King FAQ for Tekken 3 form Dr. Evil It's Good To Be The King By Dr. Evil version 1 *BACKGROUND* I've been playing Tekken 3 for quite some time now and I suppose I'm pretty good at it. My favorite character to use is Mokujin, but my favorite normal character is King. I was originally drawn to him because I sucked with everyone else and I liked his grabs. I think that if someone else is trying to become a good player and likes King, I can help them. The guide will show how to win with King. It will tell what moves to use, what moves not to use, and lots of other stuff. For non King players, it also shows TONS of strategy of all types. NOTE!!!!!! NOTE!!!!!! READ THIS!!!!!!!! In my arcade, there is a thing we call Nicking. I will probably refer to this several times in my explanations. Thus, you should know what I'm talking about. Nicking is hitting someone on the ground with a sweep, or low kicking someone while they're trying to get up. This is named after a Tekken player of the same name that used to use this as a battle strategy. He's toned it down a little lately due to being bashed by the other players. (Myself and others) His favorite character to use is Eddy. (WHAT A SURPRISE!) *THE PART THAT COMES BEFORE THE GRABS* If you want to know what the conventions I'm using to describe moves are, get the Tekken 3 moves list or something. I think it would be a waste of time to repeat them again. I'll tell you this much... THE BUTTONS ARE... 1 2 3 4 *THE GRABS* Okay, here's the main part. I will start out by talking about all the grabs that I use. 1+3 : The Swinging D.D.T. It's your average run-of-the-mill throw. 2+4 : Snap Suplex Another standard throw. I use it more than the Swinging D.D.T. because people counter it less. df+2+3 : Meet My Knee Harder throw to pull off, but it can be used to mix it up. (FC) db, db+1+2 : Normal D.D.T. I barely EVER use this throw. db, F+2 : Tombstone Piledriver Excellent damage, but hard to pull off. Use it sparingly. Once or MAYBE twice per opponent per day. f, HCF+1 : Giant Swing Excellent damage (especially if they don't get up quick.) Use as much as the Tombstone. QCF+1 : Weak Looking Pearl River Plunge I don't use it too much, but it's good because if you hit 1+2, 3, 4, 1+2 while King is doing it, he'll turn them over into a Boston Crab. QCB+1+2 : Wishbone Powerbomb Good damage and not TOO hard to pull off. Sometimes you accidently Irish Whip them trying to do this move, so be ready to hit 2+4 or 3+4 QUICK! db+1+2 : Figure Four Leglock Use it VERY sparingly against good players because they will turn it over and punish you. Good throw for maybe once a match though. crouch dash, 1+4 : Arm Break This move, and many others, are pointless against a good player. If you manage to land it though, It has EXTREME damage potential. If you hit 1+2, 1+2, you will break their arm three times. Links to this throw follow. Arm Break... then 1+2, 4, 2+4 : Russian Leg Sweep... then 4, 3, 4, 3+4, 1+2 : Arm Crucifix Arm Break... then 3, 1, 2, 1+2+3 : Chickenwing... then 2, 1, 3, 1+2+4, 1+2+4 : Dragon Sleeper Chickenwing... then 1+3, 3+4, 2+4, 1+2, 1+2+3 : Rolling Death Cradle (Very nearly autokill) as I said, the Arm Break has extreme damage potential! However, good players know that as well and won't let you Arm Break them. crouch dash, 2+3 : Standing Achilles Hold This move is rarely used by me, because it has the same difficulty as the Arm Break, less damage potential, and if they counter you, you take damage. Links are.... S. A. H. ... then 1+2, 3, 1, 1+3 : Scorpion Death Lock (Sharpshooter) Sting did it before Bret Hart. S. A. H. ... then 1, 2, 3, 1+2 : S.T.F. S. A. H. ... then 1+2, 1, 3, 1+2 : Indian Death Lock... then 1, 3, 4, 1+2, 3+4 : Mini- Surfboard df+3+4 : Frankensteiner Aaahhhh..... the Frankensteiner. Always one of my favorites in real life and in Tekken it's no different. The Frankensteiner has HUGE damage if it lands, and if it doesn't, it leaves you on the ground with usually enough time to roll away. Don't use it too close though, because your opponent will freak out and hit a button, which will hit you. B+1+2 : Irish Whip... then QUICKLY! 