Angel/Devil FAQ and Strategy Guide For Tekken Tag Tournament Version 2.0 By Moogoogaipan (moogoo_gaipan@yahoo.com) Copywrite Notice: As if this is worth nicking stuff from. However, feel free to rip this document off for all it's worth. Cut and paste liberally into your own web-pages, and then claim you wrote it. Publish it in magazines. I really don't care. The mere fact that anyone considers it worth ripping off will be gratification enough for me :) BTW, I recommend downloading this file and saving as a web file (.htm) for simplified viewing and scrolling. Alternative is to open this file in Wordpad, a program which should come with your computer, and make sure to set the view options to "wrap to ruler." 1.01 - Revision includes changing content on low parries, Twin Pistons move, and the Devil Fist move. Also the changing of this document to a .txt file. 1.02 - Fixed the tedious problems associated with viewing this file. 2.0 - Added frame data and strategy section. Updated some of the move descriptions and added new moves to the list. ---------------------------------------------------- Table of Contents: 1. Preface a) context b) character background 2. Conventions used in this write-up a) commands b) abbreviations c) hit ranges 3. Introduction to Angel/Devil a) strengths and weaknesses b) the basics 4. Moves a) move list - throws - special attacks - strings b) move descriptions - throws - special attacks 5. Juggle combos a) juggling basics b) combo list 6. Frame data 7. Strategies a) basic b) advanced - low parry - chickening 8. Final words 9. Credits -------------------------------------------------------- 1. PREFACE ======= Context ------- The focus of writing this guide is to bring a fresh and experienced perspective to the beginner as well as the more seasoned Tekken player towards the use of the Angel/Devil character. Character Background -------------------- Angel/Devil first emerged as playable characters in Tekken 2. Although they were absent from the 3rd game of the series, they've returned in Tekken Tag Tournament (hereforth referred to as TTT). Their stories are not completely defined, but they exist as supplemental counterparts to the Kazuya persona. Namco will most likely provide additional information on these characters once the game is released on the Playstation 2. Meanwhile, there are some Tekken fans out there who could recite what is currently known of their bios in Tekken better than I could. Since this is a FAQ though, I'll share what I do know... Kazuya has a tormented soul. His ambition for power could be equalled by his hatred for his father, Heihachi. In his desire to defeat his father, Kaz made a pact with the Devil thus augmenting his strength to levels sufficient to best his father in combat. Yet Heihachi's iron resolve did not allow him to die. He later returned stronger than ever and killed his son. However, the essence that is Devil didn't die. Kazuya's son, Jin, is wrought upon by his father's legacy. Angel's role is not wholly clear (no pun intended), however it is popularly perceived to be the force representing the good fighting for Kazuya's soul. 2. CONVENTIONS =========== Commands -------- 1 = left punch 2 = right punch 3 = left kick 4 = right kick 5 = tag button f - tap forward F - hold forward b - tap back B - hold back u - tap up U - hold up d - tap down D - hold down u/f - tap diagonal up/forward U/F - hold diagonal up/forward u/b - tap diagonal up/back U/B - hold diagonal up/back d/f - tap diagonal down/forward D/F - hold diagonal down/forward d/b - tap diagonal down/back D/F - hold diagonal down/back Abbreviations ------------- N - joystick neutral WS - while standing WR - while running FC - full crouch SS - side step CD - crouch dash (f,N,d,d/f) + - at the same time ~ - immediately followed by < - slightly delayable = - next part of attack sequence [ ] - optional commands CH - counter hit cc - crouch cancel (tap u during crouch) wgf - wind god fist (f,N,d,d/f+2) tgf - thunder god fist (f,N,d,d/f+1) JG - juggling move GB - guard break BS - low block stagger KS - kneel stun OB - forces opponent's back to face you " - indicates interruptable points in string hits _ - alternative method of executing a move Hit Ranges ---------- l - move hits low (block d/b) m - move hits mid (block b) h - move hits high (block b or duck) L - move hits low and grounded opponents (block d/b) M - move hits mid and grounded opponents (block b) Sm - move hits special mid (block b or d/b) ! - unblockable hit - unblockable hit which avoided by crouching {!