TEKKEN TAG TOURNAMENT KING THE SECOND FAQ (TTT KING II FAQ)
aka TEKKEN TAG TOURNAMENT "I AM KING II HENCE I RULE" FAQ
Version 0.010
January 21, 2000
FAQ written by $muvMoney/David J. Antoine (
[email protected])
Copyright (c) 1999, 2000 $muvMoney/David J. Antoine. All Rights Reserved.
http://davidja.tripod.com/faqs/tttkingii.txt
http://homepages.msn.com/arcade/smuvmoney/faqs/tttkingii.txt
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################################################################################
# TABLE OF CONTENTS #
################################################################################
CHAPTER I - INTRODUCTION
What Is This?
Where To Find This FAQ
Special Thanks
Special People
FAQ Writers/Contributors
CHAPTER II – MOVES & ANALYSIS
Introduction To Tekken Tag Tournament
Introduction To King The Second
Legend
General Notation
Joystick/Button Layout
Universal Moves
Moving & Blocking
Basic Movement
Blocking
Crouching/Crouch Dashing
Throws
Ground Recovery
Tech Recovery
Normal Recovery
Tag
Special
Running
Jumping Attacks
Tackle
Miscellaneous
King The Second Throws
Front
Side/Sidestep
Crouching/Mid
Back/Behind
Ground
Face Up/Feet Towards
Face Down/Feet Towards
Face Up/Feet Away
Face Down/Feet Away
Face Up/Side
Face Down/Side
Multi
Reverse Arm Slam/Reverse Stretch Special Bomb/Cannonball Buster
Standing Heel Hold
Arm Breaker
Ultimate Tackle
Throw Away
Pile Driver
Stomach Smash
King the Second Reversals
King The Second Arts
Punch/Body Attacks
Kick Attacks
Unblockable Attacks
King The Second Hit Strings
CHAPTER III - JUGGLES
Hop Kick/Crouching Uppercut/K's Flicker
Leg Breaker
Right Kick
Elbow Sting
Black Bomb
Knockout Punch/Stomach Smash
Tag
Tag Juggle Classes
Tag Juggle Starters
Tag Juggles
CHAPTER IV - VS STRATEGY
General
Okizeme
Countering
Recovery
Poking
Crouch Dashing
Vs CPU
Vs Human
Mishimas & Kazamas
Jin Kazama/Devil Jin
Kazuya Mishima
Heihachi Mishima
Angel/Devil
Jun Kazama
Lee Chaolan
Martial Arts Wannabees
Forrest Law
Lei Wulong
Eddy Gordo/Tiger Jackson
Paul Phoenix
Hwoarang
Baek Doo San
Bryan Fury
Ling Xiaoyu
Bruce Irvin
Aint Nuthin But A Chang Wang
Julia Chang
Michelle Chang
Wang Jinrei
The Williams Sisters
Nina Williams
Anna Williams
The Jacks Of All Trades & Spades
Gun Jack
Jack-2
Prototype Jack
Ganryu
Kuma/Panda
The Kings Of Giant Swing
King
Armor King
Alex/Roger
The Mitsus
Yoshimitsu
Kunimitsu
The Ogres
Ogre
True Ogre
Mokujin/Testujin
CHAPTER V – MISCELLANY
Biography
Apparel
CHAPTER VI - BIBLIOGRAPHY
Acknowledgements
What's New In This Version
Version 0.010
Version 0.009
Version 0.008
Version 0.007
Version 0.006
Version 0.005
Version 0.004
Version 0.003
Version 0.002
Version 0.001
Upcoming
CHAPTER VII - EPILOGUE
################################################################################
# CHAPTER I – INTRODUCTION #
################################################################################
=================
= What Is This? =
=================
Welcome to my Tekken Tag Tournament King The Second FAQ (TTT King II FAQ). This
FAQ has information on King's new and old moves in TTT. It also has a lot of
information on universal moves to TTT as well. This FAQ is a work in progress.
If you have any feedback, email me (
[email protected]). Enjoy.
==========================
= Where To Find This FAQ =
==========================
This FAQ can be found at GameFAQS (www.gamefaqs.com) and my web site:
http://davidja.tripod.com/faqs/tttkingii.txt
http://homepages.msn.com/arcade/smuvmoney/faqs/tttkingii.txt (mirror)
==================
= Special Thanks =
==================
This FAQ is not possible with the following people and resources.
------------------
- Special People -
------------------
God: For allowing me to grace this earth and blessing me
Family: For birthing, raising, loving, and tolerating me
Myself: For finally deciding to write a TTT King FAQ
----------------------------
- FAQ Writers/Contributors -
----------------------------
FAQ Writers: Vesther Fauransy, Catlord, Tragic, AL X, Beamer, dfdp5, n00body,
CyberKow,
[email protected], Y.N. Lo, Slikatel, Notti, K.C. Ma
Web Sites: Tekken Zaibatsu, Tekken Salute, GameFAQs, TTT.com, Fighters.net
Publications/Other: Versus Books, Ben Cureton, EFNet IRC channel #tekken
FAQ Feedback: Those who have emailed me commentary and feedback on my FAQ
################################################################################
# CHAPTER II – MOVES & ANALYSIS #
################################################################################
=========================================
= Introduction to Tekken Tag Tournament =
=========================================
If you need further elaboration on TTT, I suggest the following:
Tekken Zaibatsu:
http://www.tekken.net/zaibatsu
Tekken Salute:
http://salute.consolenation.com
TTT Official Web Site:
http://www.tekkentagtournament.com/
Fighters.net:
http://www.fighters.net/namco/tekken/index.html
Catlord's TTT Movelist:
http://tekken.net/catlord/ttt/tttmoves.txt
These web sites deal with TTT and Tekken 3. These sources should get youa
acclimated with TTT. The first three sites have forums where you can discuss
TTT. You can find me on those forums as "SmuvMoney".
"The Official Tekken 3 Ultimate Guide – Arcade Edition" by Versus Books
(
http://www.vsbooks.com)
"The Unauthorized Tekken 3 Fighting Guide (for Playstation and Arcade)" by Ben
Cureton (Tragic)
Even though these books were written for Tekken 3, there are enough similarities
between Tekken 3 and TTT that warrant their usefulness. However, I'm not sure
if you may be able to find copies of either guide at this time.
I write this FAQ from the perspective that you have little knowledge about King
II but some knowledge about TTT. If anything goes over your head, you can
probably find information on it from any of the above sources. You can also
view the Acknowledgements under BIBLIOGRAPHY for more sources of information.
===================================
= Introduction to King The Second =
===================================
King the Second (King II) is the successor to King I, the Mexican wrestler in
Tekken 1 and 2. According to the Tekken 3 story, King I is killed by Ogre.
King II dons the jaguar mask to help the orphanage that King I left behind.
In case you're wondering why I choose King, it's simple - He is King; hence he
RULES! =D Seriously, King II is a grappler first and foremost, but don't let
that stop you from using his other moves. He juggles well and can keep an
opponent frustrated while standing or on the ground. King can beat his opponent
without throws - the threat of a throw can mess up your opponent's game.
==========
= Legend =
==========
The format is loosely based on Catlord's and Tragic's numeric Tekken notation.
--------------------
- General Notation -
--------------------
+: Perform simultaneously _: Or
,: Perform next motion ~: Perform next motion immediately
=: Perform next sequence <: Can delay next sequence
..: Perform repeatedly *!*: New move in TTT (not in Tekken 3)
***: Multithrow starter {}: Throw escape
WC: While Crouching WS: While Standing (from crouch)
WR: While Running BK: Back Turned
TR: Tech Recovery possible RC: Recovers crouching
JG: Juggle Starter BN: Bounce Juggle Starter
CH: Counter Hit SH: Stagger when Hit
ch: Counter Hit Modifier (JGch) cr: Crouching modifier (JGcr)
GB: Guard Break SB: Opponent shows side if blocked
KS: Knee Stun HS: Hunch Over Stun
BS: Low Block Stagger CS: Crumple Stun
FS: Fall Over Stun TS: Trip Stun
GS: Gut Stun LS: Lift Stun
CF: Crumple Fall CFS: Crumple Fall Stun
OB: Opponent shows back when hit OS: Opponent shows side when hit
KD: Knock Down on hit TJC#: Tag Juggle Class (followed by a #)
H: Hits high/can be ducked L: Hits low/must be blocked low
M: Hits mid/must be blocked high sM: Hits mid but can be blocked low
G: Hits grounded opponents U: Unblockable (must be avoided!)
BK: Your Back Turned B: Behind Opponent
S: Side F: Front
T: Throw SS: Sidestep
SSU: Sidestep Up (u~N) SSD: Sidestep Down (u~D)
SSL: Sidestep Left SSR: Sidestep Right
FU/FT: Face Up/Feet Toward FU/FA: Face Up/Feet Away
FD/FT: Face Down/Feet Toward FD/FA: Face Down/Feet Away
FD/S: Face Down/Side FU/S: Face Up/Side
--------------------------
- Joystick/Button Layout -
--------------------------
1P 2P
UB U UF UF U UB
O O O O O O
\|/ (1) (2) (5) \|/ (1) (2) (5)
B O-O-O F F O-O-O B
/|\ (3) (4) /|\ (3) (4)
O O O O O O
DB D DF DF D DB
u,d,f,b/U,D,F,B: Tap/Hold direction N: Neutral (no joystick direction)
QCF: Quarter Circle Forward (d,df,f) HCF: Half Circle Forward (b,db,d,df,f)
QCB: Quarter Circle Back (d,db,b) HCB: Half Circle Back (f,df,d,db,b)
1: Left Punch 2: Right Punch
3: Left Kick 4: Right Kick
5: Tag []: Hold button(s) down
ANY: Any button except Tag ALL: 1+2+3+4 (All except Tag)
These are the assumed column headings for the moves in this FAQ:
Name Command Properties/Escape
===================
= Universal Moves =
===================
Not knowing how to use moves universal to TTT can be sometimes be the difference
in close matches. This section breaks those moves down.
---------------------
- Moving & Blocking -
---------------------
This may be a little basic for some people, but it gets more complex later.
~~~~~~~~~~~~~~~~~~
~ Basic Movement ~
~~~~~~~~~~~~~~~~~~
Move Forward f_F
Dash Forward f,f
Run f,f,f_f,F WR
Dashing and moving forward give range to your moves especially those with an f,f
motion. If you do the f,f motion slowly, you'll get more range. Do it quickly
to do it faster. Certain moves can only be done while running (see below).
Move Backward b
Dash Backward b,b
Even though I don't encourage this as a general strategy, you can dash backwards
to avoid attacks. However, you will be unable to block for a moment. You can
instead throw out attacks and even sidestep during the lag.
Sidestep u~N_d~N SS
Added in Tekken 3, sidestepping allows characters to avoid moves when used
correctly. All characters have moves that can be only initiated from a
sidestep. Sidesteps can set up side throws and juggles. However, a poor
sidstep can cause you to walk into an attack and eat minor/major counter hit
damage. In general, if the opponent throws out a move using a right limb that
will hit you on your left side, you sidestep to your right (SSR) and vice versa
for your opponent's left limb attacks (SSL). Some moves can not be sidestepped
(Yoshimitsu's 3_f+3) while others can be avoided with an SSL or SSR (Armor
King's f+1+4). However, this should work to avoid most moves. Check the chart
below to show you how to SSL/SSR based on what direction you're facing:
SSU SSD
+----------+
1P | SSL SSR |
| |
2P | SSR SSL |
+----------+
Hop ub_u_uf
Jump UB_U_UF
A hop is a short, quick leap. A jump is a higher, further leap. You can jump
over your opponent, but you can't hop over unless they are grounded AFAIK.
~~~~~~~~~~~~
~ Blocking ~
~~~~~~~~~~~~
Passive High Block N sM_M_H
Active High Block b_B sM_M_H
Passive Low Block d_D sM_L
Active Low Block db_DB sM_L
Second in importance to basic movement is blocking. Passive or neutral blocking
works for one or two hits especially if the opponent is stringing attacks. At
that point, you will need to active block appropriately to avoid taking damage.
Low Parry/Thrust Block *!* df sM_L
New to TTT, all characters now have a low parry. Simply move the joystick to df
when a low or special mid attack is about to hit you. Unlike other parries, it
has no miss animation. It leaves the opponent stunned for a short time but no
attack is guaranteed. If you mistime the low parry, you will probably get hit.
However, learning to use this can save you a lot of worry about high/low mixups.
It is best used on moves that you know are coming that special mid or low.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Crouching/Crouch Dashing ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Crouch db_d_df WC
Crouch Walk DB_DF RC WC
The crouch evades all high attacks and throws. All characters can walk forward
or backward while crouching without a crouch dash. Simply hold DF_DB and your
character will take baby steps in the appropriate direction while crouching.
While Crouching DB_D_DF WC
Modified WC d~db_d~df m-WC
Many moves can only be done from a crouching position. When your character is
in a full crouch (WC), it can perform the attack. However, there is a quicker
way to do WC moves. You can go to down and then go to db_df to do the move.
This is especially true for moves that have a WC,df motion - you can do a d,df
or DF motion to execute it without having to wait for a full crouch animation.
Crouch Dash f,N,d,df
Rolling Dash d,df,f
Sway d,db,b[~N]
There are several characters that have a crouching version of a forward dash, a
crouch dash. The character will quickly advance while keeping their head low,
which avoids high and some mid attacks. Many characters including King can set
up many throws and attacks from a crouch dash. Some characters have a rolling
dash, which is similar to a crouch dash except it recovers high. Other
characters have a backward crouch dash or a sway. The opponent will dash
away and/or lean back while crouching before standing up and attacking.
While Standing WC~N WS
Modified WS N,d,df,N_N,d,db,N m-WS
Rolling Modified WS N,d,df,f_N,d,db,b m-WS
Many moves can only be done while standing (WS) from a crouch (WC). However,
other methods for WS moves are possible in TTT. If you perform a N,d,df~N+ANY
motion, you perform a WS move even though you didn't fully crouch. Your
character bobs down slightly and then pops up and does the WS move. The
"modified" notion (m-) comes from the fact that you are never fully crouched.
It is based from a similar principle in Virtua Fighter. The neutral at the
beginning is technically optional but makes it easier to do. Note that this
motion is almost the same as a crouch dash or sway except for a last step. In
fact, you can do a WS move out of a crouch dash/sway (if your character has
one), which makes perfect sense since the motions are so alike. You can do a
QCF_QCB to do some WS moves. However, if the character already has moves that
use QCF_QCB, you will not get WS moves using this method - you will perform the
other move instead. An example would be Paul's Death Fist (d,df,f+2). If you
want a m-WS+2 Palm Lift, then perform a N,d,db,b+2 or N,d,db,N+2 motion.
----------
- Throws -
----------
Left Front Throw 1+3 Left FT {1}
Right Front Throw 2+4 Right FT {2}
Tag Throw *!* 2+5 Tag FT {2}
Each character has at least 7 throws for standing opponents: left front, right
front, generic tag, left side, right side, back, and at least one other front
throw. The generic tag throw allows you to switch partners safely while
damaging your opponent. It is an over-the-shoulder toss into a pounce or ground
attack by the partner. There are other team/partner specific tag throws.
Left Side Throw 1+3_2+4 Left ST {1}
Right Side Throw 1+3_2+4 Right ST {2}
Each character has side throws from the opponent's left and right. Some side
throws allow a tag out. To avoid a side throw, escape with 1 if they are on
your left or vice versa with 2. To set up a side throw, you can sidestep an
opponent or hit the opponent with a move that forces their side to you.
Back Throw 1+3_2+4_2+5 BT {-}
All back throws are inescapable, but they can be crouched under except for the
tackle. Every character has at least one back throw. If you use the tag throw
from behind, you don't tag throw the opponent – you do the 2+4 back throw.
Reverse Throw BK 1+3_2+4 BKT {1_2_-}
The opposite of a back throw is a reverse throw. It is a throw peformed while
your back is turned. The ensuing throw is the same throw the player would
do if not turned around. The escapes are the same as your standard throws.
-------------------
- Ground Recovery -
-------------------
Unfortunately, there will be times when you are on the ground trying to get up.
If you have trouble getting up without your opponent tagging you a few times
first, then this section is right up your alley.
~~~~~~~~~~~~~~~~~
~ Tech Recovery ~
~~~~~~~~~~~~~~~~~
Tech Tag Out *!* ~5
Tech Roll Into Background ~1_~2
= Crouch Recovery = ~D RC
Tech Roll Into Foreground ~3_~4
= Crouch Recovery = ~D RC
Tech Roll Back *!* ~b
Back Spring *!* ~f FU/FT M GB
Hop Up *!* ~u FD/FT M BK
Hop Up *!* ~u FD/FA M
When knocked down by most moves, you can quickly get up or roll away when you
touch the ground. This is tech get up or tech recovery. Perform the command
when you touch the ground. Certain moves do not allow a tech get up, but it is
best to see if you can tech to avoid further punishment. In TTT, you can tech
recover from longer range knockdowns like Nina's Blonde Bomb (f,f+1+2). You can
only tech roll from a long range throw like Nina's uf+1+2, i.e., no hop up.
Back Spring *!* ~b
Slide Back Up *!* ~D/B_d/b+2
In TTT, you can also tech get up violent knockdowns like Bryan's Mach Punch
(f,f+2) and rollback knockdowns like Paul's Deathfist on counter (QCF+2 CH).
~~~~~~~~~~~~~~~~~~~
~ Normal Recovery ~
~~~~~~~~~~~~~~~~~~~
Sometimes you can not tech get up or you choose to not tech. As with Tech Get
Up, there are times when it is better to tech than not. Like the Rock says,
know your "Roll" and you'll be OK (bad pun - sheesh ;p).
Speed Up Recovery 2
This is listed in the PSX Tekken 3 manual and it seems to work in TTT. It
allows you to gain control of your character while knocked down. It works after
knock down stuns. Use in conjunction with the get-up techniques listed below.
If you stand straight up using this, it is usually best to block low as most
people would have been trying to foot sweep your recently grounded character.
Tag Out *!* 5
When you tag out from the ground, your character gets up and attempts to run
offscreen. You can be hit while onscreen so make sure you can get away clean.
Stand Up u
Rising Low Kick 3 LG FD/FT JG
Rising High Kick 4 M
Regardless of ground position, you can get up with a mid or low attack or stand.
Note that the Rising Low Kick from FD/FT can be used to start juggle combos.
Both the high and low kicks can be reversed or parried respectively.
Rising Feet Lunge b,b+3+4 FU/FT M GB KD
Certain characters including King can spring up from FU/FT position and attack
legs first. This is known as the Rising Feet Lunge. Not all characters have
this move. If it is blocked, it causes a small guard stun. If it hits, it
knocks down. For King, this will leave him with his back turned.
Ankle Lightning Kick d+3_d+4 FU/FT L
If you need to get up with an attack that will stop the opponent cold and allow
you to get up cleanly, the Ankle Kick can be used. It will briefly stun your
opponent. If you miss, you will be punished as the recovery is bad. I don't
think the ankle kick can be parried, but King could reverse this in Tekken 3 - I
haven't tried this in TTT. They may have fixed that though. Note that this
only works from FU/FT with no rolling beforehand.
Roll Forwards_Roll Backwards f_b
= Rising Low Kick = 3 LG
= Rising High Kick = 4 M
= Recover Crouching = ~D RC
= Flying Cross Chop = ~f+1+2 FU/FT M GB
= Rising Feet Lunge = b,b+3+4 FU/FT M BK
Even though the forward/backward roll has its uses, be careful using this
against certain characters (King for instance). You can be hit while rolling,
which means a juggle and/or minor/major counter damage. Know when to roll and
not roll. If you can roll forwards/backwards freely, then the flying cross chop
becomes a good move to use since it causes either a guard stun when blocked or a
knockdown if not blocked. Note that the Cross Chop can only be used if you are
FU/FT. After a forward/backward roll by itself, you will stand up.
