__________ _____ ______ _______ ___ __
___ ____/______ _____________ __________ /_ ___ / ___ |__ | / /
__ /_ _ __ \__ ___/_ _ \__ ___/_ __/ __ / __ /| |__ | /| / /
_ __/ / /_/ /_ / / __/_(__ ) / /_ _ /____ ___ |__ |/ |/ /
/_/ \____/ /_/ \___/ /____/ \__/ /_____//_/ |_|____/|__/
TEKKEN 3 FAQ (for both the arcade and ps version)
by Joseph Christopher <
[email protected]>
version 1.7
Feb. 24, 2000
THERE'S ONE EMAILER OUT THERE WHOM I WASN'T ABLE TO REPLY TO. AND THAT'S
CAUSE ALL MY REPLIES GETS BOUNCED BACK AFTER A COUPLE O WEEKS. I ALSO
LOST HIS EMAIL AND FORGOT HIS NAME. SORRY MAN. WRITE AGAIN THROUGH ANOTHER
ADDRESS IF YOU WILL...
this faq is copyright 2000-2001 Joseph Christopher
I didn't believe there will come a time when I'll have to write something
like this just to remind some people of what they all should be knowing
by heart :( Anyway, here goes...
By gaining access to this faq you agree to the following terms:
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|| liable for any harm that anybody thinks came from reading this faq. ||
|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
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|| most likely misuse of yet another technique found in this faq. ||
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|| out of ten chances are it is not in its latest update. You must ||
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|| 4) You will not use even a single phrase, sentence, or concept found ||
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===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
* This society does not care if you're the dumbest vegetable on earth,
if you do something wrong, someone will make you pay the price! ;)
* Law is the best counter attacker in all of Tekken. Few, however, know
of this and use Law in a cheap, offensive way, pulling off combos like
crazy. Sure, Law is also one of the best jugglers, but juggles need a
launcher, and launchers are either too slow to go undetected or included
in a combo that's easy to block or interrupt. Heihachi is supposed to
be the best (actually, he's my second favorite character) according to
the Tekken storyline so why choose someone, in this case Forest Law,
who isn't even influencial on the tournament's outcome? There are many
answers...
1. Law can parry all kinds of attacks (high, low, and air)
2. Law can link his juggles with his parries
3. Law has a punch parry which is equipped with an automatic counter
(remember that parries are always better than reversals since the former
cannot be countered while the latter can)
4. Law has one of the most powerful "supers" in all of Tekken
5. Law's super punch is homing
6. Law can slide without having to run first
7. Law has the coolest-looking throws (not much of a reason, but a reason
nonetheless)
Why read this guide:
I. Legend
II. General Moves
III. Special Moves
IV. Throws
V. Combos
VI. Juggles
VII. Counters
VIII. Vs. Computer
IX. Vs. Human
X. Ending
XI. Credits
XII. Revision History
XIII. Final Words
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ __ ____ ___ ____ _ _ ____
(_ _) ( ) ( ___) / __)( ___)( \( )( _ \
_)(_ )(__ )__) ( (_-. )__) ) ( )(_) )
(____)() (____)(____) \___/(____)(_)\_)(____/
U - up
D - down
B - back
F - forward
N - neutral
+ - at the same time
/ - or
1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
* for the rest of this faq I will be referring to mid attacks as high ones
because there really isn't any difference between them in terms of how
they are blocked or countered
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ___ ____ _ _ ____ ____ __ __
(_ _)(_ _) / __)( ___)( \( )( ___)( _ \ /__\ ( )
_)(_ _)(_ ( (_-. )__) ) ( )__) ) / /(__)\ )(__
(____)(____)() \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
dash - F,F / B,B (goes in direction you choose)
ankle kick - D+4 (when you're down)
roll - B / F (when you're down)
run - F,hold F (when far from opponen)
leap punch - F/B,F+1+2 (while rolling/running)
leap kick - B,B+3+4 (while rolling/running)
flying kick - 3 (while running)
slide - 4 (while running)
tackle - 1/2 (while running)
multi punch - 1,2,1,2,..(after tackle)
charge up - 1+2+3+4
uppercut - DF+2
side step - tap U / D (goes in direction you choose)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ ____ ____ ___ ____ ____ ___ ____ __ __
(_ _)(_ _)(_ _) / __)( _ \( ___) / __)(_ _) /__\ ( )
_)(_ _)(_ _)(_ \__ \ )___/ )__) ( (__ _)(_ /(__)\ )(__
(____)(____)(____)() (___/(__) (____) \___)(____)(__)(__)(____)
__ __ _____ _ _ ____ ___
( \/ )( _ )( \/ )( ___)/ __)
) ( )(_)( \ / )__) \__ \
(_/\/\_)(_____) \/ (____)(___/
These moves you'll have to use at random to win:
1) Dragon Storm - B+1,2,1
Three hits: First, a long-reach back fist. Second, a long-reach
right hook. Finally, an uppercut that gives way to more hits. Comes
out fast and is recommended if the first hit connects. One unique
feature about this move is the fact that it hurls the opponent's body
higher in the air than any other launcher, increasing your juggling
abilities. If the opponent blocks it, a good strategy would be to stop
at the second punch and continue with either a sweep (more reliable)
or a throw
2) Junkyard Kick - B+2,3,4
Again three hits: First, an elbow to the midsection, followed by
a kick to the shin, and finished off with a high kick to the chin that,
like the Dragon Storm, is a launcher. Most damaging among the launchers
and also the most confusing. On the down side, it can be blocked even
if the first hit connects (that is, if it doesn't connect close enough)
because of its lack in speed which also makes it easy to predict if
your opponent (surely enough) has seen it before. Don't use it much if
your opponent has a low parry. If he/she doesn't, but has a high reversal,
prepare to counter it.
