This is a guide to DOA4 Tengu by Subway (also known as NOD Subway, or Yawbus Don), which he originally posted on DOAWorld in May of 2012. Since it's about tech and strategy and all that jazz, I figured we should have it here on FSD as well.
I take no credit for this. As I said, it's Subway's guide.
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Musings of a Tengu Master. Part One (Strats, History, and setups)
I've been meaning to do this a while now. I just couldn't find the time or the drive to actually sit down and do it. Also an outlet was kind of required, and since choosing this site i have that so it's finally time to get this done.
This is going to be a big project so this is only part one of probably 2 but maybe 3 so bear with me ^__^.
First some explanation, I've been playing Tengu (Gohyakumine Bankotsubo) for a very long time, nearly 7 years. I was originally an Ayane user, however I became tired of being predictable since Ayane is so popular so as a joke I switched to Tengu and just kind of kept doing it until it was all i was known for, after less then 3 months I went from complete obscurity to everyone in DOAU at the time knowing my name, lulz and hating me.
Don't take it as ego when i say I'm the best Tengu in the world, it really isn't that much of an acomplishment, seeing as there are so few. But through all the hate and the fact that in DOA4 Tengu is low tier as it gets, I've stuck with the character and done things noone else has and invented strats I myself still can't believe work, and now for the first time, I'm going to give them away.
It might be because DOA5 is coming out and we may never see the character again and it might be that some part of me is too proud and wants to show off, but either way I hope this will help anyone who wants to learn this really underappreciated character and spread the motto of "Do The Gu" to the masses.
With all that said, here we go, I apologize in advance for the length this will be ^__^ I may add more posts in order to clarify on things or add more thoughts later on and also it should be noted that this is for DOA4 tengu only, if it is requested i will do DOAU Tengu as well.
Enter the Tengu:
Let's talk mindset. First thing you need to understand as a Tengu user, is your place. You are below everyone, Period. Tengu is the least respected character in the Dead or Alive series. This is because of alot of reasons. He's visually unappealing, hard to unlock, plays and reacts differently from the DOA norm, but mostly its because in DOAU he was broken. I have trouble admitting that but it's true. He was the best character in that game and very difficult to stop. Most havent gotten over that despite how bad he is now (and well get to that.) so expect to get alot of flak and very little respect no matter what you do.
From a gameplay perspective Tengu requires a unique mindset, you have to understand that you will never be in control, you are always at the disadvantage and nothing is certain (Damn im not selling this well am I? ^__^; ) As tengu you will not control tempos like busa and helena. You exist to capitalize on your opponent's mistakes and try to get them to make more. But in this regard it's not all bad. Tengu has one major advantage going for him and that's noone uses him. Meaning that most people won't be able to read you right away and some will probably have never even seen him played before. Add to that that Tengu is very tall and the animation changes very little for ducking as well as his moves are often just odd looking that its very hard to get a read on him without seeing things a few times. Tengu is a trickster god, you won't dominate your opponents but you can still watch them flail and laugh (with Tengu's taunt litterally ^__^) as they don't understand and counter maddeningly as you take full advantage.
To put things more practically tengu is a medium to long range character depending on the opponent and should avoid being in close range almost at all times. Spacing and turtle tactics are constantley required as well as decent yomi. leanring to be patient and press your advantage only at the right times is a must.
BUT WAIT! I know most of you are heading for the back button thinking that there's no point to all this, this character sounds awful and situational at best. Have you forgotten? HE'S GOT WINGS! Throws tornadoes in some versions! Wears stilts and a pointy hat! and let us not forget has the greatest line in the entire series "I refute your existence!" Now think about that line, a giant mythical Japanese bird demon is telling YOU you're not real. But really Tengu is a character that is alot harder to play as but worth it because of just how unique he is and a playstyle that's unlike anything i've ever played.
