Tempting the fates...


xxxxxxxxxxxxxxxxxxxxxx  xxxxxxxxxxx  xxxxxxxxxx xxxxxxxxxx
                       xxxxx  xxx  xxxxx  xxx xxxx   xxx
 SIDE STEPPING TRICKS     x  x        x  x       x  x
                         x  xEKKEN   x  xAG     x  xOURNAMENT
xxxxxxxxxxxxxxxxxxxxxx  xxxx        xxxx       xxxx

Side stepping plays a very important role in either offense or defense of any
Tekken player may it be in T3 or TTT. It has been a revolution to this game of
King of Iron Fist Tournament series.

Many would claim falsehood of the things I say but the truth is it is very
REAL. You cannot deny that it has given depth, variation, and versatility
to every character in the game. Name it, its there - the Mishimas,
Kazamas, Williams, Phoenix, Law, so on and so forth including the underdogs,
the Jacks and Kuma/Panda.

Of all the fighting games out there, Tekken is almost real. Incomparable.
But the first two releases of the series were lacking freedom. Freedom that
would really define it as a three-dimensional (3D) game - the Side Step.


                          *TEKKENTAGTOURNAMENT*


************************************************************ ***** ***** *****
 Contents                                                     **    **    **
************************************************************ **    **    **

Ethics and Legalities
Credits
Purpose of this FAQ
Sidestepping Guidelines
Definition
Sidestep Properties
Sidestep Properties Generalization
Info on frame
Category of attacks
To Sidestep or not to sidestep...
Sidestep Applications
Anti-Sidestep Strategies to follow


The following document is a work by Hachima. Me, alone plus my cousins
rants and raves. Hope you like it and learn from it.



                          *TEKKENTAGTOURNAMENT*



************************************************************ ***** ***** *****
 Ethics and Legalities                                        **    **    **
************************************************************ **    **    **

Before you read on any further, I want you to know that I bled before being
able to come up with this. It took hours of "frustration and frustrating"
just to analyze and come up with a generalization on how to SS attacks
properly.

The time I spent and hours of analysis I went through in order to make this
faq/guide/tutorial into realization is simply

In this regard, copying, editing, rewording, making profit out of this document
by copying, editing, rewording is UNETHICAL and will not go unpunished. If you
want to mirror this document, do so but please contact me first for my
permission. To PS mags out there, you haven't made a feature topic on SS that
comes close to mine.

So much for the ETHICs. Now comes the LEGALITIES.

Whether or not you make profit out of this document, the contents, regardless
being of substance or not, it is ILLEGAL to copy, edit, reword the document
because this is my work and is protected by copyright.

Any infringement means your ASS...is mine! I will make way for all available
means, even encouraging my grandfather, who is a book author, to help me in
seeing to it that you rot in jail.

Tekken, Tekken 2, Tekken 3, Tekken Tag Tournament are registered trademarks
and are copyrighted by Namco. ALL RIGHTS RESERVED.

This document and contents herein are for free distribution over the web .
If you have received this faq/guide/tutorual by any other means other than
those constituted and outlined in Gamefaqs, you must at all cost dispose
of this document and all of its contents.


Usage Agreement
You should carefully read the following terms and conditions before taking
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Disclaimer of this Document
For your information, there is no assurance that you will win after using this
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DISTRIBUTED AS IS WITH THE SOURCE BEING THE SITE WHERE IT IS ORIGINALLY
FOUND AND CAN ONLY BE DOWNLOADED WITHOUT WARRANTIES AS TO IMPROVING YOUR
PERFORMANCE OR PROMISING YOUR VICTORY OR ANY OTHER STUFF. You will only win if
you do things accordingly, vary your game style, adapt to your opponent, and is
able to execute moves at the right time at the right moment plus the fact that
you have that innate killer instinct, very focused, composed, a very good
defender, and things I forgot to mention that should be included.

And another important thing, I assume the responsibility that you are not a
newbie, scrub, or still a scrub, and/or otherwise. All the discussions herein
are highly suited for average and high level players as only such kind of
people have a high probability or chance of pulling off any of the things
that will be stated and discussed from now on. If by any chance you belong to
those which I have mentioned, do not despair as everyone goes through that stage
or have gone through it but not when they played Tekken.

Provided that you are distributing the document, do so in its entirety and must
remain untouched, altered, edited, reworded and the like via electronic means.
There is no charge for this document. You are specifically prohibited from
charging, or requesting donations, for any such copies and/or part herein thereof,
however made; and from distributing the documentation with other published or
unpublished work (commercial or otherwise) without prior written permission.



                          *TEKKENTAGTOURNAMENT*



************************************************************ ***** ***** *****
 Credits                                                      **    **    **
************************************************************ **    **    **

This tutorial on Sidestepping would not be possible if not for the man who
wrote a very good Jin faq. He is none other than Dario Natoli...Red King.
Check out his faq on Jin as he may just have revised it and adde

I would also like to mention Exar Kun and EsSenceofjr for their invalueable
help on the completion of this faq, for their confirmations on my theories
and queries. Most of all, putting up with me.

Of all the people whom I have mentioned, special mention goes to my forum
mate maureen of TekkenTagTournament.com's forum. You were a great help.
Your encouragement and comments kept me going on as making a faq is so tiresome
and time consuming.

I wouldn't want to miss out on acknowledging my cousins. Alex Lopez or should
I say Sidestep king of Iron Fist. He has opened my eyes to the endless
possibilities of the game and he showed me that no move could be invincible.
Bong Lopez for his encouragement and faith in me that I can do it and defeat
my bad-ass Ogre-using cousin Julius Lopez. My cousin Bong plays one of the
best Law and Bryan I've ever seen and Julius for making me believe that Ogre is
truly the god-of-fights. Also, thanks a lot to these guys because they rather
play Tekken than put up with their wives whinings. Last and the least, my
dumb-ass cousin Iya Lopez, Yhuichi "Okama" Kurata (thanks for being a
certified ass-hole and for your attention), and my cousins wives for
also playing Tekken. We all play Tekken!!!

There is but one last dude I forgot to mention. He has opened my eyes to
Tekken showing me that it is, was, and will be the best ever fighting game.
Thanks Leo! Although I hope that after passing the Electrical Engineering
licensure exam, you'll find a job.



                          *TEKKENTAGTOURNAMENT*



************************************************************ ***** ***** *****
 Purpose of this FAQ                                          **    **    **
************************************************************ **    **    **

At first, I wanted to make a Jin strategy guide. Hmm? There were too many Jin
faqs out there in the net already. Some good ones, others I cannot say...
I haven't read all the faqs on Jin, just three. Why? Just read them. Then
I suddenly bumped into Dario, Dario Natoli who happens to be popularly known
as "...Red King". I think most of you guys know he made a really good faq
about Jin. I myself am a Jin player too, but not in the strictest sense. I
favor him though.

