The Beginner's Guide to: __ __ \ \ / / /\ __ ____ \ \/ /_______/ / /_/ /_/ /_______ __ \ / / __/ /___/\_____\ __/ __/ / / / / / / /__ / / / / / /_/__ / /_/ / /_/___/___/_/_/_/_/_/_/_/___/___/_____/ Version 7 (Feb. 4, 1998) for Tekken 3 by Brian Fan (btf1@acpub.duke.edu) **************** * Introduction * **************** If you are new to Tekken 3, I suggest that you visit Slikatel's Tekken 3 Site (http://metro.net/slikatel/tekken3/) and read his Gameplay Primer. The Primer is an excellent beginner's guide. It should provide you with a basic understanding of the game. This guide assumes that you have already played a few games of Tekken 3 and know what things like counter-hits, reversals, block-stun, and axis-shifting are. It is meant more as an introduction to the character Yoshimitsu rather than a beginner's manual to Tekken 3. The most up-to-date version of this FAQ is available at: http://www.duke.edu/~btf1/yoshi.html Alternatively, the text version is available at: http://www.duke.edu/~btf1/yoshi.txt ************ * Contents * ************ - Introduction - Contents - Conventions - Complete Move List & Technical Move List - Selected Moves & Notes - Combos and Juggles - Strategy - Afterword & Credits - Resources - Revisions - Miscellaneous *************** * Conventions * *************** Notations, as Yoshimitsu faces right: ------------------------------------- UB U UF ub u uf 1 2 o o o o o o Left Punch Right Punch \ | / \ | / 0 0 B o-- N --o F b o-- N --o f / | \ / | \ 0 0 o o o o o o Left Kick Right Kick DB D DF db d df 3 4 Hold Direction Tap Direction SS = sidestep (d,N or u,N) FC = full crouch WS = while standing , = do the motion/buttons one after another with about 1/3 second pause ~ = do the motion/buttons very quickly, one after another + = do the motion/buttons together An indentation means that the previously listed move must be done first Hit Ranges: ----------- H = move hits high and ground level h = move hits high M = move hits mid and ground level m = move hits mid L = move hits low and ground level l = move hits low ! = move is unblockable Comments: --------- Life+ Yoshimitsu gains life during the move Life- Yoshimitsu loses life during the move Turn The opponent is turned around after the move Back Yoshimitsu's back faces the opponent after the move RC This move recovers crouching JG This move initiates a juggle Delay Hits can be delayed Stun Opponent is stunned and falls over backwards BStun Produces temporary guard crush upon blocking CStun Produces a very long stun on counterhits, opponent falls forward AStun Turns opponent off axis upon blocking PCH The previous move must be a counterhit ********************** * Complete Move List * ********************** This list was compiled from moves verified from Catlord's Tekken 3 Movelist, Surfbard's Tekken 3 FAQ, Ben Cureton's The Original Tekken 3 Moves List, several of the sites listed under resources, and anything else I managed to find. Frame rates, damage incurred, and other technical info was taken mainly from Ben Cureton's Tekken 3 Manual Act. 1. I've also changed the descriptions from previous versions so that they're more consistent with some of the "official" and more common names out there. Grappling Techniques Description ------------------------------------------------------------------------------ 1+3 Jumping Body Slam 2+4 Sword Hilt to Face d,db,B+1+2 Rainbow Drop 1+3 or 2+4 Wheels of Hell 1+3 or 2+4 Spiritual Division 1+3 or 2+4 Tornado Drop Counter Techniques Description ------------------------------------------------------------------------------ b+1+4 Sword Counter d+1+3 or d+2+4 or FC+1+3 or FC+2+4 Low Parry f+1+3 Left Reversal Break f+2+4 Right Reversal Break 1+2+3+4 Powerup Striking Techniques Description ------------------------------------------------------------------------------ 1 Punch 2,3 Punch, Roundhouse 2,d+3 Punch, Low Kick d+1 or d+2 or FC+1 or FC+2 Low Jab WS+1 Left Uppercut WS+2 or df+2 Right Uppercut df+1,1,1,1 Door Knocker f+2 Backhand DB+2,2,2,2,2,2 Stone backhands df+1,2 Hilt Uppercut, Backhand B+1,1,1,1,1,1 Spinning Hilt Strikes DB+3,3,3,3,3 or 4 Spinning Low Kicks, Front Kick f,f+2 Ninja Blade Rush d+3+4 Meditate uf+1 or u+1 or ub+1 Hopping Jab uf+2 or u+2 or ub+2 Light Pounce df+3 Left Side Kick df+4 Right Side Kick WS+3 Rising Roundhouse WS+4 Toe Kick d+3 or FC+3 Low Kick d+4 or FC+4 Low Kick f,f+3+4,1+2,3+4 Shark Attack Blow f,f+4 Jumping Knee FC,df+3 Lunging Sweep 3,4 Left Roundhouse, Lightning Kick 4,4,4 Triple Right Roundhouse uf+3 or u+3 or ub+3 Jumping Roundhouse UF,3 or U+3 or UB,3 Hop Sweep uf+4 or u+4 or ub+4 Jumping Spin Kick UF,4 or U+4 or UB+4 Jumping Toe Kick UF,N+4 or U,N+4 or UB,N+4 Jumping Spinaround Kick uf+3+4 Flipping Stomp B+1,[1],[1] Spinning Toe Strike 4,DB Backflip,Delayed Slash 3+4 Second Flipping Stomp 4~3 Kangaroo Kick b+3+4 Spin Away d+3+4 Sit Down U Stand Up D Sit without rocking N Heal F or B Teleport 2,2,2,2,2 Fake Teleport, Stone Backhands 4 Fake Teleport, Kangaroo