GAMEPLAY:
Let's talk setups shall we? but first another disclaimer ^__^; These are what I use, and how i play, so if you think anything you do or you see someone else do is better thats fine. What i'm doing here is giving you the moves and actions that work for me.
First thing we're going to discuss here is up close to mid-range. As previously stated, this is not where you want to be, but its often unavoidable and you need to know your options. Also not that just because something is useful in mid or close range doesnt make it not useful in long range and the same works in reverse, i use all of Tengu's attacks at all ranges all of the time, im just playing the law of averages here and giving the situations I use them most.
P+K - Tengu's fastest move, at I believe 13 frames. Known as the hell stab or as I call it the High Chop or Fan Slap. It's a fast High punch that causes a really decent stun. from this stun you can do alot of things, from just doing 3P or F+K for an instant launch or adding more stuns for a longer chain or combo. Also i've noticed over the years that it's one of those stuns that makes people want to counter to get out of it, meaning big time grab damage if you can get that set up. I like to use this to interupt people as well as as a fast move to open after safe moves (since it is his fastest attack). It should be noted that it is unsafe at -7 and can be punished on block and since it is your fastest move if you throw it out too much people have a tendency to try and counter it.
2PP - Tengus second fastest attack. A series of two low punches coming out at i believe 15 frames. It should be noted that the second punch isn't required and can be delayed a decent amount of time. Delaying it is a very good way to mess up the timing of people who either try to counter the second hit, block low and rerise, or fuzzy guard. Also simply not doing the second punch is a fun way to get a free low grab on block and counter happy opponents. The punches themselves cause a sun similar to the High Chop and instant launches as well as strings can follow, examples of which will be given when we get to combos. It should be noted that the second punch is unsafe enough for any standard low grab and the move has the odd effect of occasionally pushing opponents out of range of follow up attacks, but this is rare.
8K - Oh the classics eh? This move is alot slower then in DOAU but it does have the added advanted of being a high crush which is fun, its not an instant launch on hit but does cause a decent stun and can be used as a high attack launcher if an opponent is already stunned. The attack is unsafe but leads into a string (which is even more unsafe) but still making it hard to punish. Also the attack can be hit with a low offensive hold but thats rare that an opponent will do so.
Lets talk mid to long range now.
F+K - This right here is your bread and butter as far as my playstyle goes, this attack is quite good. its a mid kick unsafe on its own but leads into a safe string. The range is incredible on this attack and since it leads into a safe string, K.P , its reletively safe to do though the K.P is easily countered but its neutral on block and the second kick if countered is a sidestep counter so its safer then most. this attack interupts many moves in the game and if it does it's an instant launch, alot of your damage will come from this setup. if it doesnt launch on hit its causes a stun that sends your opponent reeling back, while they're in this stun you can launch with either 3P or F+K again for a quick combo. I use this to space away and whiff punish opponents, as well as to hit opponents dashing in at me or using long range attacks. If you continue into the K.P afterwords and it connects you get a small launch to work with depending on your opponents size. This attack can be lead into with tengus low sweep 2F+K and still lead to a launch as well, you can do this with 2F+K or 2F+K2K for one or two sweep hits before the launch and still end in the K.P finish.
9P. G - Tengu's flying grab. What more should I say? He has a flying grab. It's not an offensive hold like busa or Lisa but a standard grab that can be used out of let's call it his flying stance. You enter said stance with 9P this causes Tengu to fly a short distance and can be repeated 3 times to cover the whole time, each basically being a fly dash you can stop after one, two, or three but you'll rarely if ever use more then one. You can only grab out of this stance and you can either low grab or mid grab the low grab being 2G out of the stance and the mid just G. The Mid does 58 damage on normal and 98 on hi counter, making it very useful for punishing opponents who counter at range or one of my favorites is doing it right after 2PP. The low does 50 damage and 73 Hi counter, its good for those who think the mid fly grab is coming and punishing them for ducking or low countering.