3+4 or 2+4 : Slam Down Those are just about all of the standing front grabs I know. People will say, as they do to me, "You're all grabs! Waaah Wah!" This is how it is. Lei is all stances and floor tactics. Paul is power moves and reversals. Ling Xiaoyu is juggles. Yoshi is surprise. Ogre 2 is generally Fire with a few moves mixed in. KING IS GRABS. That's the way it is. Poop on whiners. Chart for Arm Drag and Double Mexican Multi Throws (easier than explaining) AD---- BD---- GSX---- PB---- GS <------ The one from Tekken 2 | | ------ ---- WB | DM----------- CB----- PB----- GS | | | --- WB | IAD---- PRP----- GS | ------- WB AD : Arm Drag d/f, 1+3 or d/f, 2+4 DM : Double Mexican d/f, 1+2 or SS+2+4, or df, df+2+4 (while opponent is crouching) BD : Backdrop 2,1,1+2 GSX : German Suplex 3+4,1+2 CB : Cannonball 2,2,1+2 PB : Powerbomb 1,2,3+4 IAD : Inverted Atomic Drop 3+4,1+2,1+2+3+4 PRP : Pearl River Plunge 1,2,3+4,1+2 GS : Giant Swing 2,1,3,4 WB : Wishbone Powerbomb 3,1,2,3+4,1+2+3+4 The chart is pretty self explainitory. Timing for the linkers will come with practice. It can be frustrating at first. (I KNOW!) Good players will occasionally escape your multi throws, but even if they reverse them, they will be at a disadvantage with you as the aggressor. Digressing... to start the multi throws sequence, I usually use the Double Mexican. I love using tons of SS+2+4 to get them to finally learn to duck and then get them with a df, df+2+4. That frustrates human players QUITE a bit. These giant series of multi throws are what separate the King from the rest of the pack. Definately use them to your advantage. Also, be aware of what move you are starting with when you sidestep. If you don't grab from the front, you will start with the Cannonball. Change your links accordingly. King also has the unique ability of crouch and floor grabs. Just hit d+1+3 or d+2+4 when near a ducking opponent to crouch grab. As I said before, another crouch grab (df, df+2+4) is the Double Mexican. Floor grabs are a hair weirder. All floor grabs are done by hitting either db or DB plus a throw. Positioning is what counts. Here is what throw you will do in each position. FACE UP/FEET TOWARDS Quick Giant Swing db+1+3 Ballbreaker (OUCH!) db+2+4 Figure Four Leglock DB+1+3 or DB+2+4 FACE DOWN/FEET TOWARDS Boston Crab db+1+3 or db+2+4 FACE UP/FEET AWAY Crucifixion db+1+3 or db+2+4 FACE DOWN/FEET AWAY Double Arm Crucifix db+1+3 or db+2+4 FACE DOWN/SIDE Flip Over db+1+3 or db+2+4 Camel Clutch DB+1+3 Mini Surfboard DB+2+4 FACE UP/SIDE Arm Crucifix if on Right db+1+3 or db+2+4 Strangle if on Left db+1+3 or db+2+4 I like to ground grab and all, but chances for a ground grab come few and far between. After the Leg Drag counter, I can 95% of the time get a ground grab, but other than that, it takes a really dumb opponent or a move that leaves them stunned on the ground. Like Nina or Heihachi's funky flip kicks. However, the floor grab is one of the weapons in your arsenal, so be ready to use it. Also be aware of it when facing King. The Ballbreaker is always a good way to fire up a crowd. Along with the normal throws, there are also side and back throws. King is blessed in this department as well, recieving three back throws, one more than anyone else. (Gun Jack) Side and especially back throws do much more damage than front grabs, so use them whenever possible. As for King's back grabs, if you feel comfortable going for the Octopus Slam, go for it. If not, just do one of the other two. Tis' better to do a little less damage than to do no damage at all. 1+3 or 2+4 from the Left Side : Human Torture Rack 1+3 or 2+4 from the Right Side : Ric Flair Kneebreaker 1+3 from the back : Half Crab 2+4 from the back : Abdominal Stretch b, f+1+2 from the back : Octopus Slam (Does FAR too much damage. USE IT) I believe that's all the grabs, and with only grabs, King would be a force. He has normal moves as well though. To the non-grab moves! *THE NON-GRAB MOVES* I will now go through the normal punches, kicks, and what-not that I use on a daily basis. 