3) Charge Power Punch - DB+1+2 (U,U to cancel)
Law sums up all his chi and delivers a power punch that makes an
opponent squirm in pain. Not to be used against experts because it can
be seen a mile away. If you still wanna use it, the only right time
for it is when your opponent is about to do a move that's low on recovery.
Dash back, make sure it'll miss, and do it.
4) Low Punch to Back Flip - D+2,3
This is yet another of Law's launchers. It's composed of only two
hits, though: One, a punch to the shin and two, a sommersault kick.
Has a slow recovery but makes up to it by extra quick execution time.
It's a great surprise move but is not to be relied on too much because,
if predicted, it will leave you open for seconds---eternities they
may seem in the Tekken world. If it doesn't connect, do it again,
fast. An average player would fall for that trick if he wasn't able
to do anything about your first miss.
5) Frogman - D+3+4 (hold D to cancel)
Law does something like a back flip, but ends up lying on the
ground, his feet touching his head, ready to do a chinese get up.
If do don't hold the D, he will. If you do, however, he'll relax and
continue lying down, this time in a common, comfortable position.
The first hit launches the opponent in the air, but given the descriptions
I don't think we can consider it a launcher.
6) Elbow Spring Kick - DB+2,4 (hold D to cancel)
Your back is turned while hitting the opponent's midsection with
your elbow. It stuns him a little, and then you follow up with a frogman,
this time hitting him on the way down, because you have your back turned,
remember? As with the frogman, you can hold D to cancel it, especially
if you know it won't connect, cause if it doesn't you have your back
turned and are WIDE open. If you don't press the 4, you'll only do
the elbow part which can be a confuser since you can pause then press
1 when your opponent lowers his guard to deliver a spinning back fist
that turns your opponent on his back, leaving HIM wide open. Another
variation would be to just throw him after the elbow!
7) Poison Arrow - F+2,1 (do it fast)
Bruce Lee's one-inch punch is somehow carried on to this move.
The only difference is you end up with an open fist instead of otherwise.
It may be slow on the execution time, but practice makes perfect and
eventually you'll learn the right moments to use it. It's a good
counter for ten hit strings that aren't done too close.
8) Dragon's Tail - DB+4
A double low kick sweeps your opponent off his feet in this move
May serve as a good confuser for unfinished combos that hit high.
Just remember that whenever you do a high-hitting combo and the opponent
blocks it, don't continue hoping he'll release his block before you
make your final hit, cause that only happens if he's prepared to counter.
Stop right in the middle of your combo and sweep him cause it's also
rare that he prepares for that.
9) Flying Kick - F,F,F+3
Whenever an opponent tries to roll away from danger, or when
he's just pulling off ten-hit combos like crazy, dash back and do
this, if he manages to block, follow up with a Dragon's Tail.
10) Double Dragon - 3+4 (during sidestep)
One of my favorite opening moves. Takes 80% of your opponents
by surprise can only be countered if they block. If you use this
as an opening, be sure to have the presence of mind to perish the
thought after doing a sidestep if your opponent isn't open for it.
(i.e he doesn't attack) One thing I'm sure of, this move does a lot
of damage, as Law hops and does two almost simultaneous kicks to the
face.
11) Slide Kick - DF,D,DF+4 (while crouching)
It's a slide kick, I don't need to describe it. A good strategy
would be to do an ordinary sweep (D+3) after it because you end up
behind your lying opponent. Do it again he gets up repeat the process
until he thinks of a way out. Finally, if you end up in front of
him, do an ankle kick for a little more damage.
* These are not really needed to win a game but some may be added to
combos as stated in my combos section:
12) Catapult Kick - U+4 (as you stand)
Just like the old back flip except higher, faster, and does more
damage. Why it ain't included in the "necessary to win" list? Cause
"higher" means more prone to counter attacks, "as you stand" means you
have to crouch first, and "does more damage" means Namco won't allow
it to be comboed into anything.
13) Rainbow Kick - U+3+4 (as you stand)
Again, just like the old back flip except higher, does more damage
but is slower. Sound worse than the Catapult Kick? Not really. It
does hit on the way down because Law adds 90 degrees to the sommersault
making him end up lying on ground, but not before he sticks both his
feet out to his opponent's face.
14) Fake Back Flip to Kick - U,N,4 (as you stand)
You outta know by now what a back flip is, this time Law doesn't
kick his opponent in the process, he just flips. The good thing is,
as soon as he lands, he delivers a high kick to the shin that looks
much like the last hit of the Junkyard Kick. You can opt not to press
the 4 and throw your opponent after the flip but most of the time
he'll just pound WHILE you're faking.
