Tekken Advance "Tag Battle" TAS
  • playaround
  • speed/entertainment trade-offs
  • takes damage for fun
  • plays on hardest difficulty
  • manipulates luck
  • uses glitches
Played on VBA-rr v24 svn393
The nine stages of winning the King of Iron Fist Tournament.
About history:
I first played this game a year ago, thinking it might be possible to do a decent TAS of it. Then some other game got my interest and time passed. Then I became interested in Tekken Advance again after Cooljay started posting those Tekken 3 TAS WIPs, so I grabbed my old notes and did some more research of the game, then made this TAS.
About time usage:
It took about a week's worth of research, then about a week's worth of making the actual movie.
About the game & game mode:
Well, it's a Tekken game, and it's for GBA. They've managed to capture the Tekken spirit in this one quite well, with very similar combat physics and all. A bit stripped down experience, with only 10 characters and some moves omitted, but it's still a surprisingly good fighter for a handheld console.
Tekken Advance stands out because it has Tag Battle-mode in it, something PSX Tekkens don't have. Tag Battle is basically like Arcade, except you get to choose three characters to use and switch between at any time during a match. The opponent also has three characters to use in each match. This makes a Tag Battle TAS far more versatile and entertaining than just playing normal Arcade-mode using one character.
Tekken Advance also has some unique glitches that are talked about some more down below.
About character selection:
For the first character I picked up Yoshimitsu. He is a cyber ninja I guess, with a very gimmicky (but deadly) movelist and he makes a nice candidate for playing around with. You can also give him super speed (more below).
Second character is Xiaoyu (can never get the spelling right), another trickster-type character with many different stances and potential for doing crazy stuff with.
Third character is Jin, basically the protagonist of the Tekken series, not that the plot matters here at all, a powerful dude with noteworthy juggles. He also gets super speed!
Tricks and glitches:
The most noticeable thing here is the super speed trick, done by interrupting normal movement by for example pressing down every other frame. With most characters nothing too interesting happens, but Yoshimitsu and Jin are special cases whose movement speed increases about threefold when this trick is used. You can also do a backwards slide with them, which looks nice.
It's pretty easy to manipulate the enemy in this game. Just moving differently or waiting some frames before an attack causes different results.
Starting air attacks is a bit glitchy in this game:
- If you press up for 9 frames before letting go and attacking, you get a special effect. With a punch, the character suddenly appears inside ground for a frame before landing like normal. It looks strange and also allows you to evade things that you normally shouldn't be able to. With a kick, the character does their air kick on ground level, after which their idle animation freezes up. So the use is mostly visual.
- If you press up/right or up/left for 9 frames before letting go and doing a kick, the character does their air kick on ground level but afterwards the game thinks they are crouching. This allows you to follow up the kick with "full crouch" (fc) or "while standing" (ws) moves without any delay, allowing some slightly strange combos to be done.
- doing these variations can fool the opponent to think you're jumping although you never leave the ground.
If you jump and air punch your opponent at the last possible moments before landing, the sound of the attack cuts off and in general it looks like you didn't even do an attack.
Hitting enemies after a juggle at a certain time when they're bouncing on the ground "resets" the juggle and allows you to continue longer than normal. This is used a lot by Jin in the later half of the run.
A strong impact (red flash) doesn't send the opponent flying anywhere if he is close enough to the ground. This allows to do the 100% flea combo in Stage 5.
Unlike in, say, Mortal Kombats, it's possible for characters to hit or even launch themselves simultaneously. This is used a few times in the run because it looks interesting. In some cases it's possible to speed up a slow launcher by taking damage right as you launch your enemy.
Playing style:
- Tried to show off as many moves and juggle starting moves as possible.
- If I knew the opponents had funny moves of their own, I manipulated interesting scenarios with them.
- In general I'd say that the combos turn more insane as the run progresses, culminating in a total monster combo against Heihachi from Xiaoyu.
Pointing out things in the stages:
Character selection:
- I actually pick Jin from the Random Select instead of Jin's own slot.
Stage 1, Round 1 (Hwoarang, Law, Jin)
- the jumping attack Moonsault Slayer used in a risky, nonsensical way, so that it only does its secondary hit.
- just general Xiaoyu pwnage.
Stage 1, Round 2
- Yoshimitsu's super speed demonstrated in the juggles here.
- a small graphical glitch as the flash of the impact is at a wrong place.
- evading a low hit using a glitched air attack.
- Jin has problems with symmetrical violence...
- a pretty "normal" juggle by Jin, without even utilizing super speed yet.
Stage 2, Round 1 (Paul, Law, Jin)
- I wanted to have a round where I remove the appendix of everyone involved as the first thing.
- doing a cartwheel over a character like against Jin is a rare occurence.
Stage 3, Round 1 (Gun Jack, Paul, Nina)
- some circus tricks against Gun Jack.
- at one point, Paul does the leaping move towards Jin. I had the choice to let Paul jump under Jin or interrupt the leap in a very unlikely way, but I chose the latter because it looked more domineering.