PK - when used on it's PK is a 2 hit string that is neutral safe on block. It comes out fast and has the added benefit of the first punch causing a slight stun so you can cancel out and go in another setup. But the real benefit here is the safety, it's one of tengu's only safe moves. Now if it hits and your opponent is stunned then you get a bounce launch to combo as you see fit, but the real neat trick is if it doesnt launch. you still get a bounce but nothing to work with combo wise, However you can hit them with 3P everytime, which causes a reset and makes them flip out of the air and land on their stomaches. Doing so does very little damage but the benefits of pushing your opponent farther away and giving you several setup oppertunities is not to be missed. My favorite is using the flying grab to instantly get them if they techroll into a block (which most do). using a single fly dash grab will work most of the time if your opponent commits to the block out of a tech and is just stylish as hell on top of dealing decent damage.
7K - Tengu's back flip kick. This is a midkick which is unsafe but leads into a chest ram second half (which should be noted is the MOST unsafe move in the game, its still useful in certain situations but bear that min mind. The kick by itself is a low crush and an instant launch that can be followed up by either the built in chest ram with just P or the Divebomb (which we'll get into later) It's low crush status, decent range, and instant launch make it a good clutch move and mixup.
6K - A long range high kick that causes a guard break on block. On hit it causes opponents to fly backwards. This move has a very long range on it and its guard break is quite good. After the guard break you can launch with 3P or F+K for a short combo. It should be noted that the kick can be ducked making it easily whiff punished.
Let's talk some grabs:
So I've already described Tengu's flying grab in detail, now let's deal with the others. In this regard Tengu is a mixed bag. He has some real damage in utility in some of his grabs, yet at the same time he has no standard 7 frame punish, meaning you have to either punish with his breakable 5 frame or an 8 frame. I use both depending on the situation, but really it just means from a standard punishment perspective Tengu isn't very well off.
G - Tengu's standard breakable 5 frame is what we in NOD used to call the J-Town Stomp, (don't judge us we were all young once ^__^) It keeps Tengu close after the grab animation, allowing for some groundgame in a few different ways which well cover later. For now, the grab does 45 damage and 67 damage on Hi counter. It does extra damage with an electirc floor. I use this mostly for punishment even though its breakable. In my experience most people won't be able to.
4G - Tengu's 8 frame punish grab, called well many unsavory things lulz but thats irrelevant. Tengu basically gives you a big hug! <3 It does 50 damage with 73 for Hi counter and more if theres an electirc floor since it ends in fall damage. I'll use this as a punish for moves that are -8 unsafe or more, and in that regard it works pretty well, as well as a fast grab for punishing counters.
6G- Tengu's standing offensive hold or catch grab. Does 45 damage and 67 on Hi counter. Pretty basic catch grab except that when on a wall it becomes an unbreakable multpart grab called THE SUBWAY STAPLER! ™ which does 52 damage and 74 Hi counter. You do the second part by just pressing P and there is never a logical reason not to, as expected it does extra damage on electric walls.
426G - Tengu's 12 frame high damage grab. Does really good damage at 68 and 108 Hi counter. Great way to punish counters.
2G - The best down grab in the game, period. 68 damage with 108 Hi counter, extremely fast and an easy input. This grab is really very good. It does extra damage on electic floors and has a ceiling bounce for extra damage and a very deep stun for relaunch. all around one of Tengu's best moves. It should be used to punish unsafe lows and low counters.
3G - Tengu's low offensive hold or catch grab. Tengu picks the opponent up and slams them for a bounce launch allowing for a short combo. It should be noted that doing so does more damage then 2G but only non Hi counter 2G. The grab by itself however does 30 damage with 45 on Hi counter.
Sorry again about the length, this is going to be the end for part one, Part 2 will be done really soon and its all about combos, ground game, and wakeup ^___^. I hope this helps any aspiring Tengu users and if you have any questions feel free to ask. I'm going to leave you with a visual reference of some of the things discussed here, a few matches ive had, one is from a for money tourney a few years ago, I've evolved some things since then but still they show off alot of what ive talked about here.
