Twin Pistons
Twin Pistons | |||
Command | d/f+1+2 WS+1,2 (T2 onwards for Kazuya; T3 onwards for Jin) | ||
Stance | |||
Damage | 10,15 (T1) 10,15 (Kazuya, Devil T2) 10,28 (Heihachi T2) 10,15 (T3, TTT and T5) 12,15 (Kazuya TTT-T4) 8,21 (Heihachi T3-TTT) 8,17 (Heihachi T4-T5) 8,15 (Heihachi T5:DR, Devil TTT) | ||
Hit Range | mm | ||
Properties | JG | ||
Move Frames | Hit Advantage | ||
{{{Frames}}} | {{{Hit}}} | ||
Block Advantage | CH Advantage | ||
{{{Block}}} | {{{CH}}} |
Twin Pistons, called Double Upper (ダブルアッパー daburu appā) in the Japanese version, is an attack used in Mishima Style Fighting Karate and can be used by all its practitioners, with the exception of Jinpachi. The move has existed since the first game in the Tekken series. Ogre and True Ogre have a similar looking attack with the same command called Double Elbow, however, they use their elbows (hence the name) while Twin Pistons utilizes the fists. Also, Double Elbow does not launch the opponent.
Ever since Tekken 2, Heihachi's Twin Pistons have always looked different from Kazuya's and Jin's; the second hit in the form of his Demon Uppercut. In Tekken 6, he no longer has this move. Because Heihachi's version has a much larger uppercut, this move does not have a safe recovery if blocked - the recovery of this move is in fact slower than the Demon Uppercut to the point that Yoshimitsu's Zig Zag spin kick is guaranteed.
When to use it[edit]
"Back in the day", when Twin Pistons was a simple d/f+1,2 move, it was a natural, guaranteed combo, meaning that if d/f+1 hits, 2 would be guaranteed for a juggle. Its speed, follow-up, and ease of use made the first half of Twin Pistons a highly valued poke, which in Heihachi's case, continued up until Tekken 6 where it was removed. So in the case of a d/f+1,2 Twin Piston, it can essentially be used whenever. Use d/f+1 as a poke, if it misses, stop, if it connects, go for a juggle.
When Twin Pistons became a While Rising move, it also became less frequent because it could not just be "whipped out" as a poke (does not apply to Heihachi of course). It was still prized as an excellent While Rising move though, which is why it should be used after a low parry or a ducked high attack.
From Tekken 3 and onwards, Twin Pistons can be executed from a wavedash as a mixup with the Hell Sweep, which is a low. So if the opponent expects the Hell Sweep, they will get hit by the Twin Pistons. Many skilled Mishima players (most notably Kazuya players) use this mixup with notable success, though it is considered very hard to pull off consistently. In Tekken 6, this mixup has been toned down, as Twin Pistons does not track to the left anymore, the mixup can easily be avoided by sidestepping left.
Trivia[edit]
- It's interesting to note, that in Tekken Tag Tournament, despite being the same entity, the damage and commands for Kazuya's and Devil's Twin Pistons are different.