King Faq v.2.0 11:19 PM 4/17/97 Compiled by Aoi (William Knight) Saekkiam Tekken 3 Mezzanine http://www.geocities.com/tokyo/3297 Newsgroup: rec.games.video.arcade *Please do not alter this faq if you chose to use it for purposes of than personal* -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =-=-=-=-=-=-=-=-= Table of Contents =-=-=-=-=-=-=-=-= Introduction to King FAQ v.2.0 1.)King's Storyline 2.)Moves Conventions 3.)Brief glossary of terms 4.) General Description of King - Kings appearance - Kings profile 5.) General moves list 6.) Multi Grapples a) Multi-Throws b) Multi-Throw Escape Chart c) Multi-Throw Chart 7.) Kings strategy a) King V.S. the computer b) King V.S. humans 8.) Okizeme Tactics 9.) Juggles 10.) Credits -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Storyline | =============== An orphan, who was brought up in the King's orphanage, was 24 years old when King was killed by somebody. Seeing that the orphans lost their hope and were at a loss, he wore the mask in order to keep the orphanage. But he couldn't become very strong because his technique was learned just from watching King during his childhood. And it is Armor King who visited him hesitatingly fight matches, hearing that King the Second became heir to King. Armor King works as his second. He knows who killed King, but he thinks that he has to bring up this young man to a very strong fighter more than anything else, and that must be proof of his friendship to King. Four years have passed now, and the young man has grown into a splendid wrestler, King the Second. He was told by Armor King that Toshin killed King. His trembling fists are wet with the tears of Armor King. He takes Armor King's hands and gave a big nod. A friendship over generations has come back now. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Conventions | =============== f - tap forward F - hold forward b - tab back B - hold back u - tap up U - hold up d - tap down D - hold down d/f - tap down and forward D/F - hold down and forward d/b - tap down and back D/B - hold down and back u/f - tap up and forward U/F - hold up and forward u/b - tap down and back U/B - hold up and back QCF - quarter circle toward (d,d/f,f) QCB - quarter circle back(d,d/b,d) HCF - half circle toward (b,d/b,d,d/f,f) HCB - half circle back (f,d/f,d,d/b,b) left punch = lp (O) (O) rp = right punch left kick = lk (O) (O) rk = right kick FC------------> full crouch (must be in full crouching animation) N------------> no direction pressed on the joystick WR------------> while running WS------------> while rising SS------------> sidestep+ do moves on either side(s) together ~------------> immediately followed by... =------------> Denotes that move has optional extension ( _ )------------> denotes "or" - used for optional commands (f-throw)------------> forward throw (s-throw)------------> side throw (b-throw)------------> back throw (g-throw)------------> ground throw (c-throw)------------> crouch throw (starter)------------> multi-part starter -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- ================ | Glossary | ================ Multi-throw: A multi-throw is a preprogrammed set of linked throws that continue for at least 2 throws and can proceed to more throws. Only certain characters have these 'multithrows' and the main characters are King and Nina Williams. Reversal: A reversal is when a character actually grabs your arm or leg as you attack and reverses it. Usually either with an arm or leg break, or some kind of throw. Only certain characters have these 'reversals' and sometimes they are referred to as a 'Meta technique'. Stun: A stun is basically an attack that when hits, or sometimes even blocked, stuns the opponent for a short amount of time. Sometimes the stun is very quick, and other stuns will actually make you fall over. There are two main types of stuns: the 'block stun' and the 'counter stun'. See their definitions separately. Ten hit string: A ten hit string is a preprogrammed set of linked attacks