home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
Hráč 1998 July & August
/
Hrac_23_1998-07-08_cd2.bin
/
Info
/
WalkthruFAQ
/
Tekken_3_Supp.txt
< prev
next >
Wrap
Text File
|
1998-07-01
|
135KB
|
3,560 lines
Arcade - Tekken 3 - Faq Supplement
author: BMW
version: 0.98
last updated: 1/21/98
333333333
333333333333333
TTTTTTTTTTTTTTTT#####TTTTT #####K KKKKKK
TTTTTTTTTTTTTTTT#####TTTTT KK####3 KKKKKK
TTTTTTTTTTTTTTTTTTTTTTTTTT KKK###33 KKKKKK
TT TTTTTTTT TT KKK###33 KKKKKK
T TTTTTTTT T KK####3 KKKKKK
TTTTTTTT 3333#####K KKKKKK
TTTTTTTT 3333###KKKKKKKKKK
TTTTTTTT 3333#######KKKKKKK
TTTTTTTT KK######KKKKKKK
TTTTTTTT KKK###33 KKKKKKK
TTTTTT##3333 KK####33 KKKKKKK
TTTTTT##3333 K#####3 KKKKKKK
TTTTTTT#33333 ###### KKKKKKK
TTTTTTTT 33333333333####KK KKKKKKK
3333333333
TEKKEN 3 FAQ SUPPLEMENT (version 0.98)
*last updated on 1/21/98*
- by BMW -
READ THIS:
No part of this document may be reproduced and sold for profit.
The information herein is intended for recreational use only and may
only be redistributed in its entirety by electronic or printed format,
or with the expressed written consent of BMW(Barry Wright Moretz >>
dncbmw@hotmail.com). New versions of this document may be found at:
http://www.angelfire.com/wy/Tekken3Stuff
.................... Best viewed in monospace format(if the numbers
12345678901234567890 line up with the dots, you're viewing in mono)
WHAT'S NEW:
- replaced one of Ling Xiaoyu's juggles in the "Useful Juggles"
portion of the "Specific Strategy" section
- removed one of Yoshimitsu's juggles in the "Useful Juggles"
portion of the "Specific Strategy" section
- added a juggle starter and a follow-up juggle in Bryan's
"Juggling" portion of the "Specific Strategy section
- added to and edited Bryan's "Attacking" and "Defending"
portions in the "Specific Strategy" section
- corrected errors in the Pentagon Attack strings in Bryan's
"Move-Strings" portion in the "Specific Strategy" section
- altered Gun-Jack's "Useful Juggles" portion in the "Specific
Strategy" section
- added a "General" portion for the "Multi-throw Timing" section
- added a monospace format test
- edited the outline for the "Specific Strategy" section
- added to Eddy's "VS." portion of the "Specific Strategy" section
- added to Gun-Jack's "Attacking" portion of the "Specific
Strategy" section
- edited Heihachi's "Juggle Starters" portion of the "Specific
Strategy" section
- added to one of Yoshimitsu's juggles in the "Useful Juggles"
portion of the "Specific Strategy" section
- added "move buffering" to the "Important Terms" portion of the
KEY
- added to Julia's "Attacking" portion of the "Specific Strategy"
section
- added to "Counter" in the "Important Terms" portion of the KEY
- added "custom strings" and "poking patterns" to the "Important
Terms" portion of the KEY
- added a thumbnail guide called "Poking Tactics" in the
"Attacking" portion of the "General Strategy" section
******CONTENTS**********************************************************
{Content Name} {Description}
Tekken 3 Faq Title of this document(duh)
i. Read This Tells you what I consider to be ethical usage of
this document
ii. What's New Summary of new additions/fixes for this FAQ
iii. Contents Summary of the information within this document
iv. Introduction An introduction to this document(its intended
use and why you might need it)
v. Key The abreviations I will be using in this
document
I. Timing Is Title for the section dealing with the proper
Everything timing of moves
A. The Basics on Covers timing for strings, counters, reversals,
Timing and sidesteps
B. Multi-throw Title for section dealing with multi-
Timing throws(this portion discusses timing,
buffering, and other things you may or may not
know about multi-throws)
1. Introduction Discusses why you to need know how to time
multi-throws
2. General Referral for the Ultimate Tackle multi-throw
that any character may utilize
Bryan Fury Bryan's multi-throw
Gun-Jack Gun-Jack's multi-throws
King King's multi-throws
Forest Law Law's multi-throw
Paul Paul's multi-throw
Nina/Anna Nina Williams'/Anna Williams' multi-throws
II. Strategy Title for section dealing with offensive and
defensive strategy
A. Introduction jibber-jabber
B. General Strategy Deals with basic offensive and defensive
strategy that any character may utilize
C. Specific Discusses strategic methods for specific
Strategy characters
1. Difficult Explains how to complete the more difficult
Joystick motions in Tekken 3
Motions
2. Techable Throws Lists techable throws and describes the
result of a tech
3-20. Characters Characters are in alphabetical order
vi. Help Me I'm asking for help in completing this
document(duh)
vii. Thanks Thanking all the little helpers(duh)
******INTRODUCTION******************************************************
This document is a basic guide on how to play Tekken 3. It is not
a move list(although I will include many move descriptions so you will
know exactly what I am talking about), but rather a strategy guide. It
is intended for use by intermediate-level players and it should bring
those persons very close to a master/expert level of play. I don't
consider myself to be an outstanding player, but I am very familiar
with many of the techniques in Tekken, and I know a few things about
how to use them. You will probably already know much of the information
within this document(or maybe you do, but you simply haven't really
thought about it). Hopefully, I will explain some of the moves that you
haven't fully understood, or concepts that you haven't fully explored,
therebye giving that extra edge we all need. This FAQ should be used in
conjunction with a dedicated move list. I personally recommend
Surfbard's Tekken 3 FAQ, which may be found at "Surfbard's Tekken 3 FAQ
Headquarters":
http://pw2.netcom.com/~surfbard
******KEY***************************************************************
If you are reading this FAQ for the first time, or if this FAQ
has been updated since you last read it, please review the following:
Buttons:
lp - left punch rp - right punch
lk - left kick rk - right kick
Controller:
d - tap down u - tap up
D - hold down U - hold up
df - tap down-forward ub - tap up-back
DF - hold down-forward UB - hold up-back
f - tap forward b - tap back
F - hold forward B - hold back
uf - tap up-forward db - tap down-back
UF - hold up-forward DB - hold down-back
n - neutral(centered) position
Move Notations:
ss - side step(u or d) Q. - a question(duh)
MTS - a multi-throw starter A. - an answer(duh)
(duh) - You should have known that. WS - as you stand up
H - high attack WC - as you crouch
M - mid attack B - breakable
L - low attack ~ - no pause
U - unblockable attack P - *a pause
(...) - button sequence(for a move) [...] - multi-throw escape
sequence
*this pause(during an opponent's string) is long enough for you to
attack or sidestep before the next move in the string
Important Terms:
*The definitions for the following terms can be argued, but for the
purposes of this FAQ, they will be defined as follows.
*>General:
axis shift - this is the long sought after control over
the 3rd dimension(the ability to move a
character towards his right or left side). In
Tekken 3, you may complete an axis shift by
performing a sidestep(which is basically a
quick dash to the side). If you tap up on the
controller, your character will move away
from you; if you tap down, he will move
towards you.
buffering - aka. delaying: the ability to delay a move in
a move-string.
button buffering - a wonderful aspect of Tekken(God this game is
COOL) game mechanics that allows you to enter
in button sequences more efficiently. This is
how it works: you want to enter in a sequence
consisting of button one and then button one
and button two together. Normally, you would
have to tap button one, release it, and then
tap button one and button two at the same
time. Buffering is the ability to PRESS AND
HOLD button one(this is the key), and then tap
button two. In this way, you can get the same
result as before while being much more
accurate in the process.
move buffering - the process of performing two moves with a
modified input sequence(example: Yoshimitsu's
f,f+rk or f,f+rp may be buffered into a
forward dash by inputting f,f,f+rk or f,f,f+rp,
respectively)
combo/combination - a series of moves that are unblockable, given
that the first move(in the series) connects.
counterhit - aka "interrupt": an attack that connects
while your opponent is attacking, thus
negating his attack.
counter or countermove - a move that negates some other move.
custom strings - a series of individual moves, or portions of
strings, used to create a move sequence that
blends together so well it is as difficult to
defend against as a ten-string which you have
never experienced.
juggling - aka "juggle", "juggle combo", "juggles": a
juggle is a series of moves used to hit an
airborne opponent. Attacks that are made upon
an airborne opponent are effectively
unblockable.
multi-throw - a grappling move that may have an alternate
outcome via input from user.
poking pattern - a continuous, repeated series of fast attacks
that forces your opponent into a defensive
state.
string or move-string - a set of moves that may be chained together to
create a single move sequence(not to be
confused with a "combo").
tech - aka "techable": a special type of counter that
can only be used in special situations: a tech
hit does not negate an attack, as a counter
does, but instead it alters the outcome of the
attack to the benefit of the person completing
the tech.
reversal - a special type of counterhit that attacks your
opponent while he is attempting to attack you.
A NOTE ON BUTTON BUFFERING:
To complete any, and I do mean ANY, individual move that requires
you to press more than one button, you may press and hold all but
one of those buttons and then tap the last one when you are ready to
complete the move.
A NOTE ON JUGGLES:
In juggle descriptions, I will use a comma(,) to separate button
taps in moves. If you see a period(.), it means that the button taps
before and after the period are not linked together(ie. the button
sequences do not combine to create a move; they are themselves
individual moves).
*>Skill-levels:
masher/scrub - someone who doesn't really know how to play
Tekken 3. They get on the game, pick Eddie,
and then they attempt to win by hitting the
buttons and yanking on the joystick as fast
as possible.
novice/newbie - someone who is familiar with basic Tekken
tactics, but simply lacks the knowledge to be
proficient in it.
intermediate - a WIDE range of players(basically anyone who
doesn't fit into the other categories).
expert - expert level players demand control of
everything: their player, their opponent's
player, EVERYTHING: they achieve control over
their own character by practicing until they
have him down to a science; and they achieve
control over their opponent's character by
forcing him into situations in which he has
very limited choices, and then they make an
assumption as to which choice their opponent
will make. Note that an expert level player
in one location may or may not be an expert
level player in another locale because the
skill levels of the two locations may be very
different.
*>Tactics:
pit bull - aka "pit bull tactics": a "pit bull" is a
player who gets right up in your face and
attacks, and attacks, and attacks(basically a
poker who doesn't ever let up).
poking - aka "pokers", "poking tactics": the process
of using very fast, usually low-damage
attacks to knock an opponent out of his
attack(very effective when used in
conjunction with "turtle" tactics). In high-
level play, poking becomes a series of fast
moves that entices an opponent to make a
mistake, therebye allowing for a high-damage
counterattack(like df+rp, for example).
turtle - aka "turtle tactics", "turtler": a strategy
that involves waiting for the best time to
attack by avoiding your opponent's attacks
until he leaves himself open to your attack.
************************************************************************
TTTTT IIIII M M IIIII N N GGG IIIII SSSS
T I MM MM I NN N G G I S
T I M M M I N N N G I SSS
T I M M I N NN G GG I S
T IIIII M M IIIII N N GG G IIIII SSSS
EEEEE V V EEEEE RRRR Y Y TTTTT H H IIIII N N GGG
E V V E R R Y Y T H H I NN N G G
EEE V V EEE RRRR Y T HHHHH I N N N G
E V V E R R Y T H H I N NN G GG
EEEEE V EEEEE R R Y T H H IIIII N N GG G
******THE BASICS ON TIMING IN TEKKEN 3**********************************
In Tekken 3, timing really is everything. You might know the
button sequence for every move in the game, but if you don't know when
you should complete the sequence, then you don't really know how to
complete the move. There's a big difference between knowing how to do
King's Rolling Death Cradle and actually doing it every time you want
to. That is what this section is all about: I'm simply trying to help
you become better at Tekken 3 by telling you when the machine expects
the move input from you.
*The following is a basic timing guide for a generalized set of some of
the most popular moves:
>Strings
All standard move-strings, that is, any move that can be
chained together with others, are fairly simple. You just complete the
next move while your character is performing the move before it
(example: You complete the Ultimate Tackle with your character and you
want to punch your opponent three times and then do the armbreaker move.
One possible button sequence is this: <Ultimate Tackle>,lp,rp,lp,lp+rp.
You should hit lp as your opponent's back hits the ground during the
tackle, then you hit rp while your character's left arm is coming down,
lp again as the right arm comes down, and, finally, lp+rp as his left
arm comes down for the second time). Ten-strings, as well as any other
standard move-string, follow the above rule.
>Reversals/Counters
Reversals or move counters must be timed very accurately. If
you've never noticed, performing one of these moves causes your
character to do a quick shuffle(for lack of a better term). This
"shuffle" is the precise amount of time during which your character may
counter or reverse a move. Watch out, though: most reversals/counters
will only work on certain types of attacks, so choose which one you
use very carefully. Counters/Reversals that are performed to negate a
multi-throw move should be completed at the same time your opponent is
supposed to complete the move(example: perform the armbreaker and
legbreaker counter/reversal as your back hits the ground or after the
third punch(if your opponent chooses to complete the 3 Mounted Punches
before the armbreaker or legbreaker)).
>Sidesteps
Sidestepping is a move that changes a characters position. It
is very difficult to master sidestepping because the point at which you
must complete the sidestep varies widely from situation to situation.
To have a better chance of sidestepping an opponent, note the following
mechanics of an axis shift:
1. You may keep facing your opponent only by actively trying
to: you can "square off" with him by either completing some move or
move sequence while he is sidestepping(the attack automatically tracks
to your opponent's new position if your opponent is within 90 degrees
of the direction your character is facing), by attempting a throw(this
always causes you to face your opponent, whether you are close enough
to grab them or not), by making your character walk, dash, or run(
characters automatically face-off with their opponent while they are
moving, but again they must be within 90 degrees for this to work), or
by sidestepping in the same direction(example: your opponent sidesteps
to his right side. If you sidestep to YOUR right, you will negate his
axis shift.)
2. The slower the move, the better it tracks to your new
position(generally speaking): it is much easier to sidestep fast moves.