1+2 : Turnaround Circular Elbow Great powerful move and if it connects, hitting 1+2 again will provide the knockout blow. Don't wait around and do nothing after this move, as you may be backgrabbed. B+4 : Turnaround Power Kick Great to use after certain moves are blocked, because you're already hitting back. Don't use it a million times a match as many King player try to do though. Good or even decent players will PUNISH you for it. The possibilities are many since it leaves you in the back- turned position. (BK) 1+3 or F+1+3 : Moonsault A funky move that should be used, but not TOO much. Since it leaves you on the ground, the worst thing that can happen to you is to get Nicked a couple of times. By the way, it's UNBLOCKABLE! (BK) 1+2 : Spinning Wild Haymaker I haven't used this move since Jimmy Carter was President, but it does great damage and is UNBLOCKABLE! so it might have some use? F+1+2 : Charging Power Punch I might use it once every couple of matches, but I don't really care for it since if it's ducked you will get sidegrabbed by a good player. UNBLOCKABLE!!! f, f+1+2 : Funky Flying Dive I hate this move and have maybe used it three times in my Tekken career. Unless I get in one of those weird moods where I just dive all over the place. You're just BEGGING to get grabbed doing this move. SS+2 : Delayed Big Punch I rarely use this move. It's as slow as an UNBLOCKABLE, but it isn't UNBLOCKABLE!! SS+3+4 : Jumping, Monster Spin Kick The exact opposite of it's SS+2 counterpart. I find this to be an excellent move. It does devastating damage if it connects, has excellent range, and ends with you on the ground and your opponent confused. f+2+3 : Charging Shoulder Block I don't use this move very much. You're just asking to get grabbed by doing this move. d+1+2 : Elbow Drop It's too slow. I'd rather just Nick the person once than waste time and let them roll out of harm's way. (UB, U, or UF)+2+4 : BIG Elbow Drop I use it more to jump over my opponent more than to strike them. I like this maneuver much better than the standard elbow drop. crouch dash, 1+2 : Vicious Double Axehandle It will bounce on a close hit, does good damage, and has decent recovery, but I only use the move in moderation since during the move you are very vulnerable. UF+1+2 : Jumping Double Axehandle Excellent to use on rising or charging opponents. Don't use it too much though. D+3+4, 3+4..... : Corny Low Kicks Though corny, it may be the most important move in your arsenal. Excellent speed, decent considering you're kicking someone in the ankle, excellent charge stopper, excellent freak out UNBLOCKABLE stopper, and maybe best of all, best Button Masher Medicine. The only downfall is that your opponent will hammer you if they block. (RN) 3+4 or 3+4 : Different Speed Dropkicks I usually only do dropkicks by accident, but they aren't an entirely bad move. They just don't really fit my playing style. After an opponent blocks a dropkick, they are a little stunned. I find that sweeping them while you get up usually works. f, f+4 : Jail Kick Use this as your standard kick instead of plain old 3 or 4. It's faster and does better damage to your opponent. f,f, n, 1+2 : Shove Why is this move is the game?!?!! SOMEONE TELL ME!!!!! f,f, N, 2 Stunning Gut Punch An excellent move that should be exploited on overactive opponent. It stuns on a counterhit. RIGHT after it connects and stuns, hit 1+2. You will grab your opponent. This grabs seems to be SO easy to break out of, but there is some nice damage potential if it hits. The normal throw to do is the shoulder breaker, but if you hit u, d, 3+4 it will become a jumping powerbomb and will do HUGE damage. These are just about all the special non-grab moves that I do. There are also moves that everyone has but I won't waste time on those. Now on to something else......... *REVERSALS* This is a happy, yet frustrating area for the King. Unlike the King of Tekken 2, this King has the ability to reverse................ kicks. So unlike Paul, Nina, and Jin, King cannot counter punches. I sure wish he could, but OH WELL. At least he can reverse something. Reversals are done by hitting back and either 1+3 or 2+4. Timing is key. Practice your reversals on a few Hwoarangs and you'll be alright. *TENSTRINGS* Ahhhh.... tenstrings. King has five tenstrings that I use and one variation to an elevenstring. King's tenstrings are...... 1, 2, 1, 1, 3, 3, 4, 3, 2, 1+2 1, 2, 1, 1, 3, 3, 4, 4, 1, 1 1, 2, 1, 1, 3, 3, 4, 4, 1, 3 1, 2, 1, 1, 2, 4, 4, 4, 1, 1 1, 2, 1, 1, 2, 4, 4, 4, 1, 3 elevenstring... 