} - unblockable hit which can also hit grounded opponents 3. INTRODUCTION ============ Angel/Devil play exactly the same. Angel is selected by pressing start while over Devil's portrait. She is dressed in white robes and wings. Devil, on the other hand, is darker in tone (dark or lighter purple depending on which button is selected). Physically, he closely resembles Kazuya except for the wings, horns, fur, and the gem on his forehead. Angel/Devil will be simply referred to as just "Devil" for the remainder of this FAQ unless otherwise noted. Strengths and Weaknesses ------------------------ Of the strengths, Devil possesses speed, power, and exceptional stamina. In fact, he possesses the highest class of stamina which translates to a bit more of a lifebar. Like the others in the Mishima family, he has many quick recovering attacks which allow him to be more offensive oriented. He has some of the best juggle starters in the game as well as laser unblockables to awe and irritate people. His ability to use the crouch dash keeps the opponent guessing as to which move will be coming out while also providing Devil with a maneuver that ducks under most high attacks. He's got an extremely powerful sidestepping attack with unique properties to be explained later. Finally, his follow-up to a successful low kick parry is excellent. Devil's flaws begin with a low number of moves, somewhat limiting the style and diversity of play. As a singular character, his juggling combos are about as damaging as Kazuya's and not to the high standards set by Jin and Heihachi. Another weakness is related to a new feature to TTT. The "netsu" or anger power-up is a temporary advantage gained when your character's lifebar is flashing red. It activates when your on-screen character gets hit a certain number of times and the off-screen characters gets angry. The number of hits required for this power-up depends on which characters you have teamed up. Once tagged in, that character will inflict 30% more damage on all moves. When Devil is teamed with other characters, it takes slightly longer for them to benefit from the anger power-up (flashing red bar while on the sideline) and some specific characters do not even get angry because of their relationship. Selecting Angel solves this particular problem. In addition, Devil does not get angry unless under specific circumstance (teamed with a golden tetsujin). The final glaring flaw to this character is when he is teamed with Kazuya. Though they share a unique animation of morphing into one another, they are quite vulnerable just as the transformation begins and ends. BTW, Angel may not be selected with Kaz since it will automatically revert to Devil as the selection. The Basics ---------- Great, another Mishima fighting style character... Well, if you're already familiar with the family, then you're not going to have problems learning Devil. For those interested in learning the basics and gaining your white belt, practice and become comfortable with the crouch dash motion (** from both sides of the screen). From this maneuver, you will be able to perform the 3 bread and butter attacks of the Mishimas. They are the Wind God Fist, Thunder God Fist, and the Hell Sweeps. These moves may be executed anytime during the CD animation. So your CD becomes both a short and medium range method of attack. When this motion becomes second nature, you are on your way to being formidable with Devil. Devil is effective as an aggressively played character due to his quick attacks and some simple, fast juggle starters. Not to say that dismissing defense is a good idea, but remember that excessive defense has more weaknesses than strengths. Also keep in mind that most of Devil's juggle starters can be tagged out to be finished by his team-mate. 4. MOVES ===== Move List --------- Throws: Name Type Command Damage Escape ---- ---- ------- ------ ------ Bitch Kicks front 1+3 30 1 Hip Toss front 2+4 28 2 Stone Head front f,f+1+2 33 1+2 Steel Pedal Drop left side 1+3_2+4_2+5 40 1 Skull Smash right side 1+3_2+4_2+5 40 2 Atomic Drop back side 1+3_2+4_2+5 60 none Special Attacks: Name Command Range Damage Properties ---- ------- ----- ------ ---------- Double Punch 1,2 h,h 5,10 Demon Backhand Spin 2,2 h,h 12,21 Shining Fists 1,1<2 h,h,m 5,8,18 Demon Slayer 1,2<2 h,h,h 5,10,18 Twin Pistons (tag) d/f+1,2 [~5] m,m 12,15 JG Devil Twister (tag) ss+2 [~5] m 30 JG Wind God Fist (tag) f,N,d,d/f+2 [~5] Sm 25 JG Thunder God Fist f,N,D,d/f+1 m 29 = Side Kick = 3 m 20 = Hell Sweep = 4 L 12 = Heaven's Gate = u/f throw 24 #1 Hell Sweeps f,N,d,D/F+4,4 L,L 12,12 BS Devil Fist f,f+2 m 30 OB Split Axe Kick f,f+3 m 23 Leaping Slash Kick (WR_f,f,f)+3 m 30 GB Axe Kick f+4 m 27 KS,GB Tsunami Kicks (WS_f,N,d,d/f,f)+4,4 m,m 13,18 Toe Kick d/f+4 m 15 Spinning Demon u/f+4,4 h,L 25,15 BS Hop Kick u+4 m 15 Demon Scissors 4~3 M 25 Right Uppercut d/f+2 m 15 Rising Right Uppercut WS+2 m 15 Laser Beam 1+2 40 JG Laser Blast u+1+2 20 Devil Blaster 3+4 {!} 50 Reverse Devil Blaster 3+4,3+4 {!