Tekken Tag Tournament Michelle

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    VERY Advanced Guide to Playing Michelleversion 1By Reverend C. (K.C. Ma)e-mail me at: [email protected]

    [email protected]

    **************************************************************************** Legal Stuff ****************************************************************************

    Tekken and all the characters in Tekken are copyrighted by Namco. Thisguide is written by me, but if you want to distribute it or print it orwhatever, feel free to do so as long as you don't alter the content. If youhave to alter the content, to be included in your web site, or publication,or whatever because my grammar sucks and I can't spell, just e-mail me. Ifyou want to make a profit out of this FAQ... e-mail me for my writtenconsent, but if you don't, I probably will not find out about it, but if Ifind out, I don't know, we will find out when that happens. But if I see a

    crappy version of my guide being passed around web (because you have some lame comments or technique, and you want to add it to my work) I will not bevery happy about it... Not that I'll hire a lawyer and sue your ass oranything, because I won't, but if you post on Zaibatsu, I'll treat you likeshit :)

    **************************************************************************** Table of Content ****************************************************************************

    Introduction (READ THIS or DIE... well... maybe not...... but read it!)

    - Why Do I Write This? Why Play Michelle? What you should know - Strength and Weakness - Michelle is NOT JuliaMovelist - Grappling Art - Special Art - Unblockable Art- String Hit Art (movelist straight from Zaibatsu)

    Movelist (in depth)Movements and PositionOkizemeTaggingCustom String

    JugglesHaving Fun (How to entertain yourself on the expense of other people...)ConclusionCredit

    **************************************************************************** Introduction ****************************************************************************

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    Why Do I Write This? Why Play Michelle? What you should know:

    Well, it has been a year and a half since the release of Tekken Tag Tour-nament, and it must have been almost a year since the last time I wrote aFAQ. I don't really play much tekken anymore. Once in the past 2 weeks,and a total of 10 times or so since before the summer. I'm rusty, andeveryone is kicking my butt now, but I still know how to play Michelle,and I think I can still write a FAQ. I am certainlly much more qualifiedthan I was when I wrote Nina (which is crap), Heihachi (which is crap too),and Kazuya (which is funny... hehehe...). Anyways, no one plays thisgame anymore, and SHGL players are not pumping out any new strategies any-more. None of the great Tekken players seem to care much about this gameanymore. But my girlfriend, Nancy, is playing Final Fantasy 9 (great gameby the way)... And I'm bored. There are always those people who startedlate, and I KNOW that not everyone play in SHGL... So here we go, myMichelle FAQ. Bare in mind, this is MY WAY of playing Michelle, which isheavily borrowed from MIC, but this is definitely the ONLY way or theRIGHT way to play Michelle.

    Why play Michelle you ask? With all the crazy Electric Wind God Fist(EWGF) and Wave Dashing (WD), why bother play anyone besides Jin, Kazuya,and Heihachi? Well, for one thing, EWGF and WD aren't invincible. Two,they are fucking boring (watching those Koreans WD to the center, then

    one person wiff EWGF, the other person EWGF, finish the juggle with 4, orbf+2,1,2, df+4,4 makes me want to puke...). Three Tekken isn't aboutwinning, it's about fun. Four, Michelle kicks some serious butt, and Iguess that just contradicted point number three. But that's ok, I cancontradict myself.

    Before you continue reading, or ask me a question. Here are some thingsthat I expect you to already know. You MUST know how to cross referencethis FAQ with Zaibatsu (www.tekkenzaibatsu.com) if you are not alreadyfamiliar with that web site. All of my factual informations are takenfrom Zaibatsu, and that include movelist, frame data, combo list, etc.I also expect you to understand the conventions. I will be using thesame conventions that Zaibatsu use, which is the standard. If you don't

    understant my conventions, check with Zaibatsu. You must understand howframe data work, and that means knowing how to utilize frame data, anduse it to help you determine how to set up attacks (or when to stop).Last but not least, you have to know the basic game play of Tekken. Iknow you think you do, and you'll argue to death that you're fairly goodplayer already. But I'm here to tell you that you're not. If you'renot familiar with the temple, the technique (like when to tech roll),already, you should get VERY familiar with them. You will benefitmore from that than anything else as far as Tekken goes. Oh yeh, if Italk about juggle and damage, they're just rough estimates.

    Strength and Weakness:

    Michelle's strength is her quickness and mobility. Her 8 frame jab canlead to simple juggle that does 70+ percent damage. With a simple jab,Michelle can easily turn the situation around when time is running out.Michelle is also incredibly mobile, more so than Julia. Her SS+1 and SS+2comes out fast, and recovers quickly as well. That and her ability toperform triple side-step makes her very mobile. Her 10 frame ff+1 elbowgives her initiative on normal it, and garanteed juggle on counter hit.And it has so much priority that you can mix up ff+1, ff+1,4, and basic

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    1 and 4 for very effective poking. Michelle does not have any apparentweakness. Her weakness comes from the lack of things that other charac-ters have. She has the lowest possible stamina in TTT. She lacks aninstant juggle starter that she can abuse (like EWGF). And she lackstwo button escape throws (like Mad Axe). And last but not least, shelacks a second cool outfit... That's terrible because if someone elsepick Michelle in 3rd outfit, I can't play Michelle anymore... But that'sprobably just me.

    Michelle is NOT Julia:

    People tend to have this attitude that Michelle is just like Julia, worse,people tend to think that Michelle is just a weaker Julia. That's absolu-tely FALSE! Michelle is nothing like Julia. Their gameplay is completelydifferent, perhaps more so than the Mishimas. Julia is not as mobile asMichelle. She can't move around as freely as Michelle. Besides hop kick,Julia has no other juggle starter that would work without a CH, and thatmakes Julia too CH dependant. Michelle can dish out MUCH more damage withher poke, mainly the ff+1 elbow, and SS+2 that hits low (I swear it's notbut Zaibatsu says it is, so I'll stick with that...), and Michelle also hasdf+3+4 and SS+3,4, which means Michelle doesn't need to depend on CH asmuch. Sounds like Michelle is better than Julia, and many good Tekken

    players would argue that, while some would say Julia is a better (not bymuch, but better). I personally think they're a close tie, with Michellebeing a little bit better... However, Michelle lacks 2 button escapethrows, which Julia has. And Julia's Mad Axe happens to be the best throwin the whole game. And Julia's FC,df+4,3 is also more consistant. BothJulia's FC,df+4,3 and Michelle's share the same property, but Michelle'ssecond kick tend to wiff more, leaving her open to retaliation.