Also note that you may sidestep slow moves by sidestepping more than
once: no move, other than sidestepping, changes a characters position
(axis-wise) as fast as a series of sidesteps, so if you just keep
sidestepping in the same direction while your opponent completes a
string or move, you will eventually get out of the area of effect(given
that you have enough time). Note that the motion for the sidestep will
change(from u to d or from d to u, depending on which side you sidestep
towards) as you circle your opponent.
3. Sweeps, or any other move that has a sweeping motion, will
connect even if you sidestep(doesn't that make sense), unless you are
out of the range of the sweeping move. A good example of this would be
Paul's Falling Leaf Combo(d+rk,rp): if you sidestep this move while
Paul is within sweeping range, the sweep will knock you down, but the
elbow won't connect(as it would if the sweep had hit you while you were
facing him); if you sidestep while you are just outside the range of
the sweep, neither the sweep nor the elbow will connect. Also, some
sweeps don't make a complete circle(they are only effective on one side
of the character), so if you sidestep towards the side of your opponent
which isn't affected by the sweep, you will avoid the attack.
>Multi-throws
Multiple throw moves require special attention(they are
specific to individual characters). These moves, and exactly how to
perform them, are the major topic of "Timing Is Everything". They have
a high amount of damage, and many of them are difficult for your
opponent to avoid(especially when they are used at the right time), so
read carefully, monkey-boy.
************************************************************************
M M U U L TTTTT IIIII TTTTT H H RRRR OOO W W
MM MM U U L T I T H H R R O O W W
M M M U U L T I --- T HHHHH RRRR O O W W
M M U U L T I T H H R R O O W W W
M M UUU LLLLL T IIIII T H H R R OOO W W
TTTTT IIIII M M IIIII N N GGG
T I MM MM I NN N G G
T I M M M I N N N G
T I M M I N NN G GG
T IIIII M M IIIII N N GG G
>>INTRODUCTION<<
Q. Why should I worry about knowing when I need to tap out multi-throw
moves when 90% of those moves can be performed by simply tapping the
button sequence again and again?
A. Because your opponent needs to know what move you're performing to
counter it. It is much easier for him to counter multi-throw moves if
he sees or hears you typing in the button sequence. If that data isn't
typed in until the last possible second, it will be much harder for him
to counter it(if it's possible at all). By waiting, you force him to
choose the throw he is going to counter, giving you a much greater
chance to continue the multi. Also, some moves don't allow enough time
for you to type them in more than once(King's Rolling Death Cradle and
many of Nina's multis are examples): you simply HAVE to know precisely
when to type those moves in.
P.S. The following characters and their moves are in alphabetical order
to make it easier to find the move you want to learn. I have done my
best(sort of) to make this document as easy as possible to read.
>>Outline<<
{character name}
>>>>>> {name of multi-throw starter} <<<<<<
MTS-{multi-throw starter}
1a>>{1st possible choice(after MTS)}
2a>>{1st possible choice(after choice "1a")}
2b>>{2nd possible choice(after choice "1a")}
...and so on
1b>>{2nd possible choice(after MTS)}
...and so on
<><><><>Timing<><><><>
(1a) {How to properly time the 1st choice(after the MTS)}
...and so on
<><><><>Buffering<><><><>(if applicable)
{Name of move}({how to complete the move}): {how to buffer the move}
...and so on
<><><><>Note that...<><><><>(if applicable)
...{important things to note about the aforementioned move(s)}
GGG EEEEE N N EEEEE RRRR AAA L
G G E NN N E R R A A L
G EEE N N N EEE RRRR AAAAA L
G GG E N NN E R R A A L
GG G EEEEE N N EEEEE R R A A LLLLL
>>>>>>Ultimate Tackle<<<<<<
MTS- Ultimate Tackle(press nothing while running...refer to King's
"Ultimate Tackle" for specifics)
1>>3 Mounted Punches(lp,rp,lp or rp,lp,rp)[rp or lp]
2>>2 more Mounted Punches(lp,rp or rp,lp)[rp or lp]
<><><><>Note that...<><><><>
...you may counter either of the last two punches
BBBB RRRR IIIII AAA N N FFFFF U U RRRR Y Y
B B R R I A A NN N F U U R R Y Y
BBBB RRRR I AAAAA N N N FFF U U RRRR Y
B B R R I A A N NN F U U R R Y
BBBB R R IIIII A A N N F UUU R R Y
>>>>>>GUTPUNCH<<<<<<
MTS- Gutpunch(d,df,f+rp or (SU)~rp)
1>> Double Punishment(b+rp)
<><><><>Timing<><><><>
(1) Complete the Double Punishment immediately after the Gutpunch
connects.
<><><><>Note that...<><><><>
...this is a juggling multi that should be followed with the
Spinning Punches >> Spinkick(b+rp,lp,rk)
GGG U U N N JJJJJ AAA CCC K K
G G U U NN N J A A C C K K
G U U N N N --- J AAAAA C KKK
G GG U U N NN J J A A C C K K
GG G UUU N N J A A CCC K K
>>>>>>HELL PRESS<<<<<<
MTS- Hell Press(df+lp+lk)
1>> Super Hammer Strike(lp+rp)
<><><><>Timing<><><><>
(1) Complete the Super Hammer Strike immediately after Jack flattens his
opponent.
>>>>>>LIFTING CHOKE AND TOSS >> MEGATON PUNCH<<<<<<
MTS- Lifting Choke and Toss(uf+lp+rp)[lp+rp]
1>> Megaton Punch(b,db,d,DF+rp)
<><><><>Timing<><><><>
(1) Complete the Megaton Punch immediately after Jack's opponent stops
ascending.
K K IIIII N N GGG
K K I NN N G G
KKK I N N N G
K K I N NN G GG
K K IIIII N N GG G
>>>>>>IRISH WHIP<<<<<<
MTS- Irish Whip(b+lp+rp)
1a>> Quick Slam(rp+rk)[rp]
1b>> Spin and Let Go(lp+rp)[lp]
1c>> Spinning Ground Smash(lk+rk)[lk+rk]
1d>> Turn Around and Let Go(lp+lk)[lp+rp]
<><><><>Timing<><><><>
(1a,1b,1c, & 1d) Complete these moves just after King grabs his
opponent.
<><><><>Note that...<><><><>
...you can achieve two and three ground grabs(db+rp+rk or
db+lp+lk) after the Quick Slam and the Spinning Ground Smash. You have
to be fast, but it is possible because the ground grabs that these
moves set you up for stun your opponent, giving you just enough time
for another grab. After the SGS, walk forward ever so slightly before
you go for the grab or you will be out of range. Do a second grab to
flip your opponent over for the third(you'll have to move forward a bit
just as before to get the third grab). It is harder to get the ground
grab after the QS: you have to run towards your opponent as soon as you
complete the QS, and then you must stop at the right place to complete
the first ground grab(difficult, but not impossible). The second grab
should be completed right after King stands up beside your opponent. If
you are fighting an opponent who is slow to get on his feet, these
moves will be a breeze; if he gets up very quickly, these moves will be
extremely difficult(duh). As an alternate, you may complete complete
the Elbow Drop(d+lp+rp) instead of the last throw for a guaranteed hit.
>>>>>>JAGUAR DRIVER<<<<<<
MTS- Jaguar Driver(d,df,f+lp)
1a>> Boston Crab(lp+rp,lk,rk,lp+rp)
1b>> Flying Press(lp+rp)
<><><><>Timing<><><><>
(1a) Complete the Boston Crab after the apex of the Jaguar Driver.
(1b) Press and hold lp+rp right after the Jaguar Driver connects to
complete the Flying Press.
>>>>>>REVERSE ARM CLUTCH & REVERSE FULL NELSON<<<<<<
MTS- Reverse Arm Clutch(F,df+lp+lk or F,df+rp+rk)[lp/rp]
1>> Backdrop(rp,lp,lp+rp)
2a>> Cannonball(rp,rp,lp+rp)
3a>> Manhattan Drop(lk+rk,lp+rp,lp+rp+rk)[rp+rk]
4>> Super Freak(lp,rp,lk+rk,lp+rp)
5a>> Giant Swing(rp,lp,lk,rk)[lp]
5b>> Split Powerbomb(lk,lp,rp,lk+rk,
lp+rp+lk+rk)[rp]
3b>> Powerbomb(lp,rp,lk+rk)[lp+lk]
6a>> Giant Swing[rp]
6b>> Split Powerbomb[lp]
2b>> German Suplex(lk+rk,lp+rp)[lk/lp]
7>> Powerbomb
6a>> Giant Swing[rp/lp]
6b>> Split Powerbomb[rp]
MTS- Reverse Full Nelson(ss+rp+rk(B to negate the grab) or F,df+lp+rp
or df,df+rp+rk(while opponent is crouching))
8>> Cannonball
>> (same as the 2a Cannonball above)
<><><><>Timing<><><><>
(1) Complete the Backdrop immediately after King grabs his opponent.
(2a & 2b) Complete the Cannonball or the German Suplex as King brings
his opponent to a semi-standing position
(3a & 3b) Complete the Manhattan Drop or the Powerbomb immediately after
King's feet hit the ground during the Cannonball.
(4) Complete the Super Freak as King moves his hands from his victim's
shoulders to their waist(after pushing them into an upright
position) during the Manhattan Drop.
(5a & 5b) Complete the Giant Swing or the Split Powerbomb as King wraps
his arms around his opponent's waist.
(6a & 6b) Complete the Giant Swing or the Split Powerbomb immediately
after King picks his opponent up.
(7) Complete the Powerbomb immediately after King picks up his opponent.
(8) Complete the Powerbomb after King turns face down, but before he
picks his opponent up.
<><><><>Buffering<><><><>
Backdrop(lp,rp,lp+rp): Tap lp, press and hold rp, tap lp
Cannonball(rp,rp,lp+rp): Tap rp, press and hold rp, tap lp
Manhattan Drop(lk+rk,lp+rp,lp+rp+rk): Tap lk+rk, press and hold lp+rp,
tap rk
Split Powerbomb(lk,lp,rp,lk+rk,lp+rp+lk+rk): Tap lk, tap lp, tap rp,
press and hold lk+rk, tap lp+rp
<><><><>Note that...<><><><>
the ss,rp+rk version of the Reverse Full Nelson will result in
the Cannonball if the grab connects to your opponent's back: simply
complete the Powerbomb or the Manhattan Drop immediately after the
grab connects if this occurs.
>>>>>>SINGLE ARM HYPEREXTENSION<<<<<<
MTS- Single Arm Hyperextension(f,n,d,df+lp+rk)[lp]
1a>> Chicken Wing Face Lock(rp,lp,lp+rp+lk)[lp+rp]
2a>> Dragon Sleeper(rp,lp,lk,lp+rp+rk,lp+rp+rk)[lp]
2b>> Rolling Death Cradle
(lp+lk,lk+rk,rp+rk,lp+rp,lp+rp+lk)
1b>> Russian Leg Sweep(lp+rp,rk,rp+rk)[rp] ^[rp]^
3>> Arm Crucifixion(lk,rk,lk,lk+rk,lp+rp)
1c>> Double Arm Hyperextension(lp+rp)[lp]
<><><><>Timing<><><><>
(1a,1b, &1c) Complete these throws immediately after King grabs his
opponent.
(2a & 2b)) Complete these throws immediately after King wraps his right
arm around his opponent's head.
(3) Complete the Arm Crucifixion after King places his right arm across
his opponent.
<><><><>Buffering<><><><>
Arm Crucifixion(lk,rk,lk,lk+rk,lp+rp): Tap lk, tap rk, press and hold
lk, press and hold rk, release lk+rk(must be released at the
same time), tap lp+rp
Rolling Death Cradle(lp+lk,lk+rk,rp+rk,lp+rp,lp+rp+lk): This is a
difficult move because it must be done very quickly. Tap lp+lk,
tap lk+rk, tap rp+rk, press and hold lp+rp, tap lk
Russian Leg Sweep(lp+rp,rk,rp+rk): Tap lp+rp, press and hold rk, tap rp
>>>>>>STANDING ACHILLES HOLD<<<<<<
MTS- Standing Achilles Hold(f,n,d,df+rp+lk)[rp]
1a>> Indian Death Lock(lp+rp,lp,lk,lp+rp)[lp+rp]
2>> Romero's Special(lp,lk,rk,lp+rp,lk+rk)
1b>> Scorpion Death Lock(lp+rp,lk,lp,lp+lk)[rp]
1c>> STF(lp,rp,lk,lp+rp)[lp]
<><><><>Timing<><><><>
(1a,1b, & 1c) Complete these throws after Kings opponent falls onto his
back.
(2) Complete the Romero's Special after King reaches down with his left
hand to complete the leglock.
<><><><>Buffering<><><><>
Scorpion Death Lock(lp+rp,lk,lp,lp+lk): Tap lp+rp, tap lk, press and
hold lp, tap lk
Indian Death Lock(lp+rp,lp,lk,lp+rp+rk): Press and hold lp+rp, release
rp, release lp, tap lk, tap lp+rp+rk
>>>>>>ULTIMATE TACKLE<<<<<<
MTS- Ultimate Tackle(f,df,D+lp+rp, D+lp+rp, or press nothing while
running towards opponent)[lp+rp]
1a>> 3 Mounted Punches(lp,rp,lp or rp,lp,rp)[rp or lp]
2a>> 2 more Mounted Punches(lp,rp or rp,lp)[rp,lp or lp,rp]
2b>> Arm Breaker(lp+rp)[lp+rp,rp,rp,rp...]
3a>> Double Arm Breaker(lp+rp)
3b>> Leg Breaker(unknown)[assuming lp+rp,lp,lp,lp...]
4>> Ultimate Bonesplitter(lp+rp,lp+rp)
2c>> Leg Breaker(lk+rk)[lp+rp,lp,lp,lp,lp...]
5>> Ultimate Bonesplitter
1b>>Arm Breaker(same as 2b)
1c>>Leg Breaker(same as 2c)
<><><><>Timing<><><><>
(Mounted Punches) Complete these punches as you would if you were
performing a move-string(as explained in "The Basics on Timing in
Tekken 3".
(1a,1b, & 1c) Complete the first punch, the Armbreaker, or the
Legbreaker as King tackles his opponent(after he has grabbed
their legs, but just before they have hit the ground).
(2a,2b, & 2c) Complete these moves as King brings the fist he first
punched his opponent with down for the second time
(3a or 3b) Complete the Double Arm Breaker or the Leg breaker as King
moves to the side of his victim for the Arm Breaker.