Side Roll Up_Side Roll Down 1_d+1 FU/FT_FA
= Tag Out *!* = 5
= Stand Up = u
= Rising Low Kick = 3 LG
= Rising High Kick = 4 M
= Rising Feet Lunge = b,b+3+4 FU/FT M
= Roll Forwards_Roll Backwards = f_b
= Rising Low Kick = 3 LG
= Rising High Kick = 4 M
= Recover Crouching = ~D
= Flying Cross Chop = ~f+1+2 FU/FT M
= Turn Over = ~D ~ FD/FT_FD/FA
= Stand Up = u
= Rising Low Kick = 3 LG FD/FT JG
= Rising High Kick = 4 M
= Roll Forwards_Roll Backwards = f_b
= Rising Low Kick = 3 LG JG
= Rising High Kick = 4 M
= Recover Crouching = ~D L
You have the most options if you choose to roll to the side. You can do almost
anything mentioned in the previous sections. After the initial side roll, you
can choose to tag, stand up, attack, or roll forwards/backwards. If you choose
to turn over to a face down position (FD/FT_FD/FA), you have the same options as
if you were knocked face down initially. Note that you can't do a Flying Cross
Chop or an Ankle Kick once you roll over, but you can still roll forwards or
backwards and do almost anything else.
You will need to know when and how to get up. You can chain various wake-up
moves and attacks from any roll - the side roll having the most options. Most
of the options off the side roll can be done on their own off of the
forward/backward roll or without a roll. Knowing how to get up can be the
difference between a win and a loss. It's not something I can easily explain,
but it is necessary for TTT success.
-------
- Tag -
-------
The largest and most important innovation to TTT is the ability to tag in a
partner. As with ground recovery, you must know when to and when not to tag.
You can tag almost anytime except while being thrown, juggled, or in certain
types of stuns/staggers. Since everything is new to Tekken in this section, I
will avoid using *!* before all the moves.
Standing Tag 5 H_L
Ground Tag 5
Tech Tag ~5 TR
Standing, ground, and tech tags are probably the ones you will be using the
most. Note when you tag out, the character leaving can still be hit until
he/she is fully off screen. Make sure it is safe to tag or you will get hurt.
Stun Tag 5 DS_FS
If you are caught in a double-over stun or fall-over stun (DS_FS), you can
Immediately press tag to tag out and avoid being juggled.
Tag Throw 2+5 Tag FT {2}
All characters have a generic tag throw that allows a safe tag to their partner
while damaging the opponent. The throw itself is an arm drag takedown followed
by another move from your partner that hits grounded opponents. You can not get
up before the partner hits you. You can escape the initial tag throw with {2}.
Tag Run Cancel ub,b
= Tag = 5
Tag Dive f,f,N+1+2 M GB KD
Tag Slash Kick f,f,N+3 M GB KD
Tag Slide f,f,N+4 LG
Are you the person who tags in your partner only to get mugged by the other
team? Well, you can prevent that with tag in moves. Being able to perform tag
in moves is vital to TTT survival. You can do a dive, kick, or slide to avoid
damage. You can also perform character specific moves. Tag moves can be
buffered offscreen so that the character comes onscreen performing the move.
TTT allows for tag juggles where both team members are involved. It involves a
move that can be tagged from followed by the partner finishing off the juggle.
Besides looking cool, tag juggles have another interesting and important
feature: they reduce the red healing portion of the life bar. The red portion
of the life bar is the maximum amount a character can heal while not being used.
Taking this away can help prevent comebacks later from a healed up tag partner.
-----------
- Special -
-----------
These are other universal moves you may have to use or defend yourself against.
~~~~~~~~~~~
~ Running ~
~~~~~~~~~~~
Run f,f,f_f,F WR
= Stop = B
= Tag = 5
= Flying Cross Chop = 1+2 M GB
= Flying Side Kick = 3 M
= Sliding Leg Sweep = 4 LG
= Shoulder = N U
= Tackle = N sMT {2_1+2)
= Tackle = N sMBT {-}
= Stomp = N G
If you're running at a standing opponent, you will automatically tackle at
midrange and shoulder block at far range. If they are grounded, you will run
and stomp them. If an opponent is running at you, it usually means bad things
for you. You can hit people out of running attacks, but it is not easy to do.
Not all characters have these all the running moves. King doesn't have the Side
Kick or the Leg Sweep. King will do a standing 3 instead of a Side Kick (do a
WR 3+4 drop kick instead). King will do a Stagger Kick instead of a Leg Sweep.
~~~~~~~~~~~~~~~~~~~
~ Jumping Attacks ~
~~~~~~~~~~~~~~~~~~~
Hop Attacks (ub_u_uf)+1_3_4 M_H_M
Pounce Attacks (ub_u_uf)+2 MG
For most characters, uf+4 is a hop kick that juggles. A uf+1 is a hop punch
that sometimes knocks down but doesn't juggle. The uf+3 is usually a jumping
spin kick or high kick that hits high rather than mid unlike the other two. All
hopping right punches produce a downward punch pounce that hits grounded
opponents. Most characters have better attacks to hit grounded opponents.
Jumping Midkick (UB_U_UF),N+3 M FS KDch
The UF,N+3 kick actually causes a fall over stun so it is worth mentioning. The
other jumping attacks are similar to their hopping versions. If you counter
hit, it knocks the opponent away in most cases.
~~~~~~~~~~
~ Tackle ~
~~~~~~~~~~
Tackle Dodge 2
Tackle Flip Reversal 1+2
If you are ever tackled from the front, you can either dodge the tackle during
the initial impact for no damage {2} or flip the tackler over before you touch
the ground {1+2}. If you flip the tackler over, you can start attacking as if
you tackled that person. In the case of King, you can do any Ultimate Tackle
follow up. If you are tackled from behind, then you can not escape the initial
impact or the falling down.
Front Tackle Left Punch Block 2
Front Tackle Right Punch Block 1
If you block the opponent's punches when tackled, you will throw them off of you
and receive no further damage. From a front tackle, you can only block the 1st
or the 4th punch. If that punch is a 1, block with 2 and vice versa.
Back Tackle Left Punch Block 1
Back Tackle Right Punch Block 2
If you are tackled from behind, the person can only punch you. However, you can
escape the punches if you escape the 1st punch. If that punch is a 1, block
with 1 and vice versa. The person will be thrown off of you for no damage.
Tackle Arm Lock Escape 1+2,2,2,2,2
Tackle Leg Lock Escape 1+2,1,1,1,1
Tackle Arm Lock Reversal 1+2,2,2,2,2,2
Tackle Leg Lock Reversal 1+2,1,1,1,1,1
You can avoid the punishment of a limb lock with the correct escapes/reversal.
Everyone can escape limb locks. However, only Paul, Jin, Nina, and King can
reverse arm locks with arm locks of their own. King and Nina can reverse leg
locks. Limb locks are hard to escape but are worth it to avoid large damage.
~~~~~~~~~~~~~~~~~
~ Miscellaneous ~
~~~~~~~~~~~~~~~~~
Left Reversal Escape (Chicken) f+1+3
Right Reversal Escape (Chicken) f+2+4
Added in Tekken 3 to stop abuse of the attack reversal, I can not emphasize the
importance of attack reversal escapes. This is also known as a "chicken"
because the announcer actually says "chicken" during its execution. If you
throw a move that involves a left limb, use the left chicken and vice versa for
the right. If a move uses both arms or legs, the correct chicken (left/right)
depends on the character and the move. You have to enter the motion as soon as
or just after you throw the move. If your opponent attempts an attack reversal
and you chicken, you escape the reversal and cause minimal damage to the
opponent to boot. The best way to do a chicken is to buffer it into a move you
feel might get reversed. For example, if I do King's Konvict Kick, but I feel
it might get reversed, I would do the following: f,f+4~f+2+4. If you want to
buffer it, you can do f,f+[4]~f+2. This is an example of button buffering.
Please note the very good news: King's kick reversals can not be chickened!!!
Supercharger Powerup ALL CH
If you press all the buttons except tag, your hands will start to glow. This is
a supercharge powerup. While you are supercharged, any hits cause an automatic
counter hit. It doesn't last long though. I tend not to use it too much
because of its obvious startup. You can get hit during the startup.
Netsu/Anger Powerup
This has no joystick motion or button press. It is a powerup that your tag
partner receives if your onscreen character is hit too many times. When that
happens, the lifebar of the offscreen character starts blinking red. If that
character is tagged in, his/her hits will do extra damage for a short time.
Once the lifebar of the now onscreen character stops blinking, the powerup ends.
Not all teams or characters experience a netsu powerup. Some anger powerups
require more hits than others depending on what team you are using. By default,
most teams allow 5 hits before the powerup is initiated. If King is partnered
with Armor King, only 4 hits are required for either of them to get a netsu
powerup. On that note, let's talk about moves that are specific to King II.
==========================
= King The Second Throws =
==========================
For the throws listed with a *** before them, the multiparts will be fully
explained in the Multi section. I just list them because they can be used as
standalone throws if you don't know how to do the full multithrow sequences yet.
---------
- Front -
---------
Winding Nut 1+3 Left FT {1}
Suplex 2+4 Right FT {2} FU/FA
Tag Throw *!* 2+5 Tag FT {2}
Your basic throws don't do much damage compared to command throws, but they are
useful since they are quick. The Winding Nut leaves you far away, but you can
do a Stagger Kick. The Suplex allows for a wake up foot sweep (FU/FA 3) on your
opponent. The tag throw allows your partner to tag in and damage the opponent.
Muscle Buster QCB+1+2 FT {1+2}
The Muscle Buster is the best command throw King has bar none (and probably the
best overall throw in TTT IMHO). It does huge damage and requires a double
button press to escape. You can follow with a Moonsault or a Blind Kick for
okizeme. The only bad thing about it is you sometimes get the Irish Whip or the
Figure Four on bad joysticks. This should be the #1 command throw of choice.
Giant Swing f,HCF+1 FT {1_TR}
The Giant Swing is King's most damaging single throw. It has huge reach since
you hit forward twice during the motion. If the character tech rolls, it does
half damage, which is about the same damage as your basic throws. It is also a
single button escape. However, the reach makes this thing scary when used. Mix
with the Tombstone Piledriver for a powerful throw mixup.
Tombstone Piledriver db,f+2 FT {2}
The Tombstone Piledriver is a powerful command throw, but the motion is more
complex. On some machines, it's hard to find the db position in a pinch. Its
only other weakness is the single button escape. It does a even more damage
like the Muscle Buster. You can also perform ground throws afterwards since it
leaves the opponent right next to you. The ensuing ground throw(s) will almost
kill them. Mix this up with the Giant Swing to lessen the chance of escape.
Falling Headlock DDT D,db,d,DB+1+2 FT {1+2}
The Falling Headlock DDT is second in damage to the Giant Swing. Essentially,
it is a WC throw, but the motion is complex. It is sometimes difficult to get
this throw off, but the damage is worth it. Its main use is to evade a high
attack and counter grab from crouch. The double button escape makes this move
useful. You can ground throw afterwards if you dash quickly.
Frankensteiner df+3+4[~5] FT {-} FD/FT [TJC4]
Even though the Frankensteiner is not escapable and does a butt load of damage,
it only throws close standing opponents. If you get the throw, you can tag out.
If you don't throw, you will hit the opponent and end up FU/FT. If you do throw
you will be FD/FT unless you tag out.
Figure Four Leg Lock DB+1+2 FT {1+2_3+4}
I tend to avoid the Figure 4. You can be reversed for damage by hitting 3+4 at
the right time. However, both the escape and the reversal are double button
presses. Since it is a simple command throw, it can be used with the same speed
as a basic throw. If the opponent doesn't know how to reverse it, then feel
free to use it. It doesn't do much damage, but you can Stagger Kick afterwards.
Knee Bash df+2+3 FT {2}
The Knee Bash does the least amount of damage of your command throws so I tend
to avoid. You can follow with a Stagger Kick afterwards.
Pile Driver *** QCF+1 FT {1_3+4}
Throw Away *** B+1+2 FT {-}
The Pile Driver and Throw Away are non-crouch dash multithrow starters, making
them similar to normal throws. If you enter an wrong button sequence, the throw
ends with no follow up. The Pile Driver can be escaped at the apex with 3+4.
For the Throw Away, the throw has no escape, but the follow ups do.
Reverse Arm Slam *** f,DF+1+3_f,DF+2+4 FT {1_2}
Reverse Stretch Special Bomb *** f,DF+1+2 FT {1+2}
These two multithrow starters will cause King to crouch dash before he stands up
and attempt to throw the opponent. King will not start the crouch dash motion
until the full command is entered, i.e., you have pressed the buttons. This
means you are basically committed to the throw and can not delay it.
Standing Heel Hold *** f,N,d,DF+2+3 FT {2}
Arm Breaker *** f,N,d,DF+1+4 FT {1}
These two multithrow starters allow King to crouch dash without committing to a
throw. Since King can do other moves from a crouch dash (Black Bomb, Hop Kick),
King is not forced to throw unless he presses the buttons at the end.
The follow ups for the multithrow starters are discussed in the Multi section.
-----------------
- Side/Sidestep -
-----------------
Argentine Backbreaker 1+3_2+4 Left ST {1}
Knee Crusher 1+3_2+4 Right ST {2}
Both basic side throws cause good damage and can be followed up with ground
throws. If you throw from a sidestep, make sure you use SS 1+3. Using SS 2+4
will cause a sidestep multithrow rather than a standard side throw. You can
follow up either side throw with a Flying Elbow (uf+1+2) or ground throw.
Reverse Stretch Special Bomb *** SS 2+4 SSFT {1+2}
= Cancel = B RC
Cannonball Buster *** SS 2+4 ST {1_2}
= Cancel = B RC
You can grab opponents using a sidestep multithrow. If you sidestep and end up
grabbing them from the front, you will do the Reverse Stretch Special Bomb. If
you grab an opponent from the side or back, you will do the Cannonball Buster.
To escape either sidestep multithrow, you escape as you would the crouch dash
version for the Reverse Stretch Special Bomb or a standard side throw for the
Cannonball Buster. The back version of the Cannonball Buster is not escapable.
You can cancel the initial grab by holding back before King stands up to grab.
You can not side throw or sidestep multithrow a crouching opponent.
-----------------
- Crouching/Mid -
-----------------
Jumping Power Bomb d+1+3_d+2+4 MT {1+2}
The Jumping Power Bomb does very good damage, but the range is suspect. Then
again, if my opponent is crouching at that range, I'll throw a hop kick before a
crouch throw. If you pull this off, feel free to ground throw the opponent.
Reverse Stretch Special Bomb *** df,DF+2+4 MT {2}
Unlike the standing variations of the RSSB, King does not crouch dash or
sidestep - he does a crouching throw animation. It has a little more distance
than the Jumping Power Bomb due to the df motions, but I tend not to use crouch
throws. Near a crouching opponent, I'm usually thinking Hop Kick first.
Ultimate Tackle *** WC,1+2_f,N,d,DF+1+2 sMT {2_1+2}
The tackle can be your friend or enemy. It can be done from WC or a crouch
dash. It has many follow ups. Be careful of tackle reversals. In that case,
your opponent can damage you unless you know some tackle escapes. Unlike other
crouching throws, this will grab standing opponents as well. The tackle is
escaped with 2 and reversed with 1+2. You can not tackle from the side.
---------------
- Back/Behind -
---------------
King has 3 back throws. It doesn't matter which one you use; they all do huge
damage. Most back throws can not be escaped, but they can be crouched under.
Stretch Buster b,F+1+2 BT {-}
The Stretch Buster is the most damaging of the three back throws and it allows
for follow up ground throws especially on larger characters. Make sure your
opponent is facing backward or else you may end up doing a Jaguar Lariat. The
other two are very damaging and humiliating as well but don't have any real
ground throw opportunities. If you have the opportunity for a back throw, I
usually go for the Stretch Buster, but any back throw will do.
Half Boston Crab 1+3 BT {-}
Cobra Twist 2+4_2+5 BT {-}
The Cobra Twist and the Half Boston Crab do equal damage. It is simply a matter
of preference on which one you use. Neither allow for any ground throws, but
you can perform a Stagger Kick afterwards IIRC.
Cannonball Buster *** SS 2+4 BT {-}
= Cancel = B RC
If you do a sidestep multithrow and grab the opponent from behind, this is what
you end up with. As with all back throws, this is NOT escapable, but the
follows ups are.
Ultimate Tackle *** WC,1+2_f,N,d,DF+1+2 sMBT {-}
You can tackle opponents from front or behind but not from the side. From
behind, the tackle is not escapable, but the follow up punches are.
Reverse Throw BK 1+3_BK 2+4 BKT {1_2_-}
If you are facing away from your opponent, you can still perform a throw. Your
character will turn around and do a throw. The escapes are the same as well.
----------
- Ground -
----------
All ground throws have the same command - db+1+3_db+2+4. However, this can be
hard to do in the heat of battle. I suggest that you hold 1 or 2 during a move
stun so that you don't throw a punch. Then while holding down the punch, you
press db and the appropriate kick. Since you have already held down the
corresponding punch, you will attempt a ground throw - welcome to Tekken Button
Buffering 101. Simply do this: [1],db+3 or [2],db+4. It makes ground throwing
a lot easier for me. You can also hold the kick first and then punch instead.
You usually have to dash in for a ground throw after a set up move. Buffer the
dash or run from your move stun so you get to the opponent quickly. If you do
it right, the opponent can not get up; they will be forced to escape the throw.
~~~~~~~~~~~~~~~~~~~~~~~~
~ Face Up/Feet Towards ~
~~~~~~~~~~~~~~~~~~~~~~~~
Head Bomber db+2+4 FU/FT GT {2}
The Head Bomber is the cooling looking ground throw that King has - you will get
huge cool points from the audience (and cringes from the men and/or your
opponent) if you pull this off. King lifts the opponent's legs by the ankles
and headbutts them in the crotch. After this ground throw, you can Stagger
Kick. This is probably the ground throw you will be using the most (it's the
one I use the most) since it tends to humiliate the best and just hurts a lot.
Figure Four Leg Lock DB+2+4 FU/FT GT {1+2)
I almost never the Figure Four ground throw since I prefer the Head Bomber.
Unlike the standing Figure 4, you can not reverse the ground the Figure 4. On
larger characters, you may actually be able to do two figure-four leg locks.
Perform the standing one (DB+1+2) and then quickly dash and do the ground one.
It is actually very hard but not impossible. If you find your opponent escaping
the Head Bomber, use this since it has a double button escape.
Swing Away db+1+3 FU/FT GT {1}
I tend not to use the Swing Away since it doesn't look like you can follow it up
very well. King throws you pretty far away. However, if you prefer using 1+3
for your ground throws, this is the one for you. King picks up the opponent by
the legs and does a single rotation of his Giant Swing before letting go.
FU/FT ground throws can be performed after the following moves:
Knee Crusher 1+3_2+4 Right ST {2}
Leg Screw b+1+3_b+2+4 M_H 4
Jumping Power Bomb d+1+3_d+2+4 MT {1+2}
Jaguar Lariat F+1+2 UH
Figure Four Leg Lock DB+1+2 FT {1+2}
Knockout Punch SS 2 H FSc
Stomach Smash *** f,f,N+2 LG DSc
= Hi-Jack BackBreaker = 1+2 {1+2}
= Jaguar Driver = 1+2,u,d,3+4 {3+4}
~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Face Down/Feet Towards ~
~~~~~~~~~~~~~~~~~~~~~~~~~~
Half Boston Crab db+1+3_db+2+4 FD/FT GT {3+4}
This is King's only FD/FT ground throw. He grabs a leg and pulls up and back on
it until the hip cracks (like the 1+3 back throw). You need very good timing to
get the FD/FT ground throw off the Throw Away setup since you have to dash very
far in a very short time (PRACTICE). It also has an unusual escape {3+4}.