    **************************************************************************** Movelist ****************************************************************************

    Grappling Arts

    Command Place Name Damage Escape Properties1+3 front Front Suplex 30 12+4 front Fisherman Suplex 30 2b+2 [~5] front Arm Whip [tag] 12 d #1= d+1+2 = Rear Suplex 45 dd/f+1+2 front Arm Lock Suplex 37 2(1+3_2+4_2+5) left Blizard Suplex 40 1(1+3_2+4_2+5) right Southern Cross Suplex 40 2

    (1+3_2+4_2+5) back Rear Suplex 45 n/a

    #1 Special Tag Throw with Julia only. Julia finishes with a RunningBulldog. Total damage is 12,24.

    Special Arts

    Command Name Damage Range Properties

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    1+2 Twin Arrow 25 m GBf+1 [~5] Flash Uppercut [tag] 15 m JGd,d/f+1 Flash Punch 18 m1~1 G-Clef - Club Fist 10,5 hm= 1 [~5] = Flash Uppercut [tag] 21 m JG= 4,3 = Bow & Arrow 12,15 Lmd/f+1 Club Fist 8 m= 1 [~5] = Flash Uppercut [tag] 21 m JG= 4,3 = Bow & Arrow 12,15 Lm1~2 G-Clef - Gut Punch 5,8 hm= ~1 [~5] = Skyscraper Cannon [tag] 21 m CH #6= 3 = Low Kick 10 L RC= 4 = High Kick 20 hf,f+1 Party Crasher 10 m= 4 = Skyscraper Kick 15 m JGSS+1 Pusher 15 m1+4,3 Club Fist - Bow & Arrow 12,12,15 mLmd/f+2 Gut Punch 10 m= 1 [~5] = Skyscraper Cannon [tag] 21 m JG #7= 3 = Low Kick 10 L RC= 4 = High Kick 20 h2+3,1 [~5] Ultimate Cannon [tag] 8,9,25 SMmm JG #8f,f+2 Hunter 25 h

    FC,d/f+2 Flash Elbow 20 m FScd,D/F+2 Flash Arrow 20 m FScSS+2 Snake Step 12 L RCSS+2~1 Inner Palm Crush 25 m(b+2_2~b) Arm Whip 12 h OB #1= 1+2 = Back Push n/a n/a #2(WS+2_3~2) Tequila Sunrise 15 m= 2 = Flash Elbow 22 m FSc= 1,1 [~5] = Club Fist - Flash Uppercut [tag] 5,21 mm SH #3= 1,4,3 = Club Fist - Bow & Arrow 5,12,15 mLm= 4 = Razor Sweep 12 L RC= 4 = High Kick 23 h= d+4 = Low Kick 10 L RC

    = 1 = Razor's Edge 21 m JGSS+3~4 Scissor Cut 16,18 mh JGd/f+3+4 [~5]Launching Shuttle [~5] 14,21 mm JG GB #4u/f+3+4 Earthquale Stomp 35 M3+4 Counter Clockwise Spin n/a n/a #5d+4 Razor Sweep 10 L RC= N+4 = High Kick 23 h= d+4 = Low Kick 10 L RC= 1 = Razor's Edge 21 m JG4,4 Spinning Razor Kicks 20,12 hL RC= 4 = High Kick 23 h= d+4 = Low Kick 10 L RC= 1 = Razor's Edge 21 m JG

    WS+4 Skyscraper Kick 15 m JGFC,d/f+4,3 Bow & Arrow 12,15 Lmu,u/b Evasive Backflip n/a n/a

    #1 The Arm Whip needs to hit for Michelle to spin around the opponent.#2 Causes Special Tag Throw with Julia, see the Grappling Arts.#3 The uppercut does not juggle, but you can buffer in a tag.#4 When blocked low the Launching Shuttle will cause List Stun.#5 Chains into Spinning Razor Kick Variations. First kick will do 20damage.

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    #6 The 3rd only occurs if the 1st hit was a counter hit or the 2nd hitconnected on the opponents side.#7 In the d/f+2,1 string the damage of the d/f+2 is 15. And has to hit fromthe front to work.#8 Can also be done by d+1~n+3, 1

    Unblockable Arts

    Command Name Damage Range Propertiesf+1+4 Heaven Cannon 50 *!* JG

    String Hit Arts

    Command Hits Damage Range2,1,1,2,3,3,3,4,4,1 10 8,6,6,6,6,6,6,7,8,25 h"mm"hLm"hh"Lm2,1,1,2,3,3,2,3,2,1 10 8,6,6,6,6,6,7,5,5,30 h"mm"hLm"mL"m!2,1,1,2,3,3,2,1,4,3 10 8,6,6,6,6,67,7,10,25 h"mm"hLm"mm"Lm

    **************************************************************************** Movelist (in depth) ****************************************************************************

    Michelle's special moves fall into 9 groups.

    1. Moves that lead to either Flash Uppercut or Bow & Arrow, started with jab.2. Moves that lead to either Razor High Kick, Low Kick, or Razor's Edge.3. Moves that requires CH.4. Moves that must be performed from FC.

    5. Moves that RC.6. Moves that lead to garanteed hits.7. Moves that lead to Stun.8. Moves from side step.9. Moves that act like power hits.10. Basic moves! (most important of all!!)

    Some moves belong to more than 1 group, and some belong to none, such asthe unblockable. Most moves that don't fall into any of these group arepretty much useless.

    Group #1.