Anyways, if you try to look into his faq a little deeper, you will
understand that everything in the faq is genuinely true and masterfully
crafted. As he notes "...almost all the faqs out in the net are old and
every trick since writing the faq are already known and too over used...".
Atleast I think that was what he really wanted to say; I did some
modifications with his statement. "Red King, please forgive me on
this one."

When I emailed him, what I really wanted to do is to commend him. But
I did just the opposite. I asked him about some of the weirdest questions,
one would be about how to do an EWGF which he stated very well in his faq.
STUPID. On my next e mail, I tested him. "...how would Jin fare with Law?"
that was my question. With the answer he gave me, I was convinced on the
concreteness of every detail in his faq. Except for some views he had on SS.
If you are a SS-happy player you might say you can SS Bryan's f,f+3 3 out
of 5 times in a match. But can you SS it every time? How about Hwoarang's
f,f+3 at RIGHT STANCE, or Ogre's standing 4? Most say it is very difficult
to SS such moves.

           # moves that travel horizontal

             Bruce and Bryan's f,f+3
             Pauls d+4,2(first hit)
             Ogre's standing 4
             Lei's db+4
             Kuma's f+1+2

           # if you are too close to the opponent, dont try to sidestep
             since youll be poked during the first few frames of
             the motion. Always stay atleast a half-character distance to
             sidestep safely.*

The only credible statement made about SS is that of Lei, Paul's d+4,2 and
Kuma's. You just can't, if and only if you SS at an arms lenght away or
farther and even if done at the exact time of execution or earlier.
You can SS Kuma's f+1+2, for example,  only if at a very close range.
But you won't go that close. And if at very close range an opponent dishes
out a WGF or TGF, you can even SS to the wrong side. As long as it is timed
very well. How? SS the same time the input command is executed or as the
motion to attack is starting. The same goes for Lei's sweep. If you always
SS when you're upclose to an opponent, even Paul's Deathfist can hit you.

HEHEHE!

My arguement is plain and simple, there are very many misconceptions of the SS
and properties surrounding them.

I started to deeply involve myself in the the art of SS by the mere fact that
I got my ass whoopped by my cousin who attained mastery of SS. When I told
Dario about that he greatly appreciated my observation and acknowledged
with a great response.

Honestly, I don't consider my work to be a strategy guide or a faq. It's more
of a  tutorial written down.



                          *TEKKENTAGTOURNAMENT*



************************************************************ ***** ***** *****
 Sidestepping Guidelines                                      **    **    **
************************************************************ **    **    **


Everything must be governed by rules all must observe; it incorporates
a set of rules for easy understanding and for convention, synchronization.
I made the following guidelines in order for you, the reader, to SS properly.
And remember, SS is used first and foremost for defensive purposes. When
you learn to use it in that way, using it offensively will not be as hard as
you think.


      1. Never rely on the SS as your bread and butter.
  	   You can't win a fight by just avoiding attacks
         alone.

      2. Never SS just to annoy your opponent or because
         it might somewhat avoid an attack.

      3. Never SS before a move. It can get you into
         trouble.

      4. A delayed SS is will not evade a hit even if
         done correctly.

      5. The rule SS left if the attack is done by a
         left limb (the same goes for the right) is
         limited to Linear attacks, and diagonal attacks
         as stated in the Attacks-SS strats category
         section in this document.

      6. SS at the initialization of your opponents
         move/you can also SS within the starting frames
         of the move. Takes a lot of timing and a very
         trained sense of sight.

      7. You must be quick with your attacks after a
         successful evasion of an opponents attack
         via SS.

      8. Always perform the fastest, safest moves,
         throws, or juggles.
    	
      9. Always have another SS ready for a very good
         CDer and Counter.

     10. Some attacks, minimal number, cannot be SSed
         easily and requires an anticipated SS and
         very close range. So as much as possible,
         gain familiarity with what attacks these are
         and be ready to parry or block or CH.

     11. If any attack within a "string" is SSed,
         SS again to avoid being tracked and hit
         or opt for the best choice, counter hit/poking.

     12. Always look at your opponent's movements, not
         yours. It applies to the game in general as
         the starting motion reveals the attack.


The key in each and every successfull SS is a good recognition of the
motion of the first few frames of the attack. Second will be a very
good guessing game. Third would be the fact that the move your opponent
will do is a part of his pattern; no matter how good your opponent
is he has a pattern. Why did I say that? It's because of the fact that the
moves one must use are limited by the character's available moves. And to
add that the move one will do are the moves that will suit the situation in
a match. Hey! would you do an unblockable if your opponent was completely
mobile in a high level game? Come on!  These patterns maybe a set of juggle
starters or custom strings your opponent is doing. The mere fact that you limit
the effectivity of these moves by your opponent will greatly affect game play
and the match itself. A good game wasn't always short. A better game would
always be a time up and a close fight. But that's just my opinion.

What comes next is range. Yes, range is very important. At close range,
although you, I mean "WE", have been given by Namco at our disposal the
ability to SS even at the wrong side at close range, some attacks are
seemingly impossible to SS. The same goes for kicking and throw range. It's
because of the fact that in a high level match the probability of the same
mistake being done is very,very slim. And to add that you probably won't go
very close to your opponent. There is always somewhat a distance gap. When
I say very close by the way, I mean really close. You can actually see both
characters face to face.

Also, the diagonal attack thingy follows the general rule of SS right for
right limb attack kinda thing. In the case Hwoarang's frontal righty stance
attack of f,f+3, it's kind of tricky as you get fooled by thinking that it
was his other leg that does the kicking.

Since this is the first faq/guide I've done, expect a revision. Also,
your comments are highly appreciated. If there are anything which is
for you a very, very vague concept or idea, tell me.



                          *TEKKENTAGTOURNAMENT*



************************************************************ ***** ***** *****
 Definition                                                   **    **    **
************************************************************ **    **    **

It is equally important that you don't just know how to execute moves, escape
throws and stuns, and tag in or out but also how to move about as the match
goes on, progresses or expires immediately. Knowing how to SS and when to SS
is to your advantage.
The following definitions have been made by myself for reference purposes in
this faq and for any other future revision or discussion.


DEFINITION

SS is the abbreviation for the word side step. In the entirety of this
document, the meaning of the above term is the normal sidestep as what
tragic explained in his illustrations.

BKs stands for  back turned sidestep. It basically does the same function
but the scope of the step you make is less compared to a normal one.

AL or armslength (characterwise) only denotes that the distance from your
character to your opponent's is just an armslength of the average Tekken
character.

SSa are the standard  attacks that come off sidesteps as a package.

NP stands for normal position or start of match, mobile, or standing position
wherein you face your opponent dead ahead. At NP and both characters are at
the ends of the screen, a dash, charge, or run will null a SS position. The
invincible charge as some call it, does this as the light charge can be
avoided by SSing.

SSw is a term for a SS done the opposite direction of the right way to SS an
executed move. This is the hardest, trickiest SS move to pull off as perfect
timing and excellent perceptual speed are needed. This is the ultimate reward
for knowing and understanding the properties of any given attack. I seldom pull
through with this move so I instead use the regular one.