1, 2, 1, 1, 3, 3, 4, 3, 2, pause, 1+2, 1+2 Tenstrings should be used carefully against certain characters. Here are my observations. DON'T USE TENSTRINGS AGAINST....... Paul, Nina, Jin USE... WITH CAUTION AGAINST......... Lei, King, Heihachi, Eddy, Law, Julia GO BUCK WILD WITH TENSTRINGS AGAINST........ Xiaoyu, Yoshi, Bryan, Kuma, Ogre, Ogre-2, Gun Jack Using partial tenstrings is a good way to freak someone out and make them pause long enough to allow you to hammer them. As with everything, mix up your tenstrings and use them in moderation. *KING VS CERTAIN CHARACTERS* vs Ling Xiaoyu : King vs Ling (hee hee) is an odd matchup. King is a bruiser upstairs while Xiaoyu hides down low. Her kicks are too fast to reverse usually, but she is very vulnerable to sidestep grabs while she is kicking. Use D+3+4 kicks to knock her out of the Art of Phoenix. Try and tenstring her whenever you get the chance. Don't let her flips, rolls, and other quick moves make you nervous. vs Yoshimitsu : You have a definate advantage over Yoshimitsu. He is, for the most part, an upright fighter, so tenstring him to pieces. Unless he goes into the About To Breath Purple Gas Stance constantly, he's also susceptible to sidestep grabs. Be VERY aware when facing Yoshi. If he starts kicking, by all means, reverse him. Don't let him get deep into his tenstrings. If he whips out the sword, use D+3+4 kicks IMMEDIATELY! Be very aggresive and overwhelm Yoshimitsu from the start. vs Nina Williams : Nina is very tricky. Your best bet would be to stay on the defensive against Nina. Sidestep grabs MAY work.... but remember, missing a sidestep grab means getting rocked. Just stay back, let Nina bring what she has, and work from there. If you she her crouch dash, DUCK!!!!!!!!! It's better to take a low punch to the face if she's bluffing than a 2 or 3 part grab if you stay upright. Try to make Nina pay dearly for every mistake she makes. If she tries jumpkicking you, by all means DON'T let it connect as a counter. This will drag you down into an Achilles Hold. One jumpkick, Achilles Hold, Rolling Achilles Hold combo takes off 90 damage. That's NOT a good thing. vs Forest Law : While many players use only kicks and flipkicks with Law, don't get too reversal happy. Sitting through 7 or 8 of his punches because you tried to reverse is very frustrating. He is hard to sidestep grab becuase he stays relatively low usually. A good Law player will also use B+1+2 to shake the beginning of your tenstrings and backhand you. Be careful using too many tenstrings. When facing Law, I usually rely on HAMMERING him after I block a flipkick or a pair of flipkicks. The recovery time for his flipkicks is not very good and if he's close enough, I usually Tombstone him for his trouble. Forest Law is a DEADLY character in the right hands. Don't underestimate the Law. vs Hwoarang : Hwoarang is my least favorite character to use, but one of my favorites to fight. Go buck wild with reversals. HOWEVER! Be aware of the fact that he has certain jumpkicks that cannot be reversed. Don't assume. Wait until a second or third kick to reverse. If he does the 3, 3, 3, 3 Machine Gun Kicks, block high for the first three and duck the last one. Grab him. Tenstring Hwoarang ALL DAY! Sidestep grabs aren't that good of an idea since his kicks seem to follow you. If Hwoarang was 1/2 as good as his teacher, you MIGHT have something to worry about. In my opinion, Baek would TRASH Hwoarang. If someone is smart, they give a lot of confusing high, low, high or high, high, low, high stuff. It's very hard to block this trash, so don't give him a chance. vs Eddy Gordo : Ugh. Boy do I hate Eddy. Though they don't deserve to be in the same sentence, fight Eddy like you fight Nina. Be all defense. One of my favorite things to do is when Eddy starts to do the move where he sweeps your legs and makes you flip, jump over him. Turn around and follow him. When he finishes the two low kicks, most players will let him stand. When he does, you should be RIGHT behind him. Hi Eddy! Bye Eddy! Use the backgrab of your choice and take half of his life away. Sidestep grabs don't work too well against Eddy, but the corny low kicks sure do! D+3+4 until he cries. If you are facing a good Eddy, there are rare, get ready to block a whole bunch of garbage before you can counter. Being too impatient against Eddy is a fatal mistake. vs Paul Phoenix : An excellent Paul player