Stage 3, Round 2
- one of my favorite moments, sliding away from the dancing Gun Jack. The dissonant music suits this moment very well.
- starting to demonstrate the horrors of Jin's White Heron. It's the comboing move that starts with a low hit and (combined with super speed) allows you to stretch out juggles painfully long.
- the knee thing Xiaoyu does against Nina is a move only used for close-range stunning. It doesn't do damage and is amusing to see used in a juggle.
- catching up to escaping Nina with "Front Layout" (the jumping move).
Stage 4, Round 1 (Nina, Law, Hwoarang)
- not much to say since it is only a two-second round. Ok, so the Lightning Screw God Fist (or whatever) is used as a counterhit with messy results.
Stage 4, Round 2
- Jin's juggle starter here (Twin Lift Kick) is relatively slow, so getting hit while doing it lets you recover quicker.
- first of these pretty crazy Jin combos that utilize White Heron, Hell Sweep and super speed.
- Yoshimitsu doesn't get hit by leaning back a bit.
- in the ensuing juggle, I deliberately avoid hitting with Poison Wind's first hit to utilize the follow-up attacks better.
- Law rushes head first into the sword.
Stage 5, Round 1 (Law, Yoshimitsu, Jin)
- the fighters break into a dance.
- a glitched juggle using the grounded air kick that instantly follows up with the WS-move skyscraper kick.
- after a little bit of manipulating, the enemy Yoshimitsu goes into the Flea-mode. For some reason his A.I. seems to have shut down momentarily, and he doesn't do anything at all.
- the dreaded 100% Flea-combo against Jin. It seems he gets many appendices removed for free today...
Stage 5, Round 2
- Xiaoyu's throw is a "Class 4" juggle starter. Class 4 normally means that you can hit the opponent at ground level maybe once before he can escape. With tool-assisted Xiaoyu it means that you take away 50% of the enemy's health before he can escape.
Stage 6, Round 1 (Xiaoyu, Gun Jack, Law)
- finally, a Xiaoyu mirror match!
Stage 6, Round 2
- still a mirror match.
- the juggle here has some nice inventions. First, the enemy Xiaoyu tries to do Cyanide, which our Xiaoyu bravely interrupts with her own jumping kick. Then, there's cycling Sunset Fan and Flower Garden's first kick for a bit in an eerie looking way. However, it can't be continued infinitely.
- for some reason inching at top speed in AoP-mode towards your enemy provokes him/her to start rhythmically crouching.
Stage 7, Round 1 (King, Gun Jack, Xiaoyu)
- slightly unusual Jin juggling, using those painful Windgod Fists a lot.
Stage 7, Round 2
- some circus tricks with King (and later with Xiaoyu).
- using Yoshimitsu Flash, normally a counter attack move with zero range, in a juggle repeatedly.
Stage 8, Round 1 (Jin, Law, Nina)
- this round starts with two rather sick juggles by Jin and Yoshimitsu respectively. In the Jin combo I manage to insert hits from his 10-hit string.
Stage 8, Round 2
- I just had to finish off Law with Xiaoyu before he could escape, so I tried out different solutions before deciding on this.
Stage 9, Round 1 (Heihachi, Heihachi, Heihachi)
- yes, there are three Heihachis.
- Juggle starts from a jump punch, which is pretty unlikely.
Stage 9, Round 2
- some circus tricks with Heihachi.
- special effect of sword smash.
- because the camera is so far away, Yoshimitsu and Heihachi take extra time rolling to the side for character switch!
- Xiaoyu turns out to be the real hero of this game. (is that a 100% combo I'm seeing..?)
Special thanks go to...
- Bloodspoor's move list at GameFAQs
- Namco
- people who made VBA-rr
Miniscule thanks go to...
- Zeupar, for showing interest in the run
- Cooljay, for inspiration

Noxxa: Judging.
Noxxa: This is a very good playaround. It manages to show off the Tekken gameplay and engine quite well, and abuse it. The character selection was good, with three very different characters spicing up the run in a very nice manner. The majority of the viewers considered it a nice and entertaining playaround. Accepting for publication.
feos: Processing...


TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
Location: 127.0.0.1
This topic is for the purpose of discussing #3653: AKheon's GBA Tekken Advance "Tag Battle" in 07:38.97
Qlex
He/Him
Joined: 2/25/2006
Posts: 193
Location: Available
Even though the game seems to be a bit lacking due to the graphics, I still found this run enjoyable. It's my first time watching this game, so I have no idea how difficult it was to make your way out of this, but the later stages were fast-paced and showed some funny happenings in my opinion. I would say yes.
Cooljay
He/Him
Active player (396)
Joined: 5/1/2012
Posts: 468
Location: Canada
Nice you finished it. I definitely enjoyed this run, and the total mockery of the opponents. I see that even Heihachi cloned himself twice to try to stop you lol. Yes vote.