Kick f,f+1+2 Forward Flip DB+2,2,2,2,2 Backwards Stone Backhands d+3+4 Sit Down SS+3+4 Sword Debate Stance F Rejuvenation 1+4 or 2+3 Life Siphon F+1+4 or F+2+3) Reverse Life Siphon f,F+1+4 Turning Suicide f,F Double Suicide f,f+1+4,N Fake Suicide d+1+4 Standing Suicide B+1,1,1,1,1 Suicide Spin b,b+1 Sword Stab b,b+1,N+1 Spinning Blade b,B Cancel Early u+1+2 Pogo Stick D Step Down ub or u or uf Hop Around f,f Scoot Forward 3+4 Kangaroo Kick B+1+2 Death Pose 1 or 2 or 3 or 4 Bad Breath F Cancel Pose db+1 Sword Slice db+1,N,DB Delayed Sword Slice d,df,F+1 Double Somersault f,f+3,1 Wood Chopper FC,db,b+1 Sword Sweep uf+1+2 Copter Blade D Land Early ~B Dip and Turnaround Techniques With Back Towards Opponent Description ------------------------------------------------------------------------------ 1 Turn-Toward Punch 2 Backhand d+1 or d+2 Turn-Toward Crouch Punch 3 or 4 Turn-Toward Kick d+3 or d+4 Turn-Toward Low Kick 1+3 or 2+4 Reverse Throw 1+4 or 2+3 Life Siphon F+1+4 or F+2+3 Reverse Life Siphon Techniques While Running Description ------------------------------------------------------------------------------ F Shoulder Ram or Tackle or Running Stomp 1+2 Sword Impalement 1+2 Forward Cross Chop 3,4 Right Roundhouse, Lightning Kick 4 Jumping Knee 3+4,1+2,3+4 Shark Attack Combo Techniques When Knocked Down Description ------------------------------------------------------------------------------ 1, 2, 3, or 4 (as you hit the ground) Quick Recovery [1],[b or f],[3 or 4] Side/Back/Front Roll, Low or Mid Kick d+3 or d+4 Ankle Kick b,f+1+2 Back Roll, Forward Cross Chop f,f+1+2 Front Roll, Forward Cross Chop b,b+3+4 Front Handspring, Forward Cross Chop Chain Techniques Description ------------------------------------------------------------------------------ 1,2,1,4,4,4,1,1,1,1 Tenstring 1,2,1,4,2,2,2,4,1,1 Tenstring 1,2,1,4,4,4,1,3+4 Eightstring 4,4,2,2,4,4,1,1,1,1 Tenstring 4,4,2,2,4,4,1,3+4 Eightstring 4,4,2,2,1 Fivestring Notes on the Techniques: - The Stone Backhands can be done after a Backhand - The Spinning Low Kicks can be done after 2 or more Spinning Hilt Strikes - The Front Kick can be done after 2 or more Spinning Low Kicks - Performing all hits of any spinning move will leave Yoshimitsu dizzy and vulnerable to attack - You must land on your back in order to perform a Quick Recovery - You must be lying face up with your feet towards your opponent to perform any move leading into a Forward Cross Chop *********************** * Technical Move List * *********************** Grappling Techniques Damage Break ------------------------------------------------------------------------------ 1+3 30 1 2+4 30 2 d,db,B+1+2 50 1+2 1+3 or 2+4 15,25 1 1+3 or 2+4 15,25 2 1+3 or 2+4 70 none Counter Techniques Damage or Advantage Comments ------------------------------------------------------------------------------ b+1+4 35 Stun, JG (d or FC)+(1+3 or 2+4) 14 frames for punches, 26 frames for kicks f+1+3 11 f+2+4 11 for punches, 12 for kicks 1+2+3+4 - Striking Techniques Damage Hit Level Comments ------------------------------------------------------------------------------ 1 5 h 2,3 12,21 h,h 2,d+3 12,8 h,L RC d+1 or d+2 or FC+1 or FC+2 ? m RC WS+1 ? m WS+2 or df+2 13 m JG df+1,1,1,1 15,12,12,18 m,h,h,m Delay, Bstun f+2 12 h Turn DB+2,2,2,2,2,2 10,12,12,12,14,15 m,m,m,m,m,m RC df+1,2 15,12 m,h Turn (2nd hit) B+1,1,1,1,1,1 10,10,10,10,10,10 h,h,h,h,h,h DB+3,3,3,3,3 or 4 12,7,7,5,5 or 12 l,l,l,l,l or m RC f,f+2 18 m d+3+4 - - Life+, PCH uf+1 or u+1 or ub+1 ? h uf+2 or u+2 or ub+2 ? M df+3 ? m df+4 19 m WS+3 ? h WS+4 ? m d+3 or FC+3 ? L d+4 or FC+4 ? l f,f+3+4,1+2,3+4 40,40,30 m,h,m JG f,f+4 20 m FC,df+3 12 L JG 3,4 30,30 h,m 4,4,4 20,20,21 h,h,h AStun (3rd hit) uf+3 or u+3 or ub+3 ? h CStun, JG UF,3 or U+3 or UB,3 ? L uf+4 or u+4 or ub+4 ? L UF,4 or U+4 or UB+4 25 m UF,N+4 or U,N+4 or UB,N+4 ? h uf+3+4 30 M B+1,[1],[1] 2 H 4,DB 15,varies M,M! 3+4 20 M 4~3 30 m JG b+3+4 - - Life- d+3+4 - - U - - D - - N - - Life+ F or B - - Back 2,2,2,2,2 10,12,12,14,15 m,m,m,m,m RC 4 30 m JG f,f+1+2 22 m Back DB+2,2,2,2,2 10,12,12,14,15 m,m,m,m,m RC d+3+4 - - Back SS+3+4 - - Life- F 10 h Life+ 1+4 or 2+3 varies - Life+ F+1+4 or F+2+3) varies - Life- f,F+1+4 100 m! Life- f,F 100 m! Life- f,f+1+4,N - - Back d+1+4 60 m! Life- B+1,1,1,1,1 3,3,3,3,3 m!,m!,m!,m!,m! Life- b,b+1 90 m! Stun b,b+1,N+1 30 m! Stun b,B - - u+1+2 30 L! D - - ub or u or uf 25 M! f,f 15,15,15 L! 3+4 30 m JG B+1+2 - - 1 or 2 or 3 or 4 30 m! Stun, JG F - - db+1 10 M! db+1,N,DB varies M! d,df,F+1 15,28 M! f,f+3,1 20,18 m,M! FC,db,b+1 20 l! JG uf+1+2 25/30/40 m! D 25/25/40 m! ~B 35 m! Techniques With Back Towards Opponent Damage Hit Level Comments ------------------------------------------------------------------------------ 1 ? h 2 15 h d+1 or d+2 ? m 3 or 4 ? m d+3 or d+4 ? l 1+3 or 2+4 varies - 1+4 or 2+3 varies - Life+ F+1+4 or F+2+3 varies - Life- Techniques While Running Damage Hit Level Comments ------------------------------------------------------------------------------ F ? M! 1+2 ? L! 1+2 ? m Bstun, JG 3,4 30,30 h,m 4 20 m 3+4,1+2,3+4 40,40,30 m,h,m JG Techniques When Knocked Down Damage Hit Level Comments ------------------------------------------------------------------------------ 1, 2, 3, or 4 (as you hit the ground) - - [1],[b or f],[3 or 4] ? L or m d+3 or d+4 ? L b,f+1+2 ? m BStun, JG f,f+1+2 ? m BStun, JG b,b+3+4 ? m BStun, JG Chain Techniques Damage Hit Level ------------------------------------------------------------------------------ 1,2,1,4,4,4,1,1,1,1 5,8,6,9,9,5,5,8,8,30 h,m,m,h,h,L,m,M!,m!,m! 1,2,1,4,2,2,2,4,1,1 5,8,6,9,3,3,3,7,8,30 h,m,m,h,m,m,m,m,M!,l! 1,2,1,4,4,4,1,3+4 5,8,6,9,9,5,1,25 h,m,m,h,h,L,m,m 4,4,2,2,4,4,1,1,1,1 20,20,5,6,9,5,5,8,8,30 h,h,m,m,h,L,m,M!,m!,m! 4,4,2,2,4,4,1,3+4 20,20,5,6,9,5,1,25 h,h,m,m,h,L,m,m 4,4,2,2,1 20,20,5,6,30 h,h,m,m,m! ************************** * Selected Moves & Notes * ************************** Grappling Techniques -------------------- Throws are quite valuable for Yoshimitsu since most of his attacks hit high or middle. The Sword Hilt to Face (2+4) is still the most useful throw since you are guaranteed a sword slash (db+1) or low kick (d+3) afterwards. Alternatively, the pogo stick & scoot forward (u+1+2, f,f) work well as a followup too. However, since throws can be broken quite easily, you should alternate between the Sword Hilt to Face and the Jumping Body Slam. Use the Rainbow Drop (d,db,B+1+2) whenever you can since it is more damaging than either of the previous throws. Counter Techniques ------------------ b+1+4 Sword Counter In order to get a clean hit, you must time the block so that the opponent connects with Yoshimitsu's blade when it is drawn back. This is different from other reversals in that, if the opponent connects while the sword is being positioned, the two are likely to trade hits. Even when the sword is in position, it is still possible to trade hits (though much less likely). The Sword Counter is not a "reversal" so it will not necessarily stop a move that could be reversed. However, the closer your opponent's body is, the greater your chance of getting the Sword Counter to hit. Your opponent can also run/dash into the sword (i.e. no attack need be initiated, they just have to get close enough). I have seen people run into it. It is also possible to crouch dash into the counter --this somewhat tricky, but works against Jin, Heihachi, and Paul. You can do the Sword Counter during most block points in a tenstring. d+(1+3 or 2+4) or FC+(1+3 or 2+4) Low Parry The timing for this move is exactly the same as for a high reversal (with King, Paul, Nina, or Jin) or a high combo breaker (with Xiaoyu or Law). The window of advantage for a parry is very short. If you parry a low punch, your best bet is to try for a Right Sidekick (df+4) or a Low Kick (d+4). Failing that, try for a delayed throw or go for the Bad Breath (B+1+2,1). You're in much better shape if you manage to parry a low kick. Except for Law's Dragon Tail (db+4), you should be able to manage a Right Sidekick (df+4). If you parried something with lots of twisting motion, like one of Jin's sweeps, you are guaranteed a Jumping Knee (f,f+4) or Jumping Heel Kick (uf+4). If you do parry Law's Dragon Tail, you can do a Sword Slice (db+1) or try for a Flipping Stomp (uf+3+4) and its followups. You can also try for an uppercut after any Low Parry, but the uppercut will not juggle since your opponent recovers in a crouching position). A brief list of low moves that you can predict or break on reflex are: Bryan Fury: Low Spinkick (df+3) - wait for his crouch-turn Eddy Gordo: Vault Sweep (3~4,4,4 or 1+2) - the third kick Arching Crescent (b+4,3,4,4 or 1+2) - the second or third kick Sattelite Ground Kick (ss+3,4,4 or 1+2) - the second kick Rollout Punch Combo (1~3,etc) - the second hit Gun Jack: Cossack Kicks (DB+3,4,3,4,3,4) - break any of them, predictable Tenstring (WC+2,1,1,etc) - second or third punch Tenstring (uf+1,1,4,3,4,etc) - third, fourth, or fifth hit Heihachi: Spinkicks (uf+4,4) - the second hit Hwoarang: Jab Combo (1,1,3,3) - the third hit Tenstring (1 or 2,2,3,4,3,4,4,etc) - fourth or seventh hit Jin Kazama: Spinkicks (uf+4,4,4,4) - the third hit Elevenstring (b+2,4,4,4,etc) - the fourth hit Ten/Nine/Eightstring (3,2,4,3,1+4) - duck and break fifth hit Julia Chang: Tenstring (2,1,1,2,3,etc) - the fifth hit King: Ali Kicks (WC+3+4,4,4) - the second or third hit (not on counterhit) Ankle Smash (FC,df+1) - slow to execute Tenstring(1,2,1,1,3,3,4,3 or 4,etc) - the seventh or eighth hit Tenstring(1,2,1,1,2,4,4,4,etc) - the sixth, seventh, or eighth hit Kuma: Low Hammer Rush (WC+1,1,1,2,etc) - the second hit Forrest Law: Dragon Tail (db+4) - not that slow, but can be done on reflex Tenstring (df+1,2,2,1,3,3,etc) - the sixth hit Tenstring (df+1,3,2,2,3,3,etc) - the sixth hit Lei Wulong: 3-Punches (Snake:2,2,2) - the third hit Crane Dance (Crane:3,4,2,3) - the second hit Nina Williams: Tenstring (1,2,1,2,3,3) - duck the