ST is referred to as a stopped sidestep. The stopped sidestep or ST is
accomplished by pressing f, b halfway through the completion of the actual SS.
An ST has distinct advantages like being able to SS a move to the wrong side
while anticipating the move you actually intend to SS. The properties which
a ST has is the same as a SSw although the latter is much more complicated.

ER or Effective range of throwing to its fullest is 2AL.

EWGD Electric windgod dash speed of executing a CD.


CONVENTION

1   - Left Punch, square         3   - Left Kick, cross
2   - Right Punch, triangle      4   - Right Kick, circle

5   - Tag button


f   - tap forward                  Tapping is generally doing a d-pad
b   - tap backwards                or stick motion fast. Hold would
d   - tap down                     mean you must press or tap on longer
u   - tap up                       for that certain motion to execute.
d/f - tap down/forward
d/b - tap down/back
u/f - tap up/forward
u/b - tap up/back                  Forward F or forward f means to move
F   - hold forward                 or advance dead ahead to your opponent
B   - hold backwards               with relation to his current position.
D   - hold down                    Backwards B or backwards b is relatively
U   - hold up                      the same but is done by moving away your
D/F - hold down/forward            opponent.
D/B - hold down/back
U/F - hold up/forward
U/B - hold up/back


I have only listed down conventions regarding the motion. That's the
consideration I can give a newbie.
I reiterate, I assume the responsibility that you are not a newbie, scrub,
or still a scrub, and/or otherwise. All the discussions herein are highly
suited for average and high level players as only such kind of people have
a high probability or chance of pulling off any of the things that will be
stated and discussed from now on. If by any chance you belong to those
which I have mentioned, do not despair as everyone goes through that stage
or have gone through it but not when they played Tekken.



                          *TEKKENTAGTOURNAMENT*



************************************************************ ***** ***** *****
 Sidestep Properties                                          **    **    **
************************************************************ **    **    **

As in any move, SSing also have properties which are very useful if you gain
familiarization on how to use such properties. When you are told to SS either
right or left, it literally means to your character's right or left.
In Player 1 position, a SS to the right directly translates into a SS to the
screen or away from the background.


TOP VIEW DIAGRAM

Start of match/         This is the intial position at the start of a
Mobile position         match. It would be typically be around two-arms (AL)
                        length in distance. If you SS in a start of a match,
P1 side   P2 side       say you successfully did, you can advance an AL and
                        grab your opponent. It's quite annoying.
      _   _             Anyways, the important about knowing your distance
     O_   _O            from your opponent is the fact that it determines
                        the type of move you'll execute.


Normal Sidestep (SS)    After doing a full, complete SS, you'll end up close
                        to your opponent's side. The distance is about 1/6 of
P1 side   P2 side       a complete circle or 1/3 of a half-circle. Please take
                        note that it does not completely place you adjacent
      _                 to your opponent at a 90 degree position with respect
     O_                 to the start of match or mobile/standing position.
       \                What happens next is that you are drawn closer to your
       \O               opponent.
                        It is only a matter of opinion whether you are in a
                        tight situation or a good one. If you know what to do
                        next, which I believe you do, you can punish your
                        opponent no matter how fast a move is dished out.
                        After a successful SS from an opponents attack, even
                        if he ducks, you'll get him with the throw,a fast
                        one for that matter. Just take note of recovery times
                        and you're on your way.

Stopped Sidestep (ST)   There are distinct advantages of ST that are
                        completely unknown to many. But the timing is
P1 side   P2 side       difficult.
                        One good example is a vs Jin match and a partner,
      _                 whoever. Jin's f,f+2 must be SSed to the right while
     O_  \              his hellsweep should be SSed to the left. A very
         \O             good guessing game is in progress. If the opponent,
                        makes a move showing you that he is going to do a
                        hellsweep, you have the option of SSing to your
                        left. But if the opponent pushes through with a
                        f,f+2 you will get hit, depending on your
                        distance. Given the situation that you did a ST by
                        pressing b for defensive purposes you will be able to
                        evade both attacks given that you did right with the
                        timing. Doing a ST by executing a grab, or plainly a
                        throw will do the job efficiently and give you
                        about a neat 30 points of damage off your opponents
                        life bar.
                        Before I forget, you end up still in front of your
                        opponent but slightly on the side facing the former.


Frame Information on Sidestep

I beg your pardon as my llustration and text graphics are grade school
level. Nevertheless, try getting my point. Also, it is not drawn exact to
scale so please don't get ideas that you have some kind of extreme
advantages or you are in a disadvantaged situation.

TOP VIEW
Sidestep frame info

 ,***.****    |=====|     -  one frame  total to start SS
*     *       |-----|     -  frames 2 to 11, 10 frame total
*     *       |     |        vulnerable to pokes
 '***'****    |-----|     -  frames 12 to 17, 6 frame total SS can be
              |     |        cancelled at any point in these frame
             _|-----|_    -  25 frame total elapsed, complete distance
             \       /       travel for SS is being approached
        **    \     /
          **   \   /      -  40 frames for complete
           ,***.\ /          Side step execution
       ** *     *:
         **     ***  **   -  if Ogre, King, A.King, T.Ogre, or female
           '***'   **

one frame  total to start SS
With regards to offensive moves, the sidestep  has great advantges
in execution as it only needs a frame to initiate. Your opponent is so busy
and concentrated at hitting you with his move that he is unaware that you
have just evaded the move. But this doesn't come without a set back. If you
tap u or d too late or too soon, you'll get hit. Doing a SS too soon will
not make it into SSw. There is a big difference, I have already stated this
in the definition section of this document.

frames 2 to 11, 10 frame total
The next section is describing a 10 frame total in which you are vulnerable
to fast pokes, attacks rendering you unable to block. This is the most
important frame in SSw since it tells you what moves you can only SS the
wrong way. Julia and Michelle's 1 cannot be SSw since the execution of
their move is at 8 frames, too fast.
This is also the reason why a dashed EWGF can be SSed. Even doing SSw!
If you remain observant on your opponent, he will dash in and you will
notice that if you SS before the opponent does or tap f the CDer will be
able to follow you. All you need is composure. Notice also that the intent
of the CDer is a DEWGF. He is too busy pulling off the move. You must SS
when you see the actual crouch motion up until only the point wherein
the opponent's character's shoulder rises. It takes time, practice, and skill
to perceive all that I have stated. It is rather difficult for some to do
such feat because they tend to look at their characters and not of their
opponents. When in a match, even in an actual fight, look at your opponent's
limbs to tell whether they will attack or not.

frames 12 to 17, 6 frame total
The section next to the above mentioned is detrimental to whether you kick ass
or not. Within these frames, you have the option to do a ST. What follows the
ST are arrays of moves. You may poke, juggle, or do a throw, a taunt even!
But when you are faced with a sequential attack I highly recommend that you
don't do pokes. The main reason for these is due to the fact that pokes
stop a sequential attack but do lees damage. What you want to do is to inflict
the greatest amount of punishment to your opponent as much as possible.
What I advise in these situations are doing juggle starters and throws. Juggle
starters are very tricky to do. Simply because it takes a bit of time to
dish out and you are risking being hit by the follow up move in the attack.
Doing throws are my number one options. First off, you can't escape it
easily as doing sequential attacks makes an opponent focused on doing the
attack, the sequential attack per se, that he is unable to dish out an escape
from a throw and that your opponent's recovery time works for you.