15) Left-Right Punch Combo - 1,2
A jab from the left and a forward punch from the right. 'nuff
said. (not like there's any more I could think of.)
16) Shaolin Spin Kick - 4,3,4
One forward kick with your right leg to his face, followed by
a roundhouse kick with your other leg to the same target, and lastly
a repitition of the first step. Easy to parry or duck from so don't
use if he's just standing there waiting for an attack.
17) Machine Gun Arrow - F+1,1,1,1,1
Five rapid-fire jabs from your left fist. Knocks the opponent
afterwards.
18) Rave War Combo - F+2,2,2
Five rapid-fire jabs from your left fist. Knocks the opponent
afterwards. Comes out fast and does some pretty good damage when
linked to the Rave War Combo (use only four 1s before linking) but
lacks recovery and can still be blocked if not done close enough.
19) Quick Rave War Combo - 2,2
Just like the Rave War combo except the elbow hit is skipped.
20) Mid Kick - DF+3
Law does a long range kick to the opponent's chest. Counters most
close range attacks before they can even materialize but slow on the
execution time therefore only to be used to make an opponent stop
whatever he's trying to do.
21) Crescent Kick - 4,U,3
The opponent's chest is kind of stomped with your right foot and
you follow up with a back flip that's hard to connect if he's not
in mid-air.
22) Double Impact - 3,4 (while crouching)
This move does NOT combo. You just do a basic sweep that doesn't
knock the opponent off his feet and follow it up with a back flip
that again, does not connect.
23) Low Kick to Back Flip - D+4,3
May connect, but I doubt it. You duck a little do a kick to the
shin, following it up with a back flip.
24) High Kick to Back Flip - 3,4
This kick connects, alright, but your opponent still has chance
to block or parry the second hit if you don't do it close enough.
The high kick is actually a side kick to the face.
25) Triple Kick to Back Flip - 3,3,3,4
Same as the High Kick to Back Flip, but, obviously, you do three
high kicks instead of one.
26) Jump Kick to Back Flip - UF+3,4
Think of a flying kick that's followed up with a back flip. Sounds
damaging? It is! Sounds immpossible to connect? It also is! (dam)
Must only be used if your opponent is way up in mid-air and you forget
your other juggling strategies.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ ____ _ _ ____ _____ _ _ ___
(_ _)( \/ ) (_ _)( )_( )( _ \( _ )( \/\/ )/ __)
_)(_ \ / )( ) _ ( ) / )(_)( ) ( \__ \
(____) \/ () (__) (_) (_)(_)\_)(_____)(__/\__)(___/
1) Dragon's Fire - 1+3
Actually, it's a two hit combo but considered a throw because of
the need to get a hold of the opponent before this move is done. Your
opponent first receives an elbow to the midsection followed by a Fake
Step Blow---cool!
2) Hopping Frog - 2+4
Law grabs the opponent's right foot, jumps while holding this foot,
and ends up sitting on the opponent, his (opponent's) foot being beside
his head---cool!
3) Ballbreaker - 1+3/2+4 (right side of opponent)
Law tangles himself with the opponent and they both fall on the
ground, the opponent's legs raised high and are far apart. The obvious
target is punched---hard. Way too cool! Just don't do it on female
opponents, especially if your challenger is a female as well. You can!
(the game allows it) but I say you musn't. Notice the move's name? Get
it? 'means it was meant for males, only.
4) Headlock Kick - 1+3/2+4 (left side of opponent)
As the name suggests, the opponent's head is held and his face
is kicked backwards---cool but I've already seen it before in several
Bruce Lee movies so it's nothing new.
5) Dragon's Bites - 1+3/2+4 (behind the opponent)
Law pulls the opponent by the back of the neck until it rests on
his knee. He then pounds the opponent's chest and this does a HEAP of
damage---very cool!
6) Knee Lift - F,F,3+4
The knee is used to knock an opponent off his feet---that's it?
not quite as cool as the other throws.
7) Run Up to Drop - F+2+3
And the winner for the coolest move in all of Tekken is...Law's
Run Up to Drop!!! Yeah Baby! Law makes a stairway out of his opponent
by first stepping on the stomach, then the chest, and finally the shoulder
He then jumps up from the shoulder, flips in the air, (all the while
his victim is trying to regain balance) and drops face down on his
opponent. Hard to connect though.
8) Headlock Punch - DF+1+2
As the name suggests, the opponent's head is held and his skull
is punched hard---cool but unrealistic if he's doing it on larger
opponents. Can't they just supplex him to escape?
9) Headlock Drop - 1,2,1+2 (after Headlock Punch)
The opponent's head is also held but this time Law jumps and leans
on the opponent's head, making it fall face first into the ground---
cool but unbecoming for a fighting style such as Law's.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ___ _____ __ __ ____ _____ ___
( \/ ) / __)( _ )( \/ )( _ \( _ )/ __)
\ / ( (__ )(_)( ) ( ) _ < )(_)( \__ \
\/ () \___)(_____)(_/\/\_)(____/(_____)(___/
* Contrary to what is stated in Practice Mode, Law has six 10-hit combos.