that add up to usually ten hits(sometimes nine). It is one of the things Tekken was famous for, and now there are about 3 times as many in Tekken 2. These are not to be confused with combos, as these have many places to be able to effectively block or interrupt. Axis shift: An axis shift is the act of actually shifting axis from the traditional fighting plane. You shift axis all the time in normal Tekken game play, but an axis shift is usually considered one that is performed as an actual move. Combo: A combo is often miss interpreted with a string. A combo in general is a series of moves that work well together happening smoothly so that it is difficult or impossible to block. A string is generally the same, though a string is not guaranteed to keep hitting you should you miss a block somewhere along the way. There are many types of combos and strings so you will have to check the definition of each for a thorough understanding.(true combo, pre: canned combo, juggle combo, ten hit string) Pre-canned combo: A pre canned combo is very much like a string, though the difference is usually the actual moves that are performed. The name 'string' is usually re served for ten strings or parts of them, while a pre canned combo is usually a predetermined set of attacks generally used as one move. Much like Law's kicks, or Heihachi's jab 'combos' and such. Juggle combo: A juggle combo is a combo performed while your opponent is floating in the air with no chance to block, thus all juggle combos are considered 'true combos'. A juggle combo generally starts with a move, or set of moves that launch your opponent into the air and allow you to 'juggle' them with more moves. These are the best type of combos in Tekken because you cannot block a juggle combo once you're floating in the air. Interrupt: An interrupt is the act of 'interrupting' your opponents attack with an attack of your own. It is generally referred to in the ten hit string when you stop your opponent early, usually by a quick move like a jab or sweep. It can also be used yourself if you 'interrupt' the natural progression of a ten string or a pre canned combo by st opping it early. Thus you 'interrupted' the string/combo. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Description | =============== King has a bulky stature this time around and looks like he can pack more power behind those multi-throws. He has two masks the first is the original brownish jaguar mask from Tekken 1 & 2 and the second is Armor King's. With the brownish jaguar mask, he wears blue wrestling tights, gold boots and black elbowpads. With Armor King's mask he wear a blue bodybuilder's warmup shirt and warmup pants w/gray and black jaguar spots going vertically up the pant leg and it also looks like he is sportin' a pair of Fila Galleon sneakers (I have a pair that look just like his). -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Profile | =============== ---------------------------------- |Catch Copy: Anger of Beast | |Country of origin: Mexico | |Age: 28 | |Height: 200cm | |Weight: 90kg | |Blood type: A | |Occupation: Professional wrestler| |& manager of orphanage | |Hobby: Pleasing children | |Likes: Drinking beer in victory | |with Armor King | |Dislikes: Tears of children | ----------------------------------- -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- Breakouts are in brackets {}. =============== | Moves List | =============== 1-2 Punches----------->lp,rp 1-2 Punches, Uppercut----------->lp,rp,lp Turnaround Kick----------->b+rk =Moon Press----------->lp+rk =Clothesline----------->lp+rp Turning Hand Knife----------->lp+rp,lp =Backhand----------->lp =Clothesline----------->lp+rp Lifting Uppercut----------->WS+rp Bouncing Knucklebomb----------->f,N,d,d/f+lp+rp Crouch-Dash Jump-Back Jack----------->f,n,d,d/f+rp Middle Smash----------->f,f,N,rp Smash Uppercut----------->f,f+rp Grand Smash----------->f,f,N,rp = Backbreaker----------->lp+rp Knuckle Bomb----------->u/f+lp+rp Crouchdash, Jumpback----------->f,N,D/F+rp