The following moves set up FD/FT ground throws:
Throw Away *** B+1+2 FT {-}
= Throw Away Knockdown = ~2+4 {2}
~~~~~~~~~~~~~~~~~~~~~
~ Face Up/Feet Away ~
~~~~~~~~~~~~~~~~~~~~~
Shoulder Cracker db+1+3_db+2+4 FU/FA GT {1+2}
This is King's only FU/FA ground throw. King grabs one arm, places it between
his legs, and cracks the shoulder, similar to the Struggle Combination finish
from the Arm Breaker. All of the setup moves leave your opponent right next to
you. Perform the ground throw as soon as your move stun ends.
The following moves set up FU/FA ground throws:
Tombstone Piledriver db,f+2 FT {2}
Arm Breaker *** f,N,d,DF+1+4 FT {1}
= Chicken Wing Face Lock = 2,1,1+2+3 {1+2}
= Dragon Sleeper Finish = 2,1,3,1+2+4,1+2+4 {1}
Throw Away *** B+1+2 FT {-}
= Throw and Destroy = ~3+4 {3+4}
Leg Breaker WC,df+1 LG JG
~~~~~~~~~~~~~~~~~~~~~~~
~ Face Down/Feet Away ~
~~~~~~~~~~~~~~~~~~~~~~~
Wing Tearer db+1+3_db+2+4 FD/FA GT {1+2}
For a FD/FA opponent, this is King's only ground throw. The Wing Tearer is
King's second most painful ground throw. King grabs the opponent by the wrists
and puts his knee on their back - he then pulls the wrists towards him like
levers until the shoulders crack (OUCH!). However, the setups aren't the most
reliable as all of them require counters. The Elbow Sting leaves your opponent
FD/FA on CH, but your opponent can get up easily. The Stomach Smash CH and
Blind Kick CH are better, but the timing is very precise.
The following moves leave your opponent FD/FA:
Stomach Smash f,f,N+2 LG DSc
Elbow Sting df+1 M GB KS
Blind Kick *!* BK 3 MG GB CSc
~~~~~~~~~~~~~~~~
~ Face Up/Side ~
~~~~~~~~~~~~~~~~
Flip Over db+1+3_db+2+4 Left FU/S GT {1}
Flip Over db+1+3_db+2+4 Right FU/S GT {2}
King doesn't have any ground throws that damage FU/S opponents. For the Flip
Over, it is sometimes necessary to dash beforehand, especially after the
Argentine Backbreaker. After the Flip Over, repeat the motion (dash if need be)
and you'll get the FD/S ground throw, which will do damage. After the Flip Over
on larger characters, you can do the ground throw motion without a dash. The
escape follows the same protocol as side throws.
The following moves set up FU/S ground throws:
Argentine Backbreaker 1+3_2+4 Left ST {1}
Double Heel Hold b+1+3_b+2+4 M_H 3
Shoulder Cracker db+1+3_db+2+4 FU/FA GT {1+2}
Stretch Buster b,F+1+2 BT {-}
~~~~~~~~~~~~~~~~~~
~ Face Down/Side ~
~~~~~~~~~~~~~~~~~~
Camel Clutch db+1+3_db+2+4 Left FD/S GT {1}
Bow & Arrow Stretch Hold db+1+3_db+2+4 Right FD/S GT {2}
The commands for the Camel Clutch and the Bow and Arrow Stretch are the same;
the throw performed depends on what side of the opponent you are on. Simply do
either setup ground throw, dash if necessary, and then perform the next ground
throw. The escapes are similar to standing side throws.
The following moves set up FD/S ground throws:
Flip Over db+1+3_db+2+4 Left FU/S GT {1}
Flip Over db+1+3_db+2+4 Right FU/S GT {2}
Half Boston Crab db+1+3_db+2+4 FD/FT GT {3+4}
---------
- Multi -
---------
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Reverse Arm Slam/Reverse Stretch Special Bomb/Cannonball Buster ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
(Left) Reverse Arm Slam *** f,DF+1+3 FT {1}
(Right) Reverse Arm Slam *** f,DF+2+4 FT {2}
= Back Drop = 2,1,1+2 {1_2}
= German Suplex = 3+4,1+2 {1}
= Power Bomb = 1,2,3+4 {-}
= Giant Swing = 2,1,3,4 {1}
= Muscle Buster = 3,1,2,3+4,ALL {2}
= Cannonball Buster = 2,2,1+2 {2}
= Manhattan Drop = 3+4,1+2,1+2+4 {2}
= Victory Bomb = 1,2,3+4,1+2 {-}
= Giant Swing = 2,1,3,4 {2}
= Muscle Buster = 3,1,2,3+4,ALL {1}
= Power Bomb = 1,2,3+4 {1}
= Giant Swing = 2,1,3,4 {1}
= Muscle Buster = 3,1,2,3+4,ALL {2}
Reverse Stretch Special Bomb *** f,DF+1+2 FT {1+2}
Reverse Stretch Special Bomb *** SS 2+4 SSFT {1+2}
Reverse Stretch Special Bomb *** df,DF+2+4 MT {2}
= Cannonball Buster = 2,2,1+2 {-}
= Manhattan Drop = 3+4,1+2,1+2+4 {2}
= Victory Bomb = 1,2,3+4,1+2 {-}
= Giant Swing = 2,1,3,4 {2}
= Muscle Buster = 3,1,2,3+4,ALL {1}
= Power Bomb = 1,2,3+4 {1}
= Giant Swing = 2,1,3,4 {1}
= Muscle Buster = 3,1,2,3+4,ALL {2}
Cannonball Buster *** SS 2+4 ST {1_2}
Cannonball Buster *** SS 2+4 BT {-}
= Power Bomb = 1,2,3+4 {1}
= Giant Swing = 2,1,3,4 {1}
= Muscle Buster = 3,1,2,3+4,ALL {2}
= Manhattan Drop = 3+4,1+2,1+2+4 {2}
= Victory Bomb = 1,2,3+4,1+2 {-}
= Giant Swing = 2,1,3,4 {2}
= Muscle Buster = 3,1,2,3+4,ALL {1}
Button buffering can be done for the following links to make it easier to get
these throws off in the heat of battle:
Back Drop: 2,1,1+2 => 2,[1],2
Cannonball Buster: 2,2,1+2 => 2,[2],1
Manhattan Drop: 3+4,1+2,1+2+4 => 3+4,[1+2],4
Muscle Buster: 3,1,2,3+4,ALL => 3,1,2,[3+4],1+2
You can get 3-6 throws with this series. To get 6, you start with the Reverse
Arm Slam and then branch to the Cannonball Buster. The only way to get 3 is to
start with the Cannonball Buster and chain into the Power Bomb.
You can enter multiple follow up throws during throw intervals. This is known
as multithrow bluffing (thanks to the person in the Tekken Zaibatsu forum who
coined the term). In case someone looks at your hands to see what throw you are
doing next, you can do multiple follow ups to a throw to confuse the opponent.
Let's use the Reverse Stretch Special Bomb to Cannonball Buster throw as an
example. After these two throws, you can do the Power Bomb or the Manhattan
Drop, both of which can be escaped with 1 and 2 respectively. If you are only
entering one throw after the Cannonball Buster and the opponent can see what
throw you are doing, they may know the escape. However, if you do both entries,
the opponent will be forced to guess. It looks like this:
f,DF+1+2, 2,2,1+2, 1,2,3+4,3+4,1+2,1+2+4
Note the consecutive 3+4's? You can actually take one out and still perform
the bluff. It would like this:
f,DF+1+2, 2,2,1+2, 1,2,3+4,1+2,1+2+4...
In the second case, you are buffering throw commands into one another. I call
This multithrow buffering (not to be confused with button buffering). The
buffering in this case also helps to multithrow bluff.
In general, you can bluff anytime you can enter more than one throw. You can
multithrow buffer when any two sequences have a matching begin-end button press
(3+4 in this case). In fact, multithrow buffering makes multithrow bluffing
easier since it reduces the number of button presses needed for multiple follow-
ups. If this sounds confusing, don't worry - I will show more examples with
other multithrows as well.
True multithrow bluffing can also be done by intentionally missing a button
press to fool an opponent into thinking you're doing a certain multithrow only
do another sequence correctly. In the example, if you mess up the Power Bomb's
1 or the Manhattan Drop's 1+2+4, you will only do the properly entered throw.
There are several throws whose escape is dependent on what throw you chained
from or what buttons you used to grab. Here is an escape chart:
Reverse Back German Power Giant
Arm Slam *** Drop Suplex Bomb Swing
{1_2} ==========> {1_2} ==========> {1} ============> {1_-} ==========> {1_2}
|| /\ /\
||<==========\/ /\=========|| ||
\/ || \/
{2_1+2} ========> {1_2_-} ========> {2} ============> {-} ============> {1_2}
Reverse Stretch Cannonball Manhattan Victory Muscle
Special Bomb *** Buster *** Drop Bomb Buster
Here are the "conditional" multi throw escapes:
Reverse Arm Slam: Left {1} ; Right {2}
Reverse Stretch Special Bomb: Crouching {2} ; Crouch Dash or Sidestep {1+2}
Back Drop: After Left Reverse Arm Slam {1} ; After Right Reverse Arm Slam {2}
Cannonball Buster: Left Side {1} ; Right Side or After Back Drop {2} ; Back or
After Reverse Stretch Special Bomb {-}
Power Bomb: After Cannonball Buster {1} ; After German Suplex {-}
Giant Swing: After Power Bomb {1} ; After Victory Bomb {2}
Muscle Buster: After Victory Bomb {1} ; After Power Bomb {2}
The following throws always have the same escape:
German Suplex: After Back Drop {1}
Manhattan Drop: After Cannonball Buster {2}
Victory Bomb: After Manhattan Drop {-}
~~~~~~~~~~~~~~~~~~~~~~
~ Standing Heel Hold ~
~~~~~~~~~~~~~~~~~~~~~~
Standing Heel Hold *** f,N,d,DF+2+3 FT {2}
= S.T.F. = 1,2,3,1+2 {1}
= Scorpion Deathlock = 1+2,3,1,1+3 {2}
= Indian Death Lock = 1+2,1,3,1+2 {1+2}
= King's Bridge = 1,3,4,1+2,3+4 {-}
For the Standing Heel Hold series, if the opponent escapes the Scorpion
Deathlock, Indian Death Lock or the S.T.F., King will receive 10 damage.
You can button buffer the Scorpion Deathlock from the Standing Heel Hold:
f,N,d,DF+2+3, 1+2,3,[1],3
Since the Standing Heel Hold animation is quite long, you can actually input all
three follow ups through multithrow bluffing and buffering:
f,N,d,DF+2+3, 1,2,3,1+2,1,3,1+2,3,1,1+3
If you look closely, I have entered the STF, Indian Death Lock, and the Scorpion
Deathlock. Entering all the throws can prevent a possible escape. This is easy
to do because you have a ton of time to enter all the links. Even still, it
also depends on whether or not you have the links down to a science (PRACTICE).
~~~~~~~~~~~~~~~
~ Arm Breaker ~
~~~~~~~~~~~~~~~
Arm Breaker *** f,N,d,DF+1+4 FT {1}
= Triple Arm Breaker = 1+2,1+2 {1}
= Head Jammer = 1+2,4,2+4 {2}
= Struggle Combination = 4,3,4,3+4,1+2 {-}
= Chicken Wing Face Lock = 2,1,1+2+3 {1+2}
= Dragon Sleeper Finish = 2,1,3,1+2+4,1+2+4 {1}
= Rolling Death Cradle = 1+3,3+4,2+4,1+2,1+2+3 {2}
You can buffer button presses during these chain throws:
Head Jammer: 1+2,[4],2
Chicken Wing Face Lock: 2,[1],2+3 (or alternatively [2,1],3 or [2],[1],3)
Rolling Death Cradle: 1+3,3+4,2+4,[1+2],3
Ironically, I can not do the Struggle Combination with button buffering even
though it looks like a good candidate. I have tried to do it but no success.
Even though the Chicken Wing Face Lock sequence is 2,1,1+2+3, you can hold 2,
then hold 1 while holding 2, and press 3 while holding both 1 and 2. Even
though you are really doing 2,1+2,1+2+3, it still works - go fig.
Since you do not get much time to enter a followup sequence, you can usually
only enter two out of three follow-ups. If you're really quick and nimble, try
entering this from the Arm Breaker:
f,N,d,DF+1+4, 2,1,1+2+3,1+2,1+2,4,2+4
If you take out the Chicken Wing button presses, you can do the Triple Arm
Breaker and Head Jammer very quickly.
If you can do the Rolling Death Cradle reliably, you are the BOMB DIGGY! I
still have trouble doing it. However, it is very possible. Here is how I do it
(thanks to another Tekken Zaibatsu forum member on how to do it):
1+3: Use your index finger and thumb
3+4: Use your index and middle fingers
2+4: Use your index and thumb
1+2: Use your index and middle fingers but hold them down
1+2+3: Use your thumb for 3 while holding 1+2
It does the most damage in the game for a multithrow, but the button sequence is
by far the most annoying of them all. It is also a simple button escape {2}.
I personally tend to finish the Arm Breaker series with the Struggle Combination
or the Dragon Sleeper. If you get the Head Jammer off, the Struggle Combination
is inescapable. However, I can't seem to follow it with a ground throw – just
Stagger Kick afterwards. However, you can follow the Dragon Sleeper Finish with
a ground throw. I almost never do the Triple Arm Breaker.
~~~~~~~~~~~~~~~~~~~
~ Ultimate Tackle ~
~~~~~~~~~~~~~~~~~~~
Ultimate Tackle *** WC,1+2_f,N,d,DF+1+2 sMT {2_1+2}
= Cross Arm Lock = 1+2 {1+2,2...}
= Arm Twist = 1+2 {-}
= Leg Cross Hold = 3+4 {1+2,1...}
= Stretch Combo = 1+2 {-}
= Ultimate Punches = 1,2,1_2,1,2 {2_1}
= Ultimate Punches = 1,2_2,1 {2_1}
= Cross Arm Lock = 1+2 {1+2,2...}
= Arm Twist = 1+2 {-}
= Leg Cross Hold = 3+4 {1+2,1...}
= Stretch Combo = 1+2 {-}
You can buffer a Cross Arm Lock from the Ultimate Punches:
f,N,d,DF+1+2_WC,1+2, 1,2,[1],2
f,N,d,DF+1+2_WC,1+2, 2,1,[2],1.
To escape the punches from the tackle, you have to put in the escape for the 1st
or 4th punch. If that punch is a 1, escape with 2 and vice versa for 2.
To get the Stretch Combo, you have to hit 1+2 exactly when King's back hits the
ground from the Leg Cross Hold. The Arm Twist doesn't have this precise timing,
making it much easier to finish with. You can do either lock from the first set
of ultimate punches. The Leg Cross Hold into the Stretch Combo does a lot more
damage so it is worth going for if you can get the timing and you really need
the damage. If the opponent is close to dying, just go with the Arm Twist.
Ultimate Tackle *** WC,1+2_f,N,d,DF+1+2 sMBT {-}
Ultimate Punches 1,2,1,2,1_2,1,2,1,2 {1_2}
You can tackle someone from behind. However, you can only do punches. Even
though the initial tackle is not escapable, the punches are. Only the 1st punch
can be escaped. If that punch is a 1, escape with 1 and vice versa for 2. The
escape for the punches is actually switched because the victim is turned over.
~~~~~~~~~~~~~~
~ Throw Away ~
~~~~~~~~~~~~~~
Throw Away *** B+1+2 FT {-}
= Throw and Destroy = ~3+4 {3+4}
= Throw Away Knockdown = ~2+4 {2}
= Throw Away Feint = ~1+3 {1}
= Turn Around = ~1+2 {1+2}
= Tag w/ Armor King *!* = ~5 {2}
Unlike other multithrows, you have to enter the next command after the
Throw Away quickly or else you'll just spin the opponent around.
The Throw and Destroy and the Throw Away Knockdown set up ground throws. As
with all ground throws, you have to be quick and usually dash to set it up.
The Throw Away Feint and the Turn Around do no damage and leave the opponent
standing. The Turn Around does leave your opponent BK albeit far away. Neither
of them have any guaranteed follow ups AFAIK.
If King is partnered with Armor King, King can tag from the Throw Away. The
opponent is thrown towards Armor King where he will power slam the opponent.
~~~~~~~~~~~~~~~
~ Pile Driver ~
~~~~~~~~~~~~~~~
Pile Driver *** QCF+1 FT {1_3+4}
= Double Arm Face Buster = ~1+2 {-}
= Boston Crab = <1+2,3,4,1+2 {-}
The Double Arm Face Buster can only be done at the very beginning of the Pile
Driver. The Boston Crab has to be entered at the apex. Since they share a
common 1+2, make sure you time your button presses appropriately. I personally
do the Boston Crab since it does more damage. If you do the Double Arm Face
Buster, you only get damage for one throw. With the Boston Crab, King slams the
opponent down first and then go for the Boston Crab, which in turn does more
damage. At the apex of the Pile Driver, an opponent can escape with 3+4.
Even though I don't personally buffer this throw, you can doing the following:
QCF+[1]~2
QCF+[1]<2,3,4,1+2
~~~~~~~~~~~~~~~~~
~ Stomach Smash ~
~~~~~~~~~~~~~~~~~
Stomach Smash *** f,f,N+2 LG DSc
= Hi-Jack BackBreaker 1+2 {1+2}
= Jaguar Driver 1+2,u,d,N+3+4 {3+4}
This is the only multithrow chain that doesn't begin with a throw. It starts
with a counterhit Stomach Smash. If you stun, go for the Jaguar Driver. It
does more damage and looks cooler. :) Both can be followed by ground throws.
Once again buffering can be done even though you don't really need to:
f,f,N+[2],1
f,f,N+[2],1,u,d,N+3+4
=============================
= King the Second Reversals =
=============================
King has been blessed with kick reversals. In fact, you can NOT chicken out of
them. Then again he can't reverse punches - you can't win them all.
Leg Screw b+1+3_b+2+4 M_H 4
The Leg Screw right kick reversal throws your opponent away from you, but you
can perform FU/FT ground throws if you buffer a dash.
Double Heel Hold b+1+3_b+2+4 M_H 3
The Double Heel Hold left kick reversal keeps your opponent close to you so you
can do the FU/S ground throws into the FD/S ground throws.
Low Thrust Block/Parry d+1+4_d+2+3_D+2+3_D+1+4 L
The low parry is good against any low attacks. If you stop a move with this,
you can usually Konvict Kick (f,f+4) or Hop Kick (u/f+4) before the opponent can
stand up and recover. If you Hop Kick the opponent, any standard juggle should
work. It stuns an enemy longer than the df universal low parry.
========================
= King The Second Arts =
========================
----------------------
- Punch/Body Attacks -
----------------------
Low Jab Uppercut d+1~N+2_D+1~N+2 sMM
The Low Jab Uppercut is your best attack bar none and one of the best in TTT.
It is useful for getting inside since it moves King forward. It has little
recovery unless it whiffed and it is not very easy to reverse. Since you start
with a low jab, you can travel under high attacks quickly and counter with this.
You don't have much recovery after the uppercut. In fact, this move is even
better than the standing Jab Uppercut due to its range and the slower recovery
of the Jab Uppercut in TTT. Abuse this move, but be ready to chicken reversals.
Jab Uppercut 2,1 HM
This is another punch string that can be useful. Granted it is not his best
punch chain anymore, it has set up potential. The 1 in this case is an uppercut
which hits mid so opponents can not crouch this punch chain. It makes for a
good poking tool and as well as a relatively quick counter to any move finishing
high. Unfortunately, you can no longer follow this string with anything for
free as you could in Tekken 3. However, that doesn't mean you shouldn't try.
This string was weakened in terms of recovery, but it still recovers quickly.