fifth, break the sixth Tenstring (1,2,1,2,4,3,4) - duck the fifth, break the sixth Ogre: Low Kick Combos (FC+3,3,etc) - must block first low, break the second Bloody Scissors (DB+1+2) - slow to execute Paul Phoenix: Elbow, Uprooter (FC,df+2,2) - the second hit Sweep, Elbow, Uprooter (d,db,b+3,2,2) - the third hit Tenstring (1,2,3,1,4,2,1,4,2,1) - the fifth or ninth hit Tenstring (1,2,3,2,1,2,1,4,2,1) - the eighth hit Ling Xiaoyu: Sweeps (FC,df+4,4) - the second kick (must block the first) Tenstring (u+4,1,2,1+2,1,3,4,4) - the seventh or eighth hit Tenstring (u+4,1,2,4,4,2,1+2,1,4,2) - the fourth or eighth hit F+1+3 or F+2+4 Left and Right Reversal Break To clarify -- if you perform a move that involves your left limb and your opponent attempts to reverse it, you should break the reversal with F+1+3. If your opponent attempts to reverse a move that you initiate with your right limb, then you should break with F+2+4. It doesn't matter what buttons your opponent tries to reverse you with. 1+2+3+4 Powerup Any move you perform while your fists glow will register as a counterhit. If blocked, the move will cause block damage. However, you cannot block while your fists are glowing. Moves that you may wish to counterhit are: f,f+2, d+3+4 Ninja Blade Rush and Sit Down f,f+3+4,1+2,3+4 Shark Attack Combo 4,4, etc. Double Right Roundhouse uf+3 Jumping Roundhouse (stuns on counterhit) Striking Techniques ------------------- WS+2 or df+2 Right Uppercut Still one of the fastest juggle starters in the game, this move has very little start or recovery time, floats your opponent reasonably high and even has nice range. The only time it will not float your opponent is when they are hit in a crouch position. Note that the WS+2 version is slightly slower and has a little more execution time. df+1,1,1,1 Door Knocker Any and all parts can be delayed to trick your opponent into dropping his guard. The last hit connects very low to the ground so that you can hit someone rising from the ground if you connected with the first two hits in a juggle. Sometimes the second hit will bounce large characters (like Gun Jack, Kuma, and Ogre 2) off the ground high enough to be hit by the third hit (during a juggle). df+1,1,1,1 & df+1,2 Door Knocker & Hilt Uppercut, Backhand Yoshimitsu plays a decent guessing game with his df+1 since the next hit can be middle or high. You can continue into the Stone Backhands (db+2,2,2,2,2) from the Backhand to guard yourself from retaliation. [f+2],DB+2,2,2,2,2,2 Backhand, Stone Backhands The fists will combo off of the backhand, but you're better off trying for a juggle with the right uppercut (df+2) which has better damage potential. Any attack initiated immediately after the Stone Backhands will register as a WS attack instead of one done from a standing position. Thus, something like: DB+2,2,slight pause,2 -- would result in 2 Stone Backhands and a right uppercut. f,f+2,d+3+4 Ninja Blade Rush, Meditate Yoshimitsu runs his opponent through on a counterhit. The sit down is also only available on a counterhit. While sitting in this position, none of the normal sitting moves are available to Yoshimitsu. You must hold up, to stand up (facing away from opponent). However, Yoshimitsu regains life at very fast pace while sitting in this position. df+4 Right Side Kick Definitely one of Yoshimitsu's greatest assets, it hits middle, has great range, does decent damage, executes quickly, and recovers quickly. Use it to get out of tight situations; it has incredible priority. WS+4 Toe Kick Very good in juggles as it hits anyone not completely on the ground. Also has good range. f,f+3+4,1+2,3+4 Shark Attack Combo Do not go for the entire string against decent Tekken 3 players. You can be juggled/thrown after the kangaroo kick. Simply doing one or two parts should be enough to confuse most people into not blocking the last kick (once in a while). Mix the first hit up with the Forward Flip (f,f+1+2) to confuse your opponent. f,f+4 Jumping Knee The knee will not knock down an opponent if started from the edge of it's range. It still hits on descent so it has a lot of range (for juggles). FC,df+3 Lunging Sweep Juggling is possible after the trip. The spinning low kicks (DB+3,3,3,3,3) work great against a rising opponent. A WS+4 or FC+4 is always guaranteed, but quick recovery is possible after either of those hits. However, it isn't possible to quick recover from the sweep itself (so you are guaranteed a Flipping Stomp and followups). This move recovers low, so any button press afterwards will register as one done while standing. 