    Group one is Michelle's bread and butter. But at the same time, you shouldnever finish the whole string, except if you see the Bow connect and uponreflex, finish the Arrow. If you finish with either Flash Cuupercut orBow & Arrow, and they are blocked, Michelle will be punished because of theterrible recovery time. Many people are not aware of the retaliations, andthat makes it very tempting to abuse this string. Don't! This is a greatpoke to use once in a while though. Especially if you retrain from abusingit. The Bow will catch people by surprise, and will do tick damage thateventually adds up. If Bow hits, Arrow is garanteed, except against a fewpeople where Michelle would wiff, or if Michelle is too far away. On CH,

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    The whole string is always garanteed. 1~1,1 does great damage, and plusthe juggle that follows, will do roughly 70 points of damage, and 1 onlytakes 8 frame to come out... The sheer evilness. 1~1,1 however, will notjuggle big characters, but 1,2,1 that end in Skyscraper will! And will doroughly 1,2,1. Which brings me to my next point. For the occasional poke,1~1,4 works great. But if that's blocked, or if 1~1 is blocked, Michellewould be in great disadvantage. 1,2, in most cases would be safer. Eventhough the frame data suggest otherwise, and the truth is, 1,2 only seemsafer. But against human opponents, that's what matters. Idealy, youwould only perform 1, which leaves Michelle in great advantage. And that'show your game should be setted up. Only safe moves like 1, 4, WS+4, ff+1,and SS+2.

    Counter Hit is a different story though. 1,2,1 does much more damage than1~1,1, and 1,2,1 will juggle ALL characters. The problem is, it's simplytoo hard to see if 1 CH or not, and perform 1,2,1. To remedy that problem,Michelle (Julia too) players have the habit of doing 1~1 or 1,2 instead intheir poke. By the time second hit comes out, you would know if you CH ornot. So having established that it would be impossible to do 1 alone, anddepends on CH or not, finish the string, which one do I use? Well, 1~1 and1,2 both have their advantages. Against smaller characters, I would use1~1, although some people would call 1~1 scrubby, I use it because 1) youcan tag after 1~1,1 for HIGHLY damaging juggles. 1~1 leaves me with moreoption then 1,2, and 1~1 is not any more dangerous than 1,2. 1,2 wouldn't

    be that great by itself, because if you don't get CH, opponent will get afree hit, possibly juggle upon blocking 1,2 since it does have a 15 framedisadvantage. But the high kick somewhat remedies this problem. If youropponent try to attack you after 1,2, you can often catch them with thehigh kick CH. Free juggle afterward, but if you get predictable with it,high kick will be ducked (after all, it's high...). And Michelle will beserverely punished.

    Group #2.

    Group 2 attacks should generally be avoided at all cost. once that startwith d+4 are simply suicidal. They come out way too slow, and the actionMichelle takes are simply too exaggerated and obvious. Most decent players

    would see it coming, and low parry it, ouch. 4 alone is a juggling round-house. Upon CH, you get a free juggle, and it's also very safe. 4 shouldbe part of your basic poking arsenal. And if you don't abuse it, you canuse 4,4 once in a LONG while... It'll leave Michelle in FC, which is thebest position to play Michelle. Most decent players will also see 4,4,and parry accordingly, but if you can work it into your game and pull itoff unexpectedly, you will do some tick damage and RC! The key is to notget caught doing it. And if you use 4 alone alot, there are times you canget away with using 4,4. I use it, and I get punished a lot for using it,but hey, sometimes it works.

    Forget anything that ends in high kick, or Razor Edge... They simply don'twork...

    Group #3.

    Group 3 is the ESSENSE of Michelle (even more so with Julia...). CounterHitting deals out A LOT of damage VERY quickly. You cannot force oppoentinto doing something and allowing you to CH, but you trick opponent into aCH or be really careful and watch out for 1(CH).

    There are basically 4 CH attacks that juggle, df+3+4 juggles on normal hit,but I'll cover it here as well since you would want to CH with df+3+4.

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    1) 1~1 and 1,2 strings. If 1 counter hits. 1~1,1 AND 1,2,1 are both ga-ranteed. Both leads to BIG juggle. 1~1,1 can be tagged, and 1,2,1 jugglesbig characters. 1 is to Michelle what 112 and EWGF are to Mishimas. Allcharacters can poke and deal out tick damage some way or another, but notall characters are blessed with reliable ways to deal out BIG damages.

    Like I said earlier, it'll be impossible to see 1 (CH) on reflex, thatmeans you'll have to do 1~1 or 1,2 sometimes. With 1~1, you can use 1~1,4and with 1,2 you can use 1,2,4 to keep opponent honets. Keep in mind, eventhough it puts Michelle in great disadvantage when blocked, 1 is only 8frames, and it CH VERY easily. Even more so than Mishima's EWGF. And thatmakes doing 1~1 and 1,2 worth while. Because Michelle would be relativelysafe, and the pay off is so great.

    2) 4 is another basic move that juggles on CH. It's 10 frames, 2 slowerthan 1, but 4 is much safer than 1~1 or 1,2, and you WILL know if it CH ornot. This should be part of your basic poking patter, or defensive CHmanuever. Either way, just throw it out as often as possible, unless oppo-nent start ducking it (yeh right... maybe three times a day...). So there,completely safe, come out fast, rewarding, abuse it!

    3) Michelle's ff+1 elbow, unlike Julia's does not knocked down on counterhit. Most people say Julia's is better because of this. Well, it appear

    so, but that's stupid. People say that because they don't understand howimportant having frame advantage is. If you knock down opponent, they getup. You get nothing. But if you hit opponent, and they DON'T go down, youget frame advantage, which means you can choose what happen next, and oppo-nent will have to defend it. To make this all better, after ff+1, Michellecan finish the ff+1,4's rising kick that's garanteed, and you even get theannoying ff+1, ff+1, etc juggles for free. Even if you can't do thosejuggles, you get a free d+4 and you'll be in the best position for okizeme.

    4) df+3+4 is great, but it's DAMN HARD to get used to it... The reason isbecause it's too unpredictable. If both kick connects, it pushs opponentaway and leaves Michelle safe, but if only one kick gets blocked, you'llbe right in front of opponent waiting for punishment. You can practice and

    experiment and get comfy with this move. But no matter what you do, therewill be those times when it screw you over. The beauty of this moves isthe way it ducks. It'll go under high attacks, giving you a CH, you cantag after it, but you don't have to. And even if you only get minor count-er after ducking, it'll leave you close enough that you don't have to worryabout it.