25 frame total elapsed, 40 frames for complete SS
If you make it to the 25th and 40th frame, it's a pretty easy life...
I reiterate, I assume the responsibility that you are not a newbie, scrub,
or still a scrub, and/or otherwise. All the discussions herein are highly
suited for average and high level players as only such kind of people have
a high probability or chance of pulling off any of the things that will be
stated and discussed from now on. If by any chance you belong to those
which I have mentioned, do not despair as everyone goes through that stage
or have gone through it but not when they played Tekken.

I have nothing special to mention about BK due to the fact that it is not
that used or involve in gameplay too often, only on special occasions. But
for the sake of those who would want to know...


************************************************************ ***** ***** *****
 Back turned Sidestep                                         **    **    **
************************************************************ **    **    **

It is extremely difficult for the person who will BKs as the threat of
retaliation or offensive is not in his deck of cards. The only available
options for someone back turned are regular kicks, punches, or to duck low.
He may even try to face towards the opponent but it takes too much time.

Lots of risks are involved since throws are a lot damaging plus the fact that
you cannot block.

Also, not all opponent tend to BK wjile in a match if that is not intrinsic of
their character.

But please put in mind that an opponent in BK position becomes dangerous if
you are careless. Do not charge in if you are not doing the invincible charge.
Fake them out.



************************************************************ ***** ***** *****
 Special Notice                                               **    **    **
************************************************************ **    **    **


I have based frame information from tragic's work about the SS in his
tk3m-act found at

http://downloads.members.tripod.com/~phoenix999/tk3m-act.txt

Please be reminded that only the frame information is taken.
 ___________________________________|\
| |      |        |            |      \
|1|  11  |   17   |    25-40   |       ' 40 frames for a full Sidestep
|_|______|________|____________|____  /
 |    |       |          |          |/
 |    |       |          |          `
 |    |       |          `- advantage point of SS
 |    |       |
 |    |       `- SS can be canceled from this point on
 |    |
 |    `- frames in which you cannot block
 |
 `- frames to initiate


Back Turned (BK) Sidestep Information
                                .
 _______________________________|\
| |     |        |         |      \
|1|  9  |  9-16  |  16-22  |       ' 22 frames for a full BK Sidestep
|_|_____|________|_________|____  /
 |   |       |        |         |/
 |   |       |        |         `
 |   |       |        `- can input moves
 |   |       |
 |   |       `- considered turning around (no longer BK)
 |   |
 |   `- considered back turned to this point
 |
 `- frames to initiate


...end of document for SS info by tragic

************************************************************ ***** ***** *****
 Sidestep Properties Generalization                           **    **    **
************************************************************ **    **    **





	1. It takes 6 SSs composed of 3 SSs to the to the background and 3
         SSs to the to the screen to circle an opponent. Movement can be
         interchanged. Coincidentally, it takes 6 SSs to circle an idiot.
	2. A SS extends the grabbing capability of throws.
      3. It evades attacks,charging attacks as well as charging opponents -
         only applies to short charges and not the long, invincible charge -
         and places you behind your opponent's back.
      4. SS attacks have tracking ability as long as they are delayed.
      5. You cannot block when you have started to SS for about 16 frames
         after the execution of the initialization frame.
      6. You cannot SSw an 8 frame attack or the like.


      *  The best way to SS is to SS as if you are blocking a telegraphed
         attack. A telegraphed attack doesn't necessarily mean that the
         attack is very slow, you just know that it is coming by the motion
         done by executing the attack. The attack then "slows down". But
         not all attacks can be SS as I have mentioned in the beginning.


                          *TEKKENTAGTOURNAMENT*


************************************************************ ***** ***** *****
 Info on frame                                                **    **    **
************************************************************ **    **    **

Hmm? you might ask what a frame is, so, I'll fill you in.

A frame is the short term for picture frame used in TV broadcasting/
Broadcasting Engineering. The frame is what composes a scene that we see on
TV and the like. Frame rate is referred to as how fast a frame changes in a
sec to form a scene.
Referring to NTSC standards, the frame rate is 30 frames per second. Tekken
on the other hand runs at 60 frames per second which accounts for the fluent,
real-like motion of the moves done by the characters. Actually, what we see
per frame is not the whole picture but scanned line images, but you wouldn't
want to know about it,so, there's no reason for me to discuss further on it.
Why scanned line images? So you wouldn't be having trouble with the
flickering screen.

Note: SS is also time governed.



                          *TEKKENTAGTOURNAMENT*



************************************************************ ***** ***** *****
 Category of attacks                                          **    **    **
************************************************************ **    **    **


In this section, I will not discuss each character and how and where to SS
their attacks since what I want to teach you is to SS via reaction. You must
learn this unique technique of executing a SS and such follow up moves such
as a Juggle starter and/or a throw, which is to my opinion, under-rated and
belittled. The throw is a very powerful weapon. It only becomes such as I have
claimed if you know when to dish out the move.
I have only cited a few moves and from which character they belong to so as to
give you an idea.
Learning the offensive nature of an attack will teach you how to defend against
it. In the end, you can never use the same attack twice...

I.  Linear attacks
There are basically two types of this kind of attack

    Vertical attacks
    Horizontal Attacks

Vertical attacks are those that run down-up and up-down. Most
juggle starters fall under this category of attack especially kick
attacks and uppercuts.
Avoid these attacks as stated in the RULES section. Just take note
of whether the attack is a class1, class2, class3 juggle launcher.

Horizontal Attacks are further divided in to two types which are the
(1) Straight horizontal attacks which travel horizontally forward.
Examples would be the regular 1 and 2 punches, and the lightning kick
when grounded. Next, the (2) Sweeping horizontal attacks. The mentioned
attack can be SSed by the average Tekken player with medium difficulty,
I guess so. These attacks travel horizontal while doing such attack
in a sweeping or arcing manner. Attacks of this nature are those of
Bryan and Bruce's f,f+3, Ogre's standing 4, Jin and Jun's roundhouse 4.
For punches, Ogre and Kaz's Demon Gut punch fall under this category.

SS to the direction of your opponents attack if the nature of the
attack is horizontally turning. If the attack sweeps right, SS to
your left.
The simple rule for these attacks is the SS left for left limb, SS right
for the right limb.


II. Specialized attacks
These type of attacks do not follow the rule stated above. If you don not
believe me, just keep on being hit by your opponent.

