----------------------------------------------------------------------- Tekken 3 April 23rd, 1997 Windex (Justin Pierce) Ling Xiaoyu Moves List v1.20 (tk3lxiao.txt) windex@uiuc.edu ----------------------------------------------------------------------- Message to unscrupulous magazines such as Electronic Gaming Monthly: I ask that you please NOT reproduce the contents of this moves list without my permission or crediting me for doing your job. There is evidence that you have done this in the past, and I do not wish for it to happen to myself. It is amazing that, even though you get paid to provide this kind of information, you can still be lazy enough to steal the work of others. ----------------------------------------------------------------------- Key ----------------------------------------------------------------------- /=---------=\ /=---------=\ | u/b u u/f | U/B U U/F | /=----=\ /=---=\ | | |==| LP RP | 1 2 | | b N f | B N F | | | | | | |==| LK RK | 3 4 | | d/b d d/f | D/B D D/F | \=----=/ \=---=/ \=---------=/ \=---------=/ Attack Buttons Tap Hold Notation -------- "," - input the first command, then the second "+" - input the two commands together "~" - input the second command immediately after the first "_" - input the first command(s) OR the second command(s) (FC) - input the command from a full crouch (WS) - input the command while rising from a crouch QCB - quarter circle back (d,d/b,b) FA - this attack turns you to face away from your opponent Phx - this attack leaves you in the Phoenix stance Flt - this attack floats (juggles) your opponent cFlt - this attack floats your opponent on counterhit only cRec - this attack recovers in a crouching position cBce - this attack causes a bounce-juggle on counterhit only Turn - this attack turns your opponent around Clk - this attack axis-shifts in a clockwise motion CClk - this attack axis-shifts in a counterclockwise motion IS - this attack axis-shifts into the screen OS - this attack axis-shifts out of the screen LD - this attack leaves you lying on the ground Grnd - this attack will hit an opponent who is lying on the ground "!" - this attack cannot be blocked Tnt - use this move to mock your opponent h - this attack must be blocked high or ducked m - this attack must be blocked high l - this attack must be blocked low or hopped over "-" - this move does not hit or hits regardless of level An indented move can only be performed after the first non-indented move that precedes it. ----------------------------------------------------------------------- Grappling Techniques ----------------------------------------------------------------------- Position Command Result Comment ----------------------------------------------------------------------- (front) (1+3) Smack and Push Down (2+4) Quick-Flip Takedown QCB+2 Arm-Twist Takedown f+2~1 Human Hurdle FA f,f+(3+4) Free Ride (left) (1+3)_(2+4) One-Arm Shoulder Throw (right) (1+3)_(2+4) Turnover (behind) (1+3)_(2+4) Leg-Twirl Takedown (backward) f,f+(3+4) Free ride Grnd [(1+3)_(2+4)] Reverse Grab FA f,f+[(1+3)_(2+4)] Distraction Throw (Phoenix) (1+3)_(2+4) Dodge Roll and Throw ----------------------------------------------------------------------- Counter-Attacks and Reversals ----------------------------------------------------------------------- Command Result Comment ----------------------------------------------------------------------- b+1 Left Knifehand Block b+2 Right Knifehand Block 1+4 High Attack Stopper d+(1+4) Low Attack Stopper (1+3+4) Horizon Taunt/Attack Stopper Tnt (2+3+4) Wave Taunt/Attack Stopper Tnt ----------------------------------------------------------------------- Special Attacks ----------------------------------------------------------------------- Command Level Result Comment ----------------------------------------------------------------------- 1,2 hh Straight Jabs 1,d+2 hm Jab, Uppercut 2,1 hm Jab, Turn Punch FA 2,D/F+1 hm Jab, Turn Punch (3+4) - Spinning Dodge IS f+(1+2) - Cartwheel Clk f,f+(1+2) m Upward Spin Strike f,f+(1+2),(1+2) mm Phoenix Circle cBce f+3 h Left Roundhouse f,f+3 m Vertical Hook Kick FA,Grnd f+(3+4) - Dive Roll cClk,cRec f,f+(3+4) m Overhead Flip FA,Grnd f,f+4 m Leaping Straight Kick b+(1+2) - Circle Clk = 2 = m = Bagua Fist = (1+2) = - = Phoenix Strike = ! = (1+2)~b,b = - = Phoenix Strike Cancel = cRec,FA b+(3+4) - Turn Around Dodge FA d+1 m Windmill Palms FA,Grnd D+1 m Windmill Palms Phx d+(1+2) - Art of Phoenix Phx d+3 l Sweep Kick Grnd d+(3+4) - Spinning Dodge OS d/f+1 m Turn Punch FA D/F+1 m Turn Punch d/f+2 m Uppercut d/f+3 m Face Kick d/f+4 m Toe Kick d/b+1 m Palm Strike d/b+3 - Stomping Guard Break ! d/b+4 l Ankle Kick Grnd u+1 m Downward Palm FA U+1 m Downward Palm u+(1+2) m Overhead Palm Strikes = 2,1 = mm = Mid Right, Palm Strike = (3+4) = - = Quick Recovery u_u/f+4 m Leaping Hook Kick u/b+4 m Hop Kick (FC),3,2 lh Sweep, Reverse Slap FA (FC),3,2,1,4 lhhm 4-hit String Flt (FC),D/F+2 l Low Spin Punch cRec,FA (FC),d/f+2,1 ll Low Spin Punch Combo cRec (FC),d/f+4 l Spinning Sweep Phx,Grnd (FC),d/f+4,4 ll Spinning Sweeps cRec,Grnd (FC),d/b+(3+4) - Crouching Turn Around cRec,FA (WS)+2 m Rising Uppercut Flt,FA (WS)+2~F m Rising Uppercut Flt (WS)+4 m Skyscraper Kick ----------------------------------------------------------------------- Phoenix Stance ----------------------------------------------------------------------- Command Level Result Comment ----------------------------------------------------------------------- 1 m Left Palm Strike cRec 2 m Right Palm Strike cRec 3 l Low Kick Phx,Grnd 4 m Rising Roundhouse (1+2) m Two-Forearm Bash Flt [(1+3)_(2+4)] h Dodge Roll Throw [(1+3)_(2+4)]~D - Dodge Roll cRec 4~3 l Splits Sweep LD,Grnd = d = - = Side Roll = OS = u = - = Side Roll = IS f+(1+2) - Rise & Turn Around FA f+(3+4) - Forward roll cRec b+4 m Rising Roundhouse FA d - Duck Phx d,(1+2) h High Forearm Bash Flt d/f+4 l Spinning Sweep Phx,Grnd d/f+4,4 ll Spinning Sweeps cRec,Grnd u - Rise [u/b_u_u/f],3 m Leaping Spin Kick Turn [u/b_u_u/f]+3 m Hop Kick Flt [u/b_u_u/f]+3,3 mh Double Hop Kicks [u/b_u_u/f]+3,4 mm Hop Kick, Face Kick U+4 m Spinning Hop Kick FA u+4,4 mm Spinning Hop Kicks cRec ----------------------------------------------------------------------- Facing Away ----------------------------------------------------------------------- Command Level Result Comment ----------------------------------------------------------------------- NOTE- Please realize that for this section, forward indicates to tap in the direction of your opponent, not in the direction you are facing. 