    This is one of the advantage Michelle has over Julia. Julia doesn't havea juggle starter that doesn't require CH. Therefore, if opponent playssmart and turle, that would reduce Julia's game greatly. Learn df+3+4 welland it'll become your friend... But only after hours of frustration on howthis move screw you over. And keep in mind, even after completely under-standing the property of this move, it's still one that you have to use

    very carefully on teh right time. Nothing like EWGF where you can justthrow it out for the hell of it.

    Group #4.

    CH and juggles are great, but let's face... Against good opponent, youcan't rely on it because you won't get a lot of juggles, and you can't getjuggles when you want it. Majority of damage will come from poking, andsolid play. And Michelle is most dangerous from FC. From FC, she has manyoptions, FC,df+4 and WS+4 are great mix ups. As long as you don't abuse

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    FC,df+4, it's the move that will save the day when it counts. Bow andArrow combine for 27 points of damage, nothing spetacular, but consideringthat if you're opponent is almost dead, that'll kill them. WS+4 will leaveMichelle safe, should be used whenever appropriate. It doesn't give yougaranteed juggle or anything, but you can always try d+4. Even better,WS+4 leave you in great position for okizeme.

    FC,df+2 is a good move, but if it's blocked, it does leave Michelle invery vulnerable position. The best position to start it is at the veryend of it's range where it would barely hit. From there, opponent tend tocounter FC,df+2, but once FC,df+2 gets started, there's not beating it(of course you should know your frame data and know when NOT to use it).Sometimes it's also not a bad idea to mix up FC,df+2 with FC,df+4. It'sslow enough that ppl can defend it on rection, but if you're getting yourFC,df+4 parried, it's not a bad idea to throw FC,df+2 out.

    Group #5.

    Having said that Michelle is lethal from FC, it's great that Michelle hasso many options to get into that position. There is the crappy, but aslong as you don't abuse it, it's ok, 4,4 string. There's FC,df+4, andthe best of all, SS+2.

    SS+2 is even better than Julia's Mad Axe at high level. It hits low, and

    it gives you CRAZY advantage on normal hit. On blocked SS+2, Michelle endsup in FC, without losing any initiative. When SS+2 hits, CH or not, WS+4is garanteed, and you can either start setting up your okizeme, or throwin a quick d+4. If SS+2 is blocked, WS+4 will beat out just about every-thing other than jabs. FC,df+4 does great tick damage, and leave you inFC. If FC,df+4 connected, you can always finish the whole Bow & Arrowstring. And since Michelle has 3xSS, you can work it into those huge SSs.you can do u, 3+4, u+2, that will get you almost to the back of opponent,and as long as SS+2, WS+4 is garanteed. And thanks to SS+1, you can reallyabuse SS+2, by throwing out occasion SS+1. Both will leave Michelle safe.Well, truth is, even without SS+1, SS+2 is just as abusable because it'sso safe.

    44 string and FC,df+4 will also do the trick in putting Michelle in FC, butneither should be used as a tool for such task. The reason is because bothcan easily be seen and parried. after 4, the only follow up is a low kick,and most people understand that and will parry accordingly. FC,df+4 is alittle bit too slow to use on regular basis. So if you're using either oneof them be careful. But you should DEFINITELY use them though. If younever use either of these, then you're missing out great chance for tickdamage, and a chance to get into FC.

    Group #6.

    Moves that lead to garanteed hits are SS+2 and Low Parry (kick only), andBow & Arrow (If Bow hits, Arrow is garanteed).

    Anytime Bow in Bow & Arrow hits, Arrow is garanteed, but there's a catch toit. Michelle can't be too far away from opponent, otherwise she would wiffand go right over opponent. Julia is more predictable in this department.Anthor problem is that the second kick will wiff more often against somecharacters, and I believe Ling and Ganryu are two of them (of course I canbe TOTALLY wrong here, hehehe, check the forum at Zaibatsu for most updatedand accurately information... Well, be careful, some people like Analquin,I meant Annaquin will tell you some funky weird crap. Just remember, theyare just crap, nothing else...).

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    SS+2, if hit, which is easy since it's fast, and hit low, will give RC, andWS+4 is garanteed. I highly suspect that ff+1 juggle after WS+4 is garan-teed in some cases, depending on your position. But I can be wrong, it isvery possible that ff+1 after WS+4 is never garanteed... But it does worksometimes. You can always try to d+4 them for extra tick damage, but thebest thing to do at this time would setting up for okizeme. 3xSS is a verygood option. It goes around opponent, if they move anytime, you can catchthem with another SS+2, or ff+1. Jumping over is another great option.The fact that SS+2 can do all this, do it on consistant basis, and still betotally safe everytime you use it makes it Michelle's most solid specialmove.

    Another move that give you garanteed follow up is Low Parry. It's not amove, but it garantees df+2,1 for some huge juggles. Most people have abad habit of relying on low kicks for damage. Let's face it, good playersdon't fall for CHs all day... They don't even give you free hits all day.So assuming you're a good player, peopel will want to hurt you with lowkicks. And when you parry it, df+2,1 juggle wil do roughly 70 points ofdamage. By far one of the best low parry follow up in TTT.

    Group #7.

    Stuns. Stun in TTT can be fairly easily escaped, but when they don't, it's

    great. Michelle has two stun moves, FC,df+2 and d,DF+2. They look thesame on paper, even the convention look similar. However, they are verydifferent with very different properties. And they are not inter-changableat all.

    FC,df+2 is already covered in Group #4. The trick is to either throw it inafter a few FC,df+4, or do it at the very outter edge of this move's range.It does leave Michelle vulnerable if blocked, but it's not terribly bad,and most people will not get more than a free hit after that. EWGF andhop kicks, etc. will juggle Michelle, so use this move carefully.

    The other stun move is d,DF+2. The major difference is that this move mustbe performed standing, and FC,df+2 must be performed crouching. The great-

    est thign about this move is the 12 frame disadvantage. That's great be-casuse at 12 frame disadvantage, it's fairly safe. No hop kick, and noEWGF. It also pushs far enough that most moves at 12 frame won't hit her.With its excellent range, you can CH easily from far away. If you fail tostun, as long as you hit, you still get 1 frame advantage. ff+1 is a greatfollow up if that does happen. If you stun, df+2,1 and it deals up roughly70 points on follow up juggle alone. uf+4 hop kick will also work afterstun, but it's much harder, and isn't more damaging.