    Diagonal attacks
    Low horizontal attacks
    Two limb attacks
    Sequential horizontal attacks
    Combinational attacks
    Crouch dashing arts


It seems pretty simple. But the truth is most comment on these attacks
very hard or extremely difficult to SS.

Diagonal attacks
Are those of Hwoarangs f,f+3 at Right stance and, similarly,
Xiaoyus f,f+3,. It is indeed very hard to SS these moves
since the moves have annoying priority for delayed moves. Against
these,  you must SS it opposite the direction of the sweep. Moves
like this are difficult to SS. You should opt for a grab at the
starting motion if you ever get the chance or a counter hit.


Low horizontal attacks
Lei's d/b+4 is a low horizontal sweep attack and SSing such a move from a
distance is impossible. You can only do it up close. Also in this category is
Paul's d+4. Bryan's d/f+3 is also in these category. But of all the attacks in
this category, Bryan's sweep can be SSed easily. It just lacks speed that Paul
and Lei's move possess.


Two limb attacks
Kuma and Panda's f+1~2 which is a two limb attack which sweep in both
direction. To evede it, try reversing it first to get an idea of where to SS.
Okay, just it to your ****. It's just if you forget where to SS it, reverse
the move and the limb tells the direction of the evasion. The same goes for
that of Nina's f+1~2. The Jacks also have two limb attacks, Eddy too.

Hmm, since I mentioned Eddy, I''l talk about him a little.

Capoeiran Eddy Gordo's attacks can be SSed but don't get too comfy about it.
Despite the fact that you can evade his attacks, you must be able to interrupt
the other moves or depend against them. Besides Jin and Kaz's u_u/f+4,4,4,4,
Eddy's attacks have impressive tracking ability. If you are not the kind of
person with lightning fast reaction, you'd have to opt for a poke or interrupt
as Eddy does his moves.


Sequential horizontal attacks
Examples of sequential horizontal attacks are the hell sweeps and, Kaz and
Jin's u/f_u+4+4+4+4 plus Jin's b+2+1. With regards to SSing these attacks,
extreme skill and timing must be present in the player who will SS the attack.
Also, Law's punch and Hwoarang's kick arrays are in these category.

SSing Hellsweeps, INTO THE WHIRLWIND TECHNIQUE

A hell sweep is a sequential horizontal attack which hits low and sweeps
counter clockwise. If you are upclose and an opponent dishes this out, SS to
your left and you will be able to evade being hit. If at a distance, the
hell sweep tracks pretty well. So the only solution left for you to do is
to defend low...just joking! What you should do is to anticipate the right
timing of when to SS. A good distance would be...this is hard to explain and
for you to swallow...I think you are experienced enough to tell whether the
second sweep or the first sweep is ABOUT to hit you or not, the distance would
be before the first hell sweep or second is about to hit. If you're really
up to it, you'll go for the first sweep.

. . .CATCHING THE WHIRLWIND
This is the same technique I use with Jin and Kaz's highly regarded
u_u/f+4,4,4,4. Some people like to frighten their competition or annoy them.
But I have varied and improved it. The second hit can be a WGF for Hei,
roundhouse for Jin, hell sweep for Devil, Angel, the...Jins, and Kaz.
My technique is not with out assurance, it is a double edged sword. If you
did avoid being hit when you SSed, you can over power him with the follow up
in my technique...that is catching the WHIRLWIND.
In Tekken, the only way you can catch someone is to do a throw. So the really
safest way is to SS and grab your opponent! Even if Hei and Jin does a
different move, IT DOESN'T MATTER. The throw will out prioritize their move.
So if you have that incredible concentration and composure, your skill will
be heightened to such level of play that I assure you ...you will not loose
as long as you know your Tekken basics.

Jin's b+2,1 can be SSed but you must act quickly if the opponent does delay
the move. It will track and hit. SS the first hit to your right. Just that.

But let me tell you that if you do not have the knack for when this move
is coming at you, no matter what you do you will get hit, SS..that's what
I meant. And if you are experienced enough and is up to the challenge, you
can SS this move in both directions if you see Jin move back, at times followed
by neutrality, than a sudden forward with his right elbow being shown behind
his back then a horizontal attack - right hook. If you get hit while guarding,
SSing the next move to the right will be almost impossible...impossible.
You can only SS the second hit if you were not hit by the first. But if the
first hits you, tap f immediately not repeatedly because you will break your
own guard and that is quite stupid.
By SSing the first hit successfully, you must interrupt the second hit at all
cost. If you end up close while the second hit is about to make contact...it
will hit the spot. Some may use the laser canon/scrapper in a very wrong
way against SSers. Do not attempt to use this move to scare someone at a
very wrong distance because it is fairly easy to evade the move given such
opportunity.

Some attacks, even at close range, just cannot be SSed.


Combinational attacks
Examples of this kind of attack are Paul's d+1,4,2 and ten strings. You don't
get the chance to SS all the moves in this type of attack but SSing the first
array of the move can be a relief. Paul's d,d/b,b+3,2,2 can back track as long
as it is delayed and all that. So be careful when you do evade the first and
second hit of this attack since if you don't guard or CH as you evaded the
move, the back tracking last attack will hit you. That is if the opponent did
delay the move. Otherwise, your opponent will end up showing his stuff while
you punish him afterwards.

Crouch Dashing arts
I have menioned that the rule SS left if left limb blah, blah, blah is not all
that true. Do you SS a hell sweep done by a right limb to your right? I think
not!
Anyways, I will not discuss about the standard CD attacks but those attacks
which revolve around the specialized use of the crouch dash, highly regarded
but are unconventional moves in reality.


START OF SPECIAL MENTION

Don't try too many ss up close unless you have a decent frame advantage
.. cause wgf will pick you up out of a close ss all the time (I learned
that the hard way) .. One little tip is IF YOU SEE A CD COMING TOWARDS YOU,
DON'T SIDESTEP. at that point it's too late and hellsweep or wgf will track
you. do the ss in anticipation for good results.

END OF SPECIAL MENTION


SSing a CD

You can SS a CD. All you need to do is if you see the opponent after a
forward dash go into crouch position, dash forward and SS to your left.
What comes next are S.O.P. which I think you know what to do by now...
punish them!!!

What's this special mention all about?

The one thing he did a good job on was telling you not to SS sequentially.
Other than that, he doesn't know the mechanics behind the SS. It takes a keen
eye to see an EWGF coming. It doesn't take as much skill to see whether a WGF,
or hellsweep coming at you. That's just my opinion as that's the way I see it.

A good example of a CD move coming at you would be the TGF. You see the
crouching motion as it draws near your character. SS left, throw or CH or
Juggle. End of discussion.