(4 or 5) The first lp+rp tap should be completed as King's right hand
touches his left hand(King is bringing his hands together
behind his opponent's leg in preparation for the leg breaker).
The second tap should be completed just after the snapping
noise that the leg makes as it is broken. This move is
EXTREMELY difficult to time properly, but once you have the
timing down, you'll be able to do it every time you want to.
PS. Telling you the timing for this move makes me feel almost
like a hypocrite: I perform this move by holding lp with my
forefinger and then I force my middle finger into spasms atop
rp. I know how to time the move, and I know that, with
practice, I will be able to get the move to work every single
time by performing it properly, but until that time(hopefully
soon: I keep encouraging the mashers every time I complete the
move), I am more likely to get the move off by spassing out on
the buttons.
<><><><>Buffering<><><><>
Ultimate Tackle >> Arm Breaker(UT,lp+rp): Press and hold lp+rp, release
one of the buttons, tap the button you released
Mounted Punches >> Arm Breaker(lp,rp,lp... or rp,lp,rp... ,lp+rp) tap
lp/rp, tap rp/lp, press and hold lp/rp, tap rp/lp
Arm Breaker >> Double Arm Breaker(lp+rp,lp+rp) press and hold lp+rp,
release one button, tap the button you released
<><><><>Note that...<><><><>
...some of the moves that King can complete after the Ultimate
Tackle may be performed by other characters. These moves are(refer to
the MTS chart) UT, 1a, 1b, 2a, 2b. The move sequences, timing, and
buffering are exactly the same, and the following characters can
perform the noted moves:
{move} {who can do it}
-UT(press nothing while any character
running)
-Mounted Punches(1a or 2a) any character
-Arm Breaker(1b or 2b) Nina, Paul, Jin
-Leg Breaker(1c or 2c) Nina
...any character may counter the Mounted Punches(either the first
punch in the 1a series, or either punch in the 2a series), the Arm
Breaker, or the Leg Breaker. The aforementioned characters who can
actually complete the Arm or Leg Breaker may reverse those moves.
FFFFF OOO RRRR EEEEE SSSS TTTTT L AAA W W
F O O R R E S T L A A W W
FFF O O RRRR EEE SSS T L AAAAA W W
F O O R R E S T L A A W W W
F OOO R R EEEEE SSSS T LLLLL A A W W
>>>>>>Chastisement Punch >> Bulldog<<<<<<
MTS- Chastisement Punch(df+lp+rp)
1a>> Bulldog(lp,rp,lp+rp)
<><><><>Timing<><><><>
(1a) Complete the Bulldog immediately after the Chastisement punch
connects.
<><><><>Buffering<><><><>
Bulldog(lp,rp,lp+rp) tap lp, press and hold rp, tap lp
<><><><>Note that...<><><><>
...pressing nothing after the initial grab(df+lp+rp) will result
in the Chastisement Punch.
PPPP AAA U U L
P P A A U U L
PPPP AAAAA U U L
P A A U U L
P A A UUU LLLLL
PPPP H H OOO EEEEE N N IIIII X X
P P H H O O E NN N I X X
PPPP HHHHH O O EEE N N N I X
P H H O O E N NN I X X
P H H OOO EEEEE N N IIIII X X
>>>>>>Ultimate Tackle >> Ultimate Punishment <<<<<<
MTS- Ultimate Tackle(DB+lp+rp or (while running) press nothing)[lp+rp]
1a>> One Mounted Punch + Two Left Hooks(D+rp,lp,lp)[lp]
2a>> Ultimate Punishment(n,rk~lp~lp+rp)
<><><><>Timing<><><><>
(1a) Hold D(during the following), tap rp as King brings his opponent
to the ground, tap lp as King's right arm comes down, tap lp as
King's left arm comes down for the first time.
(2a) Release d(controller must be in the n position to complete the
following) Complete the Ultimate Punishment as Paul's left arm
comes down for the second time(you have less than one second to
complete this move).
<><><><>Buffering<><><><>
Ultimate Tackle(rk~lp~lp+rp) tap rk, press and hold lp, tap rp
N N IIIII N N AAA / AAA N N N N AAA
NN N I NN N A A / A A NN N NN N A A
N N N I N N N AAAAA / AAAAA N N N N N N AAAAA
N NN I N NN A A / A A N NN N NN A A
N N IIIII N N A A / A A N N N N A A
W W IIIII L L IIIII AAA M M SSSS
W W I L L I A A MM MM S
W W I L L I AAAAA M M M SSS
W W W I L L I A A M M S
W W IIIII LLLLL LLLLL IIIII A A M M SSSS
>>>>>>CHIN BASH & SHIN SMASH<<<<<<
MTS- Chin Bash(d,df,f+lp+rp)[rp]
1a>> Neck Cutter + Arm Bar(lk,rk,lk,lp+rp)
1b>> Knee Bash + Neck Snap(rp,lk,rk,rp,rp)[rp]
2a>> Falling Neck Snap(lp,lk+rk,lp,rp,lp+rp)[lp]
2b>> Octopus Special(lp,rp,rk,lk,lp+rp+lk)[lp+rp]
1c>> Standing Reverse Arm Lock(lp,lk,rp,lp)[lp]
3a>> Falling Reverse Arm Lock(rp,lp,lk,rk,lp+rp)[lp]
3b>> Rear Gatelatch Falconwing Squeeze(lk,lp,rk,lp+rp,lp+rp)
^[lp+rp]^
MTS- Shin Smash(d,db,b+lp+rk)
4a>> Standing Reverse Arm Lock[lp]
>> (same as 1c above)
4b>> Twisting Shoulder Break(rp,lp,lp+rp,lp+rp+lk)[rp]
5a>> Falling Neck Snap[lp]
5b>> Octopus Special[lp+rp]
<><><><>Timing<><><><>
(1a,1b & 1c) Complete these throws after Nina has started to duck/move
forward in the Chin Bash(start the motion before Nina has
grabbed her opponent).
(2a & 2b) Complete the Falling Neck Snap or the Octopus Special
immediately after Nina starts the Knee Bash + Neck Snap.
(3a & 3b) Complete the Falling Reverse Arm Lock or the Rear Gatelatch
Falconwing Squeeze as Nina turns so that she is facing away
from her opponent.
(4a & 4b) Complete the Standing Reverse Arm Lock or the Twisting
Shoulder Break just after Nina starts the Shin Smash(just like
you do after the Chin Bash).
(5a & 5b) Complete the Falling Neck Snap or the Octopus Special as Nina
pulls her opponent into the kneeling position.
<><><><>Buffering<><><><>
Falling Neck Snap(lp,lk+rk,lp,rp,lp+rp): Tap lp, tap lk+rk, tap lp,
press and hold rp, tap lp
Octopus Special(lp,rp,rk,lk,lp+rp+lk): Tap lp, tap rp, tap rk, press and
hold lk, tap lp+rp
Twisting Shoulder Break(rp,lp,lp+rp,lp+rp+lk): Tap rp, press and hold
lp, press and hold rp, tap lk(not sure if this buffering sequence
is possible)
>>>>>>CRAB CLAW<<<<<<
MTS- Crab Claw(d,df,f+lk+rk)[lp]
1a>> Achilles Tendon Lock(lk+rk,lk+rk,rk,rp,lp+rp)[rp]
2a>> Knee Cross Lock(lk,lp,rk,rp+rk)[lp]
2b>> Rolling Achilles Tendon Lock(lp,lk,rp+rk,lk+rk,lp+rp)
1b>> Rolling Arm Bar(lk+rk,lk,rk,lp+rp)[lp+rp] ^[lp+rp]
MTS- Achilles Tendon Lock(f,f,F+lk(it's a jumpkick that only connects
for the grab on counterhit))[rp]
>>(same as 1a above)
<><><><>Timing<><><><>
(1a & 1b) Complete the ATL or the RAB immediately after Nina grabs her
opponent(you have to do them FAST).
(2a & 2b) Start these moves as Nina and her opponent are falling to the
ground.
<><><><>Buffering<><><><>
Achilles Tendon Lock(lk+rk,lk+rk,rk,rp,lp+rp): Tap lk+rk, tap lk+rk,
tap rk, press and hold rp, tap lp
Knee Cross Lock(lk,lp,rk,rp+rk): Tap lk, tap lp, press and hold rk, tap
rp
>>>>>>LIFTING TOSS<<<<<<
MTS- Lifting Toss(rp+rk)[rp]
1>> Falling Elbow(lp,rp,lp)
2>> Arm Lock(rp,lp,lk)
<><><><>Timing<><><><>
(1) Complete the Falling Elbow immediately doing the Lifting toss
(don't wait to see if it connects unless your fingers have a
"turbo" option).
(2) Complete the Arm Lock immediately after the Falling Elbow.
************************************************************************
SSSS TTTTT RRRR AAA TTTTT EEEEE GGG Y Y
S T R R A A T E G G Y Y
SSS T RRRR AAAAA T EEE G Y
S T R R A A T E G GG Y
SSSS T R R A A T EEEEE GG G Y
******INTRODUCTION******************************************************
Tekken 3 opens the door for new ways to attack and defend. The
sidestep and the general amount of control you have over your character
are outstanding additions to a game that was good to begin with, and
the defending characteristics are the most complex I have ever known.
However, because the game is still relatively new, many of the greatest
additions have been overlooked by most players.
******GENERAL STRATEGY**************************************************
>>Attacking<<
Now that there are so many ways to attack another player, it is
easier for you confuse your opponent. The standard grabs and punches
are numerous and intricate in and of themselves, but now there are
moves that can be completed with a sidestep, and so you have an even
larger arsenal at your disposal. Be sure to use every attack method
you can, and be absolutely sure to use them in conjunction with each
other. After all, confusing your opponent is best, fastest, and easiest
way to win.
>When you should attack
The best times to attack are (1)while your opponent is attacking,
(2)while your opponent is recovering from one of his attacks, (3)when
your opponent isn't sure about how you are going to attack, (4)while
your opponent is attempting to get up after you have knocked him down
with a previous attack, (5)while your opponent's back is turned, or
(6)while your opponent is stunned.
(1)While your opponent is attacking...
If you are attacking while your opponent is attacking, you should
sidestep before your attack in almost all cases. In this situation, the
other player's character has the added difficulty of having to track
his attack towards your new position. An exception to this rule would
be when you are attacking your opponent while he is performing a fast
move that tracks very well. In this case, attacking faster is more
important than taking the time to sidestep before you attack. Note that
one of the best ways to get your opponent to leave himself open for an
attack is to knowingly allow him to get behind you. He will usually
think that you made a mistake and he will try to attack you before you
can react. If he goes for a grab, first duck his grab and then stand up
to grab him, just as you would if you were face-to-face. If he goes for
a punch/kick attack or if he is running up to hit you, you can just
kick him or you can sidestep his attack and then attack him(it's riskier
but more rewarding(damage-wise) to sidestep his attack). Some characters
even have special moves that can only be used while their back is
turned(these moves and their applications are discussed in "Specific
Strategy"), so be sure to use them to your full advantage. Many
characters may also reverse or counter various attacks(also discussed
in "Specific Strategy").
(2)While your opponent is recovering...
If you are attacking while your opponent is recovering, the
absolute worst thing you can do is misjudge your opponent's recovery
time. If you attack too late, you will yourself be open to attack while
YOU recover. One of the best ways to attack a recovering player is with
a juggling uppercut(df+rp) or (if the character has it) a juggling
hopkick(uf+rk). The moves are fast, effective, they set you up
for a juggle, and every character in the game can do one of the two.
(3)While your opponent isn't sure about how you are going to attack...
The best way to confuse your opponent is to attack him with a
series of strings that look identical, but hit at different levels
(Nina's strings are a good example). If possible, use one string a few
times, and then follow that with a similar-looking string that hits at
different positions and juggles when it connects.
(4)While your opponent is attempting to get up...
Attacking your opponent while he is attempting to get up is known
as Okizeme. When used in good taste, these moves can take a fair amount
of damage without leaving you open for reprisal; when used in excess,
these moves take small amounts of damage while leaving you wide open
for attack(I will discuss this in full under "Defending"). Many
characters have moves that are specifically for grounded opponents, and
you can usually complete these at least one time before your opponent
has a chance to get up(especially after throws or juggles). But after
that initial ground attack, you are reduced to hitting a grounded
character with petty, d+lk or d+rk moves(the d+rk will only work on
players who are actually trying to get up). These moves are effective
against newbies who aren't familiar with Tekken 3 game mechanics, but
an experienced player will simply lay on the ground, allowing you to do
one move before getting up: he knows that any move that isn't
specifically for grounded opponents only pushes the grounded character
further away from the attacker. In short, do one ground attack move and
then try following that with one other move, and then stay away from
him, 'cause after that, he can hurt you, and he can hurt you bad.
(5)While your opponent's back is turned...
When attacking your opponent while his back is turned, you can
grab, juggle him, or(my favorite) start up a ten-string. Watch out for
counterattacks because he still has plenty of them, and, if you use a
ten-string, make sure it's fast and that there are as many mid-level
and low-level attacks as possible, or your opponent will duck and punch
or kick you.
(6)While your opponent is stunned...
If your opponent is stunned, you can basically do anything. Juggle
combos are almost always the best way to go because no character can
stop a juggle after it has started(with the exception of Ogre II).
However, many stun moves can be negated(discussed in section (6) of
"Defending"), so be sure that the juggle starter you use is very fast.
A NOTE ON UNBLOCKABLE MOVES:
Unblockable attacks leave you wide open to attack before, during,
and after the unblockable move. The ONLY time I would suggest you use an
unblockable is when your opponent tries to use his unblockable. Get out
of his unblockables' range and then start yours. Be sure to time your
unblockable so that it will hit him while he is still recovering from
his.