Actually, there is just one basic formula:
Starters Enders
DF+1,2,2,1 3,3,3,4,3,4
DF+1,3,2,2 3,3,3,4,4,4
3,3,3,D+3,4,4
You can start with any of the starters and continue with any of the enders
thus, six 10-hit combos! Let me discuss each part:
1) DF+1,2,2,1,...
Comes out quick, hard to block if the first hit connects, and hard
to counter if the first hit is blocked. It is, however, composed entirely
of high attacks and thus is only recommended if the first hit connects
2) DF+1,3,2,2,...
First hit is identical to that of the other starter's but the next
three hits come out slow and are still possible to block even if the
first hit connects. Countering the last three hits is also possible
even after the opponent has blocked the first attack. The good news is,
Its second hit targets the kness and serves as a good instrument for
confusing opponents.
3) ...3,3,3,4,3,4
A must-be-avoided combo. It has the least damage among the three
enders and also has the lowest probability of ever landing a hit once
the first attck is blocked. Its last three hits come out slow and are
all targeting the opponent's head---easy to block, or worse, counter.
4) ...3,3,3,4,4,4
Relatively easier to execute, this combo is also the most damaging
of the three yet just as slow as the first one to complete. This time,
the second to the last hit is a sweep that can be very useful for
confusing the enemy.
5) ...3,3,3,D+3,4,4
This, in my opinion, is the best of the three enders. Its damage
is intermediate, it comes out quick, and has four high and three low
attacks. Nonetheless, I require using this mostly when the first hit
is blocked.
* Law has another combo. It is only made up of seven weak hits but is
still very useful since it does not have a weak link unlike all the
others. Anyway, here it is...
F+1,1,1,1,2,2,2
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ __ __ ___ ___ __ ____ ___
( \/ )(_ _) (_ _)( )( ) / __) / __)( ) ( ___)/ __)
\ / _)(_ .-_)( )(__)( ( (_-.( (_-. )(__ )__) \__ \
\/ (____)() \____) (______) \___/ \___/(____)(____)(___/
A. launchers (most of these are also listed in my moves section)
1) DF+2 = Controlled Uppercut
This is, of course, the weakest of the launchers as it is
composed of only one hit. It is, however, the most efficient of
the launchers for exactly the same reason.
2) B+2,3,4 = Elbow to Low Kick to Kick Launcher
Most damaging among the launchers and also the most confusing.
On the down side, it can be blocked even if the first hit connects
(that is, if it doesn't connect close enough) because of its lack
in speed which also makes it easy to predict if your opponent (surely
enough) has seen it before. Don't use it if your opponent has a
low parry. If he/she doesn't, but has a high reversal, prepare to
counter it.
3) B+1,2,1 = Double Berserk Punch to Berserk Uppercut
Comes out fast and is recommended if the first hit connects.
One unique feature about this launcher is the fact that it hurls
the opponent's body higher in the air, increasing your juggling
abilities. If the opponent blocks it, a good strategy would be to
stop at the second punch and continue with either a sweep (more
liable) or a throw
4) D+2,3 = Low Punch to Back Flip
Has a slow recovery but makes up to it by extra quick execution
time. It's a great surprise move but is not to be relied on too
much because, if predicted, it will leave you open for seconds---
eternities they may seem in the Tekken world. If it doesn't connect,
do it again, fast. An average player would fall for that trick if
he wasn't able to do anything about your first miss.
5) UF+4 = Back Flip
Slow on start-up and slow on recovery. Why use it? Cause it
is the most convenient, if not the only move that can be used to
follow up on a parry. That's right---a parry. Always remember to
tap UF+4 one moment after you parry even if your parry hasn't landed
yet.
B. enders
1) for launchers 1-4
- 2,N,B+2,3,4
- 2,N,B+2,1,B+2,N,DF+1,3,2,2,3,
2) for launcher 5
- 4,N,B+2,3,4
- 4,N,B+2,1,B+2,D+2,3
3) for launcher 3
- UF+3,4
- 4,U,3,N,DF+3
- DF+1,N,DF+1,N,B+2,3,4
- DF+1,N,B+2,1,B+2,N,DF+1,3,2,2,3
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ___ _____ __ __ _ _ ____ ____ ____ ___
( \/ )(_ _)(_ _) / __)( _ )( )( )( \( )(_ _)( ___)( _ \/ __)
\ / _)(_ _)(_ ( (__ )(_)( )(__)( ) ( )( )__) ) /\__ \
\/ (____)(____)() \___)(_____)(______)(_)\_) (__) (____)(_)\_)(___/
1) B+1+3 / B+2+4 - High Parry
It's very, very hard to link a Back Flip to this sort of parry
because it takes less time for the opponent to recover. I recommend
using either a throw or a Machine Gun Arrow after successfully landing
this move. Remember, this move can also be applicable on air attacks.