is hard to beat. Sidestep grabs and corny low kicks have a decent chance of working if used properly, but NEVER go into a tenstring. You will get reversed nearly every time. Things to do and look for are.... When he does the running three kick combo, reverse the third kick. If he loads up for the power punch, stay away unless your timing is REALLY good. If you've got timing, make him PAY for insulting your intelligence with that move. Hitting him while he's loading up the big punch does huge damage. If you're playing against a very tenstring happy Paul, you may be able to reverse the third hit (a medium kick). I advise learning Paul's tenstrings, or at least getting VERY familiar with them. I used to get punished by his tenstrings. Then I learned both of them (there are only two). Now I can't be touched by them. Paul's reversals are his best weapon in my book. Don't give him fuel with high or medium punches and kicks. vs King : King vs King is an easy enough matchup. Just use your weapons smarter than your opponent uses his. Tenstrings are a good idea to use, but only use the ones that start (1, 2, 1, 1, 2). Otherwise, your opponent will have a chance to reverse one of your kicks. This matchup should be easy since you SHOULD know everything your enemy can bring to the table. Oh yeah, I forgot. For the love of God, don't fall for sidestep grabs or crouch dash grabs. vs Lei Wulong : Playing against Lei depends on the type of player you're playing against. There are 3 types of Lei. 1) High Kick, Low Lick Lei : Easiest to beat. Keep your distance. If you block the High/Low close, charge and Jail Kick him. Some Lei players want to do the combo so badly, they'll start it from far away. FLY in and backgrab them after the low kick. 2) Rushing Punches Lei : Sidestep grab right before the punches reach you. You probably won't get the grab, but you'll be out of the way and behind your opponent. Charge and Jail Kick, or if his stands up straight, backgrab him. 3) A Good Lei (hehe) : A good Lei is hard to beat. (hehe) Don't be overwhelmed by his speed. Just block his stuff and let him have it. Use strategy from earlier Leis as well. If he's a compulsive ground diver, use D+3+4 to punish him. Don't be TOO defensive or he will grab you. While blocking 4 Rushing Punches combos, 12 stance changes, and 52 punches, you tend to forget he can grab too. vs Jin Kazama : Fortunately, Jin isn't as much of a prick to fight against as his mother was. His reversals do, however, take away your ability to tenstring. After blocking one of his three punch combos, mix it up. Start off by trying a Turnaround Kick, then go downstairs, then Jail Kick, then grab...... you get the idea. Keep Jin guessing. Sidestep grabs are a fairly good idea since Jin is an upright kind of guy. When Jin does the spinning High, Low, Low, High kicks, reverse the last one. An excellent Jin is very near impossible to defeat. Just be patient and don't screw up. Jin is a pumped up version of Kazuya, WITH REVERSALS! He should NEVER be taken lightly. vs Kuma : Uhhhh.......... He's susceptible to tenstrings, sidestep grabs, low kicks, high kicks. Don't expect the person to kick, so don't expect to get too many reversals. Don't beat Kuma too bad.... HE'S JUST A BEAR FOR GOD'S SAKE!!!! vs Julia Chang : Julia is so low oriented, that you will have problems starting tenstrings. If you do catch her standing, however, tenstrings are a fine idea. Sidestep grabs MAY work, depending on the Julia you're facing. Every once in a while, test her with some D+3+4 kicks. While playing against Julia, who you probably don't see that much, remember her quick high/low kick combo. If a good Julia gets the low kick to hit you, you may take two more hits automatically. The Heaven Cannon is one of the best unblockables in the game and one of Julia's better weapons. Be very aware of it. vs Gun Jack : Gun Jack shouldn't be that hard to defeat. He's only a little quicker than Kuma, but has the advantage of having about 800 more moves, much more grabs, and tenstrings. A good Gun Jack player will tenstring you all day, since none of his tenstrings contain high or medium kicks. Just block, block, block, and PUNISH! If he starts his low hitting tenstring from too far away, he will knock you back a little and you can