>Poking Tactics<
Poking involves a series of fast attacks(usually standing jabs,
crouching jabs, and WS moves) used to force your opponent into a
completely defensive state. This frustrates your opponent, therebye
making him more likely to make a mistake(ie whiff an interrupt, or
missblock an attack), therebye increasing your chances for a
high-damage counter(like df+rp). To poke, you must know your character
very well...you must know which moves draw you into your opponent, and
which push you away, so that you may use a combination of the two to
continue the poke. You must also be very adept at substituting
alternative moves within the attack to mix up your poking pattern, or
your opponent will likely find "holes", or points at which he may
negate your pattern. I personally recommend keeping your poking
patterns very short(no more than five or six seperate attacks within
the entire poke) because it is very risky to continue any poke against
a good player: he'll find and exploit any holes in your poke very
quickly, always to your detriment. However, when used wisely a poke or
custom string(I prefer the custom string to a poking pattern) can be
very effective. A simple but effective custom string with Paul Phoenix
is df+lp,lp,(d+rk,rp or df+rp). This basically gives your opponent a
choice between a juggling uppercut or a Falling Leaf Combo(not
surprisingly, most choose the Falling Leaf). Unless your opponent is
reading your(in which case you are going to lose that round very
badly), you should connect with one of the two. You may also drop
either the df+lp or the standing jab, just to keep your opponent
guessing. There are many other examples of poke patterns/custom strings
(easily hundreds), but this should give you an idea of the basic point
of a poking pattern or custom string: you're setting your opponent up
to eat an attack.
>>Defending<<
In Tekken 3, there are many ways to defend yourself. You can
block, reverse, counter or break moves or strings, escape or reverse
throws, and you can also sidestep almost any move in the game. Exactly
how you defend yourself is directly related to how you play the game:
if you ALWAYS block, then you are either new to Tekken, or you simply
haven't taken the time to learn other methods of defense. On the other
hand, if you are utilizing all of the above, then you're already pretty
good at the game. However, unless you have a LOT of competition at your
arcade, you probably don't know the best ways to defend yourself
against every single character. There are plenty of moves and
move-strings I rarely see or never see at all, and these moves are the
ones that my opponent has a much greater chance of connecting
with(duh). You should at least familiarize yourself with all of the
moves in the game. Also, always remember that attacks come in three
basic levels: high, medium, and low. High attacks can be blocked or
ducked, medium attacks can be blocked(but not ducked), and low attacks
can be blocked or hopped over(although hopping over a low attack is a
very risky maneuver). There is also a special type of attack that has
similar characteristics of both mid and low level attacks. You may not
duck this attack, but you may block it while standing or while
crouching. Examples of these attacks are Eddy Gordo's Handstand
Position's rk(it's a flurry of spinning kicks) or any characters
crouching jab.
>How to defend against attacks that are difficult to defend against
The hardest attacks to defend yourself against are (1)attacks
that are made while you are attacking, (2)Okizeme attacks, (3)attacks
coming while you are stunned, (4)attacks coming from behind you,
(5)running attacks, (6)unblockable attacks, and move-strings(move-
string blocking patterns are specific to each character, and are
covered under "Specific Strategy").
(1)Attacks that are made while you are attacking...
The best way to avoid these attacks is to not leave yourself open
to them. Never start up a string that an opponent may back away from to
get out of your range or to sidestep around your attack. Never be the
first person to do an unblockable(as explained under "Attacking"), and
always mix up your attacks so that your opponent won't be expecting any
given attack.
(2)Okizeme attacks...
Okizeme attacks can be dealt with in many ways. If it's
possible, my favorite way to stop Okizeme tactics is get into the
grounded position where your character is face-down with his feet
towards his opponent. Then I just tap lk if my opponent tries to
attack(this will ONLY work against an opponent who is foolish enough to
press on with his Okizeme attack after the first few hits). This sweep
juggles on counterhit, and any character can do it(Note: you must use a
low attack to continue the juggle after the initial sweep). There are
other good ways to stop Okizeme(like using the Ankle Kick(d+rk), any
other standard kick, or simply by rolling away from the attack), but
the only other really good way to negate it is to just stand up
without attacking(preferably while your opponent is recovering from a
missed attack, such as d+rk). If you know where your opponent is going
to try to hit you while you are standing up(usually a low attack),
block that attack WHILE you are getting up. It won't hit you. I
promise. If your opponent is running towards you while you are
grounded, the best thing to do is roll(d+lp) out of the way(wait until
he is only a few strides away from you before you roll or the stomp or
slide will track and hit you anyways). After you've tried to roll out
of the way of the slide a few times, you'll notice something: it's hard
to do. You can Heel Kick(d+rk) an opponent who is attempting a slide,
if your timing is right. This situation is actually one of the best
times to use the HK because your opponent has no opportunity to kick
you back(d+rk) immediately after it, as he does in most other cases. Of
course, you really have to be expecting the Slide for this to work.
Note that...
...the sweep(face down, feet towards, lk) will also juggle after
you have rolled towards your opponent from the aforementioned position.
(3)Attacks coming while you are stunned...
You may recover from a stunning attack much more speedily by
holding F and then going back to the blocking level. Example: You are
attacking King when he starts up with his Ali Kicks. The first kick
connects on counterhit, and so he should be able get four more kicks
after the first, right? Wrong. If you hold F immediately after the
first kick, you should be able to block the second after bringing the
controller back to the DB position at the last possible second. This
works with most of the stunning moves in the game.
(4)Attacks coming from behind you...
Even with your back turned, you still have a wide range of moves
to choose from. You can still sidestep(although you don't sidestep as
far as you would if you were facing your opponent), you can still punch
and kick, and you can still throw. If you end up with your back turned,
do not panic. Just do the same things I discussed in section (1) of
"Attacking".
(5)Running attacks...
Running attacks are best negated by sidestepping because they are
fast, they hit at different levels of attack, two of them cannot be
blocked(the Shoulder Ram and the Ultimate Tackle), and it's difficult
to hit a running opponent before he hits you. Be sure to wait until
your opponent is within a few strides of you before you sidestep or the
move will track. Also, if your opponent does the Flying Side Kick
(a favorite among scrubs) and you sidestep around it, you can grab or
hit him from behind. If your character has a backflip(uf~u~ub), then
you may also use this to escape running attacks. In fact, in some
situations this move is actually better than the ss(it is much easier
to avoid a Sliding Sweep((while running)rk) with a backflip because the
SS tracks quite well). Heihachi's backwards run(b,b,n,lk+rk) is an
effective alternative to the backflip.
(6)Unblockable attacks...
Unblockables cannot be blocked(thus the name), they are
difficult to sidestep, and(if your opponent is using them
intelligently) they usually catch you off-guard. When sidestepping an
unblockable, you should sidestep at least two times(try your best to
get completely behind your opponent) because unblockable moves tend to
track very well. If you are caught off-guard, your reaction time is
going to be very slow, and so you should use a fast attack such as a
jab or a quick kick to knock your opponent out of the unblockable(I
prefer a crouched punch because many characters crouch down during
their unblockable moves, making them immune to high attacks). It all
really depends on how far away you are from your opponent, how long the
range for their unblockable is, and, most importantly, how long it
takes them to do their unblockable.
************************************************************************
SSSS PPPP EEEEE CCC IIIII FFFFF IIIII CCC
S P P E C C I F I C C
SSS PPPP EEE C I FFF I C
S P E C C I F I C C
SSSS P EEEEE CCC IIIII F IIIII CCC
SSSS TTTTT RRRR AAA TTTTT EEEEE GGG Y Y
S T R R A A T E G G Y Y
SSS T RRRR AAAAA T EEE G Y
S T R R A A T E G GG Y
SSSS T R R A A T EEEEE GG G Y
************************************************************************
>>>>>>Difficult Joystick Motions<<<<<<
{Motion} - {moves it is used in} - {an explanation of how to complete
the motion}
D,df/D,db - used in numerous moves - hold D, roll to df and tap
button(s) simultaneously(refer to "D,df,d,df/D,db,d,db" for more
information on how to do this properly.
D,df,d,df/D,db,d,db - Bryan's Messenger of Death(D,df,d,df+lp+rp),
Law's Dragon Slide(D,df,d,df+lk), and King's DDT(D,db,d,db+lp+rp)
- First you need to familiarize yourself with the diagonals on
the game you are using...F causes your character to stand and
walk forward, D causes your character to go into an unmoving
crouch, DF causes your character to crouch and walk forward, and
DB causes your character to crouch and walk backward. When
completing these moves, your character should remain in a
crouching position during the motion...if he stands up in any
way(during the motion, not during the result of the completed
sequence), you have allowed the joystick to go into the F or B
position and have inputted incorrect data. Try to complete the
motion as fast as possible, and pay close attention to your
character to make sure you are completing the motion correctly.
With a little practice, you should be able to get these
devastating moves off in the blink of an eye, therebye making
them quite useful(duh).
>>>>>>Techable Throws<<<<<<
{Character} - {Throw} - {Result of tech(a tech always results in a
quick-recover roll: this lists other effects)}
Gun-Jack - Lifting Choke and Toss >> Megaton Punch - damage is lessened?
Heihachi Mishima - Headbutt - none
Jin Kazama - Headbutt - none
King - Giant Swing - damage is lessened
Kuma / Panda - Headbutt - none
Forrest Law - Dragon Knee - none
>>>>>>Outline<<<<<<
{character's name(s)}
>>Strengths<<
- {basic strong points of this character}
>>Weaknesses<<
- {basic weak points of this character}
>>Counters/Reversals<<
- {character's reversals and counters} - {which attacks this
counter/reversal affects}
>>Juggling<<
***>Juggle Starters:
1. {a numerical list of juggle starters(for that character)}
*(face down, feet towards)lk or (fd, ft, roll towards)lk, the
juggle starter that ANY character may utilize from the aforementioned
grounded position.
***>Useful Juggles:
({corresponding juggle starter}).{an efficient, practical juggle
that the character may utilize}
>>Move-strings<<
{delayable move-strings(if applicable)}
{a list of move-strings(from least number of hits to largest
number of hits): how to complete them, and how to negate them}
>>Strategy<<
{Strategy for "Attacking" and "Defending" with the character.Also
includes strategy for playing against the character("VS.")}
BBBB RRRR Y Y AAA N N FFFFF U U RRRR Y Y
B B R R Y Y A A NN N F U U R R Y Y
BBBB RRRR Y AAAAA N N N FFF U U RRRR Y
B B R R Y A A N NN F U U R R Y
BBBB R R Y A A N N F UUU R R Y
>>Strengths<<
- high-damage moves
- fast attacks
- short recovery time
- confusing move-strings
- low attack counter
>>Weaknesses<<
- very few low attacks
- most of his moves do not track very well
>>Counters/Reversals<<
- d+lp+lk or d+rp+rk - affects low-level punches or kicks
>>Juggling<<
***>Juggle Starters:
1. Elbow Pistons(df+lp,rp)
2. Uppercut(d,df,f+lp or WS~lp)
3. Gutpunch >> Double Punishment(d,df,f+rp >> b+rp)
4. Low Spinkick(df+lk)
5. Hop Kick(u or uf+rk)
***>Useful Juggles:
(1 or 2).lp.b+rp,lp,rk
(3).b+rp,lp,rk
(4).WS~lk.lp.f,f+rp
(5).lp.f+rk,lk,rk
***>Note that...
...the last hit for the juggle after the Low Spinkick may may
quick recovered if you don't complete it fast enough.
>>Move-Strings<<
***>Four-strings
*>Fury Thrust >> Triple Punch
{attack level} - M M M M
{button sequence} - b+lk,rp,lp,rp
{breaking points} - R
Notes:
1. first kick may be countered or reversed
*>Freezer Burn
- M M M L
- b+lk,rp,lp,rk
- R
Notes:
1(from above)
>Four-string notes:
These strings are very difficult to block because they look
exactly the same(except for the last move). They are one of the best
attack methods Bryan has: if you're using them, do the Freezer Burn a
few times before the Fury Thrust >> Triple Punch(the latter is more
damaging and it sets you up for Okizeme); if you're defending against
them, always block the last hit as if the string was going to be the
Fury Thrust >> Triple Punch unless you are *sure* your opponent is
going to go with the kick.
***>Five-strings
*>Pentagon Attack #1
- M M M M M
- lp,rk,rp,lp,rk
- R
Notes:
1. first kick may be countered or reversed
*>Pentagon Attack #2
- M M M M H
- lp,rk,rp,lp,rp
- R
Notes:
1
Five-string Notes:
Same as "Four-string Notes".
***>Eight-string
- M M M M H H M H
- b+lk,rk,lp,rp,lp,rk,lk,lk
- R B B
Notes:
1. first kick may be countered or reversed
2. you may break the string after the first four hits by ducking
and attacking
***>Ten-string
- M M M M H H H H M H
- b+lk,rk,lp,rp,lp,rk,rp,lp,rk,rp
- R B B B B P R
Notes:
1,2 (from the eight-string)
3. you may attack Bryan during the pause between the last two
moves in this string
4. The last punch may be countered or reversed
>>Strategy<<
***>Attacking
Most of Bryan's moves and move-strings hit high. His greatest
weakness is that he just doesn't have enough high-damage low attacks.
Don't let this fact worry you, though, because if he connects with his
Gutpunch(d,df,f+rp) and then completes the Double Punishment(b+rp), he
can follow the multi with a juggle (Spinning Punches >> Spinkick
(b+rp,lp,rk)). That combo takes somewhere around 80% of a life bar.
Wow. However, this move is somewhat difficult to set up for, as Bryan
is left wide open during and after(if it misses) the Gutpunch, so be
very careful if you're using it. Be sure to use the Low Spinkick
(df+lk), it's the only good low attack Bryan has. Use the Fury Thrust
>> Triple Punch (b+lk,rp,lp,rp) and the Freezer Burn (b+lk,rp,lp,rk)
strings to confuse your opponent.
***>Defending
Just don't forget that Bryan has fast moves and grabs that may be
completed during pauses in your opponent's attacks, and that he has a
low attack counter(try grabbing your opponent with the Messenger of
Death (D,df,d,df+lp+rp) after countering a low attack as an alternative
to the Hop Kick(u or uf+rk), or after running up to your opponent and
performing a crouching jab(you should buffer this move by pressing and
holding the jab(lp or rp) button, and then perform the move and tap the
other)), those are two of the few times you are really set up for the
grab.
***>VS.
Stay away from the four and five-strings. Don't use slow attacks
against him(he has many fast attacks and may knock an opponent out of
slow moves). Note that most of Bryan's attacks are high or mid-level
(they are reversable or counterable), and that many of his attacks may
be sidestepped quite easily(they're fast, but they don't track very
well).