I take no credit for this. As I said, it's Subway's guide.
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Musings of a Tengu Master. Part One (Strats, History, and setups)
I've been meaning to do this a while now. I just couldn't find the time or the drive to actually sit down and do it. Also an outlet was kind of required, and since choosing this site i have that so it's finally time to get this done.
This is going to be a big project so this is only part one of probably 2 but maybe 3 so bear with me ^__^.
First some explanation, I've been playing Tengu (Gohyakumine Bankotsubo) for a very long time, nearly 7 years. I was originally an Ayane user, however I became tired of being predictable since Ayane is so popular so as a joke I switched to Tengu and just kind of kept doing it until it was all i was known for, after less then 3 months I went from complete obscurity to everyone in DOAU at the time knowing my name, lulz and hating me.
Don't take it as ego when i say I'm the best Tengu in the world, it really isn't that much of an acomplishment, seeing as there are so few. But through all the hate and the fact that in DOA4 Tengu is low tier as it gets, I've stuck with the character and done things noone else has and invented strats I myself still can't believe work, and now for the first time, I'm going to give them away.
It might be because DOA5 is coming out and we may never see the character again and it might be that some part of me is too proud and wants to show off, but either way I hope this will help anyone who wants to learn this really underappreciated character and spread the motto of "Do The Gu" to the masses.
With all that said, here we go, I apologize in advance for the length this will be ^__^ I may add more posts in order to clarify on things or add more thoughts later on and also it should be noted that this is for DOA4 tengu only, if it is requested i will do DOAU Tengu as well.
Enter the Tengu:
Let's talk mindset. First thing you need to understand as a Tengu user, is your place. You are below everyone, Period. Tengu is the least respected character in the Dead or Alive series. This is because of alot of reasons. He's visually unappealing, hard to unlock, plays and reacts differently from the DOA norm, but mostly its because in DOAU he was broken. I have trouble admitting that but it's true. He was the best character in that game and very difficult to stop. Most havent gotten over that despite how bad he is now (and well get to that.) so expect to get alot of flak and very little respect no matter what you do.
From a gameplay perspective Tengu requires a unique mindset, you have to understand that you will never be in control, you are always at the disadvantage and nothing is certain (Damn im not selling this well am I? ^__^; ) As tengu you will not control tempos like busa and helena. You exist to capitalize on your opponent's mistakes and try to get them to make more. But in this regard it's not all bad. Tengu has one major advantage going for him and that's noone uses him. Meaning that most people won't be able to read you right away and some will probably have never even seen him played before. Add to that that Tengu is very tall and the animation changes very little for ducking as well as his moves are often just odd looking that its very hard to get a read on him without seeing things a few times. Tengu is a trickster god, you won't dominate your opponents but you can still watch them flail and laugh (with Tengu's taunt litterally ^__^) as they don't understand and counter maddeningly as you take full advantage.
To put things more practically tengu is a medium to long range character depending on the opponent and should avoid being in close range almost at all times. Spacing and turtle tactics are constantley required as well as decent yomi. leanring to be patient and press your advantage only at the right times is a must.
BUT WAIT! I know most of you are heading for the back button thinking that there's no point to all this, this character sounds awful and situational at best. Have you forgotten? HE'S GOT WINGS! Throws tornadoes in some versions! Wears stilts and a pointy hat! and let us not forget has the greatest line in the entire series "I refute your existence!" Now think about that line, a giant mythical Japanese bird demon is telling YOU you're not real. But really Tengu is a character that is alot harder to play as but worth it because of just how unique he is and a playstyle that's unlike anything i've ever played.
GAMEPLAY:
Let's talk setups shall we? but first another disclaimer ^__^; These are what I use, and how i play, so if you think anything you do or you see someone else do is better thats fine. What i'm doing here is giving you the moves and actions that work for me.
