that a cupple of times and if start 
to block low hit them with a tile splitter for nasty "throwdamage". Now a thing 
i discovert in TTT was that his unblockable move the "lighting Hammer" seams to 
be somewhat more usefull than in Tekken 3, there is some pretty good things to 
say about this move, first of all if you hit with it, it takes about 90-110 
points of damage, comes out pretty fast for a an unblockable move and has good 
range, now how to use this move in okizme, try use it when your opponent has 
little energy left and you suspect they will "tag" out when the opponent comes 
running in it has pretty chance of hitting them for nasty damage, another good 
way to use it is if you manage to get a double hell sweep to dragon uppercut in 
try imitely to go for a "lighting Hammer", this seams to work incretillbli well, 
the first couple of times then the opponent will uselly try to just stay on the 
ground afterwards an wait for you to miss with the "Lighting Hammer" and then 
retalite against you, then wait with the "Lighting Hammer" and go for a "Geta 
Stomp" instead for 25 points.




-------------------------------------------------------------------------------
27.0 Credits:
--------------------------------------------------------------------------------

Thanks to Tekken Zaibatsu for keeping me updated while TTT was underway.
And to Castel for his kick-ass site and his awesome combo films.

Thanks to Catlord for use of his TTT movelist.

Thanks to Tekkentagtournament.com for the TTT Movenames.

Thanks to Maya for putting up with all my sh*t and had to listen to
Me talking of TekkenTagTournament 24 hrs a day.(Love you forever.)

Thanks to the guys at Mirc for Tekken inspiration.

Thanks to Hannibal for being such a good Tekken player,you learnt me a 
Hole lot about Law you know!!!

Thanks to Gorm for also being such a good Tekken player(jylland SUCKS!). 

Thanks to troels for playing Tekken with me,(when all you really wanted 
Was to play WWF WARZONE.)

Thanks to the guys who play Tekken in scala. 




End of document.  













































