} 60 #1 Doesn't work in juggles or on jumping opponents. Strings: Com- Command Rng- Hit Range Dam- Damage Com: f,F+2 1 2 2 3 4 4 1 2 1 Rng: h h h h " m m " L h m m Dam: 7 8 6 7 6 11 5 5 8 30 Command Hits Damage Range ------- ---- ------ ----- f,F,2,1,2,2,3,4,4,1,2,1 10 7,8,6,7,11,5,5,8,30 hhhh"mm"Lhmm Move Descriptions ----------------- This section will provide a brief description of the move and an analysis of its usefulness. The usefulness is rated on a * system from 1 to 5, 5 being denoted as the most useful. The move rating was done by factoring in the variables: execution speed, recovery time, damage, range. Throws: Name Command Escape Usefulness ---- ------- ------ ---------- Bitch Kicks 1+3 1 ** Standard throw, easily broken. There are no guaranteed ground hits after this throw. Looks nastier than the other standard throw. Name Command Escape Usefulness ---- ------- ------ ---------- Hip Toss 2+4 2 ** The other standard throw, also easily broken. Does slightly less damage than the Bitch Kicks, but easier to get a ground hit after this throw. Name Command Escape Usefulness ---- ------- ------ ---------- Stone Head f,f+1+2 1+2 **** Most useful throw. Long range, may be dash buffered, and harder to escape due to double buttons. Opponent may tech roll upon hitting the ground however. Mix up with the standard throws to stay unpredictable. Special Attacks: Name Command Usefulness Properties ---- ------- ---------- ---------- Double Punch 1,2 **** These jabs are quick in execution and recovery, thus making them good tools for poking at close range. Moreover, after a juggle starter, the double punch is excellent in keeping the opponent in the air just long enough to execute the more damaging final hit. Name Command Usefulness Properties ---- ------- ---------- ---------- Demon Backhand Spin 2,2 ** It has a fast execution, but the overall effectiveness of this move is diminished by the second hit's properties. The second hit does nice damage, but is not always guaranteed after the first. Also, the second hit has a noticable delay in recovery leaving you vulnerable to quick retaliation. In a juggle, this move will end the combo and does modest damage in and of itself. Name Command Usefulness Properties ---- ------- ---------- ---------- Shining Fists 1,1<2 ***** Here is your most useful punch string. It combines speed, delayability, and has a last hit which connects at the mid range level which means the entire string can not be ducked. At close range, if the first punch connects, then the rest is guaranteed. The last punch may be delayed a split second and this avoids unnecessarily doing the entire string against a blocking opponent. The first two punches can therefore become very useful in poking since when they connect, the third is going to hit also. Finally, this third hit will knock down your opponent and give you the initiative advantage. Name Command Usefulness Properties ---- ------- ---------- ---------- Demon Slayer 1,2<2 ** Similar qualities to the Demon Backhand Spin, except this has an additional jab in the beginning. Once again, all hits are not guaranteed. They each hit high while the last hit has poor recovery and doesn't knock your opponent down. However, this move is easy to implement in juggles and does nice damage. Name Command Usefulness Properties ---- ------- ---------- ---------- Twin Pistons d/f+1,2 ***** JG These twin uppercuts don't have the power to lift your opponent as high as other juggle starters, but its qualities are more than enough to make it one of your best moves. Easy to do, very fast execution, guaranteed 2nd hit after the first punch connects at close range, both hits are mid, very quick recovery (compared to Heihachi's version), and good damage for a juggle starter. Keep this move in your poking arsenal and don't fear retaliation due its awesome recovery. Also, always buffer a chicken for the second punch against reversal capable opponents. This move is faster than a single d/f+2. Don't hesitate to poke and juggle with the Twin Pistons. In addition, this is your secret weapon after a successful low kick parry. A drawback for this move is that heavy opponents are barely lifted off of the ground and follow-up combos will only succeed on off-guard opponents (further explained in the strategy section). Name Command Usefulness Properties ---- ------- ---------- ---------- Devil Twister ss+2 **** JG Devil has a decent sidestepping game thanks to this mid-hitting move. It does mondo damage for a juggle starter and has some unique qualities. After sidestepping, he unleashes a powerful uppercut which sends the opponent flying extremely high straight up into air. What's special about this is that the opponent returns to the ground spinning head first and may not techroll from it. This quality makes it very deadly because there is no escape