2) D+1+3 / D+2+4 - Low Parry
Stuns the opponent for a much longer time than the high parry and
is very easy to link with a back flip and juggle afterwards. Use this
move as much as possible
3) B+1+2 - Fake Step (punch parry)
This move only starts out as a parry but if during the first few
moments no punch is received, you'll be WIDE open. However, after a
little more waiting you can tap 1 to deliver a Fake Step Blow which
is a powerful punch using the back of the palm. One more thing, after
the punch is parried, there are four ways to automatically counter:
first, the Tricky Trap (tap 1 -recommended since it turns your opponent
on his back leaving him open for a behind throw
which is VERY damaging!)
second, the Tricky Fist (tap 2 -an elbow hit to the face that looks
cooler and can be comboed, on my recommendation,
to the Junkyard Kick)
third, the Tricky Mid Kick (tap 3 -cannot be comboed)
and fourth, the Tricky Low Kick (tap 4 -cannot be not comboed either)
4) F+1+3 / F+2+4 - Reversal Counter
You use the F+1+3 if the attack that your opponent reversed was
either a 1 or a 3. On the other hand, use the F+2+4 is the attack your
opponent reversed was either a 2 or a 4.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ _ _ ___
( \/ )(_ _)(_ _)(_ _) ( \/ )/ __)
\ / _)(_ _)(_ _)(_ \ / \__ \
\/ (____)(____)(____)() \/ (___/()
___ _____ __ __ ____ __ __ ____ ____ ____
/ __)( _ )( \/ )( _ \( )( )(_ _)( ___)( _ \
( (__ )(_)( ) ( )___/ )(__)( )( )__) ) /
\___)(_____)(_/\/\_)(__) (______) (__) (____)(_)\_)
* These are NOT 100% applicable in all cases. But it's safe to say that
if you follow my guidelines, you'll always win. Actually, it's kinda
boring to play against the computer. You don't have a solid ending or
even a rating to get inspired on, just a time record---yawn.
1) The Junkyard Kick is your main weapon against the computer. Always use
it as an opening move. This is also especially helpful whenever you're
opponent is far and running towards you.
2) The Poison Arrow is also a move that's effective even for the computer-
controlled opponent. Even if he blocks it, he won't be doing anything
that you can't dash back from.
3) Computer opponents never quit in the middle of a combo. Either they
use only the first three hits, or finish the whole thing. Counter as
you see fit.
4) Whenever you're down, do an ankle kick followed by a 2 then juggle.
It never fails...
5) Run towrads the opponent and deliver a flying kick (3). If it doesn't
connect, follow it up with a Dragon's Tail. Never fails either...
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
____ _ _ _ _ ___ _ _ __ __ __ __ __ _ _
(_ _)( \/ ) ( \/ )/ __) ( )_( )( )( )( \/ ) /__\ ( \( )
_)(_ ) ( \ / \__ \ ) _ ( )(__)( ) ( /(__)\ ) (
(____)(_/\_)() \/ (___/() (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers
1) Mix everything up, especially your opening moves. Good opening moves
would include a sidestep to Double Dragon, back dash to Dragon Storm,
instant Low Punch to Back Flip, or forward dash to Headlock Drop.
2) Your ten-hit combos, if blocked, have a very slim chance of being
completed, especially if your opponent has a parry or a reversal. When
this happens, usually your fifth hit is the one countered so quit after
your fourth blocked hit and throw him.
3) If your opponent gets knocked down and does a 3d roll, most likely he'll
sweep as he gets up so anticipate with a low parry to juggle.
4) If you are unsuccessful with a juggle launcher, you'll be wide open so
might as well gamble with a Low Punch to Back Flip since this is the
fastest emergency move Law can do.
5) Charge up then do a Charge Power Punch and cancell it. Do another
Charge Power Punch and cancell it again. Do third one and this time
don't cancel. POW! he's out cold. (will work only if you're far from
the opponent and he tries to get in close; estimate your distance and
make sure it connects)
6) Know your opponent's size. Large men are hard to juggle with a Junkyard
Kick. If you resort to the Dragon Storm, however, you can pull off
more hits than usual (three left punches instead of two right ones)
7) Character-specific strategies:
Anna Williams - few people use this babe nowadays, probably because her
sis, Nina, besides being a tougher babe to catch, can
match her every combo and many would agree that hers
(Nina's) are a lot easier to pull off. One thing that
Anna has that her sis doesn't is a low super, but you
can easily detect that. Fight her as you would a Nina
player, expecting a good number of low to high pokes and
sudden while-standing juggle starters to come your way.
Just dash back to catch a breath of fresh air and get
ready to rumble!
Bryan Fury - you can't go through a round playing against a good Bryan
player without your face turning sour at least twice during
the game. That's cause most his moves wreck HAVOC, not to
mention giving you a good stun on a counter hit, which in
turn gives room for MORE havoc-wrecking! You can try parrying
his blows, as they all have initial movements invloved (eg. his
forward power punch requires a F,F dash, his power pound
requires a backward crouch, his power sweep needs a low spin
before it materializes, etc.) or, you can try blocking them
all and punishing them with Dragon Storm combos.
