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 (david_j_antoine@msn.com) 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 http://davidja.tripod.com/faqs/tttkingii.txt http://homepages.msn.com/arcade/smuvmoney/faqs/tttkingii.txt Unpublished Work Trademarked (tm) and copyrighted (c) David Antoine 1999, 2000. All Rights Reserved. IMPORTANT: YOU MUST READ AND AGREE TO EVERY PART AND EVERY WORD TO THIS DISCLAIMER. USE OF THIS FILE CONSTITUTES ACCEPTANCE TO THIS DISCLAIMER. In no event shall this document be reproduced or retransmitted in any way, shape, or form (including but not limited to physical, natural, or electronic). 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This document was carefully prepared and created by David Antoine in respect to all Namco Properties, as no copyright infringement was intended. I'll make this clear: This document is MINE and there is NO UNAUTHORIZED USE of this document at any cost!!! You are free to mirror this document at your web site, but IT MUST BE SHOWN IN ITS ENTIRETY AND IT MUST REMAIN 100% ORIGINAL AND UNTOUCHED. Feel free to distribute this document BUT IT MUST BE DISTRIBUTED ELECTRONICALLY AND FREE OF CHARGE. I didn't create this document so that some lamer will come around and steal this work and/or have a Gaming Mag Company (namely EGM, who's been making blood money from some Tekken 3 FAQs back in 1997) print this document into a magazine. NO MONETARY COMPENSATION CAN BE MADE FROM THIS DOCUMENT AND THAT'S THE BOTTOM LINE. ONE FINAL FOOD FOR THOUGHT: THE DOCUMENT MUST BE FREELY ACCESSIBLE WHICH MEANS NO PASSWORDS, NO USER ACCOUNTS, NO CHACHI CAN BLOCK ACCESS TO THIS DOCUMENT!!! Game Cave: KEEP YOUR HANDS OFF THIS FILE AT ALL COSTS!!! I'VE HEARD THAT YOU'VE BEEN MAKING BLOOD MONEY OUT OF SOME PEOPLE AND WE ARE GETTING SICK AND TIRED OF YOUR MISCHIEF. THIS WORK IS MINE AND IF YOU EVEN DARE USE THIS WORK TO MAKE MONEY OUT OF IT, I WILL TELL YOUR PROVIDERS TO SHUT YOU DOWN FOR GOOD. Note: This copyright is shared with Kao Megura's and Mark Kim's well-placed copyright except that Mark decided to make the copyright a little more severe. Notice that Mark Kim as well as I acknowledges ALL of Kao Megura's works and admires his work and I wanted to imitate his copyright. This copyright that you see is similar to Mark Kim's copyright on his LA Machine Guns Anti- Terrorist Manual. ################################################################################ # 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 (david_j_antoine@msn.com). 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, Kingp82000@aol.com, 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 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. david_j_antoine@msn.com http://davidja.tripod.com/faqs/tttkingii.txt http://homepages.msn.com/arcade/smuvmoney/faqs/tttkingii.txt John 14:27 Numbers 6:24