from a variety of tag-in juggle combos/unblockables. On the downside, this move has a slight wind-up and very bad recovery. Used successfully though after sidestepping an attack and the Twister becomes a nightmare for your opponents. Name Command Usefulness Properties ---- ------- ---------- ---------- Wind God Fist f,N,d,d/f+2 ***** JG This move's qualities are exactly the same as Kazuya's. It combines speed, power, acceptable recovery, and a juggle to a good height. The WGF does hit special mid, but you'll have a modicum of initiative advantage when striking a low blocking opponent compared to one that blocks high. On a CH, this move will flip your opponent over so that their body is falling flat with their belly facing down. These leads to a different set of juggle combos compared to a normal hit. Devil's WGF can not be reversed. Punish reversal happy opponents with that fact. Use this move often to keep up the pressure of a game and also as a retaliation counterattack to your opponent's whiffed and/or slow recovery moves. Name Command Usefulness Properties ---- ------- ---------- ---------- Thunder God Fist f,N,d,d/f+1 *** (Side Kick_Hell Sweep) [3_4] (Heaven's Gate) [u/f] Devil's version of the stand alone TGF does the least damage of all the Mishimas, but don't completely dismiss it on account of that. The TGF has a bit of a wind-up to its execution and poor recovery. However it does duck under many high attacks and even a crouching jab when properly timed. It hits mid and offers three different hits that are available afterwards. At higher level of play, the two kicks are not recommended because they are easily interrupted. The third attack called Heaven's Gate is merely an exclusive extension to Devil's TGF. By tapping or holding u/f after a successful hit, Devil's momentum with the TGF will continue with him opening his wings to carry his opponent high into the air (out of the screen) and return to thrust the opponent into the floor with a satisfying crunch! A visually pleasing move that appears to come from Jin's Tekken 3 ending when he transforms and pummels Heihachi. Heaven's Gate leaves the opponent face down and very briefly stunned. Although there are no guaranteed follow- ups, Devil could execute his Demon Scissors, Hell Sweeps, or the Devil Blaster (riskiest, but it will hurt them bad) if they do not rise quickly. Many players are momentarily shocked by being hit with Heaven's Gate and usually fail to get up right away. The extension is classified more as a throw due to its characteristics and makes Devil's TGF very damaging when successfully executed. Keep in mind that this extension is not available during juggles with the TGF. Name Command Usefulness Properties ---- ------- ---------- ---------- Hell Sweeps f,N,d,D/F+4,4 ***** BS Your other bread and butter attack from the CD is every bit as versatile as Kazuya's version. The Hell Sweeps available to Jin and Heihachi were weakened so that very close, clean hits were required to knock down an opponent or else they would only briefly stagger. Kazuya and Devil do not share that trait. They use two low sweeps that will knock your opponent down whether the hits were close or not. But that's all. Just a knock down and then an initiative bonus. Kaz/Devil do not have the luxury of damaging juggles off of their Hell Sweeps as Jin/Heihachi. To do slightly more damage with this move, execute only a single sweep and then follow with another single Hell Sweep. This may not be guaranteed however. Name Command Usefulness Properties ---- ------- ---------- ---------- Devil Fist f,f+2 ** OB This punch is not particularly quick and leaves you vulnerable when blocked. Its animation sequence is that of thrusting punch as Kaz's Glorious Demon Fist (f+1+2), but a successful hit has Devil slide through his opponent who is very briefly stunned with electricity and leaves both characters standing at medium distance with their backs to one another. There are no guaranteed hits after this move since the frame advantage is so minimal, but once again the next initiative goes to Devil (see NOTE). Some right-handed people do not like playing with their character on the left side of the screen. This move automatically changes that positioning. The final drawback to this move is its strange property. It's a strange hybrid of a throw/special attack. It can not do any damage in a combo, therefore it will not cause damage to an aerial opponent. It must be a regular hit while the standing or crouching opponent is not blocking. There are better moves than this, but if you're planning to use this one, make sure that you connect the hit successfully. *NOTE: It appears that holding forward as you slide through your opponent leaves you slightly closer to their backside. Recommend the WGF immediately after