One note of warning though - DO NOT hold forward while doing the 2 on the ground
of in combo. If you do, you will start F+2 9-hit string version of this where
the uppercut has much longer recovery. Instead, do a f,N,2,1 if you want to
increase its range. This move is also a key part of his juggling strategy since
the uppercut causes a mini-rejuggle so to speak. As with most punch chains, be
prepared to chicken in case of reversal.
Palm Attack To Attack 1,2,1 HHM
Even though it is not as good as the Low Jab Uppercut or the Jab Uppercut in
terms of use, the Palm Attack to Attack is another punch rush that can be used
often. It starts up a little faster than the Jab Uppercut since it starts with
1 rather than 2. Unlike the Jab Uppercut, you can hold forward or even dash to
give the initial 1 more distance. It also ends with the uppercut, but I am not
sure if the recovery is the same as the Jab Uppercut. Since the first two hits
are high, you may get countered before you get to the uppercut, the second 1.
If you need a quick counter or poke, you can also use this move, but I tend to
prefer the Low Jab Uppercut chain in general. You can also do the Palm Attack
without the To Attack uppercut as a generic 1,2 punch string for poking. The
Low Jab Uppercut, Jab Uppercut, and the Palm Attack To Attack have good
recovery. As with the (Low) Jab Uppercut, you may need to chicken reversals.
Leg Breaker WC,df+1 LG JG
The Leg Breaker is a slow but annoying move that hits low. It is a damaging low
juggle starter. It is best done from far away because it is easy to counter
close up. If your opponent is turtling, doing this move from far away
will sometimes surprise them. If you do hit the opponent with this, you can
usually follow up with another Leg Breaker by holding DF and pressing 1 again.
You can combo two in a row, but the opponent can roll to its right and escape
after the second one. You can also do other combos off the Leg Breaker, but
another Leg Breaker is probably the simplest one. You can also perform FU/FA
ground throws after the Leg Breaker but you have to be very quick.
Inside Uppercut WS+1 M
Even though this is a basic move, it is useful inside. It is quick with little
recovery and has a lot or priority. However, it doesn't knock down or juggle.
I sometimes get this move trying to do something else. Its only weakness is its
lack of range. However, its priority makes up for that.
Crouching Uppercut WC,df+2[~5] M JG [TJC2]
K's Flicker f,f+2[~5] M KD JGch [TJC2ch_5]
While Standing Uppercut WS+2 M KD
Even though these three uppercuts look exactly the same on execution, they do
have subtle differences. The Crouching Uppercut will always juggle and is a tag
juggle starter. K's Flicker only juggles on counter hit but will tag on a
normal hit. If you tag on a normal Flicker hit, there is no real guaranteed
followup. The WS+2 Uppercut doesn't juggle and you can't tag from it. If you
block a low move with poor recovery, quickly go to df+2 to start a juggle or
WS+2 for some easy damage and a knockdown. Note that all three uppercuts have a
very significant recovery. They all do pretty good damage though.
Stomach Smash f,f,N+2 LG DSch
= Hi-Jack BackBreaker = 1+2 {1+2}
= Jaguar Driver = 1+2,u,d,N+3+4 {3+4}
King goes a long distance as he bends down and punches very low to the ground. I
tend not to use the Stomach Smash much, but it has its uses. It hits low and
grounded opponents. However, the f,f,N sometimes makes hard to use up close.
Hence I tend to only use this from far away so I don't get hit out of it before
I do the move. This is another move to use against turtlers who stand a
distance away. Its other redeeming factor is the ability to multithrow on CH.
However, King has easier and more useful multithrow starters. You can also
start juggle combos from it on CH, but the double-over stun can be escaped.
Elbow Sting df+1 M GB KDch KScr
< Side Swipe *!* < 2 M
The Elbow Sting is probably his best non-jab single punch attack. It comes out
very fast and causes a stun or guard break on impact. On crouching opponents,
it causes a knee down stun (KS). It knocks down FD/FA on CH. Do not ground
throw since the opponent can get up easily. I usually Stagger Kick instead for
extra damage. This is not as dominating as Paul's Elbow, but it is still a very
high priority move. As with most punch attacks, be wary of reversals. The
Elbow Sting can be interrupted by fast jabs at close range.
You can follow the Elbow Sting with a Side Swipe. A Side Swipe will miss on a
Elbow Sting CH. This is another punch rush that can close distance.
Side Swipe df+2 M
The Side Swipe has a small range, can't be reversed, hits mid, and has little
recovery. It is also juggle filler since it will cause a small rejuggle.
Head Spinner 1+2 M BK
< Knifehand < 1 M KD
The Head Spinner - Knifehand (referred to as the Head Spinner combo) is his best
long range punch move. King does a spinning elbow into a knife edge chop. It
covers a large distance quickly and does loads of damage. It is usually hard to
see coming and the first part isn't reversible. The spinning elbow will avoid
most jabs during execution. The knife hand is reversible so left chicken if the
1+2 is blocked. If the chop is blocked, it is not easy to retaliate. The chop
can be delayed or left out altogether; that will leave King in a BK position.
This move can also be done out of a sidestep quickly and easily. Use this move
as a counter when you think your opponent is doing an attack reversal. Since
the elbow isn't reversible, they end up eating the Head Spinner for counter
damage. It is also a good juggle finisher and a very good move in general.
Knockout Punch SS 2 H KD FSch
The Knockout Punch is a move I hardly ever use. Even though it comes from a
sidestep, it is extremely slow and hits high. It does do a lot of damage
though. If it does hit, it either causes a violent knockdown on a fall-over
stun on CH. If you do not CH and the opponent doesn't tech roll (~b), you can
dash and get a FU/FT ground throw, but you have to be very quick about it. If
you counter hit, you can juggle off of the stun even though it is escapable.
You can also ground throw on CH, but the CH stun can be escaped.
Flying Cross Chop f,f,N+1+2 sM_H~LG KD
The Flying Cross Chop is similar to the wake-up version of the Flying Cross Chop
that can be done from a knockdown or tag, but it is done from a standing
position. It seems to hit special mid in TTT. In Tekken 3, it hit high
initially then came down to hit low and grounded opponents. Since King jumps
up, this move avoids a lot of attacks. Its only weakness is the little damage
that it does. It is also not reversible and tends to interrupt other attacks.
Black Bomb f,N,d,df,N+1+2[~5] M KD BNch [TJC2ch_4]
Since the Black Bomb is a crouch dash move, it is useful in King's crouch dash
strategy. What King essentially does is a crouch dash into a downward double
axehandle. Since four of his multithrows begin with a crouch dash, this move is
useful in case your opponent crouches expecting a multithrow. You can hit them
with this for very good damage. If you counter hit the opponent, you will cause
a bounce juggle, which bounces your opponent off the ground. If you hit with
the move, you can tag out, but it only tag juggles on CH.
Capital Punishment uf+1+2 M CFS?
King performs a jumping axehandle similar to the Black Bomb. It has far range
since he jumps before doing it. Using it up close can be bad since the opponent
can hit you out of your jump and juggle you. This move hits mid and semi-
grounded opponents trying to get up but does not hit fully grounded opponents.
You can punish mistakes from long range with this move. It is good for catching
incoming (as in tagging in) characters. I believe this move is reversible as is
the Black Bomb. If you hit with this move, it causes a (crumple fall?) stun
that can be followed up with Stagger Kicks for an easy juggle.
Shoulder Tackle f+2+3 M
The shoulder tackle is good because it has unusual priority. It does have a
little bit of startup so it is best used from medium distance. Once started, it
does much damage, but the recovery isn't too hot unless you use it from far away
so use with caution. It can be used in okizeme to hit semi-grounded opponents
and can be used to punish incoming opponents or as a tag move when King tags in.
Elbow Drop d+1+2 MG FU/FA
This move can be used on hard hit grounded opponents, i.e., after a Jaguar
Lariat. It is similar to the Rock's "People's Elbow" from the WWF (thanks to
Domingo's Armor King FAQ on that description). It hits standing and grounded
opponents. I sometimes use this to avoid damage when tagging in since King is
left on the ground after move. If you do it while someone is standing, chances
are you may actually hit whatever they were trying to do since the elbow is the
closest thing to the opponent. This leaves you FU/FA so be ready for okizeme.
High Elbow Drop U+2+4_UF+2+4 MG
This move is a jumping elbow drop. It can be used to avoid attacks especially
when tagging in or to pounce on opponents. However, with tech get up, this move
is no longer the beast it was in Tekken 2 (the U+2 elbow pounce). It does do a
lot of damage but isn't very useful except to avoid certain unblockables. You
can also use it after either side throw as a powerful two-hit combo.
Diving Body Splash *!* f,F+2+3 MG
Like the Shoulder Tackle, this move comes out slowly, but it does good damage.
It can be used as a pounce or for okizeme. If it is blocked, it stuns but
leaves you FD/S to your opponent so expect some okizeme punishment if missed or
blocked. It can be used to counter Kuma's Hunting Bear stance and Ling's Art of
Pheonix stance. It is best used as a surprise move.
Layoff f,f+1+2 H
This move does no damage by itself, but it can be followed up if you are quick.
In Tekken 3, you could follow this up with a Disgraceful Kick, but I don't think
you can in TTT. King will push you, which will break your guard, allowing for a
fast attack to penetrate. You can only use it up close like a throw.
----------------
- Kick Attacks -
----------------
Stagger Kick WC,df+4_WC,df+3+4_d+3+4 LG
= Spinning Uppercut = ~2 M KD
= Stagger Kick ~ Spinning Uppercut = 4~2 LG~M CH KD
= Stagger Kicks = 4,4 LG,LG
= Spinning Uppercut = ~2 M CH KD
= Stagger Kicks = ~4,4 LG,LG CH
Learn to love the Stagger Kick (Ali Kick) - you will be using a lot. It hits
low, can be repeated, has many follow ups, and hits grounded opponents. On CH,
you can hit with multiple Stagger Kicks or go into a Spinning Uppercut. If you
have a Stagger Kick or Spinning Uppercut blocked, you will be asking for a
beating as both have lousy recovery. People tend to call this move cheap, but
it does have enough shortcomings that it can be beaten pretty easily by smart
players. Do not be afraid to use this move especially for okizeme. To be safe,
if you're not sure this is going to hit a standing opponent, only throw one as
the recovery isn't too good. Most players will be expecting 2 or 3 so you will
probably escape unscathed even if it is blocked. A single Stagger Kick can be
used to counter Paul's Death Fist due to its length.
Hop Kick uf+4 M JG
The Hop Kick is your quickest juggle starter. If you need a quick juggle or
counter, use this. In Tekken 3, you could Hop Kick after a low parry, but I'm
not sure if this is the case in TTT. It has good range and speed. Its recovery
is small but enough to be punished if you're not careful. The majority of your
juggles will come from this move. As with most other kicks, this can be
reversed if you get too predictable with it. You can also use the Hop Kick out
of a crouch dash (f,N,d,df,(f),uf+4). This is another way to mix up the crouch
dash in your King routine. This move is most useful in countering any blocked
high recovery move that leaves you standing.
Konvict Kick f,f+4 M
The dash motion on the Konvict Kick gives it very good range. It is simply a
mid hitting front kick that knocks down and hits hard. On CH, it does massive
damage. This is also good for okizeme countering and punishment - second to the
Disgraceful Kick. Since it hits mid, you can punish crouching moves nicely. It
does have some recovery so don't overuse it. You can also do this move out of a
crouch dash (f,N,d,df,f, f+4).
Front Kick WS+4 M
The Front Kick is probably the safest and most powerful of the WS moves. It has
good range, hits mid, and has good recovery. You can also do the modified
version of it (m-WS+4) as explained in the While Standing section. The only
quirk of the m-WS+4 is that sometimes King will go slightly off axis during the
kick. Out of the m-WS moves, the m-WS+4 is definitely the most useful one.
This can be done out of a crouch dash (f,N,d,df, f+4). This move is useful
in custom stringing since it reaches far and is quick.
Disgraceful Kick b+4 H
This move looks like it hits mid, but it hits high. However, don't let that
stop you from using it. It is his best okizeme move for missed rising attacks
(3_4). If either of these are missed, simply do this move (or the Konvict
Kick, but this is faster) to knock them back down and start the fun all over
again. If you hit the opponent at close range, it causes a hard knockdown
(extra damage). In that scenario, you can Moonsault or Blind Kick, but it's not
always a guaranteed hit if the opponent knows what he/she is doing. If you
counter hit from midrange, you get a rollback knockdown where you have to run to
chase down the enemy. It can also be used to finish juggles for decent damage.
You can counter Nina/Anna's double palm attack (Blonde Bomb/Scarlet Bomb) with
this if you buffer it out of your block stun.
Rib Buster df+3 M
Even though this is technically a basic move, this move is one of King's best
kicks. It is a long reaching left footed round kick that hits mid. It has good
reach and does good damage. If someone is evading to your left, use this to
snuff them clean. This move is also very good after a Jab Uppercut rush, but it
doesn't combo like it did in Tekken 3. I tend to use it towards its maximum
range to avoid having it snuffed up close - it does have a slightly slow
startup. This move screams "abuse me" - an overall great move. As with most
moves, be wary of reversals – chicken when necessary.
Knee Buster df+4 L
This move is highly underrated. King does a standing low kick that is similar
to his Rib Buster. It has short yet deceptive range. It can be used in a
mid/low mix-up with the Rib Buster to annoy and pressure the opponent. Since it
hits low, it can only be low parried. However, I have never seen anyone do that
on reaction. This should be another move in your King ground arsenal especially
up close. Since it is a low move, it helps against turtlers up close.
Frankensteiner df+3+4[~5] sMG FU/FT
If you don't throw with the Frankensteiner, King will flip and land FU/FT. The
flip hits special mid. It's a good move to use on a grounded opponent. If you
don't throw with this move, it doesn't do much damage.
Exploder f,f+3+4 M GB KD FU/FT
Delayed Exploder 3+4 M GB KD FU/FT
King does a drop kick and ends up FU/FT. If you press both kicks, King will
take a step and then drop kick. This is the delayed version. If you dash
first, he will drop kick as soon as you press 3+4. It does moderate damage.
Before you hit the apex, you can be hit out of the air so be careful.
Running Exploder WR 3+4 H GB KD FU/FT
King does a spinning drop kick and ends up FU/FT. It hits high but does a lot
more damage than the Exploder. On CH, this does almost as much damage as the
Deadly Boomerang. It works well to catch your opponent when tagging in or out.
Deadly Boomerang SS 3+4 H GB KD FD/S
King does a sidestep into a jumping round kick landing FD/S. This is the Deadly
Boomerang. It looks like a Back Brain Kick - I like to call it the Head Hunter
Kick or the Ghetto Blaster. :) On CH, this is deadly and can end rounds quickly
if you know how to use it. I have killed people with two moves (Giant Swing &
Deadly Boomerang), which is reminiscent of Jack-2 in Tekken 2 - CH megaton punch
& big splash, but I digress. Don't try to reverse this kick - it is not worth
it. Someone tried to do it but could not - after 2 hits the round was over. If
this can be reversed, I would like to see it. King ends up on the ground FD/S.
Even though King does the move off of a sidestep, he does a second SS (SSL?)
before he does the kick.
Rolling Sobat *!* f+4 M SHch
King turns around and does a spinning jump kick. The Rolling Sobat has a long
range - about as long as the Disgraceful Kick. It hits mid, but I have missed
some crouching opponents with this move when it looked like it should have hit.
It is one of his longest pokes. It is fast for such a long range move. This
kick almost screams "abuse me" but be wary of reversals. Up close, a d+1 may
interrupt it before it comes out and cause a low juggle since King leaves the
ground. It is best used from midrange to avoid getting countered/interrupted.
Blind Kick *!* BK 3 MG GB CSc
King does a mule kick while his back is turned. It hits mid and causes guard
stun. It is best used on semigrounded opponents after a close Disgraceful Kick
or Muscle Buster. You can juggle or ground throw on CH.
-----------------------
- Unblockable Attacks -
-----------------------
Jaguar Lariat F+1+2 UH KD
The Jaguar Lariat can be used as a surprise move. It is a high unblockable,
but there is no flash before he attacks. He just sidesteps slightly and
lariats. This does huge damage and allows for an Elbow Drop or a ground throw.
Atomic Blaster BK 1+2 UH KD
The Atomic Blaster is the backed turned version of the Jaguar Lariat. Like the
Jaguar Lariat, it is a high unblockable that has no warning flash. He turns
around and clotheslines you. They do about the same damage. I do not think you
can follow up this move since King is to the side of the opponent facing away.
Moonsault 1+4_f+1+4_BK 1+4 UG KD FD/FT
The Moonsault is his best unblockable. It hits opponents in every position.
King turns around, jumps in the air, and flips face down on his opponent. It
does decent damage and has excellent follow ups. If you hit the opponent, you
can roll off and throw a wake-up 3 and nail the opponent while they're trying to
get up. From there, you can go into a Stagger Kick, Spinning Uppercut combo and
attempt another Moonsault. This is also useful on standing opponents as a
surprise attack from medium distance. Many an opponent has come in attacking
from too far away only to have King drop on them for good free damage. You can
be hit out of it if you get too predictable or if you are too close to your
opponent when you start the move. If it misses, you land on the ground FD/FT and
can receive okizeme punishment there. I tend to use the above Moonsault trap
(f+1+4, wake-up CH 3,d+3+4~2 repeat as they get up) on opponents who don't know
how to counter or escape it. One last note: it is usually better to use f+1+4 to
do the Moonsault unless you are turned around. The f motion will align yourself
towards your opponent in case your opponent sidesteps or rolls to the side.
===========================
= King The Second Strings =
===========================
Note: All strings can be started with 1 (10-hit) or F+2 (9-hit).
1 2 1 1 2 4 4 4 1 1 H H M M H L L L M M
1 2 1 1 2 4 4 4 1 3 H H M M H L L L M M
1 2 1 1 3 3 4 4 1 1 H H M M H M L L M M
1 2 1 1 3 3 4 4 1 3 H H M M H M L L M M
1 2 1 1 3 3 4 3 2 1+2 H H M M H M L L L T
F+2 2-4-4 1
\ / \ /
1-2-1-1-3-3-4-4-1-3
\
3-2-1+2
This is a more comprehensive chart that describes the moves that comes out when
he does his 10-strings. This is good to know if you are using or facing King.
1 2 3 *4* 5 *6* 7 8 *9* 10
F+2 ==> || /\ ===> 2 ====> 4 ====> 4 ====> || /\ ===> 1
H || || H LG LG || || MG KD
Str8 || || Elbow Ali Ali || || Elbow
Punch || || Swipe Kick Kick || || Drop
\/ || \/ ||
1 ====> 2 ====> 1 ====> 1 ====> 3 ====> 3 ====> 4 ====> 4 ====> 1 ====> 3
H H M M H M LG LG M JG M KD
Jab Str8 Upper Elbow Spin Jump Ali Ali Upper Jump
Punch Cut Swipe Kick Kick Kick Kick Cut Kick
||
\/ ===> 3 ====> 2 ====> 1+2
L LG HT {1+2}
Foot Stomach Power
Sweep Smash Bomb
It is imperative that you learn other characters' hit strings as well as your
own so you can counter or reverse them before you misblock and eat half the
string. In fact, if you ever play another King, you will be ready in case
the other King decided to test your 10-hit string skills. Here are some
important notes and observations in King's 10-hit strings.
Hits 4, 6, and 9 are break points, i.e., you can always block or even counter or
reverse those hits even if you got hit by the previous attack. They are noted
with asterisks around the numbers in the chart.
Hits 1 and 2 are always high punches.
The first medium hit, Hit 3, is always an Uppercut (the same one as the "Jab
Uppercut" and "Palm Attack to Attack" Uppercut). Opponents can no longer crouch
at this point. The uppercut can only be followed by an Elbow Sting at Hit 4.
Both hits are mid.
