Mokujin is a secret character on time release for Tekken 3. The
character is actually a wooden dummy. It changes it's fighting
style each round and mimmics another character at random. A true
"random" select This allows for great flexability when playing Mokujin, as well
as greater headaches. Fighting with a different character each round
is a tremendous advantage, as long as you know how to play the
character and you know who exactly you are. But if you do not
know one or the other, then it can be a serious disadvantage. Who should use Mokujin? Players who want to have FUN. If you're like me, learning just one or two key characters, but disliking
the rest, then Mokujin is a good way to spice up your game (playing 1 or
2 characters is only fun for a short period of time). It's a really fun
character to play, and it always frustrates your opponent more than yourself. The main problem: finding out who you are.
Round 1 is easy enough. Mokujin walks out in a pre-fighting
etiquette as one of the other characters. This beginning "warmup"
is the first indication of who you are. For example, Eddy Goro points towards his opponent. Brian Fury walks
towards his opponent with his arms behind his back. LING XIAOYU hops
up and down. KUMA puts his arms up an yawns. Rounds 2 & 3 is a little trickier. There is no warmup pose. You have to
determine who you are simply by the stance you see. But identifing is
much easier than you think. Here is how you can find out who you are: ------------------------------------------- ------------------------------------------- Arms are up in a defensive position, like a professional boxer. He is
swaying in and out, almost side-stepping. Arms/Hands are vey close to the
head, in a protective position. He is slightly crouched foward. Arms are in a defensive position, standing-straight posture, legs are
strait scissor-form, and he is hopping up and down. Scissor-Legs + hopping
are a dead giveaway. He first has his arms out normally, but right before the fight, his right arm
pulls back. His right arm is cocked back as if it is preparing to punch. The
right arm is the key. Kind of looks like Al Bundy in his Football pose. His
legs are a bit far apart. Legs are far apart, arms are both up like a boxer. Arms a bit like Lei, but
not as high. Watch the legs. Both hands are visible. Feet close. Right arm is down, bent at a 50 degree angle. Left arm is foward in
an almost defensive position. Kind of looks like a walking cardboard box. Right
hand is not visible if she is facing left. A little harder to read. Both arms are out foward, but the right arm is slightly
lower. Both arms have the same angle. The left arm is out kind of far. Kind
of looks like a cowboy holding out 2 guns. Far apart leg stance, like GunJack. Arms are alot like Julia, except
the right arm doesn't seem to stick out as far. Right arm NOT visible when
facing left. Unplayable as Mokujin. ---------------------------------------------------------------- ---------------------------------------------------------------- Watch the HANDS. They both look like heads nodding up and down. Both hands are
doing this at the same time in Synchronization. The hands are the key. He he constantly in motion, hopping up and down. Arms are a little higher, but it
is almost unnoticeable. His motion hopping is the key. I can never tell the difference between these two cheese-balls. (Notice that all the above characters have a b+1+3 reversal! See "Strategic Tips") Learning to identify is the main key to using Mokujin effectively. Winning is another
matter. If you have a character you're really good at, chances are you will do a few
combos and/or juggles and do play well. However, chances are your opponent will know
who you are too. Combos and Juggles are always easy to identify; and Throws will
always give you away. If you have an easily identifiable character, then these strategies do not apply. For
instance, if you have LAW, then you and your opponent are going to know immediately, and
chances are that your opponent already knows the best way to fight you. And if you
become Eddy, then be ready to hear some complaints. It is imperative to keep your identity a secret as long as possible, especially if
you are using a character you have identified and know how to play. You should get
a few early hits off and then you can pummel him with some finishing combos. Your
anonymity is Always your advantage. Most characters can be identified by kicks. Heihachi and Jin has that high scissor kick.
Lei has that double head/heel kick. Brian has that step foward long kick. But punches
are a little harder to recognize. Punch a few rounds to keep him guessing. Don't forget to punch low when he is ducking.
When he realizes who you are, or when you see an opening shot, pummel him! My favorite character for this is when Mokujin turns into HWOARANG. No one EvEr uses his
punches, so no one can ever identify them. I punch for half the round, then when I see an
opening I Kick butt (pun intended). Using punches for Eddy is alot of fun too. His punches are really fast. Exceptions: Lei--using punches causes him to turn his back; GunJack--easily identifiable. Well, you can throw if you Want to, but it is ill-advised unless your opponent already knows
who you are. Can't identify who you are? Throw your opponent. Remember, these 4 characters look exactly the same, with only Nina easily identifiable.
If your opponent is aggressive, you won't have a chance to identify who you are. The
best thing to do is to be a little defensive and USE REVERSALS. If you have a keen eye,
you will be able to identify who you are with the reversal. Keep in mind that with these characters, your opponent probably won't be able to identify
you either. So that automatically gives you a tactical advantage. Note: King only has a kick Reversal. And he is the only one that hops. Your second and third round gives you a slightly different advantage.