Eddy Gordo/Tiger - no matter what anyone else says, these cool dudes fight
practically the same way. There are only two kinds
of Eddy/Tiger users, and you've probably guessed them
by now---the MASHER and the EXPERT. There's just no
in-between. Either you see an Eddy or a Tiger bombarding
you with tons of out-o-nowhere kicks then you look
at your opponent's fingers and all they do are alternately
hit the kick buttons, OR you encounter an opponent
who DOESN'T move at all! He'll wait till you attack
and choose from a wide variety of knock-down moves
to keep you lying flat on your back no matter how you
try to escape. First, let's deal with the masher. For
some reason, he'll be less efficient in Tiger's shoes,
but that doesn't matter. Concentrate on low-parrying
his "break dances" which are usually composed of four
consecutive low swinging kicks, and follow-up with
your favorite juggle to guarantee you coming out victorious.
Still ain't used to parrying? Try interrupting his
four-hit combos with the Dragon Storm---it works!
On the other hand, the expert should be treated with
much caution, as he too can suddenly opt to turn into
a masher and KO you by surprise. But, normally, he'll
concentrate on one-hitters that'd knock you off your
feet. Counter with a Junkyard Kick and follow-up yet
again with your favorite juggle. If he's successful,
always use the sideroll as that gives him the least
ways of hitting you again.
Forest Law - this will be one big mix-up game. Study the different ways
with which your opponent reacts to your every move, and
chances are, he has a pattern. On the other hand, he may be
doing the same thing on you so don't give him a hint on
whatever style of play you have, just make it look like you're
diong things at random. Eventually he'll get confused and
succumb to his fate---KO!
Gun Jack - he's big, but you're smarter. He's strong, but your faster.
He does a heap of damage with his moves, but yours will connect
a hundred times before one of his does. You'd probably already
have the upperhand by now, cause Gun Jack users just suck.
If ever a good strategy for playing as Gun Jack already exists,
I've yet to encounter it. As of now, I consider him weak despite
his strength, and an insignificant nuisance despite his great
potential to become a fierce fighter.
Heihachi Mishima - the master juggler (no, he ain't no clown, dammit!)
and, like I said, my second favorite character. If
he blocks one of your juggle starters, it's almost
all over for you cause his double uppercut has almost
zero execution time. But that goes for him too---if
you block both uppercuts you can also retaliate with
a Dragon Storm and he won't be able to escape. Keep
those in mind and generally just try to anticipate
everything. He also has a very good high-low mix-up
strategy (I'm talkin' Hell Sweeps here) that spells
pain even if only one of his moves connect. Just jab
a lot to prevent this and proceed with while-standing
right kicks for a confusing game of your own.
Hwoarang - most people playing against a Hwoarang user would just block
all day, wait for an open spot, and retaliate. This does work
on average Hwoarang players, but the more expert ones will
not give you a chance to hit them once you've blocked their
first attack. Sometimes they'll give you a fake open spot
and when you fall for it, BAM! you're knocked out cold. Most
of you may also think of defending yourselves solely against
kicks but then again even the near-expert Hwoarang player would
know how to use his punches effectively---as POKERS. Whenever
his kicks are too strong to recover quickly, he'll anticipate
you to retaliate and so he'll quickly throw a jab to shut you
up. Wrong move on your part. The trick is to hit him, preferably
with a Low Punch to Back Flip even BEFORE his kick lands on
your face. It's a big risk, but it's definitely better than
just blocking all day.
Jin Kazama - he is the son of Kazuya Mishima and Jun Kazama, and expectedly
would acquire considerable knowledge on the moves of both.
He has his father's uppercuts and his mothers little four-hitters,
plus some moves of his own and the ability to reverse an
attack. His main weapon, however, is that three-hit electric
punch combo that's lethal if connected on a counter hit.
A good strategy would be to use your Fake Step as a punch
parry on his SECOND blow because 90% of Jin users expect
a counter on their third punch and not their second. Most
Jin users are probably planning to fake their third punch
and throw you instead, but never their second punch. If,
on a rare occasion, you fail and parry nothing, just gamble
with a Low Punch to Back Flip.
Julia Chang - most people (including me, once) find her tough to defeat</pre><pre id="faqspan-2">
simply because few know even the basics of how to use her
effectively. She ALWAYS mixes up high and low attacks to
catch her unsuspecting victims off-guard and connect a
juggle starter. You'd be surprised, but my advice in dealing
with this seemingly little girl is to keep some distance
from her and attack from that distance. And don't get intimidated
by those juggles that compose of tons of elbows. They (the
elbows) do even less damage than a normal jab!
King - the Tekken 2 version of this guy was just fine, but now? cheap!
He's been given too much advantages that it would take an above
average player using another character to beat the crap out of
an average player using him. I mean, besides a set of common moves
that can already provide an opponent a good challenge, he also
has linkable throws, anti-crouch throws, anti-ground throws, a
tenstring that ends in a throw, an irreversible reversal, multiple
slide kicks that are inescapable at certain situations, a leaping
pound, unblockables that don't need charge-up, and a boomerang
kick that does WAY too much damage for a single, quick, and side-stepping
move. Be especially alert for the last move I mentioned, as it
has the ability to turn the tables just when you thought the match
was yours. Remember to duck whenever he sidesteps at a range beyond
the normal one cause he's sure to attack high afterwards. Expect
lots of mix-ups, and do not hesitate to execute a Low Punch to
Back Flip whenever he does a crouching dash cause that's his way
of setting up a throw.