Hit 5 is always high. Even though you can have an Elbow Swipe as the 5th hit,
it will be considered high (or mabye even sM?) even though by itself it is
normally mid. This is important because you can actually block low in
preparation for the Stagger Kick or prepare a counter. Your other option for
Hit 5 is a high spin kick (WS+3).
If you choose to take the kick route for Hits 5 & 6 (Spin Kick => Jump Kick),
please note that both are easily reversible if the opponent blocks the elbow
before the kick. I have reversed other King players who have tried this on me.
If you hit with the Stagger Kick in Hit 6 from the Elbow Swipe or in Hit 7 from
the Jump Kick (i.e., the first Stagger Kick in the hit string), you cause a very
large stun. You should be able to get off a WS move, tackle, or throw. I
prefer the tackle or throw myself. If you must use 10 hit strings, use this to
your advantage. The problem is getting to that point in the string so that you
do hit. I tend not to use 10-strings for that reason.
Hits 7 and 8 always hit low. Hit 7 is always an Stagger Kick. If Hit 8 is a
Stagger Kick, block high. If it is a foot sweep, block low.
################################################################################
# CHAPTER III – JUGGLES #
################################################################################
===========================================
= Hop Kick/Crouching Uppercut/K's Flicker =
===========================================
Hop Kick uf+4 M JG
Crouching Uppercut WC,df+2[~5] M JG [TJC2]
K's Flicker f,f+2[~5] M JGch [TJC2ch_5]
uf+4_WC,df+2_f,f+2 CH
= 1, 1+2,1
= 1, d+3+4,4,4
= 1,2, f+4
= 1,2, b+4
= 1,2, f,f+4
= 1,2, df+2, d+3+4,2
= 1,2,1, d+3+4,2
= 2,1, 1+2,1
= 2,1, df+2, d+3+4,2
= 2,1, f,f+4
= 2,1, f+4
= 2,1, b+4
= 4, d+3+4,2
= 4, df+3?
= 4, b+4
= d+3+4,4,4
If I nail any of these juggle starters, I almost always do the Jab Uppercut
into Head Spinner (2,1, 1+2,1). It does the most damage in this series and
isn't that hard to do. The Jab Uppercut causes a semi-rejuggle in most juggles.
If you want more hits, then Elbow Swipe off of the Jab Uppercut and follow
through with a Stagger Kick ~ Spinning Uppercut for 6 hits and a little bit of
style but less damage. I don't know of too many easy combos for King that give
you move than 6 hits. The Stagger Kick ~ Spinning Uppercut is a good finisher
of choice since it can hit semigrounded opponents for a semi-rejuggle as well.
Before I realized the power of the Jab Uppercut in juggles, I would normally
follow up my juggle starter with a jab or Palm Attack (1,2). These are still
good, viable combos, but I prefer the Jab Uppercut due to the small rejuggle
ability and slight edge in damage.
Like the Jab Uppercut, a right kick will cause a small rejuggle, allowing moves
to hit afterwards. This allows the Stagger Kick finishers to follow easily.
The Right Kick - Disgraceful Kick finisher only works on big characters I think.
The side kick can also be used if you're close enough. For the combos that use
right kick (4), you can no longer hold forward for extra damage like you could
in Tekken 3 or you'll do the Rolling Sobat.
===============
= Leg Breaker =
===============
Leg Breaker WC,df+1 LG JG
WC,df+1
= WC,df+1
= d+1, WS+2, d+3+4,2
= d+1, WS+4, d+3+4,2
= WS+2, d+3+4,2
= WS+4, d+4
= WS+4, d+3+4,2
= d+3+4,2
= d+3+4,4,4
The Leg Breaker causes a low juggle float. You can follow up with either
crouching moves or WS moves since the Leg Breaker is a crouching attack. You
can also follow up with a d+1, but it sometimes misses if you are off axis.
==============
= Right Kick =
==============
Right Kick 4 JGch
4 CH
= d+3+4,2
= d+3+4,4,4
= df+3
= b+4
A right kick CH causes a juggle which allows you to hit with the Stagger Kick.
Getting the Disgraceful Kick or the Side Kick is also possible.
===============
= Elbow Sting =
===============
Elbow Sting df+1 M GB KDch KScr
df+1 CH
= d+3+4,4,4
= d+3+4,2
A CH Elbow Sting will floor your opponent, allowing you to follow it with
Stagger Kicks. A ground throw is difficult but possible if the opponent doesn't
choose to immediately get up. You can also employ okizeme at this point.
==============
= Black Bomb =
==============
Black Bomb f,N,d,df,N+1+2[~5] M KD BNch [TJC2ch_4]
F,N,d,df,N+1+2 CH
= 1,2, d+3+4,2
= 1,2, b+4
= 1+2,1
= 1, 1+2,1
= 2,1, 1+2,1
= 4, d+3+4,2
The Black Bomb causes a bounce juggle on CH. This move is his most damaging
juggle starter. On CH, any Hop Kick series juggle will work here as well.
================================
= Knockout Punch/Stomach Smash =
================================
Knockout Punch SS 2 H KD FSch
Stomach Smash f,f,N+2 LG DSch
SS 2 CH_f,f,N+2 CH
= d+1+2
= u+2+4
= 1,2, df+3
= 1,2, f+4
= 1,2, d+3+4,2
= df+2, df+2, d+3+4,2
= f+2+3
= f,F+2+3
= 2,1, 1+2,1
= 2,1, d+3+4,2
On CH, these moves stun, allowing for juggles. However, the stun is escapable.
=======
= Tag =
=======
King can also start and finish tag juggles depending on his partner. Tag
juggles are a new feature in TTT that should not be overlooked. They are very
cool looking when executed properly but are not that difficult to perform.
----------------------
- Tag Juggle Classes -
----------------------
I will be using the Tekken Zaibatsu definition of tag juggle classes for tag
juggle starters. You can check this URL for more information and examples:
http://www.tekken.net/classtag.htm
There are 5 classes of tag juggles, aptly named 1-5. The level depends on what
type of move can be done by the tagged in player after a tag juggle starter.
Here is what they mean and some examples.
Class 1: Tag juggle starters allowing almost anything to connect
(examples: Yoshimitsu's 4~3, Baek's f,N,d,df+3)
Class 2: Tag juggle starters allowing high/standing moves to connect
(examples: King's f,N,d,df,N+1+2 CH or WC,df+2, Armor King's f,N,d,df+2)
Class 3: Tag juggle starters allowing low moves to connect
(examples: Julia's f+1, Gun Jack's d+1+2)
Class 4: Tag juggle starters that can't be tech rolled but allow for a ground
followup
(examples: Bryan's b+1, Paul QCB,N+1 CH)
Class 5: Tag juggle starters that do not allow a reliable/guaranteed followup
(example: King's f,f+2, Wang's f+4)
If a tag juggle combo works for a given class, it works for any higher class.
The abbreviation for a tag juggle class is [TJC#] where the number is the class.
-----------------------
- Tag Juggle Starters -
-----------------------
These are the moves that King can tag from when they hit:
Crouching Uppercut WC,df+2[~5] M JG [TJC2]
K's Flicker f,f+2[~5] M KD JGch [TJC3ch_5]
Even though K's Flicker juggles on CH, you can tag out on a hit. However,
without the CH, it will not allow for a guaranteed juggle (Class 5). On CH
juggle and tag, it becomes TJC3. As with most tag moves, the tag is only
possible on a hit. If blocked, you are not able to tag out. The Crouching
Uppercut is always TJC2, which will float high to allow for most tag combos.
Black Bomb f,N,d,df,N+1+2[~5] M KD BNch [TJC2ch_4]
This move causes a bounce juggle on CH. However, tagging from this move will
not automatically cause a bounce juggle (maybe if you buffer the tag - need to
investigate). If it hits, you can tag. On CH, it is TJC2. Without the CH (or
a buffered tag?), it is TJC4 since you can not tech roll the hit. A sliding leg
sweep from the tagged in partner may hit the opponent - I will have to check.
Frankensteiner df+3+4[~5] HT {-} [TJC4]
If King throws the opponent, the tag partner can hit the grounded opponent upon
tagging. You have to use a tag-in move (Sliding Leg Sweep) or a fast move that
hits grounded opponents. The Frankensteiner is TJC4 when it throws since you
can not tech recover. Other non-generic tag throws AFAIK are TJC4 or TJC5.
---------------
- Tag Juggles -
---------------
If King is tagging in from a juggle starter, what he can do to finish the juggle
depends on how high the opponent is when he enters. Here is what he can do with
each class excluding class 5. If a combo works for a given class, it will work
for any higher class. Note that not all of these are tested, but most should
work since they are mostly from Tekken Zaibatsu:
TJC1:
f+2+3
f,f+2+3
TJC2:
= 1, 1+2,1
= 1,2, f+4
= 1,2, b+4
= 1,2, f,f+4
= 1,2, df+2, d+3+4,2
= 1,2,1, d+3+4,2
= 2,1, 1+2,1
= 2,1, f,f+4
= 2,1, f+4
= 2,1, b+4
= 4, d+3+4,2
= d+3+4,4,4
TJC3:
= d+1, d+3+4,4,4
= d+1, WS+4, d+3+4,2
= d+1, WS+2
= d+1~N+2
TJC4:
= d+3+4,4,4
= d+3+4,2
Juggles listed in the Hop Kick section are considered TJC2 juggles for King.
################################################################################
# CHAPTER IV - VS STRATEGY #
################################################################################
Let's put all this knowledge together, shall we?
===========
= General =
===========
This is where you will find information on how to fight all characters in TTT.
-----------
- Okizeme -
-----------
Okizeme is loosely defined as the art of attacking someone who is downed. For
King, it is imperative that you have good okizeme techniques. King has so many
ways to keep you down or punish you when you stand up it should almost be
illegal. ;) There are different attacks you can use for okizeme, but they all
serve one purpose: to take more energy away from an opponent who is grounded or
trying to stand up.
Stagger Kick WC,df+4_WC,df+3+4_d+3+4 LG
= Spinning Uppercut = ~2 M KD
= Stagger Kick ~ Spinning Uppercut = 4~2 LG~M CH KD
= Stagger Kicks = 4,4 LG,LG
= Spinning Uppercut = ~2 M CH KD
= Stagger Kicks = ~4,4 LG,LG CH
This is probably your #1 move in okizeme. This will actually hit grounded
opponents and opponents who are trying to get up. If you hit an opponent while
they start to get up, you will cause a float or a counter (if they were able to
stand) that will allow you to add a Spinning Uppercut or one more Stagger Kick.
It is especially useful against characters who like to lay down a lot (Lei and
Eddy). It can be also used after most knockdowns where the opponent can't roll
as well as after most ground throws.
Disgraceful Kick b+4 H
If you need a fast attack to counter an opponent's missed wake up move, this
move has the fastest motion. It will hit wake-up 3 and 4 if they miss even
though the Disgraceful Kick hits high. Since it also reaches very far, you
usually don't have to move forward. Just make sure the opponent's kick whiffs
and hit the opponent back onto the ground for more okizeme. You can also use it
to start okizeme if you hit with it at point blank range.
Konvict Kick f,f+4 M
If someone misses a foot sweep, I usually dash in and kick for good damage and
another knockdown. Since you have to hit forward, make sure you don't
accidentally dash into the wake-up attack before nailing them with this.
Rolling Sobat *!* f+4 M
This move is good for okizeme since it reaches far. It can be used in places
where the Disgraceful or Konvict Kicks are used to attack missed wake-up
attempts.
Moonsault 1+4_f+1+4_BK 1+4 UG KD
This is my second favorite move to punish grounded and standing opponents with.
The Moonsault is unblockable and will allow you to roll over and follow up with
a foot sweep. If you counter with the foot sweep, you can Stagger Kick ~
Spinning Uppercut and attempt another Moonsault (Moonsault Trap). If an
opponent doesn't ground recover correctly, you can use it to counter their wake
up attempt. Even though the Moonsault is easy to see coming, it can be hard to
avoid because of its unusual hit area. If your opponent side (tech) rolls a
knockdown, wait for the side tech roll to almost finish and then go for the
Moonsault. If done correctly, you should nick them with the Moonsault to allow
for the Moonsault Trap to start or continue. However, if the opponent is fully
standing, you may get jabbed during the Moonsault attempt.
Diving Body Splash *!* f,F+2+3 MG KD FD/S
Since this move does hit grounded opponents, it should be mentioned in the
okizeme section. It can hit grounded and semi-grounded opponents. It will
leave King grounded, but you can go for a juggle with a wake up foot sweep (3).
If you miss, you may be subject to okizeme of your own.
Sidestep (SS) u~N_d~N SS
You can actually sidestep wake-up attempts. To sidestep wake up attempts, it is
best to be just out of range or at the edge of the range for wake-up attacks.
If the opponent rises with a sweep (3), evade to your left since it is a left
kick and vice versa for 4. If you do it right, you will evade the attack and be
able to set up a side throw, multithrow, or juggle. For a high kick, you can
actually do a Deadly Boomerang to avoid and counter it if done correctly.
However, if you guess wrong/incorrectly, you will eat a counter hit or juggle.
At the right range, you can follow side tech rolls with a sidestep in the same
direction as the tech roll. You can actually do a sidestep multithrow to grab
them as they stand up from a side tech roll. You can also crouching throw or
multithrow a side tech roller before he/she fully stands - a side tech roll
leaves you crouching before you can fully stand. Since you can't throw any
moves while standing up from a tech roll, they have to escape the throw.
--------------
- Countering -
--------------
Knowing what and when to counter is important. For example, if you duck under a
slow high move, feel free to Crouching Upper, Hop Kick or Ultimate Tackle (be
wary of escape or reversal). It is very hard to counter with a low throw so I
advise against it in most situations. Remember that you have a kick reversal
and a low parry. If you can see a move coming and block it, chances are you can
reverse/parry the next move in that string. Slower moves can be countered with
a Hop Kick or a command throw since you are in block stun. Specific moves you
can counter will be discussed in the Vs Human section. I have created three
"Counter Attack Classes" that are similar to the Tag Juggle Classes except that
they use letters. These are moves that can used when you block an opponent's
attack. There are three classes:
Class A Counter Attack: Any attack that starts with a jab fits into this class.
This is used to counter relatively quick recovering moves.
Class A Counter Attack examples: d+1~N+2, 1,2,1, 2,1, d+2
Best Class A Counter Attacks: d+1~N+2 as long as you're in range
Class B Counter Attack: Any attack that starts with an attack slower than a jab
but is still nonetheless quick. The majority of King's moves are of Class B.
Class B Counter Attack examples: uf+4, 1+2,1, b+4, f+4, df+3, df+4, df+1,2,
df+2, most normal throws
Best Class B Counter Attack: uf+4, 1+2,1, b+4, f+4 (situation dependent)
Class C Counter Attack: Any WC or WS that can be used to counter attack after a
low block. Usually the move that is blocked has slow recovery or causes a trip
attack stun when blocked.
Class C Counter Attack examples: WS+4, WS+1, WS+2, D+1~N+2, WC,df+2[~5], WS-
uf+4, D,db,d,db+1+2
Best Class C Counter Attack: D+1~N+2, WS+4, WS-uf+4, WC,df+2[~5]
Any moves that can be countered by Class B can be countered with Class A moves
if you are up close to the opponent. If a move can not be countered by most or
all of the moves in that class, only the successful/guaranteed counters will be
listed. For Class C, some counters may not work if the attack blocked recovers
without a trip block stun. However, since D+1~N+2 is a Class C counter, even
relatively quick recovering attacks can be countered after blocking. Further
elaboration will be provided in the Vs Human section.
------------
- Recovery -
------------
Certain moves have a longer recovery than others. Some examples are listed
below.
Short Recovery Medium Recovery Long Recovery
2,1 uf+4 WC,df+1
1,2(,1) f,f+4 WS+3
WS+4 (any missed throw) WC,df+2
WS+1 uf+1+2 f,f+2
d+1~N+2 SS+2 (WC,df+4_d+3+4),4,4
df+2 f+2+3
df+1
f+4
Ground recovery is also important. Know when to tech/side/forward/back roll
based on who you're facing. This really only comes with gameplay and practice.
While tech roll will prevent some pseudo combos/ground juggles, you are not
allowed to attack until after you fully stand. If you do a side roll, you tend
to be safer, but you can be followed by a sidestep or dash. If you roll
forward/backward, make sure you can do it safely. If you don't, your opponent
will probably knock you back down while rolling, usually with some sort of
rejuggle or power move.
----------
- Poking -
----------
Poking is the art of attacking up close to confuse or frustrate your opponent
into a mistake that you can take advantage of. One of the best ways to poke is
through custom stringing. A custom string is a series of attacks that are hard
to interrupt if they hit or are blocked. At higher levels, this is very
important. Poking can prevent opponents from turtling and interrupt slower
power attacks. For most strings, if the previous hit is blocked, the next hit
can be reversed so buffer chickens between certain moves. Here are some
examples:
2,1, d+1~N+2, df+1,2
1,2,1, d+1~N+2, throw
1,2, df+1,2
df+4, df+3, f+4
1, d+1~N+2, 1+2,1
There are tons that you can create to pester and annoy your opponent. However,
the key is to make them block high long enough so you can throw them or block
low to eat a mid hit or juggle starter. Poking allows for a good mixup that
will lead to more mistakes, throws, juggles, and frustration for your opponent.
------------------
- Crouch Dashing -
------------------
King has moves that can only be done with a crouch dash. However, he has moves
that can be done outside of a crouch dash that can also be done using a crouch
dash. Here are some examples:
f,N,d,df, uf+4 (Hop Kick)
f,N,d,df,f, f+4 (Konvict Kick)
f,N,d,df, f+4 (WS+4 Front Kick)
f,N,d,df,f, f+2 (K's Flicker)
f,N,d,df,f, f,N+2 (Stomach Smash)
For the moves done in a crouch dash that normally/otherwise require a f,f
motion, it is necessary to buffer a forward into the crouch dash itself
(f,N,d,df,f_f,N,QCF). If you do not, you will usually ending up doing WS moves.
The crouch dash gives extra range to these moves as well as provides a mix up
especially with the Hop Kick. If your opponent crouches under what they think
is a multithrow attempt, these moves will hit them except for the Stomach Smash.
==========
= Vs CPU =
==========
I basically use the CPU to practice combos, multithrows, and new moves in TTT.
This is a great time and place to practice tag in moves especially in the early
rounds. Tag in moves are important to survival versus human competition. It is
also a good place to practice multithrows and complex command throws. The
middle rounds are good juggle combo practice as well as poking. Multithrows
become harder in later rounds because the CPU will always crouch unless just
tagging in or recovering. Complex command throws are sometimes harder to pull
off as well for that reason. The later rounds (Rounds 7 & 8) are all about
poking and countering and not using too many high recovery moves. It is
difficult for me to give specific strategies for the CPU since it can depend on
difficulty and what characters you face. No matter what round, always know how
to ground recover. It may save your life in combat.
============
= Vs Human =
============
I am finally going to add some basic Vs Human strategies. These are not
Complete by a long shot, but it's a start. Any feedback would be hugely
appreciated. I have attempted to list strengths and weaknesses for a character
as well as what moves to look out for. I have also listed moves that you can
counter when blocked as well (see Counter Class listing above).
Since I hate dying to unblocked 10-hit strings, I will include generic charts on
how to block 10-hit strings. I do this by listing the low points in the string
for every character listed in this section. There is no way to memorize all the
10-hit strings in the game. However, I will do my best to inform you of what to
look for and how to always be able to at least block every 10-hit thrown at you.