    Group #8.

    Michelle has a great selection of moves from SS, none them are bad. SS+1is a quick hit, does good damage, and recovers fairly quick. It has simi-

    lar properties to power hit, except it is a little bit quicker, safer, andcomes from SS. If there's anytime when you're at the side or back of youropponent SS+1 is a great option.

    But of course SS+2 is better, strategically speaking. SS+2 and WS+4 doesdecent damage. Follow up to that can be very damaging. And SS+2 on normalhit also give you 11 frame of advantage. That means FC,df+4 and FC,df+2are uninterruptable. If opponent does anything but block correctly, youget a free hit (2 in the case of Bow & Arrow). The truth is, after SS+2,it's hard to defend between WS+4 and FC,df+4,3. And in this case, this

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    mix up is almost abusable. Another great option after SS+2 hits is herdf+3,4. Usually, Michelle would be close enough that both kick will beblocked if opponent choose not to do anything. And if they move, Michellewill get a free juggle.

    SS+3,4 is a great move, but it's even more unpredictable than df+3,4. Mostof the time, SS+3 will hit or get blocked, and second kick will completelywiff. Which is not really a problem, as long as you're familiar with thismove, and know that you should stop after SS+3 most of the time. If eitherone or both kicks are blocked, this is a fairly safe move. At 10 and 11frames of disadvantage, there really isn't much opponent can do at all.The only problem with this move is when you wiff the second kick and oppo-nent has all the time in the world to do anything they want. Another wayto use this move would be class 1 juggles. For example, Angel does SS+2,you tag in Michelle, and you can do SS+3,4, ff+1 juggle, which is fairlydamaging even compared to the UF+4 generic juggles. And it looks a lotbetter.

    Besides her special SS moves, Michelle's ff+1 elbow is also a great moveoff side step. It's fast, hits mid, and if you can anticipate opponenttrying to block low, throw out the elbow. If it's blocked, Michelle wouldbe safe anyways.

    That's all Michelle's options from standard SS, but like all characters,

    SS can be canceled. To cancel SS, tag f or b during the SS to cancel it.ff and bb are more consistant, but if you don't want Michelle to throw outher elbow, cancel with f. In Michelle's side steps and 3x side steps us-ing her 3+4, there will be a lot of times that you will get to opponent'sback and side. And you can inflict much more damage than SS+1 and SS+2 ifyou go for 1~1,1 instead. But to do that, you'll have to cancel the SS,otherwise, SS+1 will come out. Since opponent can't block, the juggle isfree. df+3,4 is also great for this purpose if you're ever behind or nextto your opponent.

    Group #9.

    Well, there are the famous Paul's Deathfist, Jin's ff+2, Nina and Anna's

    f+1+2, Ling's db+1, etc, etc... Well, Michelle, unlike Julia has powermoves of her own. Michelle has TWO power moves. SS+1 and d,df+1. Neitherdoes a hefty damage, but they are completely safe when blocked. They dogood damage, and should be used whenever possible. For example, free hits,anticipated a slower power move, opponent getting up, etc, etc. You knowhow to use a power move.

    Group #10.

    Basic attacks, like all characters are Michelle's most important and usefulattacks. 1 is a 8 frame jab. Fastest in TTT, and upon CH, give you garan-teed 1~1,1 and 1,2,1 juggles. 2, on the other hand isn't as great. It's10 frames, and not much you can do except when it hits you get more advan-

    tage than 1 alone. 3 is your typical roundhouse, you only use it when youget a free hit, and nothing else is quick enough. But most of the timethat happens, you're better off with ff+1 elbow, and take the frame advan-tage elbow gives you on clean hit. 4 is the typical juggling roundhousemany characters share in TTT, like Law, Julia, Ling, etc. On CH, it willjuggle all opponent. Given that it's 10 frames, and it's extremely safe,this is a move that you want to abuse. But watch out for people who duckroundhouse (that's when you used it too many times...).

    Michelle lacks 2 button escape special throws, and that's one of Michelle's

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    major weakness. df+1,2 is a good throw, only problem is that its range isvery short, and unless you're extremely close, it'll wiff. If possible,use df+1+2 instead of 2+4, it comes out one frame quicker, and is harder toescape. And to make sure you don't wiff, you should only do it when youblocked opponent's move, and you have enough advantage to throw, and youare very close. Or if 1 hits on a normal hit, no garanteed juggle, butleaves you very close to opponent.

    uf+4 is the standard hop kick, except that it has horrible recovery time.It should be used whenever you get a free hit, but if you're not sure ifyou get a free hop kick or not, don't use it. The recovery is simply toohorrible.

    df+1 and df+2 are both special moves. df+1 isn't that great, but df+2,1 isgreat after either low parry, or stun. df+4 isn't as good as Julia's, butit still has great range for a quick poke. Throw it out once in a while tokeep opponent honest.

    d+3 is your typical low kick, nothing special here. Good for hitting thoseopponent on the ground, but recovery is terrible just like all d+3, and youshould never use this on standing opponent. Even on grounded opponent, d+3isn't that great. d+4 and FC,df+4 would often serve you better. d+4 isn'ta bad move, except that it doesn't come out quick enough. good free hitafter WS+4, etc. But once again, this should never be used on standing

    opponent because it's simply too slow.

    Anyways, 1 and 4 are Michelle's most important attack by far, and those twoare the most abusable moves there is. Yeh, they hit high... So what, theyare 8 and 10 frames respectively, and they are just to either poke, or CH.How do you duck when you're getting CHed? You don't. The point is, manydecent players don't use basic jab and roundhouse enough. All the talk a-bout is how certain moves are so great, and how certain moves are reallypowerful. Well, that's true, but none of that will win you the game. It'snot going to be the special moves that makes a player good. It's how wellthat player use his/her basic poke, and how well that person sets up his/her offense using those basic poke. That has always been true in a realfighters game, regardless if you are playing Tekken, or Stret Fighter. All

    quality fighters will rely on basic poke. Think of it as basketball. Slamdunks and 3 pointers are sweet, but championship is always built on solidgameplay and good defense.