Joined: 4/24/2012
Posts: 129
Location: Atlanta, GA
A shame the port only has ten characters, but, you kept it pretty fresh throughout. Having a working knowledge of Tekken 3 mechanics helped my enjoyment, too. Yes vote. Good job, good run.
Warepire
He/Him
Editor
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
That was hilarious. I love the part of Stage 1, Round 2 when the Jin:s did symmetrical violence. It's even funnier as a Futurama fan as I always think about this line when I see it: "We're exactly the same. I know all her moves. Therefore, I've got the upper hand." And also this line: "Now, now, perfectly symmetrical violence never solved anything." Yes vote.
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6438
Location: The land down under.
Yes Vote: The awesome glitch that doesn't show walking Stage 1 Jin hits his mirror (You know what I mean) Stage 2 Yoshimitsu basically attacking the crap out of everyone, in round 1 Stage 3 Intro with Jin v GunJack Stage 4 Round 1 The........ WHAT THE HECK JUST HAPPENED! Round 2 syncing with the music Using "Bad Breath" (using memory, might be wrong) on Law, when he's trying to hit you XD Stage 5 Round 1 Xiaoyu's random stuff at the start The AI's Yoshimitsu being stuck Using one of my favorite moves Round 2 The random shenanigans again! Stage 6 AI Xiaoyu not hitting you RUNNING ON XIAOYU! (Bad memories from childhood whenever I played with my sister) Stage 7 Bad Breath on Xiaoyu And also falling at the end, after doing the over-spinning move (forgot the name of it) Stage 8 Lost for words Stage 9 Heihachi [dead] Heihachi [.......] Heihachi [.......] what more can I type XD Round 2 Another Great Yoshimitsu move on entry Random rolling out for Xiaoyu And obviously winning The King of Iron Fist Tag Team Tournament
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
Editor, Experienced player (570)
Joined: 11/8/2010
Posts: 4036
Very good run! The pace, combos, and glitches were all good. Good game choice too. Yes vote.
Experienced player (690)
Joined: 2/5/2012
Posts: 1795
Location: Brasil
Great run!Maybe you could teamup with cooljay if he decides to do a full tekken tas someday.Also,i loved the many WGF from Jin.
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.
NitroGenesis
He/Him
Editor, Experienced player (556)
Joined: 12/24/2009
Posts: 1873
It felt a little sluggish compared to the other fighting game runs, but it was pretty good when I got into it. Voting yes.
YoungJ1997lol wrote:
Normally i would say Yes, but thennI thought "its not the same hack" so ill stick with meh.
Joined: 5/14/2007
Posts: 525
Location: Pisces-Cetus filament
Very nice run of a game I think pushes the Game Boy Advance to its limits. You pull several awesome combos that made me enjoy this TAS.
AzumaK wrote: I swear my 1 year old daughter's favorite TASVideo is your R4MI run :3 xxNKxx wrote: ok thanks handsome feos :D Help improving TASVideos!
Joined: 12/19/2010
Posts: 126
YES vote from my place
live life
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Do you guys have any screenshot suggestions?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Movie published
TASVideoAgent
They/Them
Moderator
Joined: 8/3/2004
Posts: 15576
Location: 127.0.0.1
This movie has been published. The posts before this message apply to the submission, and posts after this message apply to the published movie. ---- [2075] GBA Tekken Advance "Tag Battle" by AKheon in 07:38.97
Editor, Publisher, Player (47)
Joined: 10/15/2021
Posts: 376
4K 60 FPS YouTube encode: Link to video
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
I feel the second subtitle entry is way too late. If you split subtitles into 3 or 4 entries, won't there be enough space at the very bottom?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Publisher, Player (47)
Joined: 10/15/2021
Posts: 376
That's the incredibly hard part. There are barely any parts in the movie where there's enough space for subtitles for at least 3.5 seconds. And to answer your question, no, there isn't enough space because the characters' feet will constantly go under the subtitles.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
I think this would be acceptable: Link to video
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Publisher, Player (47)
Joined: 10/15/2021
Posts: 376
Redone encode: Link to video
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
Most likely due to difference in relative font size between SD preview and HD encode, there's now a gap below the subs. I avoided it by previewing with ng_bighalo directly. fsvgm777, does this look like it's worth redoing once again?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
Since the subtitles don't really cover the characters, I'd say this is fine.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.
Editor, Publisher, Player (47)
Joined: 10/15/2021
Posts: 376
I think that's my fault. I'll redo that and if the result comes out the same, I'll leave it be.
Site Admin, Skilled player (1254)
Joined: 4/17/2010
Posts: 11475
Location: Lake Char­gogg­a­gogg­man­chaugg­a­gogg­chau­bun­a­gung­a­maugg
I did this to preview correctly
bighaloCutoff = 100
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Editor, Publisher, Player (47)
Joined: 10/15/2021
Posts: 376
Once more: Link to video
fsvgm777
She/Her
Senior Publisher, Player (226)
Joined: 5/28/2009
Posts: 1213
Location: Luxembourg
This is good to go now.
Steam Community page - Bluesky profile Oh, I'm just a concerned observer.