Flying Cross Chop----------->f,f+lp+rp Straight Right, Uppercut----------->rp,lp Low Punch, Uppercut----------->d+1~N+rp Jail Kick----------->f,f+rk Drop Kick----------->[f,f+lk+rk_lk+rk] Satelite Drop Kick----------->f,f,f+lk+rk Black Shoulder----------->f+rp+lk Straight Arrow----------->SS+lk+rk Straight Arrow----------->SS+rp Dynamite Uppercut----------->FC,d/f+rp Elbow Sting----------->d/f+lp Side Swipe----------->d/f+rp Elbow Drop----------->d+lp+rp Ultimate Tackle----------->FC,d/b+lp+rp =Mounted Punches----------->lp,rp,lp,rp,lp =Arm Breaks----------->lp+rp =Second Arm Break----------->lk+rk =Leg Break----------->lk+rk =3 Mounted Punches, Break----------->lp,rp,lp,[lp+rp,lk+rk_lk+rk] Ankle Smash----------->FC,d/f+lp Ali Kicks----------->D+lk+rk,rk,rk Ali Kick, Middle Smash----------->D+lk+rk,rp Kick Reversal----------->b+lp+lk or b+rp+rk Low Kick Counter----------->d/f+[lp+lk_rp+rk] ============== |Unblockables| ============== lp+rp----------->Clothesline (with back turned) f+lp+rp----------->Jaguar Lariat f+lp+rk----------->Moonsault Press ================ |Ten Hit Combos| ================ lp,rp,lp,lp,lk,lk,rk,lk,rp,lp+rp lp,rp,lp,lp,lk,lk,rk,rk,lp,lp lp,rp,lp,lp,rp,rk,rk,rk,lp,lp lp,rp,lp,lp,lk,lk,rk,rk,lp,lk lp,rp,lp,lp,rp,rk,rk,rk,lp,lk =============== | Reversals | =============== Spinning Achilles Hold (Left Leg Grab) b+lp+lk or b+rp+rk Dragon Screw (Right Leg Grab) b+lp+lk or b+rp+rk =============== | Grapples | =============== (f-throw) lp+lk-------->Knee Bash rp+rk-------->Suplex d/f+lp+rk---->Giant Swing f,HCT+lp----->Giant Swing HCB+lp+rp---->Split Powerbomb d/b,f+lp+rp-->Tombstone Piledriver d/b+lp+rp---->Figure-4 Leglock {3+4} (ss-throw)SS+rp+rk----->Sidestepping Powerbomb (ss-throw)SS+lp+lk----->Cannonball {multi's} {will roll to side or back then grab} (ss-throw)SS+lp+lk----->Reverse Full Nelson {multi's} {will roll side to then front then grab} f,HCF+lp----->Giant Swing b+lp+rp------>Irish Whip d/b,d/b+lp+rp--->DDT d/f+lk+rk---->Frankensteiner (g-throw) d/b+lp+lk---->Twirling Toss (g-throw) d/b+rp+rk---->Crotch Dive (c-throw) D+lp+lk------>Low Throw Powerslam (s-throw) lp+lk_rp+rk-->Argentine Backbreaker (s-throw) lp+lk_rp+rk-->Atomic Knee Drop (b-throw) lp+lk-------->Half Boston Crab (b-throw) rp+rk-------->Cobra Twist ================= | Ground Throws | ================= Face Up/Feet Towards Mini Swing----------->d/b+lp+lk Crotch Headbutt----------->d/b+rp+rk Figure Four----------->D/B+rp+rk Face Down/Feet Towards Camel Clutch----------->d/b+lp+lk - d/b+rp+rk Face Up/Feet Away Crucifixion----------->d/b+lp+lk - d/b+rp+rk Face Down/Feet Away Chicken Wing----------->d/b+lp+lk - d/b+rp+rk Face Up/Side Flip Over (No Damage)----------->d/b+lp+lk - d/b+rp+rk Bow Break (Right Side)----------->d/b+lp+lk - d/b+rp+rk Strangle (Left Side)----------->d/b+lp+lk - d/b+rp+rk -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Multithrows | =============== =============== | Multi Chart | =============== RAC-> BD--> GX-> PB-> GS | | | --> TB | RFN-------> CB-> PB-> GS | | | --> TB | --> MD-> SF-> GS | --> TB RAC) Reverse Arm Clutch D/F+lp+lk RFN) Reverse Full Nelson D/F+lp+rp BD) Backdrop rp,lp,lp+rp GX) German Suplex lk+rk,lp+rp CB) Cannonball rp,rp,lp+rp PB) Powerbomb lp,rp,lk+rk MD) Manhattan Drop lk+rk,lp+rp,lp+rp+rk SF) Super Freak lp,rp,lk+rk,lp+rp GS) Giant Swing rp,lp,lk,rk TB) T-Bone Powerbomb lk,lp,rp,lk+rk,lp+rp+lk+rk Multi - 8th WONDER OF THE WORLD Reverse Arm Clutch (starter)----------->D/F+lp+lk {lp~rp} As he's grabbing them.... Backdrop----------->rp,lp,lp+rp {lp} When he starts to pick them up and his knee comes off the ground... Cannonball--------->rp,rp,lp+rp {rp} As he slams them.... (he slams them on a 90 degree angle so about 1/4 of the way down, basically as they are coming down from the Cannonball slam) Manhattan Drop------>lk+rk,lp+rp,lp+rp+rk {rp} As he's raising them for the Manhattan Drop... Super Freak----------->lp,rp,lk+rk,lp+rp After the Super Freak You have 2 choices While he is turning around to do the