recovery to get a possible juggle. Name Command Usefulness Properties ---- ------- ---------- ---------- Split Axe Kick f,f+3 * It's a slow single axe kick. Better to opt for the axe kick below which is an improvement in nearly every way. Name Command Usefulness Properties ---- ------- ---------- ---------- Axe Kick f+4 *** KS, GB Slightly faster than the previous axe kick and with better properties. In addition to speed, this axe kick does more damage, causes a brief stun on a successful hit, and when gives you an excellent initiative advantage even when the move is blocked. This move knocks down your opponent on a CH. There is an additional feature to this move that few people know about. A regular hit on a ducking opponent allows you time to execute a free WGF and follow-up juggle! Name Command Usefulness Properties ---- ------- ---------- ---------- Tsunami Kicks (WS_f,N,d,d/f,f)+4,4 ***** This move can not be executed from a standing position as Kaz or Jin. The kicks do good damage and are very fast. When blocked, the kicks pushes them back just enough so it's not very likely that you'll face an off-guard counterattack. Using the CD, this move has excellent range and makes a great mix-up to Devil's Hell Sweeps. This is a solid move to end your juggles with. Name Command Usefulness Properties ---- ------- ---------- ---------- Toe Kick d/f+4 **** While the complete Tsunami Kicks may not be executed from a standing stance, the first kick may still be used. Its purpose is there for poking. The toe kick has speed, recovery, and good damage as strengths, while the weakness lies in its short range. But these are all qualities that make it ideal for the poking game. Name Command Usefulness Properties ---- ------- ---------- ---------- Spinning Demon u/f+4,4 * BS You most likely won't find much use if any for this particular move. It is slow in execution and has severe penalties when blocked. Heihachi has this move as well, but most players wisely avoid using it. Repeat this lesson with Devil. Name Command Usefulness Properties ---- ------- ---------- ---------- Hop Kick u+4 *** A good attack to use at short range for retaliation. This move will juggle any opponent regardless of size to a height similar to the WGF. There is a brief period of recovery that may be exploited by quick thinking opponents. Name Command Usefulness Properties ---- ------- ---------- ---------- Demon Scissors 4~3 **** Use this solely for hitting your fallen opponent. It combines good range, damage, and speed. This move is excellent in the guessing game of attacking your opponent on the ground. Be careful when this move is whiffed because getting back can become just as dangerous during a match with a clever opponent. This move may be executed one frame faster by pressing u/f while hitting the command buttons. Name Command Usefulness Properties ---- ------- ---------- ---------- Right Uppercut_ d/f+2_WS+2 **** Rising Right Uppercut A seriously underrated move. While its execution speed (15_14 frames) is not on par to a jab (8 or 10 frames), either of the two uppercuts cause very long stagger stuns (similar to Hwoarang's CH 4) on a successful hit, whether it is a regular hit or a CH! The frame advantage is an unbelievable 30 frames for the d/f+2 and 25 frames for the WS+2. Plenty of time to execute and connect a WGF. I'm still testing whether this WGF is guaranteed, but regardless, an opponent can still drop to the ground by immediately holding down. Unblockables: Name Command Usefulness Properties ---- ------- ---------- ---------- Laser Beam 1+2 ** JG This standing laser has a moderate wind-up, but once executed it fires a long beam from Devil's eyes that hit at his head level. This move may be evaded by ducking or by a rapid interruption. On a successful hit, the opponent is left staggering for a brief moment before collapsing onto the ground. This short lapse still allows Devil to get in some guaranteed additional damage. At close range, there is sufficient time to perform a TGF with the side kick extension (Heaven's Gate will not work). At mid range, you can run up and perform a crouching jab followed by the Tsunami Kicks. There are no guaranteed moves for hits beyond mid range, though a slide kick would likely be your best bet. Other tactical uses of this move include when anticipating an opponent who is about to tag or rising from a knock down. Furthermore, Angel is slightly shorter than Devil causing her standing laser attack to be just a tad lower. Name Command Usefulness Properties ---- ------- ---------- ---------- Laser Blast u+1+2 ** Devil takes a brief second to arch his head up at a 45 degree angle and fire his laser. This move is suited for juggles. It is fast and does nice damage. Another use is to stylishly shoot down flying opponents (ex: True Ogre, Yoshimitsu, Devil, the Jacks) as well as certain other moves which have long hang time. Name Command Usefulness Properties ---- ------- ---------- ---------- Devil Blaster 3+4 * Devil gathers himself and flies straight up to fire his laser at the ground in a straight line from near to far that only hits "sleeping" opponents. This move's has a noticeable wind-up and can be easily avoided by an alert opponent. The best methods of evasion are to sidestep or run underneath Devil's flying form. Devil is briefly vulnerable during the landing sequence as well as upon landing back on the ground. This laser has a deceptively long range. Name Command Usefulness Properties ---- ------- ---------- ---------- Reverse Devil Blaster 3+4,3+4 * This move is identical to the above, except that Devil flies straight up and then glides over his opponent to the opposite side before releasing his ground laser. *** NOTE: When using the lasers against the various Jacks, beware. Once the lasers strike any standing Jack, they take the damage and become charged up. They then attack immediately with 4 forward moving Wind Mill punches. At close range, these hits will always strike Devil. A reminder, these retaliations only occur against the Jacks when they are standing. ---------------- 5. JUGGLING ======== Juggling Basics --------------- Devil is not a finesse juggle character as Jin or Heihachi. He is very straight-forward and has about 4 different moves with which he can begin juggling in some fashion. They are as follows: f,N,d,d/f+2 (WGF) d/f+1,2 ss+2 1+2 Slikatel put it best when he stated in his Jin FAQ, "Not all juggle starters are created equal and some are far better than others. Meaning you can't do the same juggles from every juggle starter. Some can only be followed up in one way while others give you the freedom to follow up with just about anything you can think of." Factors in rating juggle starters are its ease of the motion, speed of execution, recovery from the move, how high the opponent is lifted, and the damage of the juggle starter itself. Devil's WGF is his best juggle starter. It has strong ratings in most of these factors. Once the difficult motion becomes second nature, the WGF will become one of Devil's strongest assets. From the WGF, you should be able to execute simple and damaging combos. The Twin Pistons (d/f+1,2) is another candidate for a prime juggle starter. Its only drawback is that it doesn't lift quite as high as the WGF so fewer combos are available. Also, the heavier characters will only be popped up a few inches from the ground before landing back on their feet. This however can still often be remedied by an immediate quick left jab. The left jab will imbalance the heavy characters enough so they will not return to land on their feet right away, thereby they become vulnerable to quick, simplistic juggles that can still hurt. It's been brought to my attention that an alert opponent can avoid this jab by keeping cool and tapping back just after being lifted up. The Devil Twister (ss+2) will launch your opponent so high that there are unique combos that you'll be able to execute which are impossible with the WGF. The speed and recovery time are a little slow, but a successful hit makes the occasional risk worth it. With practice, you'll be sidestepping on instinct and have a feel for when to throw out this powerful uppercut. The Hop Kick (u+4) is a cinch to do with a simple upwards tap and the right kick button. Unless the kick is done at close range, you will not be close enough to perform some of Devil's standard juggles. The recovery time from a blocked hit is just enough so that quick attacks can be used in retaliation. Still, a hit will juggle any size opponent. The Laser Beam (1+2) has the effect of creating the chance for an unconventional juggle. When using this move and a hit against your opponent is imminent, it is important to take advantage of this. Take every opportunity for free hits. Combo List (my choices) ---------- Juggle Starter Finishers Damage -------------- --------- ------ SS+2 U/F+4, 1, 1, WGF 67 u+1+2, d/f+1, WGF 64 TGF,3 63 1+2 62 WGF (regular hit) WGF, WGF 57 d/f+1, d/f+2, WGF 53 1,2, f,N,d,d/f,f+4,4 49 4 49 d/f+1,2 d/f+1,2, WGF 53 1,2, f,N,d,d/f,f+4,4 51 4 50 u+4 d/f+1,2, WGF 42 4 39 1,2, WGF 36 1+2 TGF,3 73 d/f+1, d/f+2, WGF 68 d+2, WS+4,4 60 WGF (CH) 1,2, 4 *49+ 4 *49+ 1,2, WGF *46+ 1,2, f,N,d,D/F+4,4 *46+ * Damage depends on the WGF's CH damage; base is set at 25. For a more extensive list of possible combos, refer to Tekken Zaibatsu at . They've put up a hell of different combo possibilities. 