Your opponent just got done playing against one fighting style the
first round, so his/her mindset is still on that character. Remember, you may have Mokujin, but it is quite easy to forget that
Mokujin changes fighting styles from Round to Round. As long as Mokujin changes to a different character the next round,
you have a very distict tactical advantage--assuming that this
doesn't backfire on you. I myself have played Mokujin as one character on a given round, but then
tried doing the same move the second round only to realize that I was
someone else. It is easy to forget that you are probably a different
character from round to round, so be careful. Players fighting against Mokujin are kind of like fighting against Eddy Goro,
they are a bit intimidated. Anyone who says that he/she does not cringe even
a little when an opponent chooses Eddy Goro is lying. No matter how good
you are, some silly and really bad player can take Eddy Goro and somehow win. Mokujin is not quite like that, but players get something of the same feeling
against it. It is not intimidation, but it is unfamiliarity. Even if your
opponent knows exactly who you are, he/she is probably not used to seeing
that fighting style with a wooden dummy. Fighting against a wooden Law or Paul is a hell of alot more difficult than
fighting against the real Law or Paul. It is because mentally, it looks very
strange. It's just a mental thing. So remember, with Mokujin you Always have at least 1 tactical advantage, the
advantage of unfamiliarity. Chances are that sooner rather than later you will get a character that you have no idea
how to play. Or, you will get an opponent that has such a high skill, that you only know
how to beat him with one character (and you will Not be that character). You probably won't win. If you have a character you do not know how to play, your chances of winning are much
higher if your opponent cannot identify you. But overall, you are in deep trouble. Mokujin is NOT used to win. It is used to hone your skills, and to have fun. However,
winning with Mokujin is indeed a great feat, and it will make you smile and make spectators
proclaim, "oooooh.. aaaaah". Don't run in the house while holding scissors. For those of you who are wondering how this was all done, take a look
at Tekken 2 for the Playstation. There is a "wire-frame" mode that
allows you to see characters in their original 3-d form. Once the wireframe is completed, movement is added. Then finally, colour
and shading textures are added to give the frame characterization. This
is the same technique that is used in movies (Terminator 2 and Twister,
just to name a few). All they needed to really do is replace individual wireframe characters with
Mokujin's look. Notice KUMA for example: When using Mokujin/Kuma, try throwing the opponent with
a side throw. Whenever Mokujin starts swinging the opponent around, you will notice
that Mokujin is not physically in contact with the opponent. That's because KUMA
is much bigger and the boneheads at Namco probably didn't give the programmers enough
time to properly implement that throw. So they probably just took Kuma's shape, made
it invisible, and super-imposed it over Mokujin. That's my hypothesis. A good FAq cannot be; without a few food references. A little research can do alot for
your soul. I urge you all to take a look at some of the following material, if only
to enrich yourselves: A no nonsense move list written in the now-standard 1,2,3,4 button fashion.
Straight foward, Easy to read, giving you exactly what you need to learn the
game. Every move for every character. An excellent tutorial on what kind of players to expect. It is most useful
not so much in how to beat other players, but on understanding other players,
as well as understanding your own playing psychology. This isn't just a Tekken
Psychology guide, but an excellent general fighters guide for all fighting games. A touching story of a young girl given to her grandfather to live in the Alps when
her mother passes away. A truly uplifting story, that exposes the innocence in us
all. My favorite book. This may have been presented in a comic book form, but it is nothing short of an epic
novel. It is filled with dramatization, extensive characterization, and littered with
symbalism and fore-shadowing. You want something that you need to sit and think about
after you read, then V FOR VENDETTA is for you. The beauty about this movie is it's strong philisophical implications. The entire story
is littered with life and death, and how we deal with it all. The "Kobayashi Maru" is
an aspect that can be seen in all day to day matters, as well as religious teachings
ranging from Christianity to Judaism to Taoism. This movie is much deeper than you think. RUMOR: Your buttons will decide which character you turn into after every round.
I have not confirmed this yet. -My highest number of wins (using Mokujin) against human opponents is 9. What's yours?
-MMXX2020@aol.com is reported to have 15 straight wins with Mokujin! -My greatest moment: Our local Guru had 34 wins using various characters (except Eddy and
Mokujin). I came in as Mokujin and beat him in the 3rd round finishing with King's Jumping
Side Swipe (SS+3+4). He had no idea I was King. -I am Requesting: FAQ Logo, Stance Corrections, Paul/Jin distinctions, a nice girl to take
out on Saturday nights (Ohio/Pennsylvania area please). -This FAQ may be freely distibuted and posted anywhere. This FAQ or any part of it may
NOT be used for commercial use unless given proper authorization by me. That especially
means YOU, E.G.M.! If you are reposting it, you are free to make any edits, but please
please specify the edits you make; if you are reposting excerps, please be kind give me a
little credit. -For corrections, additions, comments, an updated FAQ, questions, or a date for Saturday
Nights (females only please), feel free to contact me at bobafett@sgi.net -New Information used in future updates will be properly credited.
(2) *RECOGNIZING MOKUJIN*
Ridiculously EASY TO SPOT CHARACTERS:
LAW: Arms swaying, body hopping
EDDY: Break Dancing, jammin' to the beat of a different drum
KUMA: Slouched foward, both arms hanging foward
YOSHIMITSU: Gee, I wonder what physical feature might give him away...?