4,4,4 Right Roundhouse Kicks The last roundhouse kick will turn your opponent slightly off axis. 4~3 Kangaroo Kick The Kangaroo Kick, Standing Suicide combo still works. However, you must only attempt the suicide if Yoshimitsu was very close to his opponent before the kick. b+3+4 Spin Away To perform multiple spins, hold (not tap) back as you hit 3+4. Yoshimitsu loses health for each spin performed. d+3+4 Sit Down Still quite useful when the opponent is far away from Yoshimitsu. Yoshimitsu cannot be hit in the late stages of the Fake Teleports. f,f+1+2 Forward Flip Very useful as it leaves you close to the opponent and turned away. The backwards stone backhands will cause Yoshimitsu to travel away from his opponent. Good followups for the forward flip include a turn-toward kick (3 or 4), a reverse throw (1+3 or 2+4), a backhand (2), or even a Life Siphon 1+4 or 2+3. SS+3+4 Sword Debate Stance Yoshimitsu does not lose life immediately, but rather at slow intervals (similar to his sit-down heal). The sword will hit opponents during the Rejuvenation. It appears that Yoshimitsu gains an amount of life back proportional to the life he lost. You can only perform Rejuvenation, Life Siphon, and Reverse Life Siphon from this stance, no other moves are available. u+1+2 Pogo Stick Absolutely no low attack will knock the sword from under him or otherwise harm him. Some mid attacks will hit him but most will trade hits or miss altogether. Yoshimitsu can also not be thrown while in this stance. One caveat while using this move: do not stay in this stance too long. Yoshimitsu cannot shift his attack axis while in this position; thus if your opponent sidesteps, you will not face him. B+1+2 Bad Breath Stance All grabs will miss Yoshimitsu while he is in this position. Some high attacks (like standing jabs), will miss as well. db+1,N,DB Sword Slice Returning the joystick to neutral at any time will cause Yoshimitsu to release the slash from his hopping stance. After 6 hops, the sword will flash and release a puff of smoke. If this slice connects, it will most likely kill your opponent. d,df,F+1 Double Somersault, Sword Slice This move has very nice range and is safe even when your opponent is somewhat close. The sword will hit opponents on the flip's ascent and descent. Thus, as long as they're not standing right next to you, you can nick them in the back even if you don't slice them from over their head. This move can be reversed by Nina and Jin. ********************** * Combos and Juggles * ********************** Outside of his spinning/dizzying moves, Yoshimitsu doesn't have many canned moves that provide true combos (a true combo is one that your opponent cannot break out of or block at any point). Thus the best way to create true combos is to juggle. Yoshimitsu can start a combo or juggle from any of the following moves: f+2 or (while turned)+2 or df+1,2 (2nd hit) Backhand df+2 or WS+2 Right Uppercut 4~3 or u+1+2,3+4 or d+3+4,4 or f,f+3+4,1+2,3+4 Kangaroo Kick FC,df+3 Spinning Trip B+1+2,1 Bad Breath B+1+4 Sword Block FC,d,db+1 Sword Sweep b,b+1 Sword Stab These move all render the opponent helpless or "float" him/her to some extent, allowing you to add more hits while your opponent is falling or recovering. Usually, it is possible to add 1 or 2 "quick hits" before ending the juggle with a special move (if your opponent doesn't "quick recover", it is possible to punish him further with moves that hit ground level opponents). "Quick Hits" include: f+1 or 1 or 2 Punch d+1 or d+2 Low Punch d+4 Low Kick df+1 Hilt Uppercut df+2 Right Uppercut b+1 Spinning Hilt Strike DB+2 Stone Backhand You can usually include the following moves to end your juggle: f+2 Backfist f,f+2 Ninja Blade Rush 2~3 Punch & Roundhouse Kick 2~D+3 Punch & Low Kick DF+1,1 Elbow Uppercut & Hilt Smash DF+1,2,DB+2,2,2,2,2 Elbow Uppercut, Backhand, Stone Backhands B+1,1,1,1,1 Spinning Hilt Strikes DB+2,[2],[2],[2],[2],4 Stone Backhands, Toe Kick df+3 or df+4 Side Kick f,f+4 Jumping Knee 3 or 4 Roundhouse Kick f,f+3,1 Wood Chopper FC,df+3 Lunging Sweep If your opponent performs a "quick recovery", you will usually not be able to harass him further on the ground. However, if they just lie there, you can hit them with: FC,df+3 Lunging Sweep uf+3+4,B+1,1,4 Flipping Stomp, Spinning Toe Strike, Flipkick uf+3+4,B+1,3+4 Flipping Stomp, Spinning Toe Strike, Stomp DB+3,[3],[3],[3],4 Spinning Low Kick(s), Toe Kick db+1 Sword Slice f,f+3,1 Wood Chopper u+1+2,(f,f or uf) Pogo Stick (scoot or hop forward) d,df,F+1 Double Somersault If you anticipate that your opponent will "quick recover" from your combo, either try to end in a crouching position or recover from your last hit and crouch immediately. Perform a Lunging Sweep (FC,df+3) as they quick recover and start another combo! A simpler way of dealing with fast recoveries is to perform a right Sidekick (df+4) as your opponent recovers. Tips on performing juggles: - If you start with Bad Breath, you must hit your opponent with a 1 or 2 before they fall down (and out of reach). Otherwise, simply follow through with a juggle ender (such as df+4 or f,f+4). - Be wary of ending combos with a Sword Slice (db+1) since it always misses if your opponent quick recovers. - When you do simple jabs, try to hold forward when doing so. This helps move you forward as well as making the jab execute faster. - Often, instead