6. FRAME DATA ========== This is very useful info for those really serious Tekken players. TTT runs at 60 fps (frames per second). Combine this knowledge with the speed, advantages from successful hits, and recovery time of every attack. You're likely to become a wiser, though not necessarily smarter player. It all depends on your actions. Read "Section Information" at . It will give you detailed 411 on how to decipher the upcoming columns. Throws: Command F Hit B Adv H Adv Ch Adv ------- ------ --------- -------- -------- 1+3 12 x x x 2+4 12 x x x f,f+1+2 12 x x x Special Attacks: Command F Hit B Adv H Adv Ch Adv ------- ------ --------- -------- -------- 1,2 10 x +1 0 +9 +8 +9 +8 2,2 10 x 0 -13 +9 -2 +9 -2 1,1<2 10 x x +1 -1 -17 +9 +9 KD +9 +9 KD 1,2<2 10 x x +1 0 -12 +9 +8 +1 +9 +8 +1 d/f+1,2 13 x -1 -6 -2 KD KD KD SS+2 20 -19 KD KD f,N,d,d/f+2 11 -10 KD KD f,N,d,d/f+1 22 -15 KD KD = 3 x -14 KD KD = 4 x -20 KD KD = u/f x -13 KD KD f,N,d,D/F+4,4 16 x -23 -23 KD KD KD KD f,f+2 18 -16 +5 +5 f,f+3 21 -11 KD KD (WR_f,f,f)+3 22 +17 KD KD f+4 19 +11 +8 KD (WS_f,N,d,d/f,f)+4,4 11 x -3 -15 +8 -4 +8 -4 d/f+4 13 -9 +2 +2 u/f+4,4 25 x -26 -20 KD KD KD KD u+4 14 -12 KD KD 4~3 25 x x x d/f+2 15 -2 +30 +30 WS+2 14 -7 +25 +25 Unblockables: Command F Hit B Adv H Adv Ch Adv ------- ------ --------- -------- -------- 1+2 32 x KD KD u+1+2 16 x KD KD 3+4 61 x KD KD 3+4, 3+4 107 x KD KD 7. STRATEGIES ========== We've explored all of Devil's moves and several of his more damaging combos. Now we're ready to look at strategy. Devil is a more offensively oriented character. It may be useful to know exactly how each of the Mishima-style characters play a little differently from one another. Jin is a well-balanced character combining offense and defense very effectively and is a strong juggler. Heihachi and Kazuya are both powerhouse offense fighters. Heihachi has more variety to his moves and very damaging juggles. However, he has weaker stamina and many of his strong moves have poor recovery. His son, Kazuya, has surprisingly few moves, yet the ones he does have are very strong. His specialty are his stun attacks, while his juggling is simple and straight-forward. Devil doesn't have any particular outstanding qualities. Like Kaz, he lacks a broad range of moves, yet the core attacks that he possesses are very effective. The next section is focused on beginners to Devil and Mishima-style fighting and will not benefit an already seasoned Tekken player who just wants to find clues to improve his Devil. If you are of the latter category, skip ahead to "advanced strategies." Basic Strategies ---------------- The key to learning any character is becoming comfortable with their style. It's important to get a grasp of what moves are available to Devil and test each of them out. Get a handle on how quickly these moves are executed and take the time to set them to memory. Choosing when to play defense and offense is another key to your survival. Devil is very effective at close range due to his quick poking attacks. His CD moves give him some versatility at medium range, but he lacks a reportoire of dash bufferable techniques. When fighting, keep him at close range, throw, and use mix-up the CD moves whenever space opens up. Be careful not to find yourself using simple patterns over and over, or you risk making your own offense a danger to yourself. By using a variety of the 3-5 star moves, you'll keep your opponent guessing and increase your chances of causing damage. Devil is best at close range. His d/f+1,2 (Twin Pistons) and the 1,1,2 (Shining Fists) are your best friends. The Twin Pistons are good anytime your opponent ducks at this range or after the opponent's slow recovering move. Follow-up on successful Twin Pistons with a simple 4 (right kick). Here is where you can practice buffering a chicken (explained in later in this FAQ) for the second punch. The Shining Fists is slightly faster in execution so mix it up with the other attack. Become comfortable with just using the first two punches of the Shining Fists. Anytime these both hit, the third will be guaranteed at this range. Devil's WGF is also very fast and excellent for retaliation, but stick to the other two attacks until you are very comfortable with the CD motion. There's some good in using the crouching left punch (d+1) at close range. It comes out very quickly (8 frames) and recovers rapidly. Make sure the hit is performed at close range. The d+1 is useful for interrupting an opponent's attack as well as for the poking game. A missed d+1 is deadly to you since a quick opponent will take advantage of this especially at higher level play. Advanced Strategies ------------------- High level play involves mastering movement. The more prone that you remain, the easier it is to hit you. So constant movement is advisable. Sidestepping places you off-axis to your opponent, while maintaining your line of sight against them. Proper sidestepping causes many straight attacks from opponents to