How you counter and reverse 10 strings is up to you, but I will name obvious
places that King can reverse or counter. I will try to create a generic chart
that covers all the 10-hit strings for a given character. I want you to always
know how to block correctly even if you don't know the exact string the person
is using. I will use a compressed format that attempt to cover all the strings
for a character. It will look like this (this is Paul's "blocking chart"):
5:
/
1-2-3-4-5-6-7-L-9-0:
\ /
L-6-7-8-L
Legend:
0-9 = mid/high hit (always block high)
L = low hit (hit may be high or low but not mid so block low to block/avoid)
: = end of string
/,\,- = possible string paths
U = unblockable
T = throw
I hope this isn't confusing. I will give a full explanation with each chart. I
also have a separate FAQ for 10-hit string avoidance that should be out by the
time this revision is complete. The 10-hit string sections for each character
are also listed in that FAQ, which can/will be on GameFAQs or at the following
locations:
http://davidja.tripod.com/faqs/ttt10stringavoid.txt
http://homepages.msn.com/arcade/smuvmoney/faqs/ttt10stringavoid.txt
----------------------
- Mishimas & Kazamas -
----------------------
Chances are you will fighting a lot of Mishimas - Kazuya, Heihachi, and Jin are
among the best TTT characters. Be prepared - they can put a hurting on you very
quickly. They are similar in some ways, and all must be taken seriously.
~~~~~~~~~~~~~~~~~~~~~~~~
~ Jin Kazama/Devil Jin ~
~~~~~~~~~~~~~~~~~~~~~~~~
I find him to be the most commonly used Mishima (OK, he's a Kazama, but his
father is Kazuya Mishima). Anyway, he can juggle with the WS+2, Tooth Fairy
(SS+2), Wind God Fist, Twin Pistons, or on a Stun Punch (b,f+2) CH. Even though
the Wind God Fist hits high, you still must be careful. If you ever get caught
on a Stun Punch CH, tag out IMMEDIATELY or hold forward to escape the stun and
hopefully be able to block the followup. If you block an SS+2 or a 1,1,2,
punish Jin for his foolishness as both moves have poor recovery. The WS+2 and
WS+1,2 are much harder to punish and have high priority. His hell sweep is
pretty quick and hits low. His new kick, the Demon Steel Pedal (b+4), can be
deadly on CH or in okizeme - roll to your right or SSR to avoid it whenever
possible. The db+1, his other new move, causes a violent knockdown, which can
be followed by a 4~3. If you are hit by this, immediately hold back to kip up,
watch Jin miss his 4~3 by inches if he tries it (block back to be safe), and
ground throw him quickly or okizeme him. Jin does have a reversal, so be ready
to chicken if you anticipate one coming. Try not to use too many slow moves at
close range for his 1,1,2 will find a way to demolish you for your foolishness.
Be careful of his White Heron (1+4,2) strings - try to stop him by crouching
under the 2 and then punching before he can get out the last kick. If you can't
do that, try to anticipate the final kick and reverse or low parry.
Here are a few moves that you can sidestep or counter:
b,f+2,1,2: SSR the final hit unless it is in a hit string
SS+2: Class B
1,1,2: Class B
uf+4,4,4,4: Class C (you will cause a trip stun on either foot sweep)
1+4,2,d+4: Class C
Jin has the most hit strings in the game. However, if you break them down based
on the starting moves in the string, they become less difficult. Here are the
possible hit string starters:
Punch Kick
Kick Punch
Punch Punch
Devil Jin only
Here are the possible block charts based on the starter of the string:
4-5: L-1:
/ /
JIN PUNCH KICK = 1-2-3-L-5-6-L-8-9-0-1:
\
L:
If he starts with a punch kick combo, one of two things can happen:
1) Jump Kick: If he leaves the ground, attempt a reversal or throw a jab. This
is the best way to stop the jump kick string cold. If you miss that
reversal/punch attempt at hit 3, block low at hit 4 and then block high and
attempt another reversal at hit 5. After that, hit 7 is low. He throws high
moves for hits 8 and 9 so try to stop him there (crouch and counter) because at
hit 10, he can go mid (Thunder God Fist) or low (Can-Can Kicks). If hit 10 gets
you, then it won't matter what hit 11 because you will be juggled. If you do
block hit 10, he can still mix it up if he went for the Thunder God Fist.
2) If he does a punch (Laser Cannon) after the punch kick opening, simply block
high until hit 5. The combo ends there.
L:
/
JIN KICK PUNCH = 1-2-3-4-L-6-7-8-9-0:
\
9:
If the string starts with a kick-punch combo, crouch at hit 4 and counter. This
is the best way to stop this string so you don't have to worry at all later.
However, if you block hit 4, you will eat a stun that will let him continue the
string with a White Heron combo (1+4,2). I think you can parry the first hit of
the White Heron, but your timing has to be extremely precise. From there he can
do the following at hit 8:
1) Thunder God Fist: Stand up if you think this coming. However, he can follow
the Thunder God Fist with a mid/low kick. If you're really brave, do a SSL.
2) Stun Punch: He starts the b,f+2 string. Just block high.
L-6-L-8-U:
/
JIN PUNCH PUNCH = 1-2-3-4-5-6-L-L-9-0:
\
U:
If the 10-string starts with two punches, then it is also somewhat complicated.
Here is what can happen next:
1) Punch Punch to Kick Kick: If hits 3 & 4 are kicks, then he is going for a 9-
string where hits 5 and 7 are low. You have to hit him between hits 8 (mid) and
9 since hit 9 is actually unblockable.
2) Punch Punch to Punch Punch: If hits 3 & 4 are punches, hit 7 will always be
low. Hit 8 can be high or low so block low to be safe. Stand up for hit 9
since that is always mid in this case. Hit 10 can be an unblockable so if you
see lightning, hit him before he hits you.
DEVIL JIN = 1-2-3-4-5-6-7:
Just block high. This is actually a true combo where only the 6th hit is mid.
~~~~~~~~~~~~~~~~~~
~ Kazuya Mishima ~
~~~~~~~~~~~~~~~~~~
Kazuya doesn't have as many moves as Jin, and frankly, really doesn't need them.
He is relatively simple yet extraordinarily effective. His gut punch (WS+2) is
widely respected and feared. A clean hit will lead to VERY VERY BAD THINGS for
you. He does have other gut punches which are also effective. He can juggle
nicely with the Twin Pistons (WS+1,2) and the Wind God Fist. He has a low Hell
Sweep from a crouch dash and his Stature Kick (db+4_1,2,4). His few moves are
compensated mostly by the damage they do in juggles so be very careful. Kazuya
does keep his Mist Step, which is kind of an auto SS. Like Jin, he has the
infamous 1,1,2 so try to use moves with little recovery as possible. Kazuya is
a bad azz, and those were just a few reasons why (the purple suit helps :).
Here are some moves you can counter:
1,1,2: Class B
uf+4,4,4,4: Class C (you will cause a trip stun on either foot sweep)
Kazuya has 3 hit strings: 1 9-hit and 2 10-hit. Here is the blocking chart:
U:
/
KAZUYA = 1-2-3-4-5-6-L-L-9-0:
\
8-U:
Kazuya always starts with punches. However, what will happen next is based on
hits 3 & 4:
1) Kicks: If hits 3 & 4 are kicks, then Kazuya is doing a 9-hit string. Block
low at hit 7 (always low), stand up for 8 (mid), and hit him out of hit 9
(unblockable).
2) Punches: If hits 3 & 4 are punches, then block low for hits 7 (always low) &
8 (high or low but never mid) and stand up for 9. If he starts to glow, hit him
because he is doing an unblockable.
Hit 6 in either case is always a kick that can be reversed by King.
~~~~~~~~~~~~~~~~~~~~
~ Heihachi Mishima ~
~~~~~~~~~~~~~~~~~~~~
Where do I start? Heihachi screams domination and that is what he will be
trying to do from the start. Watch out for the Wind God Fist and the Twin
Pistons. They are both very quick and lead to massively damaging combos. He
can also juggle from his right kick CH. His Hell Sweep has been toned down but
is still deadly when used correctly. He can also sneak under attacks with the
Demon God Fist (f,f+2). He also has a very quick Deathfist. Heihachi is armed
to the teeth with ways to kill.
Here are some moves that can be countered when blocked:
1,1,2: Class B
uf+4,4: Class C
QCF+2: Class B?
1+2: Class A?
f,f+2: Class B?
Even though Heihachi has 4 10-hit strings, 3 of them can be blocked exactly the
same way. Here is the blocking chart:
HEIHACHI = 1-2-3-4-5-6-L-8-9-0:
\
L-L-6-7-8-9-0:
Heihachi can start the string two ways:
1) Kick: If he starts the string with a kick, hits 4 and 5 are low (Hell
Sweeps). You can low parry either one of them. The rest are high or mid.
2) Punch: If he starts with a punch, the 7th hit is low. Block low or parry.
If you misblock the last low hit of either string, you may eat the rest of it.
~~~~~~~~~~~~~~~
~ Angel/Devil ~
~~~~~~~~~~~~~~~
I haven't fought Angel/Devil enough to give you very specific strategy, but I
will try. You can crouch under the standing lasers (1+2_u+1+2) or even SS I
believe. If he does the flying laser, run towards him. If he goes behind you,
SS twice in the same direction to avoid the laser and then start running towards
him. Angel/Devil has most of the Mishima's including a standing Twin Pistons,
Wind God Fist, and Hell Sweeps. He also a new juggle starter, the Devil Twister
(SS+2). He doesn't have many moves like Kazuya but can still be effective.
Here are moves that you can counter when blocked:
1,1,2: Class B
1+2_u+1+2: Class C (if you crouched underneath it)
uf+4,4: Class C
Angel/Devil has 1 10-hit string, taken from Kazuya. Here is the block chart:
ANGEL/DEVIL = 1-2-3-4-5-6-L-8-9-0
Hit 7 is always low. Block low here or eat the rest of the string.
~~~~~~~~~~~~~~
~ Jun Kazama ~
~~~~~~~~~~~~~~
I haven't fought many Jun's but I will try to give some decent analysis. Jun is
the mistress of confusing strings. She can continue spinning and stringing
until the cows come home, but your reversal and low parry can stop her cold. Be
wary of her b+1, WS+3 trap among other things especially from Jun scrubs. Her
White Heron mixup can mess you up if you're not careful. She can do other
strings from the White Heron instead of the 4_d+4 mixup like Jin. If you block
a sweep in any string, the Cartwheel (should she do one) afterward is reversible
almost on reacion - take advantage of this fact. If you are thrown by her, roll
to the side to avoid a Cartwheel follow up, which causes major damage if you
roll forwards or backwards.
Here is what you can punish:
d+3+4_any string that ends in Can-Can Kicks: Class C if the second hit goes over
your head?
3+4: Class A?
Here is the block chart for Jun hit strings:
JUN = 1-2-3-4-5-L-7-L-9-0:
\ \
4: L-0:
Here is what can happen during the string:
1) Kick @ Hit 4: If hit 4 is a kick, the string will end there.
2) Punch @ Hit 4: If hit 4 is a punch, then be prepares to block low at hit 6.
Hit 6 is always low, but it can take one of two forms:
1) White Heron Kick: If hit 6 is the start of the White Heron combo, then hit 9
will be low. Blocking hit 9 low will allow hit 10 to go over your head since is
it high (Can Can Kicks).
2) Punch: If hit 6 is a punch, then hit 8 will be low. I believe hits 9 and 10
are a Cartwheel Kick that can be reversed IIRC.
Remember Jun has other string series as well, none of which are covered here.
~~~~~~~~~~~~~~~
~ Lee Chaolan ~
~~~~~~~~~~~~~~~
Lee is more than ever his own character in TTT. He has a few moves of Law, but
he can not be used like Law. He has a few mixups from his d+4 kick. Remember
this though: if he goes low and does the d+4,4,4,4, simply block the third and
reverse the 4th kick, which is mid. If the second kick is high, stand up
because he can follow with a flipkick for the 3rd hit. If the third hit isn't a
flipkick, crouch again for the 4th hit is also a high kick. If he goes into his
kick unblockable from the second hit, simply crouch since it is UH (high
unblockable). If he starts his infinite kicks, SSL twice and you can usually
back throw for free. He has two juggle starters from his Hitman stance so be
wary if he goes into that stance. You may be able to Stagger Kick him once from
maximum range. His "Blur Kick" (f+4) is fast but hits high and doesn't do much
damage. His Silver Heel (b+4) will juggle on CH and can interrupt you quite
easily, but it comes out slow and is easy to see coming if you're not stuck in
the middle of a move. His Blazing Kick is also a little slow, but it is an
excellent tag juggle starter (TJC1 I believe).
I haven't played against Lee enough to tell you what you can counter after
blocking it, but I can try:
2,f+2,2_2,2_or any string ending as such: Class A (d+1~N+2)
Lee has only one 10-hit string that is taken from Law:
LEE = 1-2-3-4-5-L-7-8-9-0
As with Law, hit 6 is low.
-------------------------
- Martial Arts Wannabes -
-------------------------
These are the characters that are somewhat based on martial arts actors, past
and present or who practice an easily recognized established martial art.
~~~~~~~~~~~~~~~
~ Forrest Law ~
~~~~~~~~~~~~~~~
Law is the master of inside poking. His b+1,2,1 CH and b+2,3,4 are made to mess
you up. He has very fast jabs and can juggle off of a CH d+2 (d+2,3). He also
has the standard hop kick and uppercut. His One-Inch Punch (f+2~1) has amazing
priority and can lead to some high damage tag juggles. Use a lot of d+1~N+2 to
interrupt his pokes. Most Laws try to CH with the b+1,2,1 after making you
block other strings - d+1~N+2 comes in handy for this purpose. You can reverse
almost any flipkick if you block the hit before it as long as you're in range.
Some flipkicks recover faster can others - enough so that Law can do his parry
on any move you throw as a counter and punish you. Many also recover crouching.
If Law is ever stupid enough to do the Shaolin Spin Kicks (4,3,4), crouch
underneath the third one and DDT him (or almost any Class C counter) for his
stupidity. :) If you see the Tricky Step, just stay out of range and let Law
dance. It will end in a few seconds.
Here is what you can sidestep or counter:
b+1,2,1: SSL the last hit; otherwise Class A
b+2,3,4: If you block the 3, reverse the 4; otherwise Class A
db+4: Class C or Class B (just stand up quickly first)
db+2,4_d+3+4: f,f+4/Class B if he doesn't lie down ; if he lies down, d+3+4
2,2_f+2,2,2_any string ending as such: d+1~N+2 (Class A?)
Law's 10-strings are almost as complex as Jin's. Unlike Jin, they can be
defeated with a simple blocking scheme if you know the patterns. Here is Law's
simple blocking chart for all his strings:
LAW = 1-L-3-4-5-L-7-L-L-0:
Hit 2 can go high or low but not mid so block low to be safe. Hit 3 is always
mid so stand up quickly. Hit 4 is high. Hit 5 is always a high left kick so
reverse it if you wish to or crouch and counter before Hit 6. Hit 6 is always
low and is good low parry bait. However, if you misblock it, you may end up
eating the rest of the 10-string. Hit 7 can be high or mid so stand up to be
safe. Hit 8 and 9 can be high or low but not mid so block low to be safe. Hit
10 is always mid so stand up. You can also reverse hit 10 as it is always a
flip kick/somersault.
~~~~~~~~~~~~~~
~ Lei Wulong ~
~~~~~~~~~~~~~~
As TTT's stance master, Lei is all about confusion. He can confuse you into an
array of mistakes through his rushes and stances. He can go into several
standing stances and a few while lying down. However, all is not lost. You can
sometimes interrupt his stances and punish him on the ground. Watch out for the
rush punches - this is normally the main method of confusion - he can go into
any of his animal stances from it. If you block all the moves in the rush
before he sidesteps, a d+1~N+2 will usually stop him cold. Also be wary of the
drunken stance - he has a punch parry from that stance. He also has other
parries from other stances as well.
You can always counter the following Lei moves when blocked:
4~4,3,3: d+3+4 (or ground throw if he just misses)
SS Stance changes: d+1~N+2 if you blocked the move before the SS unless the
stance has a specific parry
3,3: f,f+4 (other Class B/C may miss or be countered by a low BK backfist)
1,2,1: WS-uf+4 (other Class C moves may get countered by a low BK backfist)
Lei has 3 strings: 1 9-hit and 2 10-hit. Here is the blocking chart:
L-L-9:
/
LEI = 1-2-L-4-5-6-7-8-L-0:
\ /
9
It actually gets complicated if you forget to do one thing: block low on the 3rd
hit. If you block the 3rd hit, simply Hop Kick for a free juggle or WS+4 for
free damage. If you don't block it, he can juggle you with backfists (very
likely) or he will perform a backflip at hit 4 and continue the string (unlikely
but possible). Here is what can happen in the string from there:
1) Three Backflips: If Lei backflips, three times, he is going into his 9-hit
string. After the third flip, block low or parry hits 7 & 8 and stand up for 9.
2) One Backflip: If he only flips once, you won't have a problem until hit 9,
which can be mid or low. However, since hit 7 is a break point and a high kick,
you have a window where you can crouch and quickly counter (hit 8 is mid) or
reverse the kick, which is pretty easy to do. Since the other two strings are
the same until hit 9, you best stop Lei before that time. If you block hit 9,
you can reverse hit 10 as it is always a high kick.
Do yourself a favor: Block low at hit 3 and counter to stop the string. :)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~ Eddy Gordo/Tiger Jackson ~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~
He is second to Lei in terms to stances and confusion due to the nature of his
strings. Even those most Eddy players will rely on stances (handstand/relaxed),
Eddy can be dangerous while standing. He has many strings as well as single
moves that do not require any special stance. He can also sidestep very wide
since his natural fighting stance involves a continuous sidestep. The best way
to learn all his string follow-ups is to fight a lot of Eddy players or actually
attempt to learn Eddy.
Here are some counters to blocked Eddy moves:
b+4,4,3+4: d+1~N+2, uf+4 - you can reverse the 2nd 4 IIRC
3~4,4,4: low parry the third or fourth hit
Relaxed position: df+1, d+3+4 (if you blocked the previous move)
Eddy has only one true hit string:
EDDY/TIGER = 1-2-3-4-5-6-7-8-9-0-1:
\
L...
If the 6th hit is low, he goes into the Leg Whip strings (which will not be
discussed here). Block high otherwise. It may be better to stand and block
since Eddy's 11-hit has no break points after the 4th hit or later IIRC.
~~~~~~~~~~~~~~~~
~ Paul Phoenix ~
~~~~~~~~~~~~~~~~
First and foremost, don't miss any moves with slow recovery as you will be
rewarded with a deathfist. If you are hit by a deathfist, remember to stop the
rollback knockdown with an immediate ~DB or ~db+2. His QCB sway can also make
you miss and leave you open. Watch out for his jump kicks. Paul has very good
jump kicks that most players overlook. Now that he also has SS moves, be wary
of the SS+3 since it hits low. Paul is never a fun match and can be over quick
for you if you're not careful. Be very careful when tagging in against Paul.
If he is close to you when you tag, your partner may not be able to get off a
tag move in time. You may have to jump (UB_U_UF) as soon as you tag to avoid
catching a deathfist. Since he has a reversal, learn to chicken. Paul has two
good double-button escape throws. Be very wary of both of those. Poke safely
and smartly and chicken and you should be OK.
Here is a list of good counters for blocked Paul moves:
d+1: d+1~N+2 (stops deathfist/falling leaf follow-ups from the elbow up close)
QCF+2_d+1,2: d+3+4, df+3, or maybe most of Class B (easier to counter up close)
d+4,2_d+1,4,2: Class B
f,f+3,4,4_df+4_d+4: d+1~N+2? (I think you can enter this before the third kick)
QCF+1: Class A (Let me check on this)
Here is how you can best defend against Paul's 10-strings:
5:
/
PAUL = 1-2-3-4-5-6-7-L-9-0:
\
L-6-7-8-L-0:
If he goes into his 5 hit, it ends in a deathfist so block high if you're
not sure what string he is doing. It's not worth losing the damage. He can
also do a 10-hit string where the 5th hit is low. If Paul goes into his 10-hit
strings, remember this: If the 5th hit is low, the 9th hit is also low.
Otherwise, the 8th hit will be low. That's all you ever need to know.