Kuma/Panda - no matter what anyone else says, these cool bears fight practically
the same way. They'll claw and bite you to death, rarely,
if ever, making use of their legs. I could compare them to
Gun Jack, but their attacks come out quicker despite dealing
close, if not equal, amount of damage. Beware of their great
big uppercuts, their super claw attack that can turn into
a rolling unblockable if you're out of range, and their
farts(yes, FARTS!) that can *choke* knock you out with a
single sniff. Ahh, don't worry. The reason I told you to
be alert on their farts is so you can retaliate with the
most damaging move in your arsenal. It really is easy to
avoid this move, which is ultra short-ranged. What you need
to know is how to seize the opportunity to deliver a Charge
Power Punch---just wait for them to fully crouch then do
it. You'll throw the punch one moment after they finish doing
their thing---POW! perfect timing!
Lei Wulong - can't say anything special with this officer, since he'll
fight like you do, being a good confuser and all that. Treat
him like you would a Law player. Study the different ways
with which your opponent reacts to your every move, and
chances are, he has a pattern. On the other hand, he may be
doing the same thing on you so don't give him a hint on
whatever style of play you have, just make it look like you're
diong things at random. Eventually he'll get confused and
succumb to his fate---KO!
Ling Xiaoyu - she's got lots o' high launchers, but they all do negligible
damage. Still, be wary of these little things that make
her what she is---a pest. They may be weak, but if you're
constantly caught in them, you'd definitely lose, and it
isn't very hard get in that problem in case you're wondering.
Also to be taken under consideration are her one-hit strikes
that surprisingly deal respectable damage and her stances
that surprisingly evade most attacks. Be cool and calculating,
don't rush right away, and punish her every stance with a
Dragon's Tail and you'll be fine.
Mokujin - anyone who uses Mokujin must be mighty confident of his ability
to identify a character just by the way he stands. Otherwise,
he'll be someone who knew nothing about Tekken and fell victim
to Mokujin's wacky nature. Yet contrary to everyone else's
opinion, choosing Mokujin has its advanatges. For starters,
if you can't identify a character by his stance, you'll be an
unsuspecting victim for his moves. Second, your opponent can
research on your style while you can't do the same for him.
Lastly, characters smaller than Mokujin would have an advantage
of range and in the same sense characters slower will experience
a slight boost in speed. Anyway, he'll probably use some general
tactic so find out what that is and counter as you see fit.
Nina Williams - well, she had quite an introduction when I commented on
her sis, Anna, and I'll say it again: She match her sis'
every combo and many would agree that hers are a lot easier
to pull off. Watch out for sudden upward roundhouses
and bone-breaking throws and you'll be fine. If she uses
a confuser's poking strategy with you, you'll have to options:
One, predict an attack, parry, and link to an UF+4 and
your favorite juggle, OR two, interrupt her moves with
a Low Punch to Back Flip---riskier if blocked, but a lot
more effective and rewarding if not.
Ogre - he is, in my opinion, just a combination of the moves of Tekken 2's
sub-bosses like Baek and his triple low to high kick, Lee and
his infinity kicks, Heihachi and his axe kick, Kuma's throws, etc,
etc, etc. BUT this is not what expert Ogre users tend to abuse
to ensure their victories. Rather, they make use of his short-
range yet fast moving unblockables that are quite lethal if included
in a confuser's strategy. Good news is, these unblockables make
the attacking part of his body glow first, giving you enough time
to escape with the first way that pops into your mind, whatever
that is. Don't think any longer than you have cause if you do,
the unblockable shall have already connected.
Paul Phoenix - you'd think the only thing he could win is a brawl, but
didn't you notice the black belt around his waist? Means
he's an expert! And got lotsa high-level karate and judo
stuff to make a newbie cry. BUT that also doesn't mean
he can't win---BRAWL style! He's the best of both worlds,
so to speak, and there are two types of Paul users: One
that would finish you off with moves that revolve around
the pound, the sweep, the elbow, and, of course, the power
punch. Treat this Paul with much anticipation, and keep
your eye on HIS body, not yours. Just do your move and
do not worry about how Law does it, just worry about how
Paul will react. For the second type, constantly dash forward
and back to lure him into starting a juggle, usually with
a kick for a launcher, that has a generally slow recovery,
giving you enough time to start a juggle of your own.
True Ogre - King may be too advantaged and considered cheap, but this...
creature redefines the term! He's got a flame-thrower of a
mouth, and for a game that doesn't contain projectiles of
any sort, this is too much! Good thing is, upon practice and
experience, you can learn to detect when he's gonna burp and
duck if its from the ground and sidestep if its air-borne.
Another cheap tactic he has would be a teleport into mid-air
WHILE he's lying on the ground! And that's not all, after
the teleport he'll swoop down on you with his UNBLOCKABLE
horns. The solution? duck, that is, IF you detect it. Lastly,
like Ogre, he has tons of unblockables that you simply must
get used to so you could, in time, detect them like second
nature. Take note that unlike Ogre, his unblockables have
insane range, and are inescapable unless you counter, preferably
with a Dragon Storm to juggle.