EEEEE DDDD DDDD Y Y GGGG OOOO RRRR DDDD OOO
E D D D D Y Y G G O O R R D D O O
EEE D D D D Y G O O RRRR D D O O
E D D D D Y G GG O O R R D D O O
EEEEE DDDD DDDD Y GGG G OOOO R R DDDD OOO
>>Strengths<<
- some powerful moves and strings
- juggling move-strings
- his "dancing" makes him somewhat difficult to hit
>>Weaknesses<<
- difficult to control
- easy to hit while in handstand and grounded positions
- many moves require long recovery times
>>Counters/Reversals<<
- None
>>Juggling<<
***>Juggle Starters:
1. (handstand position)d,lk+rk
2. lk~rk
***>Useful Juggles:
(1).rk.D+rk
(2).d+rk.rk~lk
>>Move-Strings<<
***>Six-string
- M
- rk~lk,rk,rp,rk,lk,lk
-
Notes:
***>Eight-strings
*>StringA
-
- rk~lk,rk,rp,rk,lk,rk,rk,rk
-
Notes:
*>StringB
-
- rk~lk,rk,rp,rk,rk,lk+rk,lk+rk,lk+rk
-
Notes:
***>Nine-string
-
- rk~lk,rk,rp,rk,lk,rk,lk,rk,lk+rk
-
>>Strategy<<
***>Attacking
You can hold D or B to automatically go into the grounded or
handstand positions after performing most of Eddy's moves. However,
you should know how to avoid attacks before you even try this, as Eddy
is wide open to attack if you don't. In the Handstand position, you can
avoid most attacks by tapping u or d(like a sidestep, except he just
tilts to the side to avoid the attack), or you can perform a handstand
crouch by tapping d. Note that he can perform special moves(great for
counterattacks) while crouching or tilting. The Grounded position has
many fast attacks that may be used to hit an opponent before he hits
you, although you cannot really wait on an attack, as Eddy will
automatically go into the face up, feet towards lying down position if
you wait too long. The main thing you have to do is setup for your
attacks. Let your opponent extend himself in one of his failed attacks,
and then ruin his day with one of Eddy's numerous, high-damage combos.
***>Defending
Eddy is most effective when you allow yourself to get into a
dangerous situation(leave yourself open to attack), and then counter
the attack. My advice to you on defending is: it's OK to let yourself
get into bad situations as long as the ends(connecting with high-damage
combos) justifies the means(putting yourself at risk). In other words,
if you think you can connect with a 50% combo if you put yourself at a
risk of a 20% counterattack, then it's worth the risk; if you think you
can connect with a 20% combo, but you'll have to risk taking a 50%
counterattack, then don't do it(duh).
***>VS.
Low and mid-level attacks work very well against Eddy if he is in
the grounded or handstand positions, or if he is performing one of his
long, drawn-out strings(they're slow, too). Just remember that he can
ss attacks while he is in the handstand position(don't extend yourself
with an attack: he has high-damage counterattacks). Note that Eddy
sways from side to side while he is standing up(an automatic ss, if you
will): he dances from face to face with you(center), then a little to
your character's right, then back to center, then a little to your
character's left, then back to center again, and so on. If you don't
attack him while he's centered, you're attack will probably miss and
he can attack you while you are recovering(thus the frustration every
intermediate-level player experiences while fighting newbies who love
to mash buttons with Eddie). If you simply keep that auto-ss in the
back of your mind while you're dealing with him, you should destroy
every masher who challenges you. Expert players, on the other hand,
will use your own attack against you by getting you to attack them when
they know they can counter your attack, thus causing serious damage to
your character. They will let Eddy get into a bad position, knowing
that you'll try to attack while he's in it, and then dodge your attack
at the last possible second so they can counterattack. This type of an
Eddy player is very dangerous(duh). The best way to deal with them is
to run up and complete a fast attack to knock Eddy out of the handstand
and grounded positions(Note that characters with a fast low >> mid
attack, like Nina's d+rk,lp or Jin's lp+rk, can use those moves to
juggle Eddy while he is in the grounded position) or while he is
performing one of his slower moves or move-strings. The point of your
attack is to keep Eddy from setting up for one of his vicious counters,
and not(necessarily) to cause large amounts of damage to him.
GGG U U N N JJJJJ AAA CCC K K
G G U U NN N J A A C C K K
G U U N N N --- J AAAAA C KKK
G GG U U N NN J J A A C C K K
GG G UUU N N J A A CCC K K
>>Strengths<<
- very powerful moves
- somewhat confusing move-strings
>>Weaknesses<<
- very slow movement
- very long recovery times
>>Counters/Reversals<<
- None
>>Juggling<<
***>Juggle Starters:
1. (WS)lp
2. df+rp
3. df+rp+lk
***>Useful Juggles:
(*).d+lp,lp,lp
(1 or 2).rp.D,rp.(still holding down)lp,rp
(3).d+lp,rp
>>Move-Strings<<
***>Ten-strings
*>StringA first second
- M H L L L H H H M H L H
- uf+lp,lp,rk,lk,rk,lp,rp,lp,(lp+rp,lp+rp or D+lp+rp,lp+rp)
- R RB R R R B B B B B
Notes:
1. first and second punches are reversable or counterable
2. may break the string during the second punch
3. may counter the first three kicks
4. may break the string during the third, fourth, and fifth
punches
5. don't let the string get to the last two hits: they are fairly
hard to block.
6. may break the string during the last move(first or second
choice)
*>StringB first second
- L L L M M H H H M H L H
- d+rp,lp,lp,lp,rp,lp,rp,lp,(lp+rp,lp+rp or D+lp+rp,lp+rp)
- P B B B B B
Notes:
5,6
7. may attack Jack during the pause in between the second and
third punches
8. may break the string during the sixth, seventh, and eighth
punches
>>Strategy<<
***>Attacking
First of all, never, ever do the liftoff thrust(I'm not even
gonna tell ya how). It is WAY too easy to avoid(just sidestep around
it), and the recovery time is appalling(plenty of time for an attack
from behind). Use the Cross Cut Saw(f,f+lp+rp) because it can be
followed up with either the Megaton Punch(df+rp) or the Low Cross Cut
Saw(lp+rp). Those two two-strings end with either a mid-level or a
low-level attack, and they're very fast, so they are pretty hard to
block when used in conjunction with each other. Even more difficult
to block is the Megaton Punch(b,db,d,DF+rp) and the Megaton Sweep
(b,db,d,DF+lp). Note that the Lifting Choke and Toss(uf+lp+rp) >>
Megaton Punch(b,db,d,DF+rp) is a vicious grab: use it whenever you can.
You may follow the Death Heave(df,df+rp+rk) with the Megaton Sweep
(b,db,d,DF+lp) for serious damage as well.
***>Defending
Jack has no counters or reversals, but the Reverse Mega Hammer
Strike(d+lp+rp) is an excellent move to use against an opponent who is
rushing in with a lot of high-level attacks(it takes a lot of damage,
and it sets you up for a juggle, which means your opponent might lose
over half his life because of one mistake).
***>VS.
Be very careful while fighting Gun-Jack. Although his moves are
slow and require a LOT of recovery time when they miss, he only has to
connect with one or two decent attacks and your life bar is empty
(I've personally seen the Lifting Choke and Toss >> Megaton Punch take
anywhere from 50% to 75% of a life bar). When blocking the Cross Cut
Saw, be prepared to block the Megaton Punch(it's much faster and,
therefore, much harder to see coming). If your opponent follows the
CCS with the Megaton Punch, you'll already be in the proper blocking
position; if he follows it with the Low CCS, a much slower move,
you'll be able to see it coming and block it. Note that the Megaton
Punch portion of the Lifting Choke and Toss >> Megaton Punch is
techable.
H H EEEEE IIIII H H AAA CCC H H IIIII
H H E I H H A A C C H H I
HHHHH EEE I HHHHH AAAAA C HHHHH I
H H E I H H A A C C H H I
H H EEEEE IIIII H H A A CCC H H IIIII
M M IIIII SSSS H H IIIII M M AAA
MM MM I S H H I MM MM A A
M M M I SSS HHHHH I M M M AAAAA
M M I S H H I M M A A
M M IIIII SSSS H H IIIII M M A A
>>Strengths<<
- powerful moves
- fast juggle starters
- confusing strings
- excellent low attacks
>>Weaknesses<<
- long recovery times
- many of his moves do not track well
>>Counters/Reversals<<
- (special) - Heihachi will catch high and mid-level rk's
if your opponent attempts the kick while
Heihachi is performing any move other the
than standard punches and kicks.
>>Juggling<<
***>Juggling Moves:
1. Uppercut(df+rp)
2. Twin Pistons(df+lp,rp)
3. Rushing Uppercut(f,f+rp)
4. Wind Godfist(f,n,d,df+rp)
***>Useful Juggles:
(1 or 2).lp.f+lp,b+rp,lp
(1 or 2).lp.f,n,d,DF+rk,rk,lp
(3 or 4).lp,rp.f+lp,b+rp,lp
(3 or 4).lp,rp,f,n,d,DF,rk,rk,lp
>>Move-Strings<<
***>Delayable Strings
*>Three-string(last punch only)
- H H M
- lp,lp,rp
- R
***>Ten-strings
*>StringA
- M M M L L M M M M M
- df+lk,rp,rp,rk,rk,lp,rp,lp,rp,lp
- R R P R
Notes:
1. may reverse the first kick
2. may reverse the third punch
3. may attack Heihachi during the pause in between the last two
moves
4. may reverse the last attack
*>StringB first second
- M M M L L M H M M M M
- df+lk,rp,rp,rk,rk,lp,rk,lp,rp,(lp or rk)
- R R B P R R
Notes:
1,2,3,4(first or second choice)
5. may break the string during the fourth kick
*>StringC
- H H H H M M L M M H
- f,f,n,rp,lp,rp,rp,lk,rk,rk,lp,rp,lp
- RB B B B P R RB
Notes:
6. may reverse the first punch
7. may break the string during the first four punches
8. may attack during the pause in between the second and third
kicks
9. may reverse the third kick
10. may reverse the last punch
11. may break the string during the last punch
>>Strategy<<
***>Attacking
Go for the juggles while an opponent is recovering from an
attack(the Twin Pistons is an exceptionally good move to use). Try
using the Rushing Uppercut if your opponent is attacking with a move or
string that involves a lot of high attacks, but make sure you are not
too close because the move requires a f,f motion. The Tile Splitter
(d+lp) and the Death Fist (d,df,f+rp) are two moves that work well
against an opponent who is running, jumping, or one who has decided to
start up a string while he is too far away for the first few hits to
connect. Don't use the Tile Splitter >> Death Fist(d+lp,rp) if your
opponent is airborne: the Tile Splitter will knock him into the ground,
and he can get up and attack you while you are recovering from the
Death Fist. You can use the Hell Sweep(f,n,d,DF,rk,...) strings or the
Hop >> Thrust Kick (f,n,d,df,n,lk) and Hop >> Low Thrust Kick
(f,n,d,DF+lk) to confuse your opponent, but you have to mix them up for
the attacks to be effective. Don't finish the Hell Sweeps with endings
(Dragon Punch, Rushing Uppercut, etc.) if your opponent is blocking the
sweeps(he'll expect a follow-up attack, and be waiting on it so he can
attack you while you're recovering): if you are fast, you'll be able to
get out of attack range or at least recover while he is waiting on that
attack. If you connect with the Left Splits Kick(f,f+lk), and it stuns
your opponent(it does this on counterhit), you should follow it with
the Hell Sweeps for a solid 50% combo.
***>Defending
The Chi Fists(lp+rp) and the Twin Pistons are excellent ways to
knock an opponent out of a slow string. The Chi Fists will set you up
for the Lightning Stomp(d+rk), and the Twin Pistons will set you up for
a juggle. The right kick reversal is a decent move to use if your
opponent hits you with a weak right kick, but not if he connects with
a high-damage right kick(the more powerful the rk, the more life
Heihachi loses while reversing it). His side grabs and his grab from
behind an opponent are more powerful than most, so try sidestepping
around attacks and go for one of these grabs whenever possible.
***>VS.
Many of Heihachi's best moves can be sidestepped(Thrust Kick, Low
Thrust Kick, Death Fist, etc). The Tile Splitter >> Death Fist is so
slow that you can sidestep the Death Fist after being hit by the Tile
Splitter(unless it is a counterhit), and it's even easier to sidestep
the Death Fist if you have blocked the Tile Splitter. Beware of the
Hell Sweeps and always ss the Thrust Kicks(they hit at either mid or
low level: DON'T GUESS WHICH). Don't use a slow move-string or he'll
hit you with the Chi Fists, and don't use a high or mid-level rk
against him while he's completing any string or special move(he'll
reverse the kick). Also note that the Headbutt throw(f,f+lp+rp) is
techable.
H H W W OOO AAA RRRR AAA N N GGG
H H W W O O A A R R A A NN N G G
HHHHH W W O O AAAAA RRRR AAAAA N N N G
H H W W W O O A A R R A A N NN G GG
H H W W OOO A A R R A A N N GG G
>>Strengths<<
- powerful kick strings
- good juggle starter
- fast and maneuverable
- low attack counter
>>Weaknesses<<
- almost all kicks are mid or high-level(easily reversed,
countered, or ducked under)
>>Counters/Reversals<<
- d+lp+lk or d+rp+rk - low punch or kick counter
>>Juggling<<
***>Juggle Starters:
1. d+rk,rk
2. f,n,d,df+rk
***>Useful Juggles:
(*).WS~rk.df+lp.d+rk,rk
(1 or 2).lk,lk,lk,lk
***>Note that...
...all four kicks will connect if you wait until your opponent is
at the same level as your head before you start the kicks.
>>Move-Strings<<
***>Ten-strings
*>StringA(Left Flamingo Stance)
-
- rp,rp,lk,rk,lk,rk,rk,rk,rk,lk
-
Notes:
*>StringB(Right Flamingo Stance)
-
- lp,rp,lk,rk,lk,rk,rk,rk,rk,lk
-
Notes:
>>Strategy<<
***>Attacking
The Bird Hunter(d+rk,rk) is an excellent move because it sets you
up for easy juggles. Use this move after performing the agression charge
(lp+rp+lk+rk), if the first kick(a low attack) connects, you are
guaranteed a high-damage juggle. This move also works very well against
an attacking opponent(juggles on counterhit). Another great move is the
Sky Blast Kick(f,n,d,df+rk): Hwoarang is immune to many attacks while
he is performing this move because he crouches while perfoming it, and
therebye ducks under many attacks(another fine move to use against an
attacking opponent).
***>Defending
Just don't forget that Hwoarang has a low attack counter, and
that a lot of his attacks hit at high or mid-level: watch out for
reversals.