Wave dash
     WGDRUC (Wave Uppercut) f,N,d,d/f,b,WS+2
     WGDRDUC (Wave Pistons) f,N,d,d/f,b,WS+1,2
     WEWGF (Wave Electric Wind godfist)

The Wave uppercut and Pistons are two risky moves against a defensive expert.
But if they don't know it yet, it's one hell of a move and juggle starter.
The same goes for the WEWGF. The only thing that I see as a stand out move from
the rest of these branched wave dash forms is the WEWGF. It covers more
distance than the Wave Uppercut and Wave Pistons and it comes out faster.
Do not let your opponent gain distance to dish these moves out. Move CLOSE as
possible to them. You will not be able to SS this move after being
guard stunned.
You can SS the WGDRUC to your left, the WGDRDUC to your right but be careful
since the Twin Pistons of Kaz is flawless as the word goes around, hich is TRUE.
The WEWGF can be SSed to the left as long as you don't SS the first wave.
To evade the hit by an EWGF, get close to your opponent and SS the seccond CD,
not the first CD. But if you don't get me, just block it and be prepared if the
opponent opts for a throw or hellsweep. Deal with the taunts...


Dash Electric Windgodfist
This move is good to pull out when an opponent whiffs at a distance. This
variation of the CD helps the EWGF to gain ground than a normal EWGF. SSing
this move is to SS left but pay attention to when the opponent's character
(Jin or Hei) comes out of the CD to deliver the EWGF. This is also SSed the same
manner as a WEWGF. Get close when the second CD comes.
The DEWGF cannot be SS if you whiffed.


Wave Electric Windgodfist
This move, if the opponent is SS happy and is a bit scared of your offensive
is pretty much good to dish out if at a distance. It covers more ground than
a DEWGF. If you do not know the mechanics of this move, you'll have a hard
time evading it.


Fake Wave
The fake wave is to lure the opponent into whiffing. If the opponent falls for
this move, what comes next is INEVITABLE if done correctly, EWGF. This is my
move of choice especially against a good Bryan player who doesn't do short
strings. Bryan's b+1~2 is an outstanding move!


Snake dash
The snake dash is as risky as doing a mist step. I refer to the move as Jin
and Hei's mist step version of Kaz's mist step. The move sucks if you don't
know how to SS correctly. You can SS to any direction but do you really have
an idea yourself what move an opponent will do if the former stands still and
watches your every SS while at neutral guard?
But I don't want you to get thew notion that the mist step is a bad move, it
isn't!

********************
 Just my opinion...
********************

The Wave Uppercut and Pistons are for masters use. Wave dashing and move coming
out of it won't work very well against defensive experts. The fake wave, it takes
a very good perceptual speed to see what move comes out but you are risking
retaliation if you don't know your spacing. The snake dash is as good as wave
dashing and mist step all together minus the mist step moves that you have at
your disposal after the SS.

That's just my opinion. You have yours. Look at the First Ammendment because
I have my rights. And one of them is...you already know!

The key in SSing these moves is perceptual speed that you possess. My
Perceptual Speed Theory will only work if you have a good knack to see any
of the above moves coming coupled with your ability to react as fast or even
faster than your opponent.
My theory also incorporates the thinking "...my move is a result
of your move..." which is pretty easy to understand.

Let me illustrate.

A dashed EWGF can be SSed. But what you need to do is to put in mind if the
opponent will push through with his attack. If he is planning up on other
things, I suggest that you prepare an escape for a throw, and be on Active
guard. Otherwise, you'll see the opponent coming at you full speed. That is
his mistake since he is so busy pulling off an EWGF after tapping forward
that you just evaded him.
To evade the DEWGF is to SS once the character leaves the CD into the attack.
Also, you can just dish out a throw as he draws near because it'll
out-prioritize the opponents offensive. Once the opponent is as near as twice
an AL or lesser, you can do a throw while noticing that your character also
moves forward. It only shows that you have out prioritized his move.

A WEWGF takes composure to SS. If we break down and disect further into the
WEWGF, we will notice that it is a crouch dash immediately followed by a DEWGF.

It is always good to break down a good offensive's blue print rather than
attacking it head on because at such compound level, analysis of any weak
points for the move is very hard.


************************************************************ ***** ***** *****
 To Sidestep or not to sidestep...                            **    **    **
************************************************************ **    **    **


If you SS often, they refer to you as the SS-happy Tekken player. If you
dont SS, youre a...jack-in-the-box? So, which is which?

Let me explain.

The series was a given the ss move for various reasons. One of which was
to add substance to a character's game style, even yours. It is there for you
to be able to evade attacks and counter hit in an offensive and defensive
manner.


I would like to demonstrate to you, the reader of this document, the prowess
of the sidestep against well known attacks that deplete life bars in a matter
of seconds.


AGAINST TEN-STRING MESSIAHS*

Just ss. But SS the first move of the string, most recommended, or any
move in the string that can be SS. If the best choice is to counter hit,
then by all means do so. You can freely, but quickly, hit your opponent in
the back if you ss correctly.
Some ten string users use their combos within close proximity. For this
matter, block then counter hit or sidestep. Also, be aware of the low hitting
strings in the combo they are doing because once it hits you, you are most
likely to take the damage of the rest of the strings.
For those who use the ten string at a distance, you can still have a glass
of your favorite beverage after SSing the the string and ending up behind
your opponent. This is the lousiest way of using ten strings. It's effective
for scrubs as they tend to get intimidated by the combo. Too far is
too risky. Remember that as you play this game.

AGAINST A CDr**

Even if your opponent taps f then CD-attack just ss to wherever
(more on the direction stuff later) it should be SSed and youll find
yourself at your opponents side, if and only if he follows up the CD
with an attack such as f,f,N,d/f+1~_2_4, 4. The only thing he could do if
he wants to execute his CD attack is to tap f to follow you. But then again
you can always CH your opponent as he does the CD motion. Buffered CD
attacks are another story...fairly easy to evade.

The key in evading CD attacks is to let the CDr execute the attack. It takes
a lot of skill to pull a SS against a very skilled CDr. A TGF for example
can still track you down despite SSing it the right way. It takes mastery and
experience to SS CDr such as I have described. Also, these ones are dangerous.
Just the mere fact that they successfully hit you with a TGF is scary.
Okay, okay. It's too hard. Try doing a SS against a Jin, Kaz, or Hei doing
an u/f+4,4_4,4 (for Kaz and Jin). SS to your left then grab that dude. Also
take note that Kaz and Jin can the a special variation of the said move by
pressing "u" instead of "u/f". This variation is very good to intimidate a SSer
or for okizeme purposes. It would be hard to do the "u/f" variation against,
say, Lei so what you are left with is the "u" version. Plus the fact it takes
a shorter time for it to connect giving you a slight advantage.

When doing a sequential SS, you are at a disadvantage, my friend. I have seen
the effects of what a CD preceeded by f can do. And it can do very nasty
things to you.
It says it all. Sequential. That's what's wrong. When the CDer taps forward,
he faces you and can do and EWGF which will be your doom if you SSed it to
the wrong side. And even if you manage to SS it to the correct side, you'll
have no guaranties of ever avoiding a hit.
If you're in neutral guard, take note of whether your opponent will do a throw
or a low attack. That's the worst thing that can happen to you if you can't
see it coming. But if you see the opponent coming near you and is at a distance
to your advantage, give him a quick lesson not to do CD moves ever again.
Timing is the key to a successful SS. If you have won using only one move in a
match, then you know what I'm talking about. Otherwise, work on it.