~~~~~~~~~~~~
~ Hwoarang ~
~~~~~~~~~~~~
Even though Hwaorang uses a lot of kicks that can be reversed by King, smart
'Rang players will make use of his punches to stop you. They will not throw
kicks that are easily reversible. They will peck at you, trying to bait you
into a reversal to fake you out and get a free hit or juggle. This is where his
stances come in (Left/Right Flamingo and Left/Right Foot Forward). This is
where Hwoarang can get evil unless you know what can be thrown out of each
stance. Hwoarang is not a given victory in TTT unless he gets too predictable
with his kicks. Watch out for the df+2 - if you get hit by it, hold down to
avoid the incoming Torpedo Kick, which leaves Hwoarang at a huge advantage. If
Hwoarang is able to low parry one of your attacks, a Sky Rocket (f,N,d,df+4) is
guaranteed IIRC. Some of his kicks can hit you to the side when blocked so
quickly face forward and block unless you want to eat more kicks.
Here is what you can counter easily:
3,3,3,3: reverse the 4th hit if you blocked the third
db+3+4: reverse this unblockable (not that hard to do and the look on your
opponent's face will be priceless :)
d+4,4: Class C if you blocked the d+4 correctly or crouch under the 4 or reverse
the 4 if you blocked the d+4
Hwoarang has 2 10-hit strings. Here is his blocking chart:
HWAORANG - 1-2-3-L-5-6-L-8-9-0:
For Hwoarang, hits 4 & 7 are always low. Hits 7 & 8 are the Firecracker combo
(d+4,4) so block low and counter/punish.
~~~~~~~~~~~~~~~~
~ Baek Doo San ~
~~~~~~~~~~~~~~~~
Beak, Hwaorang's teacher has some of the moves that Hwoarang has including the
Flamingo stances. His kick strings can be just as deadly as his pupil. He also
has some good punches to keep you from trying to reverse incessantly. Most of
his kick strings do have some lag so if you block one, a quick d+1~N+2 should
work most of the time. Watch out for his f,f+2 throw - it comes out deceptively
quick (as does Hwoarang's). I wish I had more to say, but I haven't fought that
many Baeks yet.
Baek also has 2 10-hit strings. Here is his blocking chart:
BAEK = 1-2-L-4-5-6-7-8-L-0:
\
L-5-6-7-L-9-U:
If hit 3 is low (it can be high or low), stand up for hit 4 as it is mid - in
this case, hit 9 will be low. If hit 3 is not low, hit 4 is low, hit 8 will be
low and hit 10 will be an unblockable that King can reverse IIRC.
~~~~~~~~~~~~~~
~ Bryan Fury ~
~~~~~~~~~~~~~~
Bryan can outpoke you with his jabs and quick kicks and strings. He can
demolish you with his Mach Punch on slow recovering moves. He has a ton of
juggle starters and stun moves as well (especially the b+2,1...). You may be
spending some time turtling waiting for an opening. If he crouches, he can
juggle or throw with the Chains of Misery, which is a double button escape
{1+2}. Watch out for the new Snake Slam (b+1) - it is great for interrupting
moves and causes a bounce juggle.
Here is what you can counter:
f,f+3: Class B
3,2,1,2: Class B
df+3: Class C
Bryan Fury has 3 hit strings: 2 8-hit and 1 10-hit. Here is the blocking chart:
BRYAN = 1-2-3-4-5-6-7-8-9-0:
\
8:
Bryan's block chart is quite simple because there are no low hits in any of his
hit strings. Also, hits 5 & 6 are always high - you know the routine. :)
~~~~~~~~~~~~~~~
~ Ling Xiaoyu ~
~~~~~~~~~~~~~~~
Ling is the mistress of sidestepping. She can easily get behind you or to the
side of you before you even realized what happened. She is very effective from
her Rain Dance Stance (RDS) and her Art of Phoenix (AOP) stance. Even though
she no longer has the WS+2 juggle except on CH, she can still juggle you with
the RDS 4 (Mistrust), AOP (1+2 variations), and her new df+2~1. Watch out for
her db+1 - it is almost a deathfist like move for her. Her main weaknesses are
that her hits and her stamina are relatively weak.
If you dare, here is what you can counter I think:
RDS 4_any string ending as such: Class A or reverse the kick
AOP: d+3+4
df+2~1: Class B? definitely Class A
b+4_SS 4: Class A?
Ling has 2 10-hit strings. Here is the blocking chart:
LING = 1-2-3-L-L-6-L-L-9-0:
\ /
4-5
Ling can go low or mid at hits 4 and 5. After that, hits 7 & 8 are always low.
~~~~~~~~~~~~~~~
~ Bruce Irvin ~
~~~~~~~~~~~~~~~
Bruce Irvin has become a fearsome character as of late. He has a ton of short
strings that can be mixed up to make you misblock. If you get juggled, chances
are you will see the Triple Knee as the juggle ender. It does massive damage
and Bruce huge comeback power. Watch out for his Knee Strike (b,f+4). It is
king of slow but can interrupt moves very easily. Watch out especially for the
3,2,1,4 string. On CH, the 1 will juggle and you will lose at least half a
lifebar. Bruce is never an easy match but he is beatable. You can safely poke
him and SS some of his strings since Bruce tends to be linear.
I'm not sure what moves you can counter against Bruce (more research needed :).
Bruce Irvin has no 10-hit strings. He has tons of other canned strings. :)
---------------------------------
- Ain't Nuthin But A Chang Wang -
---------------------------------
This section is devoted the Changs and characters like them.
~~~~~~~~~~~~~~~
~ Julia Chang ~
~~~~~~~~~~~~~~~
Julia is feared for good reason, mostly the f,f+1 elbow and 1~1,1 on CH. She
can juggle for massive damage especially with her Mountain Crusher string
(df+4,2<b,f+1) or elbows into d,df+1,2. She has a hop kick that is deadlier
than King's, only slower in recovery. She can mix it up like the Williams' and
any counter hit can lead of losing half a life bar. She can also mix it up from
a WC position with the Bow and Arrow Kick, the lunging elbow, and the Skyscraper
Kick (WC,df+4,3, WC,df+2, and WS+4 respectively). If you successfully block any
of these WC follow-ups, you can punish her. Be very wary of her Mad Axes -
Julia can do the QCB from a few steps away, walk towards the opponent and then
press 2 more than a full second later and still get the throw, which is a double
button escape to boot. If you see a right kick, prepare to low parry and save
yourself the 4,4 mixup woes. Otherwise, you will have to watch Julia very
closely to make sure you don't misblock. Her right kick even floats on CH for
very easy damage. At close range, she can beat you down with the 1~1,1, df+1~1,
or f,f+1, all of which can take out most King's fastest punch attacks (even the
Elbow Sting) and get the CH and juggle/knockdown way too easily. Your only
friend as always is the d+1~N+2. It can help stop strings, but you will just
have to play defensive and take advantage of low parries, reversals, and other
mistakes from Julia. Julia is not one to be played around with unless you want
to die quickly.
Here are some class counters for certain moves:
d+4,1_4,4,1_any string ending in the Razor's Edge: Class B
1~1,1_df+1,1_any string ending in the Flash Uppercut: Class A
WC,df+4,3_any Bow & Arrow string: Class B or reverse the 3 if the 4 is blocked
uf+3+4: Class B
WS+4: Class A?
f+1: Class A?
Julia has 3 10-hit strings: Here is the blocking chart:
JULIA = 1-2-3-4-L-6-7-L-9-U:
\
8-L-0:
Remember that the 5th hit is always low - low parry it if you can. Stand up
again for hits 6 and 7 since they are mid or high. It get somewhat complicated
after that though. Hit 8 can be high, mid, or low, but there is a string break
point before hit 9. Even if you misblock hit 8, you will be OK as long as you
block hit 9. It comes down to this for the last three hits:
1) Hit 8 Is Low: if Hit 8 is low, block high for hit 9. If hit 9 is blocked,
hit 10 won't come out since it's a Sky Upper (listed as an unblockable).
2) Hit 8 Is Not Low: If hit 8 isn't low, hit 9 will be low and hit 10 will be
mid (a Flash Upper). That wasn't too confusing, was it? ;)
At hit 8, you basically switch blocking from low to high or vice versa.
~~~~~~~~~~~~~~~~~~
~ Michelle Chang ~
~~~~~~~~~~~~~~~~~~
Michelle, even though she's not as good as Julia, can definitely hold her own.
She has many of the moves that Julia has including the f,f+1 elbow, 1~1,1,
df+1,1, Bow and Arrow mixups, etc. Even though her elbow doesn't knock down,
f,f+1,4 juggles if the f,f+1 hits on CH. She also has better SS moves than
Julia as well as a new high-hitting lunge punch (f,f+2). She also have some
other juggles starters as well.
Here are some class counters for certain moves:
d+4,1_4,4,1_any string ending in the Razor's Edge: Class B
1~1,1_df+1,1_any string ending in a Flash Uppercut: Class A
WC,df+4,3_any Bow & Arrow string: Class B or reverse the 3 if the 4 is blocked
uf+3+4: Class B
WS+4: Class A?
f+1: Class A?
Michelle has the same 3 10-hit strings as Julia:
MICHELLE = 1-2-3-4-L-6-7-L-9-U:
\
8-L-0:
Remember that the 5th hit is always low - low parry it if you can. Stand up
again for hits 6 and 7 since they are mid or high. It get somewhat complicated
after that though. Hit 8 can be high, mid, or low, but there is a string break
point before hit 9. Even if you misblock hit 8, you will be OK as long as you
block hit 9. It comes down to this for the last three hits:
1) Hit 8 Is Low: if Hit 8 is low, block high for hit 9. If hit 9 is blocked,
hit 10 won't come out since it's a Sky Upper (listed as an unblockable).
2) Hit 8 Is Not Low: If hit 8 isn't low, hit 9 will be low and hit 10 will be
mid (a Flash Upper). That wasn't too confusing, was it? ;)
At hit 8, you basically switch blocking from low to high or vice versa.
~~~~~~~~~~~~~~~
~ Wang Jinrei ~
~~~~~~~~~~~~~~~
Wang is unusual in that he has some of the Julia/Michelle moves like the Sky
Upper, the 4,4, the 1~1, the Bow and Arrow etc, but I don't play him like a
Chang as such (and most of my opponents don't either). Wang has some very
powerful moves and some disgustingly effective combos. He does have a Deathfist
and a reversal so stay on your toes for both of those. His f+4, albeit slow,
can punish any blocked move with slow recovery. His best juggles come from the
Tiger Mountain to False Lift (db+4,2 or db+2 for just the False Lift). If
blocked, they are slow to recover so punish. He also has the Sky Upper and a
Hop Kick, but the Hop Kick has lousy recovery. He also has some simple power
attacks like f+2 and df+1+2 that can keep you on the ground or nail you when you
are there. Even though his stamina is his greatest weakness, he can beat you
quickly enough so that you don't have a chance to hit him.
Here are a few moves you can counter when blocked:
d+4,1_4,4,1_any string ending in the Razor's Edge: Class B
1~1,1_df+1,1_any string ending in a Flash Uppercut: Class A
WC,df+4,3_any Bow & Arrow string: Class B or reverse the 3 if the 4 is blocked
uf+3+4: Class B
WS+4: Class A?
db+2_db+4,2: Class B?
uf+4: Class B
Wang only has one ten hit string. It is actually from Julia:
WANG = 1-2-3-4-L-6-7-8-L-0:
Hits 5 and 9 are low - simple. :)
------------------------
- The Williams Sisters -
------------------------
~~~~~~~~~~~~~~~~~
~ Nina Williams ~
~~~~~~~~~~~~~~~~~
The queen of mean can outpoke you, outdistance you, throw you, and multithrow
you with ease. She can do some inhumane juggles even off the simple df+2
uppercut. At close range, watch out for the d+4,1 - d+3,2 - db+4,3 - d+1~N+4
and other potential low-high mixups and strings. If the low kick on most of
them counter hits, the following move is unblockable, which usually results in a
juggle or good damage. She can also SS out of the d+4,1 (and some other moves
as well) into multithrow or other attacks, which causes havoc from there because
of a large sidestep. Chicken your slower moves due to reversals. The d+1~N+4
is very similar to King's d+1~N+2 except it reaches further. Watch out for her
uf+4,3,4 as it comes out quickly. If you don't know them already, find out all
the escapes for her multithrows. Nina's mutlithrows can do as much damage as
King's. Watch out for the Can Opener (uf+4,3,4). It's a quick and easy way for
Nina to get inside and poke you down.
Here is a short list of moves that you can counter when blocked:
f+1+2_WS+1+2_any string ending in f+1+2: b+4, f+4 or most of Class B I think
db+3+4: Class B
db+4,3: Reverse the 3 if the db+4 was blocked; otherwise Class B
db+4: d+3+4 when she is grounded
df+2_Any string ending in df+2 upper: Class A? or maybe SSR last hit?
For Nina, here is the best way to defend against 3 10-hit strings:
NINA = 1-2-3-4-5-L-L-8-L-0:
Hit 1 can be mid or high. The second through fifth hits are always high so you
can crouch and D+1 before hit 6. The 5 hit is always a high kick so reverse it
if you're feeling risky and frisky. The 6th hit is always low for all strings.
Hits 7 and 9 can be high or low but never mid, so if you're not sure what string
she is doing, then block low at those points to be safe. Stand up for hit 8
with Nina since it can be only mid or high. Hit 10 is always a kick so if you
block/avoid hit 9, feel free to reverse the kick.
~~~~~~~~~~~~~~~~~
~ Anna Williams ~
~~~~~~~~~~~~~~~~~
While Nina has better juggle starters than Anna, Anna is said to be a better
overall poker. She has the WC & SS mixups on top of most of Nina's pokes to
boot like the d+1~N+4. She can come mid or low out of WC so be very careful.
Her multithrows, although not as varied as Nina, look very painful and do good
damage if not escaped. Pay attention to the Fatal Attack (uf+1,3). Even if the
punch misses, the kick comes out very fast. As I mentioned, Anna doesn't have
as many good juggle starters, but once her opponent is airborne, she can lay the
smack down very nicely. Her df+4 hits low like King's and is good for poking
annoyance. Her Cat Stance (b+4) autoparries low and reverses throws IIRC - so
don't do anything to trigger those reversals. Her Assassin Dagger/Thruster
(QCF+1) hits high but comes out quickly and juggles on CH. As with Nina, watch
out for the Can Opener (uf+4,3,4). It comes out quickly and gets Anna inside to
really take you out.
You can counter the following when blocked:
df+2_Any string ending in df+2 upper: Class A? or maybe SSR last hit?
f+1+2_WS+1+2_any string ending in f+1+2: b+4, f+4 or most of Class B I think
uf+4,3,4: If you blocked the 3, crouch or reverse the 4
Anna only has one hit string so the blocking chart is simple:
ANNA = 1-2-3-4-5-L-7-8-9-0
Hit 1 can be mid or high. All the hits afterward are high except for Hit 6
(low). Ironically, you can use Nina's blocking chart as well for Anna since
Anna's only string is also used by Nina.
--------------------------------
- Jacks of All Trades & Spades -
--------------------------------
All 3 Jacks scream power as well as Ganryu and Kuma/Panda, who share a lot of
the Jacks' moves. However, in TTT they have a lot of unique moves that actually
differentiate the Jack "family" of characters.
~~~~~~~~~~~~
~ Gun Jack ~
~~~~~~~~~~~~
Gun Jack happens to be my favorites of the Jacks. He is powerful, can juggle
pretty well, and is built like a tank in terms of endurance. His major weakness
is that overall, he is pretty S-L-O-W. Almost any blocked/missed move has
significant recovery. However, his jab (2_f+2_d+2) does not; it can keep you at
bay and set you up for a juggle or throw. He has several juggle starters
including df+2 and WS+1 and a throw. His various 1+2 attacks do hellacious
damage so slow recovering moves are basically a no-no. His new b+2 can sneak
under high attacks and smack you back easily. He has a good low attack game
(FC,1,1,..., b,db,d,DF+1, FC,1+2, df+2+3) to keep you guessing. He even has a
low throw to boot to complement his already large array of standing throws. If
you can outpoke him, the battle may be yours. By the way, please watch out for
his unblockables. You should never get hit by them if you're remotely paying
attention.
Here is what you can counter against Gun Jack:
f+1+2,1+2: Class C
1+2,1+2: Class B (b+4 preferably)
b,db,d,DF+1: Class C if in range I think
3+4: Run under and back throw
f+4~1: Hit him quickly w/ anything
db+4,3...: Class C
d+3+4,1,2,...: Class C or Class B
(I usually play as Gun Jack not against him...more research needed)
Gun Jack has 4 10-hit strings:
GUN JACK = 1-L-L-4-5-6-7-8-9-0:
\ / \ /
2-L-L-L L
There are two ways he can start the string:
1) Jump Punch: If he jumps for Hit 1, then hits 3-5 will be low Cossack Kicks.
2) Low Right Punch (d+2): From here, he will go into a low Shark Attack for hits
2 & 3 and uppercut for 4 and 5.
At hit 6-8, block high for the Wild Swing mid triple. He can then go low or
mid. If you see Gun Jack duck down, block low. Stand for hit 10.
~~~~~~~~~~
~ Jack-2 ~
~~~~~~~~~~
Jack-2 suffers from some of the same problems as Gun Jack. He is also quite
powerful. He has gained a new shoulder tackle similar to King's and some SS
moves, one of which is a juggle starter. He can set you up with the jab as
well. His low game as similar to Gun Jack but not as good. He doesn't have the
low throw Gun Jack possesses. He does have most of the 1+2 strings that do
massive damage. He also has most of Gun Jack's throws and juggles. He is
stronger and tougher than King but not unbeatable.
You can counter the following moves of Jack-2:
f+1+2,1+2: Class C
1+2,1+2: Class B (b+4 preferably)
b,db,d,DF+1: Class C if in range I think
3+4: Run under and back throw
f+4~1: Hit him quickly w/ anything
db+4,3...: Class C
d+3+4,1,2,...: Class C or Class B
Jack-2 has the same strings as Gun Jack:
JACK-2 = 1-L-L-4-5-6-7-8-9-0:
\ / \ /
2-L-L-L L
There are two ways he can start the string:
1) Jump Punch: If he jumps for Hit 1, then hits 3-5 will be low Cossack Kicks.
2) Low Right Punch (d+2): From here, he will go into a Shark Attack for hits 2 &
3 and uppercut for 4 and 5.
At hit 6-8, block high for the Wild Swing mid triple. He can then go low or
mid. If you see Jack-2 duck down, block low. Stand for hit 10.
~~~~~~~~~~~~~~~~~~
~ Prototype Jack ~
~~~~~~~~~~~~~~~~~~
Prototype Jack is somewhat different than the other Jacks. He lacks a lot of
the moves the other two have - less 1+2 strings for instance. Instead, he has a
decently quick TJC1 starter and a d+1,2 similar to Paul and Heihachi. He also
has the jab and a new f+1 elbow to poke with. He also has some good SS moves as
well. Even though he has a Jack in his name, he is a little different from the
other two Jacks.
Prototype Jack only has one string, taken from the other Jacks:
PROTOTYPE JACK = 1-L-L-4-5-6-7-8-9-0
Block low at hits 2 & 3.
~~~~~~~~~~
~ Ganryu ~
~~~~~~~~~~
Ganryu can be a nightmare. He has the power of the Jacks but with improved
speed and maneuverability. He has fast jabs, a short shoulder tackle, mad
juggles, and good poking moves. His short shoulder tackle can go under many
attacks very easily. He has a good low game like Gun Jack with the df+3,
FC,1+2, and df+2+3. He is great in okizeme. He has a good SS game and even has
a punch reversal to boot. A good Ganryu can overpower or finesse you. He has a
few of the 1+2 Jack strings, but his other moves are more varied than the other
Jack-like characters. He even has decent follow-ups from the Sit Down Stance
(d+3+4 or SDS). Last but not least, watch out for his unblockable. It can be
near fatal.