***>VS.
Don't set yourself up to be hit by the Bird Hunter. Note that
most of Hwoarang's attacks are high or mid-level kicks, and are
therefore reversable.
JJJJJ IIIII N N K K AAA ZZZZZ AAA M M AAA
J I NN N K K A A Z A A MM MM A A
J I N N N KKK AAAAA Z AAAAA M M M AAAAA
J J I N NN K K A A Z A A M M A A
J IIIII N N K K A A ZZZZZ A A M M A A
>>Strengths<<
- fast character
- powerful moves
- short recovery time
- good juggles
>>Weaknesses<<
- some of his best moves are easily reversable
- most of his moves are easy to see coming
>>Counters/Reversals<<
- b+lp+lk or b+rp+rk - high or mid-level attacks
>>Juggling<<
***>Juggle Starters:
1. (WS)rp
2. D,f+lp+rp
3. b,f+rp,lp,d+rp
4. f,n,d,df+rp(on counterhit)
5. f,n,d,df+rk
***>Useful Juggles:
(1,2,3 or 4).lp.b,f+rp,lp,d+rp
(1,2,3 or 4).lp.lp+rk,rp,rk
(1,2,3 or 3).b,f+rp,lp,d+rp.(dash forward)df+rk,rk
(5).lp+rk,rp.df+rk,rk
>>Move-Strings<<
***>Delayable Strings
*>Three-strings(last punch only)
- H H M
- lp,lp,rp
- R
- M M M M
- b,f+rp,lp,(rp or d+rp)
- R P
*>Five-string(last punch only)
- R
- d+rp,rk,rp,lp,rp
- H H M M M
***>Five-string(delayable)
first second
- H H M M M M
- b+rp,rk,rp,lp,(rp or d+rp)
- RB B R R R
Notes:
1. may reverse the first punch
2. may break the string during the first punch
3. may break the string during the first kick
4. may reverse the second punch
5. may reverse the last punch(first or second choice)
***>Six-string
first second
- H H L H H M L
- lp,rp,lp+rk,rp,(rk or d+rk)
- RB B R B B R R
Notes:
1. may reverse the first punch
2. may break the string during the first or second punches
3. may counter the first kick(during lp+rk)
4. may break the string during the third and fourth punches
5. may reverse(first choice) or counter(second choice) the last
move
6. don't let this string get to the last move
***>Eight-string
first second
- H H M H L H M M L
- lk,rp,rk,lk,lp+rk,lp,(lk or rk)
- RB B B R B R R
Notes:
1. may reverse the first kick
2. may break the string during the first kick and first punch
3. may break the string during the third kick
4. may counter the fourth kick(during lp+rk)
5. may break the string during the second punch
6. may reverse(first choice) or counter(second choice) the last
move
7. don't let this string get to the last move
***>Nine-strings
*>StringA first second
- H H M H L H H M M L
- lk,rp,rk,lk,lp+rk,rp,lp,(lk or rk)
- RB B B R B B R R
Notes:
1. may reverse the first kick
2. may break the string during the first kick and the first punch
3. may break the string during the third kick
4. may counter the fourth kick
5. may break the string during the second and third punches
6. may reverse(first choice) or counter(second choice) the last
move
7. don't let this string get to the last move
*>StringB
- H H M M M M L M U
- f,f,n,rp,lp,rk,rk,rp,rk,lk,rp,lp
- RB B P R P R
Notes:
8. may reverse the first punch
9. may break the string during the first two punches
10. may attack during the pause in between the third and fourth
kicks
11. may reverse the fourth kick
12. may attack during the pause in between fourth and fifth
punches
13. may reverse the last punch
***>Ten-strings
*>StringA first second
- H H H H H M L H M H L M U
- f,f,n,rp,lp,rp,rp,lk,rk,rk,(lp,rp,lp or rk,rp,lp)
- RB B B B B P R B B P R
Notes:
1. may reverse or counter the first punch
2. may break the string during the first four punches and first
kick
3. may attack during the pause in between second and third kicks
4. may counter the third kick
- first choice -
5. may break the string during the first or third punches
- second choice -
6. may attack during the pause in between the first and second
punches
7. may reverse the last punch
*>StringB
- H H M H L H H M M M
- lk,rp,rk,lk,lp+rk,rp,rp,lp,rp
- RB B B R B B
Notes:
8. may reverse the first kick
9. may break the string during the first kick and first punch
10. may break the string during the third kick
11. may counter the fourth kick(in lp+rk)
12. may break the string during the second and third punches
***>Eleven-strings
first second third
- H H M L M M L H H M M M L M M
- b+rp,rk,rk,rk,rk,rp,lp+rk,rp,(lp,rk or lp,lk or lk+rk)
- RB B R R R R B B
Notes:
1. may reverse the first punch
2. may break the string during the first punch and first kick
3. may reverse or counter the second, third, and fourth kicks
4. may counter the fifth kick(in lp+rk)
5. may break the string during the third or fourth punches
>>Strategy<<
***>Attacking
Jin has an impressive arsenal of high-damage attacks and juggles:
use them to your advantage. The Demon Godfist(b,F+rp...) is an
excellent move to use against an opponent who is rushing in with a lot
of high attacks. Be sure to follow it with the Elbow >> Uppercut
Combo(...,lp,d+rp). This juggling move sequence is very powerful, and
if it is followed by any decent juggle(lp.b,F+rp,lp,rp perhaps), your
opponent will lose about 50% of his life bar. Woohoo. If your opponent
is blocking the combo, or if you sense that he's going to recover from
the stun to reverse or block the last punch, you can stop the combo
after the second punch, and then go for a grab, instead(he'll be
expecting the last punch of the combo, and, if you're fast, you may be
able to catch him with the grab). Mix up his strings(he has a LOT of
them), when they are used in conjunction with each other, they are
difficult to defend against.
***>Defending
Besides his standard high or mid-level attack reversal, Jin also
has the Offensive Block(b+lp+rp). The OB will block virtually every
attack in the game(including the Ultimate Tackle, which is supposed to
be unblockable). Use these moves to your advantage.
***>VS.
Try your best to avoid getting hit by the Demon Godfist, but if
you do, don't panic: just hold F to recover from the stun, and then
block any attack your opponent has chosen to use(usually the Elbow >>
Uppercut Combo or the Rushing Demon Combo(...,lp,rp). Don't forget that
he can reverse moves, and that many of his moves can be easily
sidestepped. Also note that the Headbutt(f,f+lp+rp) is a techable throw.
JJJJJ U U L IIIII AAA CCC H H AAA N N GGG
J U U L I A A C C H H A A NN N G G
J U U L I AAAAA C HHHHH AAAAA N N N G
J J U U L I A A C C H H A A N NN G GG
J UUU LLLLL IIIII A A CCC H H A A N N GG G
>>Strengths<<
- confusing strings
- powerful low attacks
- very fast running attacks
- low attack counter
>>Weaknesses<<
- slow move execution
>>Counters/Reversals<<
- db+lp+lk or db+rp+rk - low punch or kick counter
>>Juggling<<
***>Juggle Starters:
1. d+rk,lp
2. df+rp,lp
3. D,df+rp(stun).d+lp
***>Useful Juggles:
(*).D+rp.(still holding down),df+rk,lk
(1).lp.d+rk,lp
(2).d+rk,lp
(3).WS~lp.f,f+lp,rk
>>Move-Strings<<
***>Ten-string
first second third
- H H M H H L H H L M M L M H M M L M
- rp,lp,lp,rp,lk,lk,(lk,rk,rk,lp or rp,lk,rp,lp or rp,lp,rk,lk)
- RB B B B R RB B R R R RB R R
Notes:
1. may reverse the first punch
2. may break the string during the first and second punches
3. may break the string during the fourth punch and first kick
4. may counter the second kick
- first choice -
5. may reverse the first kick
6. may break the string during the first and second kick
7. may counter the third kick
8. may reverse the only punch
- second choice -
9. may reverse the first kick
10. may reverse the last punch
11. may break the string during the last punch
- third choice -
12. may counter the first kick
13. may reverse the last kick
>>Strategy<<
***>Attacking
Julia has numerous two to four-hit strings that may be used to
confuse your opponent: use them. She has numerous running attacks, one
of which stuns your opponent: use them. You should also try grabbing
your opponent while he is waiting for one of her slow, high or mid
level string endings: just stop the string right before the move and
then grab your opponent while he is standing up and waiting on the next
attack. Julia also has a few special grabs that cause a good bit of
damage, and they're fairly easy to connect with(f,df,d,db,b,f+rp in
particular). You should use these grabs whenever your opponent is
recovering from an attack. Julia is probable the most powerful
crouching character in the game. You can mix up WS~rp,rp; WS~rp,lp,lp;
WS~rp,lp,rk,lk; D,df+rp; and D,df+rk,lk all from the crouching
position, and she has a low attack counter to discourage low attacks,
which means she can be a VERY mean crouching character *if* she is
played properly.
***>Defending
Julia has a few high damage low attacks that stun on counterhit:
use these against an attacking opponent. Also remember that she has a
low attack reversal and many powerful grabs that you can use on a
staggering opponent.
***>VS.
Watch out for her running attacks and her short strings: they can
be very confusing. Note that many of her running attacks are very fast,
and they are therefore very easy to sidestep.
K K IIIII N N GGG
K K I NN N G G
KKK I N N N G
K K I N NN G GG
K K IIIII N N GG G
>>Strengths<<
- confusing grabs
- multi-throws(powerful, numerous)
- powerful moves
- low attack counter
- un-counterable kick reversal
>>Weaknesses<<
- most grabs are easily escaped
- most attacks are mid or high-level(easily reversed)
>>Counters/Reversals<<
- d+lp+lk or d+rp+rk - low-level punch or kick counter
- b+lp+lk or b+rp+rk - mid or high-level kick reversal
>>Juggling<<
***>Juggle Starters:
1. f,f+rp(on counterhit)
2. uf+rk
***>Useful Juggles:
(*).d+rk.d+lk+rk,rp
(*).d+rk.d+lk+rk,rk,rk
(1 or 2).lp,rp,lp.d+lk+rk,rp
(1 or 2).lp,rp.d+lk+rk,rk,rk
>>Move-Strings<<
***>Ten-strings/Nine-strings
*>StringA first second third fourth
- H H H M M M L L L M M H
- (lp,rp or f+rp),lp,lp,rp,rk,rk,rk,lp(,lp or ,lk)
- RB B RB R R R R P R
Notes:
1. may reverse the first punch(first or second choice)
2. may break the string during the first two punches(first choice)
3. may break the string during the first punch(second choice)
4. may reverse the second punch
5. may counter the first, second, and third kicks
6. may attack during the pause in the last two moves(third choice)
7. may reverse the last move(fourth choice)
*>StringB first second third fourth fifth
- H H H M M H M L L M M L M H L L U
- (lp,rp or f+rp),lp,lp,lk,lk,rk,(rk,lp,lp rk,lp,lk lk,rp,lp+rp)
- RB B RB R R R R P R R R
Notes:
1,2,3,4
8. may reverse the second and third kicks
9. may reverse or counter the first kick(third,fourth, and fifth
choices)
10. may attack King during the pause in between the last two
moves(third choice)
11. may reverse the last kick(fourth choice)
>>Strategy<<
***>Attacking
King has very few punch/kick attacks, and the ones he does have
are easy to see coming. In other words, he is best played defensively.
His ss grab(ss,rp+rk) is a useless offensive attack, although most
people believe otherwise. I say this because the grab is easy to see
coming, it can be reversed, King is wide open to attack as he comes
out of the crouch to grab his opponent, and the grab can be ducked
under. However, it is a very useful move against an attacking opponent.
If your opponent is ducking under your grabs, try using the Low
Powerbomb(d+rp+rk or d+lp+lk) or, even better, try the low
MTS(df,df+rp+rk). If you have a choice as to which multi-throw you
can start, make it the Reverse Arm Clutch(F,df+rp+rk or F,df+lp+lk).
Depending on which way you start this throw, the break sequence for the
following throws will be different, making this multi very difficult to
escape. Also, there are several moves that set you up for ground
throws; use these moves whenever possible: Irish Whip >> Quick Slam,
Irish Whip >> Spinning Ground Smash, Dark Arrow(ss,rp), Ankle
Breaker(d,DF+lp), Bouncing Knuckle Bomb (f,d,df+lp+rp). Although you
may achieve a ground grab after completing the DA, it is better to
follow it with a grab(yep, you may grab your opponent before he falls to
the ground). The ONLY grabs you cannot connect with are the multi-throw
starters that affect standing opponents. You have time to ss before
completing a grab, and you may also use the grabs that affect crouching
opponents(yes, including the Reverse Full Nelson MTS) if you go for
them while your opponent is hunched over(of course you must do this
before they hit the ground, so the timing is somewhat difficult). You
should also try using the Aggression Charge in conjunction with the Ali
Kicks >> Octopus Special.
***>Defending
King is the only character in the game who can reverse the Ankle
Kick (d+rk). Use his high or mid-level kick reversal to do this. Also
note that you can achieve a ground throw after completing his kick
reversal. Don't forget that he has a low attack counter, as well, and
that the DDT(D,db,d,db+lp+rp) is an excellent move to use after that
counter.
***>VS.
Be sure to know all of the multi-throw escapes, or a decent King
player will destroy you. Also, watch out for the grabs that work
against a crouched opponent. Try not to get into close combat with
King: he is a MUCH weaker opponent at the longer ranges. The Ali
Kicks(d+lk+rk,rk,rk,...) are stunning sweeps that you may recover from
faster by holding F. By doing this, you should be able to block the
second kick every time. Note that the first Ali Kick may be followed
with another low-level AK(followed by others) or a mid-level punch:
this may be somewhat difficult to block if you are attempting to
recover(tapping/holding F) AND trying to get back to the proper
blocking position at the same time. Also note that the Giant Swing
(f,b,db,d,df,f+lp) is a techable throw(the the tech affects the damage
of the throw, reducing it from about 70% to about 30% of a "normal"
life bar).