1 h Turn-Towards Punch 2 h Reverse Slap FA 2,1,4 hhm Reversed Combo Flt 3 m Turn-Towards Kick 4 m Reverse Punt Kick Flt,Grnd [(1+3)_(2+4)] h Reverse Grab FA (1+4) - High Attack Stopper f+(3+4) - Roll Toward Opponent cRec,FA f+(3+4)~(3+4) m Kangaroo Kick Flt,FA f,f+3 l Skip Kick FA f,f+[(1+3)_(2+4)] h Distraction Throw f,f+(3+4) m Reverse Flip Stomp FA f,f+(3+4) h Reverse Flip Head Smash (3+4) - Spinning Dodge IS d+3 l Reverse Ankle Kick FA D+3 l Reverse Ankle Kick d+(1+2) - Art of Phoenix Phx d+(1+4) - Low Attack Stopper d+(3+4) - Spinning Dodge OS u+(3+4) - Spinning Dodge FA ----------------------------------------------------------------------- Tenstrings Level ----------------------------------------------------------------------- u+4,1,2,(1+2),1,3,4,4,4,1 mhhmmlllmm u+4,1,2,4,4,2,(1+2),1,4,2 mhhllmmlmm ----------------------------------------------------------------------- Combos ----------------------------------------------------------------------- [d+(1+2),(1+2)]_[d+(1+2),u/f+3]_[(FA)+4]_[(WS)+2~F] = d+(1+2),(1+2) = 1, d+1, d/f+4,4 = 1, d+1, 4~3 = 1, d/f+1, 2, 2,1,4 = 1, d/f+1, 2, 2, d+3 = 1, d/f+1, 2, 2, f,f+3 = 1, d/f+1, 2, 2, f+(3+4)~(3+4), d+3 = 1, 1,2, d/b+1 = 1, 1,2, f,f+(1+2),(1+2) = 1, 1,2, f,f+3, 4 = 2,1, 2, 2, f,f+3 = 2,1, 2, 2, d+3 = 2,1, 2, 2, 4 = 2,1, 2,1,4 = 2,1, 2, 2, f+(3+4)~(3+4), d+3 = d/f+1, 2,1, d/b+1 = d/f+1, 2,1, f,f+(1+2),(1+2) = d/f+1, 2, 2, 2, f+(3+4)~(3+4), d+3 = f,f+(1+2), f,f+3, 4 = d+2, (FC),3,2,1,4 = d+2, (FC),3,2, d+3 = d+2, (FC),3,2, f,f+3 = d+2, (FC),3,2,1, f,f+3 (WS)+2, 2, 2, 2,1,4 (WS)+2, 2, 2, 2, 2, f,f+3 (WS)+2, 2, 2, 2, 2, d+3 (WS)+2, 2, 2, 2, 2, 2, 4 (WS)+2, 2, 2, 2,1, d/b+1 (WS)+2, 2, 2, 2,1, f,f+(1+2),(1+2) (WS)+2, 2, d+2, (WS)+2, f,f+3 (WS)+2, 2, d+2, (WS)+2, d+3 (WS)+2, 2, d+2, (WS)+2, 4 (WS)+2, 2, 2, 2, f+(3+4)~(3+4), d+3 (WS)+2, 2,1, d/f+1, 2, f+(3+4)~(3+4), d+3 (FA)+f+(3+4)~(3+4), 2,1,4 (FA)+f+(3+4)~(3+4), f+2, 2,1, f,f+(1+2),(1+2) (FA)+f+(3+4)~(3+4), f+(3+4)~(3+4), d+3 (FA)+f+(3+4)~(3+4), f+2, f+(3+4)~(3+4), d+3 (FA)+f+(3+4)~(3+4), u/f+[3_4] ----------------------------------------------------------------------- Credits ----------------------------------------------------------------------- Catlord and Surfbard, for providing the Tekken community with the best FAQs around, even if their Xiaoyu info was a bit lax. =) peete, for the first tenstring and leading me to the second. FuSchnick, for suggesting the term "guard break" for the foot stomp. tragic, for some very nifty combos and the correct interpretation of capital letters. Yer a big help, guy! All the rest of the guys on #tekken3 and Usenet, for their comments and stuff. ----------------------------------------------------------------------- Until it has a proper home, this list will usually be found at Tekken Web Project (http://metro.net/slikatel). If you'd like to yap at me, e-mail me at windex@uiuc.edu or visit #tekken3 on IRC EFnet. My IRC nick is Wind-x or Wind{X}.