of performing a Jumping Knee as a combo ender, you can perform a Side Kick (df+4) and Sit Down (d+3+4) for one rock. The damage tradeoff for this ender is better than just doing the knee, however, you lose attack momentum by doing this. - Certain combos are possible against larger characters like Gun Jack, Kuma, and Ogre 2 (and to a certain extent, King). Experiment and find out. -------------- The Combo List -------------- Combos Initiated with the Backhand (f+2) ---------------------------------------- f+2, 3 Backhand, Left Roundhouse f+2, df+2, uf+4 or f,f+3,1 or f,f+3,4 Backhand, Uppercut, Jumping Heel Kick or Wood Chopper or Front Kick & Toe Kick f+2, df+2, 1, 3 or f,f+4 or df+4 Backhand, Uppercut, Jab, Left Roundhouse or Jumping Knee or Right Sidekick Combos Initiated with the Right Uppercut (df+2 and WS+2) -------------------------------------------------------- df+2, uf+1, 1, 4 or uf+4 or f,f+4 or df+4 Uppercut, Hopping Jab, Jab, Right Roundhouse or Jumping Heel Kick or Jumping Knee or Right Sidekick df+2, f,f, b+1+4, (f,f+4 or df+4) Uppercut, Dash, Sword Counter, Jumping Knee or Right Sidekick df+2, f,f+4, d+1, (WS+4 or f,f+4 or FC,df+3) Uppercut, Jumping Knee, Low Jab, Toe Kick or Jumping Knee or Lunging Sweep df+2, f,f+4, 1, df+2, f,f+4 Uppercut, Jumping Knee, Jab, Uppercut, Jumping Knee (vs. Kuma, Gun Jack, or Ogre 2) f+2, df+2, df+2, df+2 or f,f+4 or df+4 3 Uppercuts, Uppercut or Jumping Knee or Right Sidekick df+2, df+2, b+1,1,1,1,1, 3 or f,f+4 or df+4 2 Uppercuts, 5 Spinning Hilt Strikes, Roundhouse or Jumping Knee or Right Sidekick df+2, df+2, b+1, db+2,2, d+4 2 Uppercuts, Spinning Hilt Strike, 2 Stone Backhands, Low Kick df+2, df+2, b+1, 1, df+1,1 or f,f+4 or df+4 2 Uppercuts, Spinning Hilt Strike, Jab, Hilt Uppercut & Backhand or Jumping Knee or Right Sidekick df+2, df+2, b+1, 2~3 2 Uppercuts, Spinning Hilt Strike, Punch & Roundhouse df+2, df+2, f,f+3,1 or f,f+3,4 2 Uppercuts, Wood Chopper or Front Kick & Toe Kick df+2, df+2, f,f+3, d+1, f,f+4 or FC,df+3 2 Uppercuts, Front Kick, Low Jab, Jumping Knee or Lunging Sweep df+2, f,f+2, d+1, FC,df+3 Uppercut, Ninja Blade Rush, Low Jab, Lunging Sweep df+2, b+1, 1, b+1, uf+4 or f,f+3,1 Uppercut, Spinning Hilt Strike, Jab, Spinning Hilt Strike, Jumping Heel Kick or Wood Chopper df+2, b+1, 1, b+1, 1, f,f+4 or df+4 Uppercut, Spinning Hilt Strike, Jab, Spinning Hilt Strike, Jab, Jumping Knee or Right Sidekick df+2, b+1, 1, b+1,1, uf+4 Uppercut, Spinning Hilt Strike, Jab, 2 Spinning Hilt Strikes, Jumping Heel Kick df+2, b+1, 1, b+1,1, b+1, f,f+4 or df+4 Uppercut, Spinning Hilt Strike, Jab, 2 Spinning Hilt Strikes, pause, Spinning Hilt Strike, Jumping Knee or Right Sidekick df+2, b+1, df+1,2,DB+2,2,2,2,4 Uppercut, Spinning Hilt Strike, Uppercut, Backfist, 4 Stone Backhands, Toe Kick df+2, b+1, f,f, b+1+4 Uppercut, Spinning Hilt Strike, Dash, Sword Counter df+2, 1, f,f, b+1+4 Uppercut, Jab, Dash, Sword Counter df+2, 1, b+1, f,f, u+1+2, f,f Uppercut, Jab, Spinning Hilt Strike, Dash, Pogo Stick (scoot forward if your opponent didn't quick recover) df+2, 1, b+1,1,1,1, 3 or f,f+4, or df+4 Uppercut, Jab, 4 Spinning Hilt Strikes, Left Roundhouse or Jumping Knee or Right Sidekick df+2, 1, 1, 1, f,f+4 or df+4 or uf+4 Uppercut, 3 Jabs, Jumping Knee or Right Sidekick or Jumping Heel Kick df+2, b+1,1,1, b+1,1,1,1, f,f+4 or df+4 Uppercut, 3 Spinning Hilt Strikes, pause, 4 Spinning Hilt Strikes, Jumping Knee or Right Sidekick df+2, UF,4, 1, f,f+4 or df+4 Uppercut, Jumping Toe Kick, Jab, Jumping Knee or Right Sidekick df+2, UF,4, d+1, FC,df+3 Uppercut, Jumping Toe Kick, Low Jab, Lunging Sweep df+2, UF,4, 1, df+1,1,1 or df+1,2 Uppercut, Jumping Toe Kick, First 3 hits of Door Knocker or Hilt Uppercut & Backhand (vs. Kuma, Gun Jack, or Ogre 2) Combos Initiated with Bad Breath (B+1+2,1) ------------------------------------------ B+1+2,1, 3 Bad Breath, Roundhouse B+1+2,1, d+1, f,f+4 or df+4 Bad Breath, Crouch Jab, Jumping Knee or Right Sidekick B+1+2,1, 1,2,1,4 Bad Breath, Start of Tenstring B+1+2,1, 1,1, f,f+4 or df+4 Bad Breath, 2 Jabs, Jumping Knee or Right Sidekick B+1+2,1, df+1,2,DB+2,2, WS+4 Bad Breath, Hilt Uppercut, Backhand, 2 Stone Backhands, Toe Kick B+1+2,1, 1, b+1, 1, b+1, f,f+4 or df+4 Bad Breath, Jab, Spinning Hilt Strike, Jab, Spinning Hilt Strike, Jumping Knee or Right Sidekick (vs. Kuma, Gun Jack, or Ogre 2) Combos Initiated with the Kangaroo Kick (4~3) --------------------------------------------- 4~3, B+1+2,1, 3 Kangaroo Kick, Bad Breath, Roundhouse 4~3, B+1+2,1, 1, f,f+4 or df+4 Kangaroo Kick, Bad Breath, Jab, Jumping Knee or Right Sidekick 4~3, B+1+2,1, 1, b+1,1, f,f+4 or df+4 Kangaroo Kick, Bad Breath, Jab, 2 Spinning Hilt Strikes, Jumping Knee or Right Sidekick (vs. Kuma, Gun Jack, or Ogre 2) 4~3, 3, u+2 Kangaroo Kick, Left Roundhouse (turns them over), Light Pounce 4~3, b+1+4, 1, f,f+4 or df+4 Kangaroo Kick, Sword Counter, Jab, Jumping Knee or Right Sidekick Combos Initiated with the Lunging Sweep (FC,df+3) ------------------------------------------------- FC,df+3, FC+4, FC,df+3 