K K U U M M AAA / PPPP AAA N N DDDD AAA
K K U U MM MM A A / P P A A NN N D D A A
KKK U U M M M AAAAA / PPPP AAAAA N N N D D AAAAA
K K U U M M A A / P A A N NN D D A A
K K UUU M M A A / P A A N N DDDD A A
>>Strengths<<
- very powerful moves
>>Weaknesses<<
- limited number of good moves
- slow move execution
- slow recovery time
- may be hit by numerous attacks while grounded
>>Counters/Reversals<<
None
>>Juggling<<
***>Juggle Starters:
1.f,f+rp
***>Useful Juggles:
(1).uf+rk.lp.f,f+rp
>>Move-Strings<<
None
>>Strategy<<
***>Attacking
Use the Cross Cut Saw(f+lp+rp) as a counterattack, or against an
attacking opponent(it is very effective in this respect, and it may be
followed by the Rushing Uppercut(f,f+rp) for an easy combo). The Circus
Roll(f,b,db,d,df,f+lp+rp) is a very fast, very powerful throw that can
be used with great effectiveness against a recovering opponent(say you
just popped him in the face with rp, and follow that with the throw(you
may even buffer the move by holding the rp)). Mix up the two attacks
that start with b+lp+rp, one of them has a VERY long range(Bear Roll
(f,df,d,db,b,ub,u,uf,f)), and the other(Claw Slash(press nothing)) is
a fast unblockable that tracks very well.
***>Defennding
Even though he's big, Kuma can still sidestep many attacks, and
his side grabs and from behind grabs are very powerful(they're worth
the risk).
***>VS.
Watch out for the two attacks that start with b+lp+rp. If your
opponent does it, back out of the range of the Claw Slash, and then
start sidestepping to avoid the Bear Roll(if your opponent decides to
do that instead). Note that Kuma can be hit with many attacks while he
is grounded.
FFFFF OOO RRRR EEEEE SSSS TTTTT L AAA W W
F O O R R E S T L A A W W
FFF O O RRRR EEE SSS T L AAAAA W W
F O O R R E S T L A A W W W
F OOO R R EEEEE SSSS T LLLLL A A W W
>>Strengths<<
- very fast character
- powerful moves
- numerous juggle starters
- punch counter(b+lp+rp~)
- low attack counter
>>Weaknesses<<
- most attacks are mid or high-level(easily reversed)
>>Counters/Reversals<<
- b+lp+lk or b+rp+rk - high or mid-level kick counter
- b+lp+rp - high or mid-level punch counter
- lp - Dragon Fist Strike
- rp - Turning Backfist
>>Juggling<<
***>Juggle Starters:
1. d+rp,lk
2. lk,rk or lk,lk,rk or lk,lk,lk,rk
3. b+rp,lk,rk
4. b+lp,rp,lp
***>Useful Juggles:
(*).WS~rk.df+lp.b+rp,lk,rk
(1,3,4).lp,rp.b+rp,lk,rk
(2).WS~lp.b+rp,lk,rk
>>Move-Strings<<
***>Delayable Strings
*>Three-string(last punch only)
- M M M
- b+lp,rp,lp
- R
*>Variable-string(any of the last three punches)
- H H H H H H H H H H M M M
- f+(lp or lp,lp or lp,lp,lp or lp,lp,lp,lp),rp,rp,rp
- R R R R
>>Strategy<<
***>Attacking
Use the Turning Backfist(back turned, lp) to set up for
high-damage attacks from behind your opponent(note that Law may use
this move after the punch counter(b+lp+rp), the Low Elbow(db+rp), or
the Low Eblow >> Reverse Flip Kick(db+rp,rk), or any other time your
back is turned towards your opponent. Follow the Backfist with b+rp,
and then follow that with the attack of your choice(prefererably
d+rp,lk: it's a juggle starter). Also use d+rp,lk or df+lk,rk against
an opponent who is rushing in with a lot of high-level attacks. The
Dragon Tail(db+rk) and the Dragon Slide(D,df,d,df+lk) are two useful
attacks(they're fast), given that you are fairly close to your
opponent(the DS has a long range, but it is too easy to see coming if
Law is too far away when he performs it).
***>Defending
If you are trying to set up for the TB, and you feel your
opponent is going to attack you before you can perform it(it's somewhat
slow), you can always use a kick(their much faster) to negate that
attack. Don't forget about the punch counter >> TB, it's probably the
best counter in the game because it sets you up for so many attacks to
your opponent's rear: you can literally spank somebody with this one.
***>VS.
DO NOT allow yourself to be hit by the TB: an experienced
opponent will juggle 70%+ of your life away if he hits you with it.
Note that many of Law's attacks are high or mid-level, and are
therefore reversable. The Dragon Knee(f,f+lk+rk) is techable.
L EEEEE IIIII W W U U L OOO N N GGG
L E I W W U U L O O NN N G G
L EEE I W W U U L O O N N N G
L E I W W W U U L O O N NN G GG
LLLLL EEEEE IIIII W W UUU LLLLL OOO N N GG G
>>Strengths<<
- confusing fighting styles
- numerous grounded/back turned attacks
- powerful kicks
- low attack counter(hold F while in Panther Stance)
>>Weaknesses<<
- many moves set opponent up for an attack from behind
>>Counters/Reversals<<
- d+lp+lk or d+rp+rk - low-level attack counter
>>Juggling<<
***>Juggle Starters:
1. (grounded, face up, feet away)lk+rk
2. (back turned)uf+lk or uf+rk
3. (Panther Stance)rp
4. uf+rk
***>Useful Jugglles:
(1,2,3, or 4).lp.f,n,lp,rp,lp,rp,lk
(1).b+lp+rp.f+rk,rp,lp,lk
***>Note that...
...you may switch into a special stance during or after the rush
punches in the first juggle.
>>Move-Strings<<
***>Delayable Strings
*>Five-string(all are delayable)
- M M M M M
- f,n,lp,rp,lp,rp,lk
- R R
*>Variable-string
The punch-rush into mid/low kick that follow a f+rk are all delayable.
***>Nine-string
- H H L M M M L L M
- lp,rp,lp,lk+rk,lk+rk,lk+rk,lp,lp,rp
- RB B P R
Notes:
1. may reverse the first punch
2. may break the string during the first and second punches
3. may attack during the pause in between the third punch and the
first flip
4. may reverse the last punch
***>Ten-string
first second
- H H L M M M H M L H M H
- lp,rp,lp,lk+rk,lp,rp,rk,lp,(rk,rk or rp,lk)
- RB B P B R RB B
Notes:
1,2,3
5. may break the string during the second kick
6. may reverse the first or last kick(first choice)
7. may break the string during the last kick(first choice)
8. may break the string during the last kick(second choice)
>>Strategy<<
***>Attacking
Know which characters you can lay down against: don't lay down
against a character that has numerous attacks that can connect with a
downed opponent. Also, be sure to lay down at the worst possible time
for your opponent(maybe he's rushing in with a move or move-string that
doesn't connect with downed opponents), and then attack before he can
react. Use the special stances whenever you can start them in
conjunction with some attack ie. use the Rush Punches
(f,n,lp,rp,lp,rp,rk) during juggles and ss into whichever stance you
would like to be in while your opponent is getting up. Also note that
you can ss attacks with the stance switch and then attack using your
new stance(be sure to set up for the best stance possible when doing
this).
SPECIAL STANCES:
- Art of the Phoenix
This style has very limited uses: it is very easy to knock Lei
out of any of the attacks he may use while in this stance.
- Drunken
This style has a powerful punch and can be used as a high or
mid-level punch counter(Lei automatically sidesteps any punches).
However, other than those functions, this stance is very limited in
it's usefulness.
- Dragon
This stance has powerful moves, but they all connect at high or
mid-level and are therefore easy to block with the single exception of
the Neckshaker throw, but that move is fairly easy to see coming and
can be ducked or broken.
- Crane
The best moves in this stance would be the two punches. If you
press rp, and your opponent fails to block it, you are set up in the
back turned position. If you press lp, and your opponent does block it,
you are again set up in the back turned position. In other words, as
long as you are reasonably sure about whether or not your opponent will
block the next attack, you can punish him for being too predictable.
- Tiger
This stance only has a few attacks, but they are fast and they
hit at different levels, and so they are difficult to block.
- Snake
Another stance that has very fast moves. The Three Punch
Combo(rp,rp,rp) will stun an opponent even if they block the first two
punches, allowing the third punch to connect. You can also switch into
other stances by holding F after any of these punches. If the first
punch connects on counterhit, it will stun your opponent, allowing you
to set up other attacks.
- Panther
An excellent stance. It has fast moves that connect at
different levels, and rp juggles. Even if the rp is blocked, you can
follow it with the Guard Melting Punches(...,lp,rp). Try using the
Two-handed Low Punch(lp) a few times, and then follow that with the rp
if you think your opponent will try to block the TLP.
***>Defending
Don't forget that Lei can ss attacks while in any stance in which
he can switch into another: use this to your advantage. Note that the
Drunken Stance(f+lk+rk) is a punch counter, and that you can also get
out of the range of many attacks by laying down or by turning your
back(I know that sounds crazy, but it works) and then coming back with
a counterattack. While your back is turned towards your opponent, note
that Lei's hopkick(BT,uf+lk or BT,uf+rk) is a fast, juggling move: if
you have enough time, use it.
***>VS.
Don't let Lei dazzle you with his various stance attacks:
confusion is his greatest weapon. You can knock him out of most of his
stances simply by hitting him with a low punch or kick(must be a fast
one). Learn the best ways to attack a downed Lei, and realize that you
can attack any character that is rolling towards you with a crouching
punch or kick, or even a juggling uppercut(df+rp), if you can pull it
off before he attacks.
M M OOO K K U U JJJJJ IIIII N N
MM MM O O K K U U J I NN N
M M M O O KKK U U J I N N N
M M O O K K U U J J I N NN
M M OOO K K UUU J IIIII N N
>>Strengths<<
- unpredictable
>>Weaknesses<<
- unpredictable
>>Counters/Reversals<<
- varies
>>Juggling<<
- varies
>>Move-Strings<<
- varies
>>Strategy<<
Figure out who he is mimicking and proceed from there.
N N IIIII N N AAA / AAA N N N N AAA
NN N I NN N A A / A A NN N NN N A A
N N N I N N N AAAAA / AAAAA N N N N N N AAAAA
N NN I N NN A A / A A N NN N NN A A
N N IIIII N N A A / A A N N N N A A
W W IIIII L L IIIII AAA M M SSSS
W W I L L I A A MM MM S
W W I L L I AAAAA M M M SSS
W W W I L L I A A M M S
W W IIIII LLLLL LLLLL IIIII A A M M SSSS
>>Strengths<<
- good juggle starters
- very confusing move-strings
- fast character
- multi-throws(powerful, numerous)
- low attack counter
>>Weaknesses<<
- slow recovery time after some moves
>>Counters/Reversals<<
b+lp+lk or b+rp+rk - high or mid-level punch or kick reversal
d+lp+lk or d+rp+rk - low kick counter
>>Juggling<<
***>Juggle Starters:
1. db+lk,rk
2. db+lk+rk
3. (face down, feet towards)lk or (fd, ft, roll towards)lk
***>Useful Fuggles:
(*).d+rk,lp.df+lk,lp,rp,f+lp+rp
(1 or 2).uf+lk.d+rk,lp.df+lk,rp,lp,lp+rp
(1 or 2).uf+lk.d+rk,lp.db+lk+rk
(3).d+rk,lp.df+lk,lp,rp,f+lp+rp
>>Move-Strings<<
***>Delayable Strings
*>Four-string
- M H H M
- df+lk,lp,rp,f+lp+rp
- R
*>Variable-string
Any of the punch-rush strings that end with f+lp+rp.
***>Ten-strings
*>StringA first second third fourth fifth
- H M M H H H M L H H L M H M
- (lp or df+lp or WS~lp),rp,lp,rp,lk,lk,rp,lp,(rk,lk or rp,rk)
- RB R R B B B R RB B R R B
Notes:
1. may reverse the first punch(first, second, or third choice)
2. may break the string during the first punch(first choice)
3. may break the string during the first three punches
4. may counter the second kick
5. may reverse the fourth punch
6. may break the string during the fourth and fifth punches
7. may counter the first kick(fourth choice)
8. may reverse the last kick(fourth choice)
9. may break the string during the first punch(fifth choice)
*>StringB first second third
- H M M H H H H L L M L M
- (lp or df+lp or WS~lp),rp,lp,rp,rk,lk,rk,rp,rk,lk
- RB R R B B B RB R R R R R
Notes:
1,2,3
10. may reverse the first kick
11. may break the string during the first kick
12. may reverse or counter any of the last five moves
>>Strategy<<
***>Attacking
Use the Divine Cannon(db+lk+rk) or the Divine Cannon
Combo(db+rk,lk) whenever your opponent is rushing in with a lot of high
or mid-level attacks: it's one of the best juggle starters in the game.
You may also use the DCC in conjunction with the Agression Charge: if
the first kick(a low attack) in the combo connects, the second one will
also connect. Use the Shin Smash MTS(d,db,b+lp+rk) whenever you see
that your opponent is going to rush in with a grab or attack that has a
short range. Nina is one of the best sidesteppers in the game, so you
should use this to your advantage, as well. If your opponent tends to ss
a lot, ss in the same direction and perform the Quick Blonde
Bomb(ss,lp+rp), it is very effective against sidestepping opponents.
***>Defending
Just don't forget that she has a high or mid-level punch or kick
reversal(b+lp+lk or b+rp+rk), or that she has a low attack
counter(d+lp+lk or d+rp+rk).
***>VS.
Don't let yourself be set up for the Divine Cannon (Combo) or any
of the MTSs.
OOO GGG RRRR EEEEE IIIII
O O G G R R E I
O O G RRRR EEE I
O O G GG R R E I
OOO GG G R R EEEEE IIIII
>>Strengths<<
- powerful moves
- numerous unblockables
>>Weaknesses<<
- few move-strings
>>Counters/Reversals<<
- b+lp+rp
>>Juggling<<
>>Move-Strings<<
- None
>>Strategy<<
***>Attacking
rp. That's an important button to remember while you're playing
Ogre I(II as well). f,f+rp is probably the best unblockable in the
game...follow it with D,df+rp for a vicious combo. f+rp is another
good move(high damage, high priority). So is SU~rp. Don't use the
infinity kicks(WS~lk,lk,d+lk,...): you'll get hurt.
***>Defending
The best defense is a good offense(with Ogre, at least). Poke if
you can, f,f+rp if you can't hehe.