First thing we're going to discuss here is up close to mid-range. As previously stated, this is not where you want to be, but its often unavoidable and you need to know your options. Also not that just because something is useful in mid or close range doesnt make it not useful in long range and the same works in reverse, i use all of Tengu's attacks at all ranges all of the time, im just playing the law of averages here and giving the situations I use them most.
P+K - Tengu's fastest move, at I believe 13 frames. Known as the hell stab or as I call it the High Chop or Fan Slap. It's a fast High punch that causes a really decent stun. from this stun you can do alot of things, from just doing 3P or F+K for an instant launch or adding more stuns for a longer chain or combo. Also i've noticed over the years that it's one of those stuns that makes people want to counter to get out of it, meaning big time grab damage if you can get that set up. I like to use this to interupt people as well as as a fast move to open after safe moves (since it is his fastest attack). It should be noted that it is unsafe at -7 and can be punished on block and since it is your fastest move if you throw it out too much people have a tendency to try and counter it.
2PP - Tengus second fastest attack. A series of two low punches coming out at i believe 15 frames. It should be noted that the second punch isn't required and can be delayed a decent amount of time. Delaying it is a very good way to mess up the timing of people who either try to counter the second hit, block low and rerise, or fuzzy guard. Also simply not doing the second punch is a fun way to get a free low grab on block and counter happy opponents. The punches themselves cause a sun similar to the High Chop and instant launches as well as strings can follow, examples of which will be given when we get to combos. It should be noted that the second punch is unsafe enough for any standard low grab and the move has the odd effect of occasionally pushing opponents out of range of follow up attacks, but this is rare.
8K - Oh the classics eh? This move is alot slower then in DOAU but it does have the added advanted of being a high crush which is fun, its not an instant launch on hit but does cause a decent stun and can be used as a high attack launcher if an opponent is already stunned. The attack is unsafe but leads into a string (which is even more unsafe) but still making it hard to punish. Also the attack can be hit with a low offensive hold but thats rare that an opponent will do so.
Lets talk mid to long range now.
F+K - This right here is your bread and butter as far as my playstyle goes, this attack is quite good. its a mid kick unsafe on its own but leads into a safe string. The range is incredible on this attack and since it leads into a safe string, K.P , its reletively safe to do though the K.P is easily countered but its neutral on block and the second kick if countered is a sidestep counter so its safer then most. this attack interupts many moves in the game and if it does it's an instant launch, alot of your damage will come from this setup. if it doesnt launch on hit its causes a stun that sends your opponent reeling back, while they're in this stun you can launch with either 3P or F+K again for a quick combo. I use this to space away and whiff punish opponents, as well as to hit opponents dashing in at me or using long range attacks. If you continue into the K.P afterwords and it connects you get a small launch to work with depending on your opponents size. This attack can be lead into with tengus low sweep 2F+K and still lead to a launch as well, you can do this with 2F+K or 2F+K2K for one or two sweep hits before the launch and still end in the K.P finish.
9P. G - Tengu's flying grab. What more should I say? He has a flying grab. It's not an offensive hold like busa or Lisa but a standard grab that can be used out of let's call it his flying stance. You enter said stance with 9P this causes Tengu to fly a short distance and can be repeated 3 times to cover the whole time, each basically being a fly dash you can stop after one, two, or three but you'll rarely if ever use more then one. You can only grab out of this stance and you can either low grab or mid grab the low grab being 2G out of the stance and the mid just G. The Mid does 58 damage on normal and 98 on hi counter, making it very useful for punishing opponents who counter at range or one of my favorites is doing it right after 2PP. The low does 50 damage and 73 Hi counter, its good for those who think the mid fly grab is coming and punishing them for ducking or low countering.