interupt him. Playing against Gun Jack is just about being ready. Be ready to block high, low when he charges you, be ready to run behind him and ABUSE him when he flies, he ready to quickly unload when you hear the metal screeching of the Dark Cutter, and be ready to make him pay for having slow recovery time for most of his moves. I throw in a lot of sidestep grabs against Gun Jack, especially as he is starting a move. (slow recovery time hurts him again) One more note... If you fall for the 1, 2, 3, 4, 5 Gigaton Punch, you are dead. A level 5 hit takes 199 damage. FAR more than enough to kill you with full life. No way to make up for your mistake. DON'T fall for it. vs Mokujin : I can usually tell who someone is when they're Mokujin before they can. Study stances. vs Bryan Fury : Bryan is mostly high moves so just block and hammer. He, like Hwoarang, makes up for sucking with the ability to follow your sidesteps. Tenstrings are bad medicine for Bryan, so go buck with tenstrings. Since he is so high/medium oriented, D+3+4 kicks can be useful as well. I beat a decent Bryan player 5-0 with 5 perfects the other day. (first time I ever did that) Just be patient and you will have no problems with Bryan. People using him are second only to Eddy and Hwoarang players in IMpatience. vs Heihachi Mishima : An excellent Heihachi player would be hard to beat. I'm guessing at that, because I've never really seen an excellent Heihachi player. Aside from the computer on ultra-hard, I guess. You will see a lot of repetitive moves, so be ready to block and unload your frustrations. Remember his auto-reverse! Use kicks sparingly. I've lost a couple of rounds to the most inept of players due to this. Even in a beginner's hands, Heihachi is VERY dangerous. Never take him lightly. vs Ogre or Ogre-2 : The thing to remember in these matchups, especially vs Ogre-2 is...... ATTACK! When you hear FIGHT be all over Ogre like a cheap suit. Ogre-2 will let you stand next to his Fire if you give him the chance and both Ogres have Kunimitsu's old quick stab UNBLOCKABLE. Don't let him get you on the defensive. Tenstring him all the way across the screen, grab him, charge him, but DON'T let him get you involved in a long-distance relationship. Or you'll be toast. *PLAYING AGAINST DIFFERENT TYPES OF HUMAN PLAYERS* Playing Tekken, you will encounter many different types of human players. Here is how I deal with a lot of different types and what these types are.... BEGINNERS : The Good, The Bad, and The Button Masher (ugh). MEDIOCRE : Improving Beginner, One Move Wonder, Good Tekken 2 player, and the Cheap Suit. GOOD : Tenstringer/Playstation Tekken 2 player, The Madman, Improving Mediocre, and the Juggler. EXCELLENT : The Godly Tekken 2 player, The Coil, The Cheap Suit, and the Riddler. GODLY : The Godly Tekken 2 player that learned all the Tekken 3 moves, has played against a zillion and a half opponents, knows more multiparts than God, can beat everyone and their mother Mokujin vs their best character, is a Coil when he needs to be, a Bulldog when he needs to be, knows every move but doesn't get nervous trying to do them all at once, and has a Jin Kazama hairdo. BEGINNERS! "Beginner Player with a good heart" He's just a guy trying to make it in the harsh world of Tekken man! Go easy on him. Show him some moves. Help him out. Don't make him feel inferior. A Tekken friend is a good friend to have. He will let you cut him in line, feed tokens to extend your win streaks, and maybe even become a real friend. "Cocky beginner player" These people irritate me greatly. They usually whip off such remarks as "I have a life and don't study books!" and "This game sucks compared to Mortal Kombat man!" PAUSE--PAUSE--PAUSE--PAUSE--PAUSE--PAUSE--PAUSE I don't want to go off on a rant or anything, but as a Tekken player, don't you feel that Mortal Kombat insults your intelligence?!? Doesn't it seem like a kid's game with COOL fatalities and NEATO fireballs?!?! Can't you not help but think that someone who has played the game for years could be beat by a newbie because the game is so random and shallow?!?!?! DON'T YOU JUST HATE THAT?!?!?!?!?!? pant pant pant, Okay! I'm better now. Back to cocky beginners...... Swallow your pride and barely beat them a few times so they come back