***>VS.
While fighting Ogre I you should either be right up in his face,
poking the dog-snot out of him, or you should back off and wait for him
to make a mistake. The main reason for this is f,f+rp...you simply
cannot afford to get caught by that unblockable more than two or three
times...either stay out of range or poke Ogre out of it every time you
see him start the animation for it. You may also ss that move, although
ssing the f,f+rp is somewhat difficult to do. ss the infinite kicks
(WS~lk,lk,d+lk,...), and you should have enough time to severely
punish your opponent for trying those cheesy kicks before he can
recover. Put time into setting up your moves so that they'll have a
better chance of connecting, or he'll KO you with only a few attacks.
OOO GGG RRRR EEEEE IIIII IIIII
O O G G R R E I I
O O G RRRR EEE I I
O O G GG R R E I I
OOO GG G R R EEEEE IIIII IIIII
>>Strengths<<
- powerful moves
- numerous unblockables
>>Weaknesses<<
- few move-strings
>>Counters/Reversals<<
- None
>>Juggling<<
>>Move-Strings<<
- None
>>Strategy<<
***>Attacking
Same as Ogre I, except follow the f,f+rp with D,f+rp(it's a more
damaging combo =).
***>Defending
Same as Ogre I.
***>VS.
A really stupid(or cheesy) player will constantly use the Dragon
Flame attacks(lp+rp or d+lp+rp). If they perform the standing DF
attack, there isn't much you can do(besides ducking it). If they
perform the flying DF, you can ss the attack(note that this attack
tracks, and you'll have to keep sidestepping in the same direction(duh)
to avoid the attack) and then run up for the attack of your choice.
Also note that Ogre II may follow the unblockable(f,f+rp) with d,f+rp
for significant damage. If your opponent likes to use the juggle escape
(any button while being juggled), use any rushing punches you may have
during the juggle, and that, along with a healthy dose of forward
dashes, will keep him juggled for quite a while. Also note that Ogre is
big enough to sustain hits from attacks that normally wouldn't hit a
grounded character: use that to your advantage(poor, fat Ogre II =).
PPPP AAA U U L
P P A A U U L
PPPP AAAAA U U L
P A A U U L
P A A UUU LLLLL
PPPP H H OOO EEEEE N N IIIII X X
P P H H O O E NN N I X X
PPPP HHHHH O O EEE N N N I X
P H H O O E N NN I X X
P H H OOO EEEEE N N IIIII X X
>>Strengths<<
- powerful moves
- confusing moves
>>Weaknesses<<
- very slow recovery time
>>Counters/Reversals<<
- b+lp+lk or b+rp+rk - high or mid-level punch or kick
reversal
>>Juggling<<
***>Juggle Starters:
1. uf+rk
2. d,df,f+lp(juggling)...if stun follow with "1. uf+rk"
***>Useful Juggles:
(1).lp.d,db,b+lk,rp,(delay)lp
(1 or 2).lp.d+rk,rp
>>Move-Strings<<
***>Delayable Strings
*>Two-string(last punch only)
- M M L
- D,df+rp,(lp or rp)
-
*>Three-string(last punch only)
- L M M L
- d,db,b+lk,rp,(lp or rp)
-
***>Five-string
- H H M M M
- lp,rp,lk,lp,rp
- RB B P RP R
Notes:
1. may reverse the first punch
2. may break the string during the first and second punches
3. may attack during the pause in between the first kick and third
punch
4. may reverse the third punch
5. may attack during the pause in between the third and fourth
punches
6. may reverse the last punch
***>Ten-strings
*>StringA
- H H M H M H H L M M
- lp,rp,lk,rp,lp,rp,lp,rk,rp,lp
- RB B B BP B R
Notes:
1. may reverse the first punch
2. may break the string during the first and second punches
3. may break the string during the third or fifth punches
4. may attack during the pause in between the fifth and sixth
punches
5. may break the string during the sixth punch
6. may reverse the last punch
*>StringB
- H H M M L M H M L M
- lp,rp,lk,lp,rk,rp,lp,rk,rp,lp
- RB B R R R P R
Notes:
1,2,6
7. may reverse the third punch
8. may counter the second kick
9. may reverse the last kick
10. may attack during the pause in between the sixth and last
punches
>>Strategy<<
***>Attacking
One of the more powerful characters in the game, Paul has quite a
few moves that are very hard to see coming. Try setting up the Falling
Leaf Combo(d+rk,rp) with one or two quick jabs(the best-case scenario
would be you knocking your opponent out of a move or move-string with
the jab(s), therebye making it even harder to react to the FLC). You
can also use the Crounch Dash(d,df,f) in conjunction with the FLC and
the Death Fist(CD,rp) to confuse your opponent. Also note that he has
a few grabs that are both powerful and fast: use them while your
opponent is recovering.
***>Defending
Just don't forget that Paul has a high or mid-level punch or kick
reversal.
***>VS.
Be prepared to block the Death Fist if your opponent performs
the Tile Spliter(d+lp), it's faster than the FLC(which can also be
performed after the TS). If he does the Death Fist, you'll already be
in the proper blocking position, if he is taking too long to do the
DF, he is probably going for the FLC: block it. You should use a fast,
low punch or kick to knock Paul out of the CD, as you cannot be sure if
he is going to do the FLC or the Death Fist, and you may be able to
sneak in a grab after knocking him out of these moves.
L IIIII N N GGG X X IIIII AAA OOO Y Y U U
L I NN N G G X X I A A O O Y Y U U
L I N N N G X I AAAAA O O Y U U
L I N NN G GG X X I A A O O Y U U
LLLLL IIIII N N GG G X X IIIII A A OOO Y UUU
>>Strengths<<
- highly maneuverable
- very quick character
- confusing attack methods
- easily avoids attack
- low attack counter
>>Weaknesses<<
- weak moves
>>Counters/Reversals<<
- b+lp or b+rp - high or mid-level attack reversal
- lp+rk - high or mid-level punch or kick counter
- db+lk - attack counter
>>Juggling<<
***>Juggle Starters:
1. (back turned)rk
2. WS~rp
***>Useful Juggles:
(*(hold D during sweep)).D+lk,rp.rp,lp.f,f+lp+rp,lp+rp
(1).df+lp.rp.rp,lp.f,f+lp+rp,lp+rp
(2).rp.rp.rp,lp.f,f+lp+rp,lp+rp
>>Move-Strings<<
***>Delayable Strings
*>Four-string(last punch only)
- M M M
- u+lp+rp,rp,lp
-
***>Ten-strings
*>StringA
- M H H M M L L L M M
- u+rk,lp,rp,lp+rp,lp,lk,rk,rk,rk,lp
- R B B R R R R R
Notes:
1. may reverse the first kick
2. may break the string during the first and second punches
3. may reverse or counter any of the last five moves
*>StringB
- M H H L L M M L M M
- u+rk,lp,rp,rk,rk,rp,lp+rp,lp,rk,rp
- R B B R R R R R
Notes:
1,2
4. may counter the second and third kicks
5. may reverse the third kick
6. may reverse the third punch
7. may reverse either of the last two moves
>>Strategy<<
***>Attacking
Most of Ling's best moves must be performed with her back
turned. This puts you at risk of attack, but you should note that she
is the only character in the game who can ss with her back turned and
remain in the back-turned position. You should use this to your
advantage: turn your back, ss an attack, and then start up a juggle
with rk. Note that although most of her attacks don't take much damage,
she is VERY evasive. Ling is probably the best poker in the game.
***>Defending
Wow. Slap Reversals(b+lp or b+rp), high or mid-level attack
counter(b+lp+rk), low attack counters(d+lp+lk or d+rp+rk), Body Push
Counter(db+lk), Spinning Dodges(lk+rk or d+lk+rk), Dive Roll(f+lk+rk),
Cartwheel(f+lp+rp). Use them all. Wow. When jumping over an opponent
(f,f+lk+rk), don't let yourself fall too close to your opponent: he'll
surely grab you. If you screw up and land too close, you can try
ducking the grab, then sidestep your opponent's next attack, and
then(finally), go for a counterattack.
***>VS.
Watch out for an opponent setting up for an attack: they mean to
take off a LOT of your life. If your opponent is close enough(after he
has flipped over you), go for a back-turned grab as soon as he lands;
if he is too far away, tap b(you should move outside the range of the
Vertical Hook Kick(back-turned, rk)). Try to keep her from evading your
attacks as much as possible by using moves that track well. Note that
you can reverse the High Overhead Flip(f,f+lk+rk).
Y Y OOO SSSS H H IIIII M M IIIII TTTTT SSSS U U
Y Y O O S H H I MM MM I T S U U
Y O O SSS HHHHH I M M M I T SSS U U
Y O O S H H I M M I T S U U
Y OOO SSSS H H IIIII M M IIIII T SSSS UUU
>>Strengths<<
- powerful moves
- numerous unblockables
- ability to regain power or siphon power from other player
- low attack counter
- sword block(b+lp+rk)
>>Weaknesses<<
- many high or mid-level attacks(easily reversed)
- some slow moves
>>Counters/Reversals<<
- b+lp+rk - high or mid-level attack reversal
- d+lp+lk or d+rp+rk - low-level punch or kick counter
>>Juggling<<
***>Juggle Starters:
1. rk~lk
2. df+rp
3. D,df+lk
***>Useful Juggles:
(1).lk
(1).db+rp,rp,rp,rp,rp
(2).lp.b+rp,rp,rp,rp.lp.f,f+rk(buffer this into a dash)
(3).WS~rk.f,f+rk
>>Move-Strings<<
***>Delayable Strings
*>Four-string(all are delayable)
- M M M M
- df+lp,lp,lp,lp
- R
***>Five-string
- H H M H U
- rk,rk,rp,rp,lp
- RB RB R RBP R
Notes:
1. may reverse any of the moves
2. may break the string during the first and second kicks
3. may break the string during the second punch
4. may attack during the pause in between the last two moves
***>Eight-strings
*>StringA
- H H M H H L M M
- rk,rk,rp,rp,rk,rk,lp,lk+rk
- RB RB R RB RB R R R
Notes:
1. may reverse or counter any of the moves
2. may break the string during the first and second kicks
3. may break the string during the second punch and third kick
*>StringB
- H M M H H L M M
- lp,rp,lp,rk,rk,rk,lp,lk+rk
- RB R RB RB R R R
Notes:
1. may reverse or counter any move except the second punch
2. may break the string during the first punch
3. may break the string during the first and second kicks
***>Ten-strings
*>StringA
- H H M H H L M U U U
- rk,rk,rp,rp,rk,rk,lp,lp,lp,lp
- RB RB R RB RB R R R R R
Notes:
1. may reverse or counter any of the moves
2. may break the string during the first and second kicks
3. may break the string during the second punch and third kick
*>StringB
- H M M H H L M U U U
- lp,rp,lp,rk,rk,rk,lp,lp,lp,lp
- RB RB RB R R R R R
Notes:
4. may reverse or counter any move except the second and third
punches
5. may break the string during the first punch
6. may break the string during the first and second kicks
*>StringC
- H M M H M M M M U U
- lp,rp,lp,rk,rp,rp,rp,rk,lp,lp
- RB RB R R R
Notes:
5
7. may reverse the first punch
8. may reverse the first kick
9. may break the string during the first kick
10. may reverse any of the last three moves
>>Strategy<<
***>Attacking
Yoshimitsu has many unblockable attacks(using his sword).
However, he can be jabbed out of many of these moves, and most of the
ones he can't be jabbed out of take so much recovery time that your
opponent can grab you even after taking the unblockable hit. You
should concentrate on his juggles and be sure to wait for the best
time to attack with almost ALL of his moves, otherwise you'll take more
damage than your opponent after he atttacks while you're recovering.
***>Defending
The Sword Reversal(b+lp+rk) is an excellent move to use against
an opponent who is running up to snag you with ANY high or mmid-level
attack. However, this move tends to come out too slow to hit an
opponent who is performing a move-string: only use it during the
longest pauses in the string. Also note that he has a low attack
counter(d+lp+lk or d+rp+rk).
***>VS.
Watch out for his unblockables(he has a LOT of them). You may
punch Yoshimitsu out of the Spinning Sword Flip(d,df,f+lp), and many of
his other unblockable moves, and you have enough time to grab him after
the Front Kick >> Sword Slice(f,f+lk,lp).
******HELP ME***********************************************************
If anything is wrong, or if you have any insight(on any of the
information in this FAQ) that you would like to see in this faq, please
e-mail me at dncbmw@hotmail.com(you will be credited for the info in
the "Thanks" section, and I will automatically e-mail newer versions of
this FAQ to you). Without your help, this document will never be
complete, so PLEASE inform me of ANYTHING you think might be of use.
******THANKS************************************************************
Namco for creating the Tekken series
SurfBard for making such a fine FAQ
Chojin for helping me get this FAQ on the web
for always reminding me of how great Tekken 3 is
Yagyu for his input on Lei Wulong(he contributed almost all
of the Lei strategy)
Kaiser for pointing out erroneous moves in Law's
"Counters/Reversals" section
Sauer Kraut for submitting delayable move-strings and other
various techniques, and pointing out errors
ShiangL for submitting various juggle starters, juggle
combos, fixes, and other miscellaneous input
All the gamers for offering me intelligent competition, and thus
at Acadiana getting me where I am today
Mall's arcade
Visitors to the for bringing various techniques to my attention
rec.games.
video.arcade
newsgroup
Visitors to the for bringing various techniques to my attention
late Tekken
Online Forum
Visitors to the for bringing various techniques to my attention
Twisted Tekken
Message Board
Visitors to the yep, for bringing various techniques to my attention
Tekken 3
Message Board
Visitors to the guess
late BMW's
Tekken 3 BBS
The following for making the following songs
bands
whispering things into my brain
assuring me that I'm insane
- Metallica "Sanitarium"
with time the child draws in
this whipping boy done wrong
deprived of all his thoughts
the young man struggles on and on...
- Metallica "Thee Unforgiven"
what have I become, my sweetest friend
everyone I know
goes away in the end
you could have it all, my empire of dirt
I will let you down
I will make you hurt
- Nine Inch Nails "Hurt"
I put my faith in God
and my trust in you
now there's nothing more f---ed up I could do
- Nine Inch Nails "Wish"
step out the front door
like a ghost
into the fog
where no one notices the contrast of white on white
and in between the moon and you
the angels get a better view
of the crumbling difference between wrong and right
- Counting Crows "'Round Here"
blast of silence explodes in my head
- White Zombie "Thunderkiss '65"
good golly, miss molly
- (duh)