PK - when used on it's PK is a 2 hit string that is neutral safe on block. It comes out fast and has the added benefit of the first punch causing a slight stun so you can cancel out and go in another setup. But the real benefit here is the safety, it's one of tengu's only safe moves. Now if it hits and your opponent is stunned then you get a bounce launch to combo as you see fit, but the real neat trick is if it doesnt launch. you still get a bounce but nothing to work with combo wise, However you can hit them with 3P everytime, which causes a reset and makes them flip out of the air and land on their stomaches. Doing so does very little damage but the benefits of pushing your opponent farther away and giving you several setup oppertunities is not to be missed. My favorite is using the flying grab to instantly get them if they techroll into a block (which most do). using a single fly dash grab will work most of the time if your opponent commits to the block out of a tech and is just stylish as hell on top of dealing decent damage.
7K - Tengu's back flip kick. This is a midkick which is unsafe but leads into a chest ram second half (which should be noted is the MOST unsafe move in the game, its still useful in certain situations but bear that min mind. The kick by itself is a low crush and an instant launch that can be followed up by either the built in chest ram with just P or the Divebomb (which we'll get into later) It's low crush status, decent range, and instant launch make it a good clutch move and mixup.
6K - A long range high kick that causes a guard break on block. On hit it causes opponents to fly backwards. This move has a very long range on it and its guard break is quite good. After the guard break you can launch with 3P or F+K for a short combo. It should be noted that the kick can be ducked making it easily whiff punished.
Let's talk some grabs:
So I've already described Tengu's flying grab in detail, now let's deal with the others. In this regard Tengu is a mixed bag. He has some real damage in utility in some of his grabs, yet at the same time he has no standard 7 frame punish, meaning you have to either punish with his breakable 5 frame or an 8 frame. I use both depending on the situation, but really it just means from a standard punishment perspective Tengu isn't very well off.
G - Tengu's standard breakable 5 frame is what we in NOD used to call the J-Town Stomp, (don't judge us we were all young once ^__^) It keeps Tengu close after the grab animation, allowing for some groundgame in a few different ways which well cover later. For now, the grab does 45 damage and 67 damage on Hi counter. It does extra damage with an electirc floor. I use this mostly for punishment even though its breakable. In my experience most people won't be able to.
4G - Tengu's 8 frame punish grab, called well many unsavory things lulz but thats irrelevant. Tengu basically gives you a big hug! <3 It does 50 damage with 73 for Hi counter and more if theres an electirc floor since it ends in fall damage. I'll use this as a punish for moves that are -8 unsafe or more, and in that regard it works pretty well, as well as a fast grab for punishing counters.
6G- Tengu's standing offensive hold or catch grab. Does 45 damage and 67 on Hi counter. Pretty basic catch grab except that when on a wall it becomes an unbreakable multpart grab called THE SUBWAY STAPLER! ™ which does 52 damage and 74 Hi counter. You do the second part by just pressing P and there is never a logical reason not to, as expected it does extra damage on electric walls.
426G - Tengu's 12 frame high damage grab. Does really good damage at 68 and 108 Hi counter. Great way to punish counters.
2G - The best down grab in the game, period. 68 damage with 108 Hi counter, extremely fast and an easy input. This grab is really very good. It does extra damage on electic floors and has a ceiling bounce for extra damage and a very deep stun for relaunch. all around one of Tengu's best moves. It should be used to punish unsafe lows and low counters.
3G - Tengu's low offensive hold or catch grab. Tengu picks the opponent up and slams them for a bounce launch allowing for a short combo. It should be noted that doing so does more damage then 2G but only non Hi counter 2G. The grab by itself however does 30 damage with 45 on Hi counter.
Sorry again about the length, this is going to be the end for part one, Part 2 will be done really soon and its all about combos, ground game, and wakeup ^___^. I hope this helps any aspiring Tengu users and if you have any questions feel free to ask. I'm going to leave you with a visual reference of some of the things discussed here, a few matches ive had, one is from a for money tourney a few years ago, I've evolved some things since then but still they show off alot of what ive talked about here.