Super Freak.... Giant Swing----------->rp,lp,lk,rk {lp} Or While is turning around to do the Super Freak.... T-Bone Powerbomb----------->lk,lp,rp,lk+rk,lp+rp+lk+rk {rp} Multi - SUPER FREAK Reverse Full Nelson (starter)----------->d/f+lp+rp {lp+rp~rp~lp+rp} As he's grabbing them.... Cannonball----------->rp,rp,lp+rp {rp} As he slams them.... (he slams them on a 90 degree angle so about 1/4 of the way down, basically as they are coming down from the Cannonball slam) Manhattan Drop----------->lk+rk,lp+rp,lp+rp+rk {rp} As he's raising them for the Manhattan Drop... Super Freak----------->lp,rp,lk+rk,lp+rp After the Super Freak You have 2 choices While he is turning around to do the Super Freak.... Giant Swing----------->rp,lp,lk,rk {lp} Or While he is turning around to do the Super Freak.... T-Bone Powerbomb----------->lk,lp,rp,lk+rk,lp+rp+lk+rk {rp} Multi - ROLLING THUNDER (total of 6 seperate multis) ----There are only two parts to each multi except for the Chicken Wing Face Lock to Rolling Death Cradle, arm crucifixtion & the Dragon Sleeper----- The Starter for each multi is the Single Arm Hyper Extension Single Arm Hyper Extension (starter)----------->f,n,d,d/f+lp+rk As he's grabbing them.... --Triple Arm Hyper Extension----------->lp+rp,lp+rp {lp} As he's grabbing them.... --Chicken Wing Face Lock----------->rp,lp,lp+rp+lk {lp+rp} As he's twisting their arm to go behind.... --)Dragon Sleeper----------->rp,lp,lk,lp+rp+rk,lp+rp+rk {lp} As he's grabbing them.... --Chicken Wing Face Lock----------->rp,lp,lp+rp+lk {lp+rp} As he's twisting their arm to go behind.... --)Arm Crucifixtion----------->rk,lk,rk,lk+rk,lp+rp As he's grabbing them.... --Russian Leg Sweep----------->lp+rp,rk,rp+rk {rp+rk} As he's grabbing them.... --Chicken Wing Face Lock----------->rp,lp,lp+rp+lk {lp+rp} As he's twisting their arm to go behind.... --)to Rolling Death Cradle----------->lp+lk,lk+rk,rp+rk,lp+rp,lp,rp,lk {rp} Multi - MOTHER OF ALL MULTI-THROWS Reverse Arm Clutch (starter)----------->D/F+lp+lk {lp~rp} As he's grabbing them.... Backdrop----------->rp,lp,lp+rp {lp} When he starts to pick them up and his knee comes off the ground.... German Suplex----------->lk+rk,lp+rp {lp} After he slams them, and as soon as he flips over... Powerbomb----------->lp,rp,lk+rk {lp} As he's raising them for the power bomb.... Giant Swing----------->rp,lp,lk,rk {lp} Or As he's raising them for the power bomb.... T-Bone Powerbomb----------->lk,lp,rp,lk+rk,lp+rp+lk+rk {rp} Multi - IRISH WHIP ----There are only two parts to each multi----- The Starter for each multi is the Irish Whip Irish Whip (starter)----------->b+lp+rp As he's grabbing them.... Toss to Ground----------->lk+rk {lk+rk} As he's grabbing them.... Quick Slam----------->rp+rk {rp} As he's grabbing them.... Spin & Let Go----------->lp+lk {lp} As he's grabbing them.... Turn Around & Let Go----------->lp+rp {lp+rp} Multi - CHIROPRACTER Standing Achilles Hold (starter)----------->f,N,d/f+rp+lk {rp} Once the opponent gets pushed to the ground.... Indian Death Lock----------------->lp+rp,lp,lk,lp+rp+rk {lp+rp} After he takes one step toward them, and then swings his leg around them.... Romero's Special------------------>lp,lk,rk,lp+rp,lk+rk Multi - Stinger Standing Achilles Hold (starter)----------->f,N,d/f+rp+lk {rp} Once the opponent gets pushed to the ground.... Scorpion Death Lock--------------->lp+rp,lk,lp,lp+lk {rp} Multi - Dreamworks Standing Achilles Hold (starter)----------->f,N,d/f+rp+lk {rp} Once the opponent gets pushed to the ground.... STF------------------------------->lp,rp,lk,lp+rp {lp} -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- ================ | Escape Chart | ================ Breakouts are in brackets {}. RAC->BD{lp}->GX{lp}->PB {lp}-> GS{lp} | | | ---------> TB {rp} | RFN-------> CB {rp}-> PB {lp}-> GS {lp} | | | --------> TB {rp} | --> MD-{rp} -> SF {None}-> GS {lp} | ---------> TB {rp} RAC) Reverse Arm Clutch D/F+lp+lk RFN) Reverse Full Nelson D/F+lp+rp BD) Backdrop rp,lp,lp+rp GX) German Suplex lk+rk,lp+rp