    **************************************************************************** Movement and Position ****************************************************************************

    Michelle is one of the characters who has special movements that are usefuland adds to her mobility. She has the typical evasive backflip, and 3+4,and useless looking side step. 3+4 looks crappy, but it's actually very

    useful. If you link it between two side steps in the same direction, youget triple side step. Granted, it's not as quick as Hwoarang's triple SS,but it's just as useful when used at the right distance. The trick is tostart at roughly two character distance away, at this range, you can CHwith 4,4,1, which will either knock down at a very good position for oki-zeme, or juggle if CH. At this range, it's also near impossible for oppo-nent to counter Michelle. Although Michelle's 3xSS isn't that fast, it'sfast enough to SS most counter attempt at this range. And it's also nearimpossible for opponent to turn around facing Michelle without subjectinghimself/herself to your 441 CH. This alone with SS+2 and SS+1 makes 3xSS

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    very effective. Spin around your opponent and bust out a SS+2, SS+1, can-cel SS into 1~1,1, 441, etc. All of these leave Michelle relatively safe,and all of them can inflict major damage. That and the fact that you'lloften find yourself either to the side or behind your opponent, making yourhits unblockable. Michelle also has ff+1 that can be incorporated into adash, which means opponent can't blinded attack Michelle in motion, becauseMichelle's elbow is only 10 frames, and since she's already dashing, it'llcome out really fast. And whenever Michelle's in trouble, she can alwaysbackflip away. Backflip is actually not that safe, but use it wisely andit can save your butt.

    So Michelle's movement and gameplay basically revolves around 3xSS and herforward dashing, oh, and the canceling of her SS. In those movement, mixin 1, 4, ff+1, ff+1,4, SS+2, SS+1, SS+3,4, df+3+4, 3+4 or SS 4,4,1, and SS~cancel 1~1,1 and that's the solid Michelle. You jab, and if CH, it willjuggle, if blocked, you have initiative, and if hits, give you initiativeand a great position to either throw, or setup next attack. Occasionally,you throw in 4 or if you anticipated your opponent in doing anything but ajab, throw out 4, and you have a pretty good chance in getting a CH. ff+1is basically her a forward moving jab, except more damaging, has more rangeand 2 frames slower. That's not bad at all considering that Mishimas onlyhave 10 frame jab. Upon CH, ff+1,4 is garanteed, and you can follow thatup with MANY elbows, which Michelle is so famous for. Her SS game is verygood, among the best if not THE BEST in TTT. From her big SS (multiple SS)

    you have a choice of mid and low hits. And since she's not limited to asingle SS, it's not difficult to get around opponent for free hits. 4,4,1is great, but don't abuse it, since it has the nasty recovery time, and youshould know if it'll connect or not by the time low kick comes out anyway.

    The best position for Michelle (as well as everyone else) is to the side ofopponent, or behind them where they can't block. And Michelle is blessedwith 3xSS that make getting into that position very possible. Another wayto get into that position is to hit opponent in either FCD or PLD as theymove or try to get up. If you hit them, they will stand up back-turned.More on that later in okizeme section.

    So there's Michelle's movements and position. Keep in mind, Michelle is

    very mobile, and her foot speed is incredibly fast. You should keep thatin mind, and use her jabs and roundhouse and elbow to keep her on constantoffense. That's how I play Michelle. But the sad reality is... A verydefensive/turtling Michelle is even better. But that makes the game VERYboring. If you just stand around, and wait for opponent to screw up, andCH, or do 1~1,1/4 over and over and over. Michelle is incredibly hard tobeat. Assuming that you're as good as opponent, you can parry low kick andescape throws. Turtling Michelle is impossible to beat. If you block allthe high/mid attack, which is simple since you're turtling, and you parrylow kicks, shich isn't that hard since you're turtling...... You get thepoint. Low parry, df+2,1, juggle. Anything but jabs, 1,2,1/1~1,1, juggle.Michelle can be very disgustingly difficult to beat.

    **************************************************************************** Okizeme ****************************************************************************

    Okizeme just simply means hitting people while they are on the ground, it'sa term some old school Tekken people, like Tragic and Mr. Wizard or some-thing decided. Anyways, not all character's okizeme are equal. Michellehappens to have some of the best okizeme tools.

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    Michelle's useful okizeme tools include:

    SS+2ff+1FC,df+4FC,df+2Triple side step4,4,1UF (jump over)

    There four different scenarios for okizeme in Tekken. 1) When they stay onthe ground. 2) When they stand up. 3) When they roll on the ground. 4)When they tech roll (quick recover).

    When they stay on the ground:

    You have two options here. Either you settle for a quick ground hit, oryou wait for something to happen. The beauty of a quick ground hit is thatyou'll be completely safe, you do a good 12 points of damage, or somethinglike that. If the game is close, and time is running out, this is what Ialways do. On top of that, you kill a few seconds off the clock. Every

    character in TTT can do this. Everyone has a d+3 that does decent damage.Mishimas have Hell Sweep, Yoshi and Kuni have FC,df+3 and db+3,3,3, etc.Changs, both Michelle and Julia have d+3 like everyone else, but I neverused that because their d+4 and FC,df+4 is much better.

    d+4 is basically used the same way d+3 is, except you'll be left in FC po-sition, and if they stay on the ground or get up, you can go for FC,df+4.If opponent decided to move or roll after you executed d+4, d+4,1 will bothhit them for good damage.

    FC,df+4 is usually the better option in this situation. FC,df+4 does gooddamage as far as single ground kick goes. But it's better than her otheroptions because depends on how your opponent react, it can lead to other

    possibilities. If opponent stay on the ground, like d+4, you get a singlelow kick, and remain in FC. Depends on opponent's action, you basicallystart the whole okizeme over. If they get up, both FC,df+4,3 will connectand you'll knock them down. If they roll, FC,df+4,3 will juggle them, andif they don't tech, usually you get get a few elbows in there. If they dotech, there's nothing else. Back to standing battle.

    ff+1 works well, but it's risky. If they just like there, you can't hitthem, unless they are one of the big characters. But if you perform it farenough, you can bait them into a low rising kick or mid rising kick, inwhich case you can either go for ff+1 for a free hit and initiative, or youmight be able to pull of a CH with the second part of ff+1,4, which willjuggle.