The truth is, as long as you SS the right way, you can never be at
a disadvantage. But there are exceptions which I have already mentioned.

SSing moves when you just got recovery from a lag time is a very bad idea.
You'll only get hit while doing the SS since you just delayed it. Another
would be that the infamous convention of right limb, SS it right and etc.



*  for confused newbie, E mail me.


AGAINST A SKILLED SSer

This kind of match is a good one and very hard and frustrating; assuming that
both players are indeed knowledgeable SSers and not SSing just for the sake of
it.
You both know when, where, and how to SS each others attacks. In this kind of
match, the first one who SSs looses. Why? When you SS as your opponent observes
you, you are vulnerable to his attacks. As what Ben Cureton (tragic@toxic.net)
has demonstrated in his analysis of the SS, there are advantage and disadvantage
points. But there are exceptions to his notations on whether it is an advantage
or disadvantage point.


** If you still are confused, try this one.



Its a Jin vs Bryan fight. Youre Jin. Your opponent after a few seconds of
start got you with a f,f+2 but you got up and the next thing you see is a
f,f+4. If you SS, I suggest that you SS to your Left. Youll be at his right
side and you can either grab him with the f,f+2, do a E/WGF, a Tooth fairy,
or if you got him dumb founded by making him wonder why you didnt got hit,
do the ultimate stupid-opponent-KO move - b+1~4. Actually doing a
spinning godfist out of the blue leaves your opponent stunned, paralyzed
for some unknown reason. Actually, most unblockables can do this. One of
which I use is Heihachis Lightning Hammer. But I dont suggest that you do
unblockables every time. But if it gets them, the faq on taunts comes in
very,very handy.

I reiterate, I assume the responsibility that you are not a newbie, scrub,
or still a scrub, and/or otherwise. All the discussions herein are highly
suited for average and high level players as only such kind of people have
a high probability or chance of pulling off any of the things that will be
stated and discussed from now on. If by any chance you belong to those
which I have mentioned, do not despair as everyone goes through that stage
or have gone through it but not when they played Tekken.
Also, take note of the rules I imposed on you before doing any SSing. Remember
them by heart!



                          *TEKKENTAGTOURNAMENT*



************************************************************ ***** ***** *****
 Sidestep Applications                                        **    **    **
************************************************************ **    **    **

In the strictest sense, SSing is mainly used for defensive purposes. But
then there's always an exception.
I reiterate, I assume the responsibility that you are not a newbie, scrub,
or still a scrub, and/or otherwise. All the discussions herein are highly
suited for average and high level players as only such kind of people have
a high probability or chance of pulling off any of the things that will be
stated and discussed from now on. If by any chance you belong to those
which I have mentioned, do not despair as everyone goes through that stage
or have gone through it but not when they played Tekken.


THROW GAME, TAG GAME, JUGGLE

Most Tekken players don't notice why others consistently SS. With reference
to the  second property I wrote, that says it all. Some may disagree that if
you SS and grab you must be close or closeR. NO! It's a misconception. Try
SSing and if you are about one to three-halves arms-length away
(characterwise), try to execute a throw. It'll grab your opponent to your
and his surprise. Also, a back and side throw is as TRICKY to escape as a
multi-throw because any throw can be executed for the same motion, side
throw if grabbed by the sides...right side motion and left side motion have
similar commands. Back throw if grabbed behind. And to add that back and
side throws are much flashy. When your throw is being escaped, your opponent
must be able to initiate the escape command as fast as he can, but it seems
impossible especially if you evaded an attack. The recovery time of your
opponent from such a move works to your advantage.

Back throws cannot be escaped! But you can always duck. That is if your
opponent doesn't juggle you. And don't under-estimate a BIG character.

"Ah! ...beware of a good SSing Jack who always pulls off side and
back throws." heehee!

If you end behind your opponent after SSing an attack, you have a couple of
choices. One of which is to juggle, quick juggles I mean. If you can inflict
juggles that can take more than 40 points of damage off your opponents life
bar, the better. If you can't, opt for a grab for an instant 60 points
damage. That is if your opponent does not face you before you grab. Well,
if you're trying to work on your juggle, execute one to gain better
juggling ability. But you'll pay the price if you make a mistake.


Juggles
I'm quite speechless when it comes to juggles and all that. Almost everything
about the aspect of juggling has been covered by so many faqs/guides here
in gamefaqs.

Just for the sake of it, here I go...

To be able to do and execute juggles everytime defines the outcome
of the match. The more devastating the juggles you know, the more the fight
is going to be easy for you, that is if you get it to connect at all.

In high level matches, seldom do these kinds of attacks arise since
both competitors know of the damage potential if the other inflicts
a juggle. Characters like the Mishimas and the Kazamas are natural jugglers
and deal powerful juggles. If you get juggled by a Jin player once, that
maybe all that he needs. Each of the opponents set up attacks then link it
with juggle follow up moves that can mean the end of the round. If you are
able to escape it, good for you. Atleast pray that your opponent miscalculates
or does a mistake.

The only thing you can do is to block or avoid it as much as possible. In my
case, avoiding a juggle starter would be the best option.

Why?

If you successfully SS and avoid a juggle starter move, you've set yourself
up for free hits at you opponent. And that means it your time to do some
juggling yourself. And do it as fast as possible if the attack you've manage
to avoid has quick recovery time. But be aware of the moves you dish out
for not all moves you do would create an opportunity for you to do damaging
juggles. If you can only do juggles after such predicament in which the
damage is meager, than I suggest learn the more damaging juggle move.

Practice makes perfect. But the way you do it is the key to whether you win
or not. You must possess excellence in execution for if not and even if
you do know how to juggle, it would just have been a waste of time since you
can't use it to work for you.


It is the newest addition to the game aside from new moves the characters
were given - TAG. Tagging would only be useful if you successfully do a
juggle starter but it will certainly complement your SS game. So let me
discuss on tagging a little before I go on...


The Tag
One thing notable about tagging is that it is a move on its own right.
There are pros and cons incorporated into it. One of the reasons for
tagging is to change characters within the round for a different approach,
mostly for offensive purposes or just to recover your main character's
health. Also, it helps to avoid further damage inflicted to any of your
character's by "escaping" from a very bad predicament. One example would be
okizeme. Instead of receiving more damage, you roll out and tag-in  your
partner. Isn't that nice?!

But I think with the introduction of new features in the game of Tekken,
the tag has been most exploited, used, and known about. Almost all of you
Tekken buffs out there know more about the mechanics of game play behind
tagging than SSing.

But so much for that...