Lunging Sweep, Low Kick, Lunging Sweep FC,df+3, FC+1, FC+1, FC,df+3 Lunging Sweep, Low Jab, Low Jab, Lunging Sweep FC,df+3, FC+1, f,f+4 Lunging Sweep, Low Jab, Jumping Knee FC,df+3, uf+3+4,b+1,3+4 Spinning Trip, Flipping Stomp, Spinning Toe Strike, Flipping Stomp Combos Initiated with the Sword Sweep (FC,db,b+1) ------------------------------------------------- FC,db,b+1, d+4, FC,df+3 Sword Sweep, Low Kick, Lunging Sweep FC,db,b+1, uf+3+4,b+1,3+4 Sword Sweep, Flipping Stomp, Spinning Toe Strike, Flipping Stomp Combos Initiated with the Sword Counter --------------------------------------- b+1+4, u+1+2, f,f Sword Counter, Pogo Stick, Scoot Forward b+1+4, uf+3+4,b+1,3+4 Sword Counter, Flipping Stomp, Spinning Toe Strike, Flipping Stomp b+1+4, d+1, f,f+4 or FC,df+3 or WS+4 Sword Counter, Low Jab, Jumping Knee or Lunging Sweep or Toe Kick ************ * Strategy * ************ Use every move in his arsenal (ok, don't use the Suicides too frequently), but the more your opponent has to worry about, the less effective his defense is. His Sword Counter hits anyone standing right next to him so you can even use it to counter dashes, and crouch dashes. Be unpredictable! Dash Buffering: This is a very useful strategy because Yoshimitsu has a multitude of moves started from a dash. To buffer a move from a dash, simply be prepared to hit the appropriate button combination(s) after a dash. You have up to half a second to initiate a move after a dash; this adds distance and unpredictability to Yoshimitsu's moves since it can appear that he produces a Jumping Knee (f,f+4) or Ninja Blade Rush (f,f+2) with little warning. The Forward Cross Chop: If you play with tournament-caliber people, you've realized that the stun caused by a Forward Cross Chop sets up an unblockable mini-combo. For Yoshimitsu, I've found that these work fairly well: (forward dive stuns opponent) 1, df+2, f,f+4 (forward dive stuns opponent) 1, 1, 1, f,f+4 (forward dive stuns opponent) 1, db+2, WS+4 (forward dive stuns opponent) 1, uf+4 The dive is particularly well suited for Yoshimitsu as a form of attack because he can initiate it from the ground without rolling (b,b+3+4) and because he has a fairly safe/fast way of getting to the ground, by doing all 5 spinning sweeps (D/B+3,3,3,3,3). Button Buffering and Reversal-Breaks: As in Tekken 2, you can buffer button presses by simply holding one button down before any input. For example if you press and hold 4, you would get a right roundhouse. But if you press 2 (while still holding 4) you would get a throw (the Hilt Smash) instead of a right jab. This technique isn't as important to Yoshimitsu as it is for other characters, but it still has its uses. For example, by pressing (and holding) 1 during a crouch you get the all-purpose-quick-and-easy-epitome-of-pokes: the crouch jab. From there, you can either hit 3 (while in the crouching position) to get a Low Parry, hold back and hit 4 to get a Sword block, or roll the joystick to back and hit 2 to get the Rainbow Drop. Another, use for button buffering is to buffer a reversal break. Although only useful against Jin, Paul, and Nina, it can still save you from a world of trouble. For example, if you wanted to buffer a reversal break for the roundhouse & lightning kick (3,4), you would tap 3, hold 4, and hold forward and 2 to break (assuming your opponent tried to reverse you). Similarly, if you wanted to buffer a reversal break for the Wood Chopper (f,f+3,1), you would tap forward twice (and hold forward the second time), hold 3, and hit 1. Note that the game will not register a 1 for the second hit unless you return the joystick to neutral. Thus, buffering the entire sequence yields: f,F+3 (while holding 3)~1~N+1. Full Crouch and While Standing Attacks: Yoshimitsu has the distinct advantage of recovering low after several moves. What this means is that he can quickly follow an attack with a while-standing move. The main advantage in this is that his right uppercut (WS+2) and toe kick (WS+4) are readily available quite often. In addition to the normal d+1 or d+2, Yoshimitsu, can perform while- standing attacks after his Stone Backhands, Spinning Low Kicks, and his Lunging Sweep. In addition, Yoshimitsu is also considered in a Full Crouch after any of the previous moves except for the Stone Backhands. This allows more flexibility in creating custom strings since Yoshimitsu must perform the Lunging Sweep (FC,df+3) and the Sword Sweep (FC,db,b+1) from Full Crouch positions. Learn to sidestep: The later you sidestep, the better your chances of getting a side throw or combo become, learn to recognize which moves can be sidestepped and which moves have the uncanny ability to track you (like Paul's deathfist), also sidestepping appears to bring you closer to the opponent (at the very least, it doesn't take you in the opposite direction). Since Yoshimitsu doesn't have any useful special moves requiring a sidestep, you