    3xSS and UF jump over is the BEST option for this situation. In 3xSSing,you can usually evade opponent's while rising attack, and get a free 4,4,1.If opponent rolls, you also get free 4,4,1. If opponent stands up, and youend up on their side or back, that also give you free 4,4,1. If you are atthe back when opponent stands, you can do ff+1,4 and some mean okizeme tofollow that. UF jump over is even better sometimes, but must be used withextreme care. When you jump over, opponent would be in the PLD (play deadposition, check with Zaibatsu to find out what that is). In that position,if they attempt ANYTHING, and you hit them with a d+1, they will stand up

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    backward. You can get a free backthrow, but you can get a uf+4 juggle forfree, which is the MOST damage you can do on okizeme. If opponent roll inPLD position, d+1 will sometimes juggle them, and you end up with a freeFC,df+4,3 combo, also rewarding. PLD and FCD position is the MOST desir-able position because of the d+1 possibilities. Also in PLD position, youropponent cannot juggle you with rising low kick. And you can also try totrick opponent by doing standing jab which recovers faster, than watch youropponent very carefully. If they do mid kick, you can either 1,2,1(CH) orblock and retaliate, or SS and retaliate. If they do low kick, low parryand df+2,1. If they stand up, like most good players would, throw.

    When They Stand Up:

    Most of the time you can't do a whole lot more than mid/low mix up and/orthrows as they get up... Which means stand up is a really good way to getup if you're ever grounded.

    When They Roll:

    There are very specific times when you want to roll, but other than that,rolling on the ground leaves you most vulnerable. FC,df+4,3 and ff+1 will

    both juggle people rolling, and both do good damage. If you don't hit themearly during the roll, you would miss your opportunity, so watch out forrollers and hit them!

    When They Tech Roll:

    Tech roll is the best way to recover from a juggle or knock down, and thereisn't a whole lot you can do. You can pretty much mix up mid/low attacks,and you'll have some momentums and possibaly initiative. Besides that, youdon't get much. And if you are in a middle of a juggle, watch out for techrollers. If you are a step too slow, opponent can escape and punish you!

    **************************************************************************** Tagging ****************************************************************************

    Well, this IS Tekken Tag Tournament. So it' would be silly to write up awhole FAQ and not mention tagging. With that said... There are TWO aspectof tagging. Offensive tagging, and defensive tagging. Offensive taggingis when you tag juggle, tag throw, or tag dive/slide. Defensive tagging iswhen you tag to save one character, tag to switch in a better character tofight your opponent.

    There is not much to offensive tagging, very basic stuff that you'll have

    to figure out yourself. Couple key thing though, when you buffer in tag(~5) for 1~1,1, it'll juggle higher than regular 1~1,1, and pretty muchallow same juggles as EWGF. but if 1~1,1~5 is blocked, the disadvantageincrease to 28 frames, and that's REALLY bad. you can tag after 1,2,1 oncounter hit, but I don't know if you can do anything after except maybe tagslide. I'm not even sure if tag slide would hit. Tag throw is hard to es-cape, abuse it when you can.

    Defensive tagging is tricker, Michelle has evasive backflip. Backflip byitself it fairly ok as far as avoiding getting hit tagging in goes. But

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    tag cancel is MUCH better, the problem is it's near impossible to tag can-cel with backflip characters. If I remember correctly, it can be done, butI am not good at tag canceling at all, and I very well might be wrong.

    And sometimes you HAVE to take a hit tagging in... and if you do 1 or d+1hoping to CH instead, you'll usually get CHed, and that's not worth it. Aslong as you can afford to take a hit, do a backflip instead. You'll takeone hit, but you won't be juggled. But don't hurry and tag when yourhealth is down, that'll get you killed, be careful and patient.

    **************************************************************************** Custom Strings ****************************************************************************

    No there will be NO custom strings here. I don't believe in pre-determin-ed custom strings, and it's something you'll have to figure out.

    If you can't even figure out your attack pattern (I don't even want to callit string), you got bigger problem at hand. Strings are handy sometimes,but it's a REALLY bad way to learn Tekken. You get into this really badhabbit of using strings, and strings are simply terrible.

    So no, I will not write any strings.

    By the way, I am too lazy to take out old custom strings in my other olderFAQs.... so if you are going to read those, remember NOT to read stringsections!! They are EVIL, and they will make you TERRIBLE Tekken player!

    **************************************************************************** Juggles ****************************************************************************

    There are FOUR ways for Michelle to initiate a juggle. 1) Regular juggle

    starter. 2) CH juggle starter. 3) Rising Low Kick. 4) Tag juggles.

    Regular juggle starter:

    These are uf+4, f+1, and df+2,1. They don't require CH, and as long asopponent isn't blocking, they will juggle. uf+4 is the standard hop kick,and it comes out relatively fast. But unlike other hop kicks, you can'tabuse this one because the recovery is simply horrible. If you know youwill not get blocked, by all means, use this, this is Michelle's highestjuggle starter. Many juggles are only possible using this juggle starter.

    df+2,1 is the most damaging juggle starter that doesn't require a counter,and the juggles you can do here isn't THAT damaing, but that and the dama-

    ge from starter itself make juggles using df+2,1 the most damaing amongMichelle's non CH juggles.

    f+1 is underrated by some, and over used by others. The trick is use itwhen it's garanteed. Or when you anticipated high attacks as it ducks re-latively low.

    The list of juggles are taken from Zaibatsu, but not all are listed, onlyones I actually use or find useful either in terms of damage, convenience,or style.

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    d+1, FC,df+4,3, ff+1, ff+1,4 (except df+2,1)ff+1, ff+1, d+4,1ff+1(4 or 5 times), ff+1,4ff+1, d,df+1, ff+1, d,df+1, ff+1,4d+2~n+3, ff+1, ff+1, ff+1,4 (uf+4 only)

    CH juggle starter:

    These are 1~1,1 and 1,2,1. 1~1,1 is a GREAT tag juggle starter, wheneveryou can, go for tag juggle, it'll eliminate red bar, and when partner'snetsu is on, you can deal out crazy damage.

    1~1,1 allow the same juggles as hop kick and f+1. 1,2,1 allows the samejuggle that df+2,1 allows, mostly elbows.