************************************************************ ***** ***** *****
Throw Game                                                    **    **    **
************************************************************ **    **    **

Does anyone do throws in Tekken anymore? I know I do.

In local arcade matches, seldom would you see someone do a throw, unless their
King, Nina, Anna, Bruce, etc. But you see, throwing is still in and can be of
great advantage to you. You can also gain psychological advantages if you know
how to do it.

Hmm, it comes to my attention that when you do a throw, your opponent just
escapes it with relative ease. Here's where I come in to frustrate your enemies.


******************************************************************************
I. Execute throws on whiffed moves
******************************************************************************

This will be your biggest advantage. The recovery time of your opponent works
against your opponent and not you. It'll always get your opponent and frustrate
him as it now becomes trickier to escape. As a general rule, the longer the
recovery time, the harder it is to escape the throw and the better the chance
for you to do some damage with the throw.


******************************************************************************
II. Execute throws with two input escapes
******************************************************************************


It's pretty hard to escape throws with two input escapes. But if your opponent
can escape it everytime, it'll be hard for him to know if you did such kind of
throw we are speaking after you do a sidestep.

Very nasty, isn't it?

Some Tekken players can see what kind of throw you are pulling off. Kind? I mean
the kind of escape for the throw you just did. Hmm, you seem amazed. But it
isn't all that impossible.

To basically know what throw escape to dish out when an opponent does a throw is
to have some idea of what arm he used to grab you with. I will list them down,
and it's regardless of what throw your opponent does as long as you know what
arm he used


          1. Throw done with the left arm extended than the right arm can
             be escaped with the inputting of 1 (square)
          2. Throw done with the right arm extended than the left arm can
             be escaped with the inputting of 2 (triangle)
          3. Throw done with both arms extended can be escaped with both
             punch buttons
          4. Throw done while on the left side can be escaped by 1
          5. Throw done while on the right side can be escaped by 2

You must remember one thing when doing such escape. You must do it before your
opponent's character twist's, lift's or lay's hand on your character. Once any
of the following have been executed, is twisting, lifting, grasping already, on
your character, escape is inevitable even if you press the right escape button.
Being late is has never done any good, even in real life.

If you want to learn how to escape multithrows,  site is a good place to visit.


******************************************************************************
III. Execute side throws
******************************************************************************


Side throws are cool! Refer to Lee's side throws for some first hand experience
on side throws; thanks a million "maureen" - maureen of TTT.com forum. She is
quite good with Lee and Law.

Anyways, side throws are for guessing games. Aside from doing an attack or
standard SS attack, you can opt for a side throw. And it deals quite good
damage for that matter.

The advantages of side throwing are obvious. First off, it's conceiled...whether
what throw you do since you hide behind your opponent or your back is exposed
to the screen. Second, if you evaded a move you can grab your opponent's
character even at two armslength distance, characterwise.

Just do it to know more.


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IV. Back throws
******************************************************************************


This is the ultimate throw you can ever execute but you won't usually end up
behind your opponent. The rewards in pulling this move off out weighs the risks
that you are faced with.

Back throws, for a fact, cannot be escaped. Period. Nothing follows. Be a scrub
all your life.

Second, back throws are very devastating. It even out-weighs  damages some
juggles and unblockables. Refer to Kaz's back throw for coolness and Toshin,
Ogre's back throw for some kick ass damage. Actually, you can go to the washroom
and do your stuff than come back to see the Ogre has just depleted a whopping
70 points of damage off your opponent.


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V. Throwing before a move
******************************************************************************


This requires EXTREME skill, COMPOSURE to it's fullest, and TIMING. If you think
you don't have this qualities in you, don't try it.

If you see a move coming and you have time to block it, I suggest you throw out
a throw. You can throw, Hei, Kaz, Jin as they do a WGF or that of Paul's DF. It
is even useful against those who use unblockables (!), with some exceptions.

Hwoarang's f,f+3 can also be caught if you know the timing and if you're up
to it.

I reiterate, I assume the responsibility that you are not a newbie, scrub,
or still a scrub, and/or otherwise. All the discussions herein are highly
suited for average and high level players as only such kind of people have
a high probability or chance of pulling off any of the things that will be
stated and discussed from now on. If by any chance you belong to those
which I have mentioned, do not despair as everyone goes through that stage
or have gone through it but not when they played Tekken.
Also, take note of the rules I imposed on you before doing any SSing. Remember
them by heart!


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Effective Range of Throwing
******************************************************************************

Almost everyone will say that to execute a throw with a a probability of one
out of one you should be done close to the opponent or half an AL. But that is
not true at all!

Give me ten reasons why you doubt me when you e mail but I'll answer your
queries right now here in this section. I will be devoting this section to the
analysis of the throw range ER.

Effective Range has been defined in the definition section of this faq to be
twice an AL to its maximum range. I don't think specifying the minimum range
would do any good. But why 2AL?

The 2AL can only be confirmed on whiffs and on article five (V. Throwing before
a move) of the Throw game section. It is only then can you execute a throw
at its maximum distance. But keep in mind



                          *TEKKENTAGTOURNAMENT*



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 Anti-Sidestep Strategies to follow                           **    **    **
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Why an anti-SS guide?

The purpose of my tutorial is to impart knowledge to all about what I know about
Sidestepping and as well as knowing that SSing can evade almost all the moves
an opponent can dish out, I am also aware that not every move can be evaded.

The infamous WEWGF and DEWGF are said to be very good anti-SS moves. But is it
all that? And does it really track a SS 100%? I think you'd also be asking
that yourselves.

Nonetheless, Tekken is still a game. A game which is governed by the protocols
intrinsic to the game's program. If you are knowledgeable about all the aspects
of this rules, you are vey lucky for you are the better fighter. That's of
course if and only if you know it and know how to use such knowledge.

I apologize for cutting this short as my computer is having problems. I need
to reinstall my OS to continue but the CD is missing. I guess I'll have to buy a
new one.
I will follow up on this matter since I never intended to add. I just thought about
it and said to myself that no move is invincible once you get to know more about it.


What to expect???

SS-cancelling
Analysis on CD, RD and Sway, and their variations
the f and b tapping
tracking
what to use for hitting an opponent SSing
To go Offensive or not



************************************************************ ***** ***** *****
 My Email Address                                             **    **    **
************************************************************ **    **    **

For such insulting and violent comments, email me at

         www.sonnses@tekken.cc

I would greatly appreciate your comments, queries, and doubts about my work as I
greatly relieve you of any second thoughts. Also, please send in comments on what
you want to be added. But please be advised that I'm most likely not going to add
a section particularly about SSing every characters attack.

Hachima would again like to thank the people at TTT forum for their help, even if I
didn't ask them. It's one of the reasons why I made this faq. But that's a secret.
Exar kun, Essenceofjr, maureen, Renick, Red King, Dohee, and Eoin just for e mailing
me was a big help.


" Ore wa Bakemono?
Chigau! Ore wa Akuma da! hahahahahah"!!!