Yoshimitsu - not really a threat, unless he lures you into a Shark Attack
that does a heap o' damage! His powerful roundhouses can
easily be ducked from and punished with a Low Punch to
Back Flip, but, if he makes full use of everybody's DF+2
uppercut to catch you in some powerful juggles, beware
and play a counter attacker's game on him. Keep an eye out
for his sword, and immediately give him a Frogman if he tries
to do something with it. He may try to chip away with tons
of low spinning attacks with you should always be ready to
low parry and follow-up with a juggle.
8) Strategies on PS only characters:
Dr. Boskconovitch - he'll fight much like Lei whenever he's in one of his
ground stances, but like someone else when he's up
standing (ok, maybe crouching). He's a fairly easy
character to defeat, just don't underestimate him
and try to find out what moves he can pull off like
Heihachi's uppercuts, Law's flips, King's leg throws,
etc, etc, etc. Also keep an eye out for epileptic
seizures (!) cause that's when you run in for the
flying or slide kick.
Gon - Haha! This guy sure is a good laugh, whether you've seen him before
or not. But, seriously, he can be a major pain at the hands of a
masher cause if he starts spinning his tail, which by the way can't
be low parried, you can't do anything but block. Wait for him to
push you a little bit away with that spinning tail, dash back,
and counter him with a Junkyard Kick the next time he tries to pull-off
the same strategy on you. At the hands of an expert, he'll be using
a cheappy projectile so always have a handy sidestep ready just
in case.
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_ _ ____ _ _ ____ ____ _ _ ___
( \/ ) ( ___)( \( )( _ \ (_ _)( \( ) / __)
) ( )__) ) ( )(_) ) _)(_ ) ( ( (_-.
(_/\_)() (____)(_)\_)(____/ (____)(_)\_) \___/
Forest Law takes Paul to Marshall Law's Dojo. (Actually, it's Paul who's
driving the motorbike cause it's his) They all start their training by
doing a Frogman. Forest Law does it successfully but then Paul falls flat
on his back while Marshall lands face first. Forest Law shrugs, as if
saying, "How is it that I am already better than my mentor in such a short
period of time!?" (hehe) And, in my opinion, this is the only ending that
happens at least every COUPLE OF MONTHS! (hah!)
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ___ ____ ____ ____ ____ ____ ___
( \/ )(_ _) / __)( _ \( ___)( _ \ (_ _)(_ _)/ __)
) ( _)(_ ( (__ ) / )__) )(_) ) _)(_ )( \__ \
(_/\_)(____)() \___)(_)\_)(____)(____/ (____) (__) (___/
Gamepro for some of the moves' names
Red Phoenix (
[email protected]) for info on the whats and hows
of ASCII arts
Perry Sartain for the idea that Law's endings generally are the only ones
that happen more than once, and on a regular basis at that!
(nice tale-telling, man, even if you dissed my favorite
character :)
Gamefaqs.com for paying attention to this faq
Namco and all its affiliates for creating such a great game
Ms. AsianCuteness for inspiring me in just about everything I do!
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ ____ _ _ ____ ___ ____ _____ _ _
( \/ )(_ _)(_ _) ( _ \( ___)( \/ )(_ _)/ __)(_ _)( _ )( \( )
) ( _)(_ _)(_ ) / )__) \ / _)(_ \__ \ _)(_ )(_)( ) (
(_/\_)(____)(____)() (_)\_)(____) \/ (____)(___/(____)(_____)(_)\_)
_ _ ____ ___ ____ _____ ____ _ _
( )_( )(_ _)/ __)(_ _)( _ )( _ \( \/ )
) _ ( _)(_ \__ \ )( )(_)( ) / \ /
(_) (_)(____)(___/ (__) (_____)(_)\_) (__)
v1.7 - added legal notice
v1.6 - added character-specific strategies
v1.5 - improved ASCII art
v1.4 - described moves
v1.3 - minor changes in moves list
v1.2 - improved ASCII art
v1.1 - improved ending
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
_ _ ____ ____ ____ ____ ____ _ _ __ __
( \/ )(_ _)(_ _)(_ _) ( ___)(_ _)( \( ) /__\ ( )
) ( _)(_ _)(_ _)(_ )__) _)(_ ) ( /(__)\ )(__
(_/\_)(____)(____)(____)() (__) (____)(_)\_)(__)(__)(____)
_ _ _____ ____ ____ ___
( \/\/ )( _ )( _ \( _ \ / __)
) ( )(_)( ) / )(_) )\__ \
(__/\__)(_____)(_)\_)(____/ (___/
Please feel free to email me if there's something about Law I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
And just in case you read the last part of this faq before the first,
allow me restate my legal notice...
By gaining access to this faq you agree to the following terms:
___________________________________________________________________________________
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|| Examples of this harm include physical ones, such as getting mauled ||
|| by someone who lost to you via a technique found in this faq, and ||
|| emotional ones, such as experiencing humiliation upon the use or ||
|| most likely misuse of yet another technique found in this faq. ||
|| ||
|| 2) If this faq was accessed from a source other than gamefaqs.com, nine ||
|| out of ten chances are it is not in its latest update. You must ||
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|| As for webmasters, web page contibutors, and all similar personnel, ||
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