    Rising low kick:

    All (can't think of anyone who can't) characters have rising low kick thatjuggles when you're feet is near opponent. That's FCD and KND position (face down feet toward and knocked down position). The only time you should

    use this is when opponent misanticipated and wiffed a move or if you arevery sure it'll hit. If you wiff, get blocked, get parried, you'll die...And if you use it a lot, you'll wiff, get blocked, and get parried.

    After Michelle's rising low kick FC,df+4,3 is garanteed, and you'll be ingood position for good okizeme. I never bothered experimented, but i amquite sure that ff+1 juggles after rising low kick will work just fine.

    Tag juggles:

    Michelle's tag juggles are more or less the same as her regular uf+4 and1~1,1 juggles, except you can do ff+1, BT(4). That's a great juggle, why?Because it does good damage, and opponent can't tech recover since they're

    no longer in KND position in relationship to you. They are now in PLD po-sition, and if you can ff+1 or jab them as they move, they will stand upbackturned! Well, useful once in a long while...... but definitely don'tabuse that, Michelle has better more damaging juggles.

    For more complete list of juggles, check on Castel's Web Site:

    www.tekkenzaibatsu.com

    **************************************************************************** Having Fun *

    ***************************************************************************

    Part #1.

    This would simply be RUDE... I do it, but still, it's very rude. Her jabis the fast 8 frame jab, that's FAST, and you can beat out A LOT of stuffwith it. Use one hand to eat, chips, burger, whatever, hot dog is my fav-orate! Lick it, suck on it, etc, etc, etc... and do nothing but 1~1,1.When it CH and juggles, do 1~1,1 for juggle. If you MUST move, use 3+4 SS

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    to move. This is really interesting because it goes to use you how overlyoverpowered 1~1,1 is. And when you lose, just get up and say, "I was justfucking around..." And leave. Meanwhile, laugh your ass off, talk reallyloud, smell really bad, whatever, be as offensive as you can possibly be...Most of the time, you can get by doing just 1~1,1. So you don't reallyhave to worry about losing.

    Part #1.

    Well, before you try any of this, of course you have to be MUCH better thanyour opponent. And your opponent must suck pretty badly... If you try anyof this on your friend, and it worked... Rest assure, your friend sucks...And likewise, if any of this stuff works on you, you probably suck too...That's ok, you'll get better... Maybe...

    You can do this while opponent is up, or when opponent is grounded. Mucheasier and more fun when opponent is standing though.

    Against grounded opponent, Michelle can do ff+1 infinitely. This is REALLYfun... More fun in actual game than on paper. The reason is most averageplayers don't tech roll, and they have to either stand up, or roll, or doone of the rising kicks. And the beauty is Michelle's elbow will eitherhit them, juggle them, or CH them. Any case, just repeat when they are onthe ground again. This can be pretty mean, as they will try EVERYTHING to

    stand up again, but nothing will work, and they'll get very desperate. Ifyou laugh hysterically, or pound on your button like you're doing it tosave your dear life, that will send the fun factor straight through theroof. After you kill your opponent like that, be sure to drop on the floorand roll around on the floor while laughing your butt off! Throw in somed,df+1, FC,df+4,3, SS+2, etc and opponent will hate your guts!

    Against standing opponent who are all that good, Michelle has TWO very meanstrings, 4,4 string and 1~1 string. Just 3xSS around your opponent all dayand pull 4,4,d+4 and 4,4,1, or 1~1,4,3 and 1~1,1. Since they're not thatgood, they can't possibly defend on reaction, and they won't low parry, andthey sure can't get their free hit/juggle after successfully defending. Ithink this is extremely cheap, and should not be done unless you just want

    to fuck with your opponent and have a good laugh, which I do, and it's fun,but I admit, it's very mean! And if I'm a new beginner, and that's done tome, I would be very upset, but it's so much fun, I don't really care. Both4,4,1 and 1~1,1 juggles...... Well, you get the point.

    **************************************************************************** Conclusion ****************************************************************************

    Well, Michelle is definitely one of the best characters behind the Mishima

    family. T.Ogre, Michelle, and Julia come very close to a second. I knowI have the tendancy to say whatever character I'm writing a FAQ on one ofthe best characters, if not THE best. Well, Kazuya and Heihachi are theBEST charcter alone with Jin. Anna is ok, somewhat stuck to the middle,and Nina is definitely one of the worse character in TTT. Well, havinglearned a lot of stuff in the past year or so at SHGL, and having seensome of best TTT players in the world. I'll be fair and honest this timeand say Michelle is not the best character in TTT, but among the best, anddefinitely a top tiered charcter.

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    But playing Michelle isn't always about winning, she is one of the mostmobile charcter, and she is a FUN character. Her moves all have so muchpriority, you can afford to take some risk once in a while and not bepunished too severily.

    I would write a vs section, but that would simply take too much time. Inever intended to write this FAQ, so those of you who enjoyed it have mygirlfriend Nancy to thank for this. She's playing Final Fantasy 9, whichis a great game, and I have nothing to do, so I sit here and type up thisFAQ. And no, as many of you have realized, I prolly won't come back andedit this FAQ to update it. If you have questions, feel free to e-mailme, or post it on Zaibatsu's forum. If I don't respond, someone elseusually will. But keep in mind, there are complete retards in that forum,such as Annaquin whom I usually refer to as Analquin. Don't ever listen toa single word he has to say on Zaibatsu or elsewhere.

    **************************************************************************** Credit ****************************************************************************

    Namcowww.namco.com

    Tekken Zaibatsuwww.tekkenzaibatsu.com

    Tekken Salutesalute.consolenation.com

    Insdie Tekkeninsidetekken.tsx.org

    Game FAQswww.gamefaqs.com

    Southern Hill Golf Land

    UCI Zot Zone

    MIC, Tragic, Mr. Wizard, Calipower, Tomhilfiger, Sho, SPMAN, Shauno, Paul,Justin, all of the people at SHGL and UCI.

    Bluu, Night, all the people on Zaibatsu forum.

    Deschief, Renick, Thunderfist, all the people from Europe.

    Abrar and the people from Australia.

    I'm sloppy with credit... If you feel like you have contributed or told

    my any of the stuff I wrote in here, e-mail me or flame me on Zaibatsu :)

    ***************************************************************************