for more. At least get a few dollars out of them before you make them feel like trash. When it comes time to beat him, beat him hard. I mean NASTY! Like.... Nick him constantly for five straight rounds or beat him with one grab and only one grab. Make him feel like he wasted his money. This severe of punishment should only be given to the Mortal Kombat commenters. "Button Masher" (Generally use Eddy or Law -- Sometimes Hwoarang or Lei) DON'T EVEN LET HIM COME CLOSE! Play like you're facing Ogre and you're 15 seconds away from setting the number one time. The quicker you get him off your machine, the better the chances are that he won't break it. MEDIOCRES! "The improving beginner" This is usually a more advanced stage of the beginner with a good heart and every once in a great while a cocky beginner that has been practicing. Remember they can get lucky a few rounds, so don't let them get up 3-0 and try to make a comeback. Treat them like you treated them before they became mediocre. Follow the Golden Rule. "One Move Wonder" (Generally Paul, Law, or Nina) This person is VERY easy to defeat. Just block their ONE move or combo and make them cry. If they start to adapt, (I should hope they would have that much sense) just change back to normal fighting mode. Reversals are especially fun here if you are a character that has them. Use the Golden Rule again... A nice One Move Wonder should be given some respect. Teach him another move while you're at it. "The Good Tekken 2 Player" A decent arcade dweller that hasn't quite caught up with the times yet. Just treat him like you would any other mediocre player. Use caution, but don't beat him TOO bad. "The Cheap Suit" This player will try and overwhelm you by always attacking. These players are very hard to grab, so don't. Use his aggresions against him. Remember, the Cheap Suit is just a beginner using a hair of strategy. GOODS! "The Tenstringer/ Playstation Owner" (Loves Paul and King) The handy Practice mode on Sony Playstation's version of Tekken 2 has given mediocre players to power to tenstring. These players are EASY to beat if you know your tenstrings. Just block, block..... HIT! These people can be identified easily when they make such comments as.... "Is Armor King in this game?" and "What about Roger and Alex?" These players range from decent to almost excellent so beware. "The Madman" This type of player is a good player that tries to make you nervous. Some antics you may see are... thrashing around while playing for no reason, constantly bringing a fast move that you keep blocking but never letting up (Lei's Rushing Punches, King's Jumpkick, Jin's Spinning Kicks), or button mashing for short periods. Don't let his parlor tricks make you nervous. Pay attention to what his character is doing. He WILL make mistakes. "The Improving Mediocre Player" Remember when Billy Bob was just a good hearted beginner and you took him under your wing? Look how far he's come.... now he's.... sniff..... GOOD! One more note... his greatest ambition is now to beat his teacher. "The Juggler" The juggler will keep you in the air for weeks at a time. My best advice is don't get hit by a juggling move. It's pretty crappy advice I admit, but hey... what else can you do? BEWARE! Some Jugglers are excellent players that will use other tactics besides Juggling. EXCELLENTS! *no one can purely tutor someone to an excellent level : an excellent player has played a LOT against a wide variety of opponents and has a definite style that they have learned themselves* "The Godly Tekken 2 Player" (probably won't use Mokujin, Kuma, Gun Jack, Hwoarang, Xiaoyu, Eddy, Brian, or Ogre if he wants to win right away) This player doesn't even NEED to know Tekken 3 moves to beat someone down. He will generally use Jin (Kazuya), or Paul with others thrown in. This player will give you all you can handle and maybe more, so be ready for a battle. Don't make mistakes, adapt as needed, and capitalize on the few mistakes your opponent might make. Just do what you gotta do. You may be able to blind him with speed in the quick moving world of Tekken 3, but don't count on it. "The Coil" This person has been through the Tekken wars and knows what you can bring to the table. He is more than willing to block ALL day just to frustrate