Richard Dick's Heart -- "Zen of Tekken 2" Introduction : "Richard Dick's Heart" - the name may sound corny, but it is what I call "the Zen of Tekken 2". Starting from basic attack level, I will guide you though the attack mechanism of the Tekken 2. So that you can grasp the Tekken 2 abstraction concept, which is no doubt very useful in higher level of gameplay. Section 1) Basic attack levels In Tekken 2, there are 3 of attacks levels: High, medium and low The high level attack is best used as the counter attack for other high attack or airborne move (e.g jump kicks), or use as an retalization move. But high attacks that are done aimlessly will always leds to devastating effect. For example, Law's high kick, Law's high punchs, Lei's turning punches and Baek's 10 hit strings (first few hits), Hehachi's (1,1,2) etc. can be reversed or duck punch (d+1) very easily. Instead of (d+1), characters with powerful while-standing (WS) combos e.g. Wang and Kazuya can also major counter any high attacks. The sequence is like: Law initialize high kick attacks (4,3,4) .... Kazuya duck (d) completely under it .... at the same time initializing one of the powerful stun punch combo. (WS+2, ,d/f+1~2,f,1,1~2~2) .... the round is almost over after this ..... Furthermore, a lot of 10-hit strings start with 3 or 4 high attacks. So you can use your (WS) combo to counter them instead of (d+1) them ...... The medium level attack .... The Low level attack .... Reference: Counter FAQ by Jefferson T. Scott Section 2) Different kinds of attacks. There are 5 kinds of attacks in Tekken 2: i) counter attacks .... ii) retaliation attacks .... iii) reverse attacks ..... iv) normal attacks .... v) trade hits..... Section 3) Theory on throws The normal use of throw will be as a retaliation move, after the opponent whiff his attack. But sometimes throws can be used as a counter to normal attack. As well as a counter to "airborne unblockables" .... Section 4) Tekken 2 advance techniques Here are some Tekken 2 advance techniques that I would like to share with you: Forward dash buffer (f, f+??) - When the character is doing a (f,f+??) attack, he/she can press the attack button(s) 1/4 second later to increase the attack distance. The character will dash forward first, then he/she will attack. For example, Michelle's quick elbow (f,f+1), Wang/Nina's (f,f+1+2), Bruce's (f,f+4) etc. This technique is good for fooling your opponent about the attack distance. It is also good for buffering the (f,f+??) move into a juggle that is normally impossible to do. For example, Michelle's modified supreme combo (f+1, f,f+1,f,f+1,2+3,1). Same theory can be applied to characters with a (b,b) move. Down forward buffer - A lot of moves involved a (D#,d/f+??) which is very annoying to do. You can just press (D/F#), until you see the character move a little bit forward, then you press the attack buttons. Crouch dash (d,D/F,f)- This is one of the subtle moves in Tekken 2. Only a handful of characters (e.g. Paul, Kazuya, Wang, Nina) with QCT motions or god fist attacks has this move. This move is best used as to buffer a counter attack to some far away high level attacks. (e.g. Wang's WS combos). It also comes in handy when use to initialize a mulitpart. (e.g. Nina's palm grab). Furthermore, it double the attack distance of any QCT moves. (e.g. Paul's death fist) Button buffer - I guess most of your are familiar with the one button throw system. i.e. hold (4) in advance and then press (2) to throw an opponent. You can also apply this system for doing multipart or reversal. i.e. hold b+2, when the opponent attack, just press1 to reverse the opponent. Furthermore, you can apply this move to any moves that involved more than one button. e.g. Michelle's twin arrow combo.(f+1,1,1+2). You hold the second left punch (1), and then just press right punch (2) to juggle .... to be continued .....