miss. In general, sidestep to your left to avoid your opponent's left punches and kicks; sidestep to your right and you evade their right punches and kicks. It is more difficult to sidestep a circular attack, but in most cases, it can still be done. Keep in mind that sidesteps may be cancelled by interrupting it before it completes its animation. The "wavedash" existed back in Tekken 3, but has only now become popular. The wavedash is literally the evolution of the CD for the Mishima-style characters. It is a CD that is canceled into another CD, over and over again. The motion is as follows: f,N,d,d/f,f,N,f,N,d,d/f,f,N ... When done successfully, it should appear that Devil is rapidly rising then crouching, repeatedly. A partial mastery of this technique will allow you to intimidate many opponents into making a mistake. However, true mastery of the wavedash means not looking at your own character, but at your opponent's. Quickly observing their positioning and then attacking. During the wavedash sequence, you will be able to perform any of the CD attacks, forward buffering attacks, and WS attacks, as well as cancelling into block. While Devil lacks the versatility of moves to use the CD to its full potential, he still makes a formidable opponent with this technique. Some Devil attacks to stick to when using the wavedash (WD): WGF (executes extremely quickly from the WD) Tsunami Kicks (very quick and safe to use) Twin Pistons (it's just a tad slower than the Tsunami Kicks) Hell Sweeps (train them to crouch, after consecutive sweeps) Axe Kick (nail them when they crouch for a possible free WGF) TGF (riskier due to recovery time, but Heaven's Gate really hurts em and oozes points with the crowd) Take advantage of the staggering-inducing uppercuts. Alternate rising attacks between the tsunami kicks and the uppercut. At higher level play, avoid using the TGF because of its slower execution. Instead use the CD/WD into tsunami kicks for a quicker and similarly damaging mid attack. Another alternative is cancelling the CD/WD into d/f attacks. Low Parries: A new addition to TTT is the universal low parry. It is performed by pressing d/f at the moment of the low attack whether they are kicks or crouching punches. A parried leg attack yields more of an advantage in number of frames compared to a parried punch. After a successful low leg parry with Devil, the Twin Pistons move (d/f+1,2) is often guaranteed and with the appropriate juggle follow-up, your opponent is looking at roughly 50 points of damage without escape. A crouching punch that is low parried will leave you with the initiative to throw or attack, but there are no guaranteed hits that I know of. Chickening: A "chicken" is what they call reversing a reversal. Its name comes from the announcer's comment when this maneuver is successfully performed. The best method of using this technique is for the special moves that are expected to be reversed. To perform a chicken, you use the opposite motion of a reversal, and the buttons you press are dependent on which limb that you are attacking with. If you are attacking with a left punch/kick, then you must press f+1+3 to break a reversal. A right punch/kick requires you to press f+2+4 in order to stop a reversal. The timing of executing these chickens is immediately after performing the moves themselves. Get into a habit of tacking these chickens onto some of your major attacks when facing characters with reversals (some characters such as King have reversals that can't be chickened). The best Devil moves to chicken are below: Left side chickens (pressing f+1+3 after finishing the move command) ------------------ f,N,d,d/f+1 Right side chickens (pressing f+2+4 after finishing the move command) ------------------- f,f+2 d/f+1,2 (second punch) ss+2 f+4 d/f+4 (Remember that the WGF can not be reversed) 8. FINAL WORDS =========== Devil has a range of good moves that should be exploited. There's a good number of players out there who are content to using the Twin Pistons repeatedly. While this is a somewhat viable tactic, a higher level opponent will learn to outsmart this. So have fun while you play Devil and test out all of his 3-5 star moves. Feel free to comment or add any new insight into playing Devil/Angel. 9. CREDITS ======= Namco Thanks for TTT, but let's see Tekken 4 soon. Tekken Zaibatsu Web Page For the use of many conventions, the (www.tekkenzaibatsu.com) intensive frame data, and the well structured move list for Devil. Slikatel His memorable Jin FAQ which opened my mind to a higher level of gameplay and helped serve as a guide to writing this modest FAQ. K.C. Ma For help in making important corrections to the Twin Pistons move and low parries. Sylvester Fox Reminding me what happens when the Jacks are hit by Devil/Angel's lasers.