you. Don't be lured into thinking that there is no way you will EVER land a hit. Mix it up. Bring some low jabs, some high stuff, some medium, high, low combos, and what not. Throw him off HIS game before he throws you off yours. "The Cheap Suit" This player is all over you like a cheap suit as soon as he hears FIGHT! The Cheap Suit is very prone to go into patterns that can help you to defeat him. Being impatient will be his downfall. HOWEVER, if YOU are impatient, you will meet your demise just as quick. The Excellent version of the Cheap Suit is just waiting for you to strike back keep in mind. Be careful. "The Riddler" This player is like an upgraded, more sophisticated version of the Madman. He can become a Cheap Suit, Coil, Juggler or Button Masher at any time. He shrouds his true intentions in mystery. I personally LOVE playing against these types of players because I love analysing people while they play. Riddlers make it more interesting. It's a bad time to have any weaknesses, because if the Riddler identifies them, he'll try to exploit them. The Riddler will often bring some of the antics that the Madman utililized. Don't let the Riddler intimidate you. AND LAST BUT NOT LEAST...... GODLY! "The Godly Tekken 3 player" This player can TOY with you and kill you at will if you are anything less than excellent. He knows EVERY move there is and EXACTLY how and when to use each and every one. He does maximum damage always... not concerned with making it look pretty. He will make it look pretty if he doesn't feel you are worthy though. He will take Mokujin and... aside from the bear.... he will ROCK you with WHOEVER they give him. When playing against a Godly player, try to not be intimidated. It's hard to explain.... you need to be EVERYTHING. Attack while Defending, Defend while Attacking, Never let up, but let him come to you. DON'T MAKE MISTAKES. And don't be afraid to ask questions. Rarely do players get to the godly level being pricks. In the immortal words of Ric Flair.... "To be the best, you've got to beat the best! WOO!" *FINAL NOTES* "Practice" The more you play, the better your timing will get, the more moves you will be able to recognize, and the better you will be able to adapt. PRACTICE! "Don't be too proud to Nick...... every once in a while" Nicking is the most generic thing in the world when used exclusively, but if it's the ninth round and you both have barely any life and the guy has 17 wins in a row, NICK HIM! "Share info with other worthy players" People you play Tekken against aren't your enemies in real life. If the person is nice, tell them how to do this move or that move. Listen to what they have to say as well. You'll be a better player for it. "Have fun" If you're not having fun playing Tekken, why are you feeding tokens into the machine, and giving money to the owner of the machine, who pays taxes to the government, that screws you over anyway?!?!? *THANK YOU FOR WHATEVER* Thanks to Nogard, for having my most visited and favorite site. Thanks to people that made the FAQ's that taught ME how to play the game in the first place. Thanks to Bob, George, Rich, Nick, Steve, Jason, Ryan, Chris, Tina, Kevin, Camel, Justin, and Kris for letting me compile my vs. Wins records, for not refusing to play even though I win usually, and for being friend-type people. Just for funk and to see who gets used the most at our location I'll say who everyone plays. On our machine, Eddy is the most played (GIANT UGH!), followed by Hwoarang and Mokujin. Our best time solving the game is my 2' 48" with Yoshimitsu followed by Bob's 3' 01" with Lei and me again with 3' 14" with Law. Me - King, Mokujin, Gun Jack, Jin Bob - Lei, Nina, Paul, Mokujin George - Xiaoyu, Paul (learning now), Mokujin Rich (doesn't play Tekken 3 yet) - Law Nick - Eddy, Jin Steve - Lei (learning from Bob) Jason and Ryan - Heihachi Chris - Hwoarang, Paul (learning now) Tina - Nina Kevin - Eddy, I guess Camel - Eddy, and an occasional Hwoarang Justin - Hwoarang Kris (my brother) - Nina, Hwoarang The place where I play Tekken, and where I work is Jester's Court. It is in NE Ohio a little north of Youngstown. If anyone that reads this wants to come and play or just comment on something, my email is kcompton@grapevinenet.com. Thanks for your time. Bye bye.