should go for df+2 uppercuts or throw attempts afterwards. Be aware that you may sometimes catch your opponent off guard with a SS,df+2 juggle--which sometimes flips them over in the air. If they land face-down they cannot quick recover and you are free to inflict more damage on the ground. A few quick tips on specific characters: Xiaoyu: If she goes into the phoenix stance, you should do a jumping knee (f,f+4) to take her out of it. Other hits that work well against the phoenix stance are the forward flip (f,f+1+2), the sword slash (db+1) if she is close, or the double somersault (d,df,F+1) if she is farther away. If she turns around, either block high (if she is close) or sidestep (middle distance) or just dash back. Nina: In general, if she performs a low kick, she can follow with either an uppercut or high kick (so block high). Recognize the combos that end in a double palm and Sword Block it. Buffer Reversal-Breaks. Law: A blocked flipkick will always yield an opportunity for df+2 float combo starter. Recognize the difference between b+1,2,1 and b+2,3,4. The b+2,3,4 comes out faster and you will see Law turn his back to you (if he is on the left side) or his front to you (if he is on the right side). Also familiarize yourself with the windup for the Dragon Tail (db+4). If you can block all of these, he has very few effective attacks left. Hwoarang: Always sidestep towards his left side. If in doubt, block high against him. It is not always necessary to quick-recover against him since he has few attacks that hit the ground (save for db+4). Eddie Gordo: The jumping knee (f,f+4) and right side kick (df+4) are great long-range attacks to poke with, the pogo stick also seems to work well against button smashers. The Low Combo Breaker can save your life if you recognize when his Chain and Roll Kicks are coming since it allows you to escape the Sweep vs Headbutt dilemma. Paul Phoenix: Do not try to sidestep the deathfist, it is also tricky to Sword Block the crouch dash but will usually catch him if the death fist is not used after the crouch dash. A side kick (df+4) will usually hit Paul after a blocked deathfist. The ankle kick (d+4 while you're on the ground) can save you from his Falling Leaf okizeme. King: It appears that King's reversal cannot be broken, thus try to stay away from predictable kicks, for example, 4,4,4 or 3,4 or tenstrings, use the inhale stance (B+1+2) to avoid his multipart starters and f,f+4 in response to a crouch dash (it appears that elbows and knees are still not reversable). Use the right uppercut (df+2) with liberty as king can't do much after it's blocked. Lei: The double somersault (d,df,F+1) and sword slice (db+1) work decently to keep him from lying down. Try to sidestep to his right side. Avoid being tripped by his sweep (db+4) since you cannot quick recover from it and since 4~4,3,3, 3~4 are guaranteed afterwards. Jin Kazama: You can sword block the 3rd hit of the white heron combo (or for the 4th hit too). Crouch if he crouch dashes towards you. Or, if you can anticipate it, Sword Block his crouch dash. *********************** * Afterword & Credits * *********************** Please send comments or suggestions to: btf1@acpub.duke.edu I feel that the following people deserve a lot of respect for what they do. Surfbard: author of Tekken 3 FAQ (surfbard@ix.netcom.com) Catlord: author of Tekken 3 Movelist (catlord@eden.rutgers.edu) tragic: author of The Original Tekken 3 Moves List and the Tekken Manual (tragic@toxic.net) ************* * Resources * ************* I got a great deal of information from these sources: Usenet: rec.games.video.arcade World Wide Web: http://metro.net/slikatel/tekken3/ http://www.jps.net/nogard/Tekken3/ http://www.namco.com/arcade/titles/tekken_3/gameindex.html http://www.geocities.com/SiliconValley/Heights/7811/tekken3.htm http://www.geocities.com/TimesSquare/Arcade/7285/ http://www.geocities.com/Tokyo/3297/main.htm http://pw2.netcom.com/~surfbard/ http://www.monmouth.com/~karin/ ************* * Revisions * ************* Version 1: Rough Draft Version 2: Removed some bogus moves Combo section added Version 3: Moves added Reverse Life Siphon, Forward Flip & Life Siphon, Double Suicide, and Spinning Suicide -- thanks to gkomatsu@hawaii.edu (Galen Komatsu) Forward Flip & Spinning Fists Low Combo Break Corrected Power Sword Slice and Attack String comments -- thanks to dug-meister@worldnet.att.net (Douglas Rosengard) Various info added to notes Version 4: More corrections Version 5: Lots of stuff added Version 6: More corrections and additions to combos, combo tips and move list Added notes to forward dive in Strategy Version 7: Redid moves section (hopefully it's easier to read now) Added a lot of combos and various information elsewhere ***************** * Miscellaneous * ***************** Please feel free to redistribute this guide and give credit where it's due. This information is not for sale and should never be. Brian Fan btf1@acpub.duke.edu