CB) Cannonball rp,rp,lp+rp PB) Powerbomb lp,rp,lk+rk MD) Manhattan Drop lk+rk,lp+rp,lp+rp+rk SF) Super Freak lp,rp,lk+rk,lp+rp GS) Giant Swing rp,lp,lk,rk TB) T-Bone Powerbomb lk,lp,rp,lk+rk,lp+rp+lk+rk -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Kings | | strategy | =============== King V.S. the computer: The only characters you might have problems with are: Nina, Paul, Forrest, maybe Jin. Against Nina: Nina likes to rush King and close the gap to prevent you from starting a multithrow. The best way to trick her into thinking you will start a multi is do the motion quickly and not the button presses. Then do maybe the first five hits of one of the ten hits. Against Paul: Paul is less predictable this time, but still has major weaknesses the only problem is he makes up for those weaknesses with quicker recovery and speed. What I usually try to do is try to do a sidestepping throw then go into a multi. This is hard because he likes to wait and sweep you just when you are about to grab him with the sidestepping grab. The next best bet is to go real basic with him. Try these moves: 1-2 Punches, Uppercut---->lp,rp,lp Ankle Smash----------->FC,d/f+lp to Ali Kicks----------->D+lk+rk,rk,rk Against Forrest: He is just like Marshall Law. He likes to wait and wait and as soon as you move he counters with something and won't quit. Sidestepping grab seem useless because he usually kicks at you when you sidestep and his kicks seem as though they can follow you on the axis shift. Well he usually does some type of kick combo, if so reverse it and follow up with some ali kicks. Against Jin: From what I've observed Jin falls for basics quite often. I mostly use: 1-2 Punches------------------>lp,rp to Turnaround Kick----------->b+rk to Moon Press---------------->lp+rk King V.S. humans: Human players come in wide varietes you will have to come up with your own niche. -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Okizeme | =============== Okizeme Tactics: The only okizeme tactics I have found is after a knockdown and the opponent is fairly close try these moves: Ankle Smash----------->FC,d/f+lp to Ali Kicks----------->D+lk+rk,rk,rk or Ali Kick, Middle Smash----------->D+lk+rk,rp Unblockable Moonsault: f+lp+rk----------->Moonsault Press Jail Kick----------->f,f+rk Also try some of these ground throws: Ground Throws Face Up/Feet Towards Mini Swing----------->d/b+lp+lk Crotch Headbutt----------->d/b+rp+rk Figure Four----------->D/B+rp+rk Face Down/Feet Towards Camel Clutch----------->d/b+lp+lk - d/b+rp+rk Face Up/Feet Away Crucifixion----------->d/b+lp+lk - d/b+rp+rk Face Down/Feet Away Chicken Wing----------->d/b+lp+lk - d/b+rp+rk Face Up/Side Flip Over (No Damage)----------->d/b+lp+lk - d/b+rp+rk Bow Break (Right Side)----------->d/b+lp+lk - d/b+rp+rk Strangle (Left Side)----------->d/b+lp+lk - d/b+rp+rk -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Juggles | =============== Juggles u/f+rk, lp, lp+rp,lp u/f+rk, lp,rp, b+rk, lp+rk u/f+rk, lp,rp, D+lk+rk,rp f,N,d,d/f+lp+rp, u/f+rk, D+lk+rk,rp f,N,d,d/f+lp+rp, lp,rp, b+rk, lp+rk f,N,d,d/f+lp+rp, lp,rp, D+lk+rk,rp Unconventional Juggles FC,d/f+lp, D+lk+rk,rp FC,d/f+lp, WS+rk, D+lk+rk,rp FC,d/f+lp, WS+rk, D+lk+rk,rp, D+lk+rk,rp -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_- =============== | Credits | =============== Thanks to all of the people on Slikatel's Message Board on Tekken Web Project-Tekken3: _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ slikatel@metro.net http://metro.net/slikatel/tekken3 _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ Thanks to all of the people on r.g.v.a: Newsgroup: rec.games.video.arcade Thanks to Dinoza for distributing my faqs to the Tekken community through his newsletter. _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ dinoza@tm.net.my http://www.geocities.com/SouthBeach/Sands/8151/ _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_ Email comments to me at: aknight@frontiernet.net Website is at: http://www.geocities.com/tokyo/3297