Here is what you can counter with Ganryu:
b,db,d,DF+1: Class A
1+2,1+2: Class A
f,f+1+2: Class B
b+1+2: SS twice/thrice in the same direction
SDS,2: Class C
Ganryu has no 10-hit strings.
~~~~~~~~~~~~~~
~ Kuma/Panda ~
~~~~~~~~~~~~~~
Kuma/Panda (hereafter referred to as Kuma) is not the joke people make him out
to be if played correctly. He has a fast TJC1 starter (f,f+2), a very fast jab
(f+1 & 2_f+2), and incredible power. Kuma is IMHO the most powerful of the Jack
family hit for hit. He has a Giant Swing like throw (the Circus Throw). He can
do some very powerful juggles as well as poke with those long range jabs. He
also has relatively quick power strike in the f+1+2 even though it hits high.
He even got a new stance (Hunting Bear Stance - HBS) from which he can cause
confusion. He doesn't use many kicks except for maybe the Running Side Kick
(WR 3) - his legs are really too short. Do not take him lightly or you may be
turned into a ball and rolled around for a while. :)
Here are potential counters to some of Kuma's moves:
HBS: d+3+4, df+1 before he can attack
1+2,1+2: Class B
Kuma/Panda has no 10-hit strings.
----------------------------
- The Kings Of Giant Swing -
----------------------------
This is the chapter that deals with King and similar fighters.
~~~~~~~~
~ King ~
~~~~~~~~
If you have been reading this FAQ attentively, then you know what to expect from
another King player. I don't know what to put here except use the knowledge
given throughout this FAQ to fight off King.
Here is what you can counter:
d+3+4,2: Class B
d+3+4,4,4: Class C (Class B also works)
f,f+2_WC,df+2: Class B
f,f,N+2: Class A
f+2+3: Class B
f,f+2+3: d+3+4
f,N,df,f,N+1+2: Class A (maybe Class B)
uf+4: Class A
King has 5 10-hit strings, but he can turn them into 9-hit strings by starting
with a right punch (F+2). In any case, the F+2 right punch is always considered
hit 2 in this analysis even if King started the string with it.
Here is his blocking chart:
2
\
KING = 1-2-3-4-5-L-L-L-9-0:
\ /
6-L-L-L-T:
Everything up to hit 5 is mid or high. However, hit 6 can be mid or low
depending on what hit 5 is:
1) Hit 5 Punch: If hit 5 is a punch (df+2 elbow), hits 6 and 7 are low.
2) Hit 5 Kick: If hit 5 is a kick (WS+3), hit 6 is a mid jump kick (uf+3). Both
kicks are easily reversible.
Hit 7 is always a low Stagger Kick. Even though hit 8 is always low, hit 9 can
be low or mid depending on what hit 8 is:
1) Hit 8 Stagger Kick: If hit 8 is a Stagger Kick, stand up and block high for
hit 9 and hit 10.
2) Hit 8 Foot Sweep: If hit 8 is a foot sweep (d+3), then hit 9 is low. Block
low at all costs as hit 10 is a throw (escaped by 1+2). If hit 9 is blocked,
hit 10 will not come out.
It is important that you block the first low Stagger Kick in either combo. If
you misblock, you are stunned for a long time, giving King a huge advantage.
~~~~~~~~~~~~~~
~ Armor King ~
~~~~~~~~~~~~~~
King's mentor and friend is a bit different from King. He can juggle a lot
better than King can thanks to the Dark Uppercut (f,N,d,df+2). Armor King is
all about the crouch dash game so you will see a lot of moves from the crouch
dash: upper (2), knee (4), lariat (1), choke sleeper (1+2), and other moves that
can be performed within or without a crouch dash. He can also poke like King
because of the d+1~N+2, df+1, df+2, db+4, df+4, and other moves he shares with
King. Armor King also has the Mule Kick (b+3), the equivalent of King's
Disgraceful Kick. He has the low drop kick (db+4) to keep people guessing.
Watch out for his WS+1 - it knocks down normally and turns opponents around on
counter. His Stagger Kicks are shorter and don't allow for an uppercut
followup. He also has a shoulder tackle that leaves him to the side of you.
Here are the Armor King moves you can counter:
WS+2: Class A
F,N,d,df+4: Class A (d+1~N+2)
d+3+4,4,4: Class C or Class B (f,f+4)
db+4: Class A
f+1+4: d+1~N+2 before they can turn around
Armor King only has one 10-hit string, which is taken from King:
2
\
ARMOR KING = 1-2-3-4-5-L-L-L-9-0:
Block low at hits 6, 7, and 8. Like King, he can start his string with an F+2.
Like King, I believe that hit 6 causes a long stun if misblocked.
~~~~~~~~~~~~~~
~ Alex/Roger ~
~~~~~~~~~~~~~~
Alex/Roger (Alex) has some of King's moves but has several moves of his own.
Watch out for the f,f,N,1. If you block and get stunned by it, you will have to
avoid/SS the animal uppercut (f,N,d,df+1) that will hit you before you leave the
stun. during your stun. His animal uppercut is great for TJC1 and TJC2
juggles. He also has a headbutt coming out of the crouch dash. He doesn't have
too many juggle starters except for the ones he shares with King. He shares
many moves with King and Armor King: f,f+4, the df+1, df+2, f,f+2, WC,df+2,
d+3+4,4,4, f,HCF+1, db,f+2, 3+4, d+1~N+2 (and some others). He also has the
animal kicks - just block high and counter when he finishes if possible. Alex
is unusual but beatable if you don't get sloppy.
Here is what you can counter:
f,n,d,df+1: Class A
uf+4: Class A
d+3+4,4,4: Class C or Class B
Alex/Roger has no 10-hit strings.
--------------
- The Mitsus -
--------------
Gee, I wonder what this section is about...
~~~~~~~~~~~~~~
~ Yoshimitsu ~
~~~~~~~~~~~~~~
Yoshimitsu still has the best df+2 uppercut in the game for easy, painful
juggles. He also has the df+4 side kick even though it is toned down in TTT.
He has more options from the flea stance (u+1+2), a new unblockable, and some
new SS moves including some SS juggle starters. He still has that quick knee
(f,f+4) that can't be reversed. He can even mix it up from the old standing 3
(4_df+3+4). That standing 3 is very powerful so don't miss anything slow. His
1,2,1 is a very good punch string. He has a throw similar to the Muscle Buster
(Rainbow Drop - QCB+1+2) that is about as deadly as well. He still has his
spinning moves - in case he gets dizzy, punish him.
Here is what you can counter:
3,4: Reverse the 4, Class A before the 4, or throw before the 4
4~3_3,df+3+4_any string ending in a Kangaroo Kick: Class B
f,f+2: Class A
f,f+4: Class A
WC,df+3: Class C
Yoshimitsu has 2 5-hit, 2 8-hit, and 3 10-hit strings for a total of 7 hit
strings. Here is the blocking chart:
6-7-8-U-U:
/
YOSHIMITSU = 1-2-3-4-5-L-7-U-U-U:
\ \
U: 8:
Yoshimitsu can start his two ways:
1) Punch Upper: If Yoshi starts with a Punch Upper, you can reverse the 4th hit,
a high right kick. You can also crouch under and counter. You can low parry at
hit 6 in case you messed before that. Hit 6 from the punches can be low or mid
so it is best to stop Yoshi before then.
2) Two Kicks: If Yoshi starts with back to back kicks, you can reverse the
second one or crouch under and counter. In this scenario, you need to stop him
before hit 5 because he has 5 hit strings that end with unblockables. If he
doesn't do a 5-hit with the unblockable, then you can reverse hit 5 (a right
kick) or low parry hit 6 (a low kick). If you do neither, you may end up eating
unblockables again.
Be very careful in both cases. If you haven't stopped Yoshi by hit 7, you may
be eating back to back unblockables if he does a full 10 hit. If he ended up
doing an 8-hit, then you were very lucky. :)
~~~~~~~~~~~~~
~ Kunimitsu ~
~~~~~~~~~~~~~
Kunimitsu got a lot of new moves in TTT including a power strike (1+2), a jump
kick (f+3+4), TJC1 starter (f,f+2) and new unblockables among other things. She
has a similar uppercut to Yoshimitsu's, but Yoshi's is a lot better. She has a
few very unusual moves, including an overhead flip and a foot sweep from SS. If
she jumps up to throw you, hold DF to escape the Frankensteiner. If she
disappears, step back - she may be doing her unblockable from the top of the
screen. She may also be doing her crouch dodge where nothing can hit her. She
can juggle pretty well so watch for the df+2 and f,f+2. Otherwise, most of her
moves are similar to Yoshimitsu.
Here is what you can counter:
f,f+4: Class A
WC,df+3: Class C
Kunimitsu only has one 10-hit string taken from Yoshimitsu:
KUNIMITSU = 1-2-3-4-5-L-7-8-9-U
Hit 10 is unblockable. Hit 6 is low. Hits 4 & 5 are high kicks so reverse or
counter. You can stop the unblockable if you're quick.
-------------
- The Ogres -
-------------
Yay, I'm almost done!
~~~~~~~~
~ Ogre ~
~~~~~~~~
Ogre has a very big sidestep. He has some of the better moves from the
characters he "destroyed" in Tekken 2, including the Shining Fists (1,1,2). He
has a very fast Hop Kick and quick power strikes and the Waning Moon (df,df+2+4)
from Wang. He has Kazuya's WS+2 gut punch. He has all of Anna's WC attacks.
He also has the Creeping Snake mixup from Baek. From Armor King, he borrows the
Shoulder Tackle and the Drop Kick/Exploder. He also has the most unblockables
in the game and people do use them. If you block the f,f+2 Snake Hand, dash
back or SS to avoid the unblockable part. Overall, Ogre is a very tough foe
when used correctly.
Here is what you can counter:
1,1,2: Class B
Infinite Kicks: SSL twice and you usually can back throw for free
uf+4: Class A
f+1+4: d+1~N+2 before they can turn around
Ogre doesn't have any 10-hit strings.
~~~~~~~~~~~~~
~ True Ogre ~
~~~~~~~~~~~~~
What holds for Ogre mostly holds for True Ogre except for the sidestep stuff.
True Ogre is so big that his SS doesn't go that far in most cases. Unlike Ogre,
he can breathe fire. He also has a few moves that Ogre does not have. His arms
are also a LOT longer than Ogre's so he has very long reach especially on power
strikes. If you block the f,f+2 Snake Hand, dash back or SS to avoid the
unblockable part. Otherwise, the rest of his moves can be treated similarly to
Ogre's moves.
Here is what you can counter:
1+2 (Standing Fire): Class C (you should be crouching) or WS-uf+1+2
3+4: SS twice in the same direction and run towards True Ogre
Owl's Hunt: crouch under, run, and back throw
1,1,2: Class B
f+1+4: d+1~N+2
Infinite Kicks: SSL twice and back throw
True Ogre doesn't have any 10-hit strings.
--------------------
- Mokujin/Tetsujin -
--------------------
Mokujin/Tetsujin is a copycat character. It will take on the moves and
mannerisms of any character except Ogre, True Ogre, and Angel/Devil. However,
it is important to be able to quickly figure out who Mokujin/Tetsujin is
mimicking. The easiest one to tell is Eddy by his obvious stance. However,
others are harder unless they throw moves at you. Also, juggles will work
differently or not work at all due to various differences.
################################################################################
# CHAPTER V - MISCELLANY #
################################################################################
What else is there to know about King? Well, here are some minor things that
you may be interested in.
=============
= Biography =
=============
Here is the biography of King in TTT (which is the same bio as Tekken 3 AFAIK):
ANGER OF BEAST
Country of Origin: Mexico
Fighting Style: Wrestling
Age: 28
Height: 6'7"
Weight: 198 lbs.
Blood Type: A
Occupation: Professional Wrestler, Manager of an Orphanage
Hobby: Helping orphaned children
Likes: Drinking beer in victory with Armor King
Dislikes: Tears of children
===========
= Apparel =
===========
King has 3 costumes/outfits. When TTT was first released, only 2 were
available. Soon after, the third outfit (kick outfit from Tekken 3) became
available. Here is the outfit you get based on what button you press to select
King once all characters have been time released:
1,2,5: brown/white jaguar mask, black glove on right hand, yellow/purple
wrestling tights with attached tail, yellow boots (punch outfit from Tekken 3)
3: Gray/black jaguar mask with red eye, orange shirt, gray/red/black sweatpants
with spots, black and white sneakers (new outfit for TTT)
4: Gray/black jaguar mask with red eye, dark blue shirt, gray/blue/black
sweatpants with spots, black and white sneakers (kick outfit from Tekken 3)
################################################################################
# CHAPTER VI - BIBLIOGRAPHY #
################################################################################
This is the section that outlines the sources of knowledge for this FAQ as well
as version updates.
====================
= Acknowledgements =
====================
There are so many sources that have given me the knowledge to write this FAQ.
With that, I present the following sources. With the exception of the first,
these sources are good if you are in need for TTT or Tekken 3 information.
Name: Mark Kim
Pen Name: Vesther Fauransy
Web Page:
http://www.verasnaship.net/
Email:
[email protected]
FAQ: LA Machine Guns: Rage of the Machines For the Sega AM3 Arcade Game Anti-
Terrorist Manual Version 0.0.2 (Build 0114)
Copyright (c) 1999 Mark Kim. All Rights Reserved.
Pen Name: Catlord
Web Site:
http://www.tekken.net/catlord/
Email:
[email protected]
FAQ: Tekken Tag Tournament Movelist Version 1.07
FAQ: Tekken 3 Combo Compendium
Web Page:
http://tekken.net/catlord/book/king.txt
Web Page:
http://tekken.net/catlord/corner/buffer.htm
Copyright (c) 1998, 1999 Catlord. All Rights Reserved.
Name: Ben Cureton
Pen Name: Tragic
Email:
[email protected]
Book: The Unauthorized Tekken 3 Fighting Guide (For Arcade and Playstation)
FAQ: The Tekken 3 Manual ACT.1 Revision r.06
Copyright (c) 1997, 1998 Ben Cureton. All Rights Reserved.
Name: Alex Ambrosiak
Pen Name: AL X
Email:
[email protected]
FAQ: THE JUGGLER's BIBLE Version 1.01
Copyright (c) 1997 Alex Ambrosiak. All Rights Reserved.
Pen Name: R4G3
Email:
[email protected]
FAQ: King FAQ Version 1.00
Copyright (c) 1999 Rage. All Rights Reserved.
Email:
[email protected]
FAQ: King Strategy Guide
Copyright (c) 1998, 1999 dfdp5. All Rights Reserved.
Name: Bruce M. Williams
Pen Name: Beamer
Email:
[email protected]
FAQ: The Arts of King Version 5.05
Copyright (c) 1997 Bruce M. Williams. All Rights Reserved.
Pen Name:n00body
Email:
[email protected]
FAQ: Tekken 3 for Playstation King Combo List
Copyright (c) 1999 n00body. All Rights Reserved.
Pen Name: CyberKow
Email:
[email protected]
Web Site:
http://www.angelfire.com/hi/Cyberkow/welcome.html
FAQ: King FAQ 1.00
Copyright (c) 1997 CyberKow. All Rights Reserved.
Email:
[email protected]
FAQ: Advanced King Guide
Copyright (c) 1999
[email protected]. All Rights Reserved.
Names: Y.N. Lo & "Slikatel" (pen name)
Email:
[email protected] &
[email protected]
FAQ: Tekken 2 Combo FAQ
Copyright (c) 1999 Y.N. Lo & Slikatel. All Rights Reserved.
Pen Name: Notti
Email:
[email protected]
FAQ: Secret Tekken 3 Tekkniques v0.2
Copyright (c) 1999 Notti. All Rights Reserved.
Company: Versus Books
Web Site:
http://www.vsbooks.com/
Book: The Official Tekken 3 Ultimate Guide - Arcade Edition
Copyright (c) 1997 Versus Books. All Rights Reserved.
Web Site: Tekken Zaibatsu (
http://www.tekken.net/zaibatsu)
Web Page:
http://www.tekken.net/zaibatsu/move-king.html
Web Page:
http://www.tekken.net/classtag.htm
Copyright (c) 1999, 2000. All Rights Reserved.
Web Site: TekkenTagTournament.com (
http://www.tekkentagtournament.com/)
Copyright (c) 1999, 2000. All Rights Reserved.
Web Site: Fighters.net (
http://www.fighters.net/)
Web Page:
http://www.fighters.net/namco/tekken/ttt/faqs.html
Copyright (c) 1999, 2000. All Rights Reserved.
Web Site: GameFAQs (
http://www.gamefaqs.com/)
Web Page:
http://www.gamefaqs.com/features/contribute/howtowrite.html
FAQ: "How To Write a FAQ for GameFAQs"
Copyright (c) 1999. All Rights Reserved.
IRC channel: #tekken on EFNet
FAQ Feedback:
Dillon Bussert (
[email protected])
Christopher Mast (
[email protected])
Jeff Ravatt (
[email protected])
Jesus Shaves (
[email protected])
Suicide King (
[email protected])
K.C. Ma/ReverendC (
[email protected])
[email protected]
[email protected]
[email protected]
[email protected]
==============================
= What's New In This Version =
==============================
-----------------
- Version 0.010 -
-----------------
Added Leg Breaker combos courtesy of K.C. Ma/ReverendC
Created section on tag juggle classes
Added tag juggles section
Added Vs Human strategy
Added FAQ author
Changed heading
Recombined Moves and Analysis section
Rewrote Table of Contents
Altered Acknowledgements section
Continued Vs Human section
Corrected Apparel section
Added 10-hit string blocking charts
-----------------
- Version 0.009 -
-----------------
Corrected errors in Manhattan Drop multithrow
Revised text throughout FAQ
Changed FC => WC and RN => WR
-----------------
- Version 0.008 -
-----------------
Added more information
Redid move list
Edited legend
-----------------
- Version 0.007 -
-----------------
Continued combos
Continued okizeme
Combined moves and analysis section
-----------------
- Version 0.006 -
-----------------
Added more combos
Corrected some errors
-----------------
- Version 0.005 -
-----------------
Revamped FAQ
Removed symbolic joystick representations
Changed from letter to number format
-----------------
- Version 0.004 -
-----------------
Small update
Updated combos
-----------------
- Version 0.003 -
-----------------
Continued Okizeme section
Added hit levels to moves and throws
-----------------
- Version 0.002 -
-----------------
Continued move analysis
Started combos
Added more people to the Acknowledgements section
Began Okizeme section under strategy
FAQ still incomplete
-----------------
- Version 0.001 -
-----------------
First version of FAQ (still incomplete)
------------
- Upcoming -
------------
More Vs Strategy
The rest of the FAQ :)
################################################################################
# CHAPTER VII - EPILOGUE #
################################################################################
This is not the last word on TTT King by far. However, I do hope that FAQ
may be the most complete word on TTT King that you can find on the Net. I would
appreciate any tips on the FAQ itself or any King tips you may have. Email me
at the address below any comments/questions/critiques/flames. Thank you for
taking your time to read this.
This Electronically Published Document is copyrighted (c) and trademarked (tm)
by David Antoine. All Rights Reserved. This document is protected by
applicable copyright laws and international treaties. Unauthorized
reproduction, retransmission, and/or a breach of copyright, partial or full, may
result in civil and criminal penalties and is subject to maximum punishment and
prosecution to the highest extent possible by law. Please properly credit David
Antoine where credit is due. This document is the sole property of David
Antoine.
TTT KING II FAQ
FAQ Written by $muvMoney/David J. Antoine
Copyright (c) 1999, 2000 $muvMoney/David J. Antoine. All Rights Reserved.
[email protected]
http://davidja.tripod.com/faqs/tttkingii.txt
http://homepages.msn.com/arcade/smuvmoney/faqs/tttkingii.txt
John 14:27
Numbers 6:24