============================================================================== = :::::: The Tekken 3 Manual ::::::::: ACT.1 :::::::::: Revision r.06 :::::: = ============================================================================== _________________________ __.____ __._________________ ________ \__ ___|_ _____/ |/ _| |/ _\_ _____/\ \ \_____ \ The | | | __)_| < | < | __)_ / | \ _(__ < | | | \ | \| | \ | Y | \ / \ |____| /_______ /____|__ \____|__ Y_______ |____|__ / /______Manual \/ \/ \/ \/ \/ \/ __ ___ ____ __ /__\ / __)(_ _) / ) /(__)\( (__ )( )( (__)(__)\___) (__)()(__) ============================================================================== = :::::::::::::: By Ben Cureton ::::::::: (tragic@tekken.net) :::::::::::::: = ============================================================================== | .......... This file MUST be viewed in a monospace typeface. | | 1234567890 Please remember this before emailing me =P. | This document looks super awesome when printed from an MS-DOS prompt using the generic text editor, edit.com. It can be viewed with Notepad and also Wordpad and still look great. Make sure "word-wrap" is off, and you are using a mono- spaced typeface... like "courier new". Print from edit.com for best results!! ============================================================================== = ::::::::::::::::::::::::::::::::: LEGAL :::::::::::::::::::::::::::::::::: = ============================================================================== This guide is for the Tekken 3 community. It is also meant to be free. You may distribute this guide at your leisure, so long as you leave the content intact and receive no monetary compensation for it. All text, strategies, and other non-official information contained in this guide regarding Tekken 3 and/or any of the Tekken 3 characters is (C)1997, 1998 Ben Cureton. Reproduction in whole or part without the express written permission of Ben Cureton is prohibited. Basically, you suck if this information ends up in your Faq/Guide/Magazine/Web Page. You know you didn't work for it. Just ask... you might get lucky... =P Tekken 3 and all characters are (C)1994 1995 1996 1997, 1998 Namco (R) Ltd. All rights reserved. ============================================================================== = ::::::::::::::::::::::::::: TABLE OF CONTENTS :::::::::::::::::::::::::::: = ============================================================================== LEGAL ----------------------------------------------------------------- LEGAL - TABLE OF CONTENTS ---------------------------------------------------- T.O.C. - BASE STORY OF TEKKEN 3 ------------------------------------------------ STORY - INTRODUCTION --------------------------------------------------------- INTRO. - CONVENTIONS ----------------------------------------------------- CONVENTIONS | `- Command `- Notation `- Comments `- Position `- Levels - SYSTEM --------------------------------------------------------------- SYSTEM | `- Movement --------------------------------------------------------- SYSTEM | `- Walking | `- Dashing | `- Running | `- Crouch Walking | `- Crouch Dashing | `- Rolling Dashing | `- Swaying | `- Side Stepping | `- Jumping | `- Backflip Evades | `- Gameplay Elements ------------------------------------------------ SYSTEM | `- Damage | `- Guarding | `- Guard Damage | `- Attack Ranges | `- Throws | `- Multi-Part Throws | `- Escapes | `- Reversals | `- Parries | `- Special Reversal/Parry Information | `- Chickens | `- Stuns | `- Staggers | `- Combos | `- Buffering | `- Counters | `- Supercharger | `- Getting Up From The Ground --------------------------------------- SYSTEM `- Rise/Roll-Block `- Attack `- Roll/Attack `- Rising Information `- Special Rising Attacks `- Tech Rolls `- Lightning Kick - MOVES ----------------------------------------------------------------- MOVES | `- Jin Kazama `- Paul Phoenix `- Forest Law `- Lei Wulong `- King `- Nina Williams `- Yoshimitsu `- Ling Xiaoyu `- Hwoarang `- Eddy Gordo `- Kuma `- Julia Chang `- Gun Jack `- Mokujin `- Bryan Fury `- Heihachi Mishima `- Ogre & Ogre 2 `- Anna Williams (PSX ONLY) `- Gon (PSX ONLY) `- Dr. Boskonovitch (PSX ONLY) - EXTRA STUFF ----------------------------------------------------- EXTRA STUFF `- Different Costumes `- ARCADE Secret Characters `- PSX Secret Characters `- PSX Secret Modes `- PSX Extra Secrets - PROFILES ----------------------------------------------------------- PROFILES - CREDITS ------------------------------------------------------------- CREDITS ============================================================================== = ::::::::::::::::::::::::: BASE STORY OF TEKKEN 3 ::::::::::::::::::::::::: = ============================================================================== The King of Iron Fist Tournament 2 draws to a close. Jun Kazama comes to the stunning realization that Kazuya's supernatural strength stems from Devil. But she cannot help being drawn to him, propelled by a mystic force beyond her control. Several days later, the final challenger arrives to face Kazuya, the organizer of the King of Iron Fist Tournament 2. In a reprise of the first Tekken Tournament, the father and son clash in a cursed blood battle. Eventually, Heihachi emerges scarred but victorious to regain control of the immense Mishima Conglomerate. Unaware of Devil's presence, Heihachi casts the lifeless Kazuya into a fiery volcano. As Kazuya's body burns, Devil appears before the pregnant Jun Kazama in a bid to enter the soul of the new life beating within her. But in a desperate struggle for the future of her child, Jun defeats Devil and retires to desolate Yakushima so as to raise Kazuya's son, Jin, alone. Having regained control of the Mishima Conglomerate, Heihachi sets about to further increase his powers. He embarks on a crusade to win the trust of world leaders by putting wars and conflicts to rest. Using his immeasurable wealth, he forms Tekkenshu, a mercenary group employed to quell conflicts efficiently. He also takes strong interest in the well-being of developing nations by helping them build agricultural systems that will sustain them. Through Heihachi's efforts, the world appears to be regaining peace. Around fifteen years have passed, Jin Kazama is 15 years old now. Under Heihachi's orders, the Tekkenshu are excavating a Central American archeological site when they discover a mysterious life form. Heihachi orders the creature's capture, but loses contact with the Tekkenshu after a garbled radio message, "... they are all dead... Toshin (Fighting God)?!..." Upon arriving at the dig, Heihachi finds a field of corpses. Heihachi is wracked by sorrow, but also realizes "the power of the mysterious life form could be the key to my long dormant dream of world domination." To obtain Toshin, and moreover, the world, Heihachi tempts the fates once again... Within weeks, strange disappearances occur throughout the world. Persons of strong soul, masters of martial arts and other derivative fighting disciplines are reported missing... with no knowledge of their whereabouts. Jun Kazama instinctively picks up on the dark power encroaching on her life. She has no understanding of what it is, but senses that she has become a target. Accepting her destiny, she tells Jin everything she knows of their haunted past to prepare him for the fateful day she now feels is imminent. Among her instructions, one is for Jin to go to his grandfather Heihachi if anything happens to her. Her intuition proves right on a cold, stormy night. Toshin comes to the mountains bringing a chilling, swirling wind. "Run away!" cries Jun, Jin opts to face Toshin against his mother's pleas and is knocked unconscious. When Jin awakens, the house and everything around it is burned to the ground. Searching frantically for his mother she is nowhere to be found. Jun dies at Toshin's hands. Honoring her instructions, Jin goes to Heihachi and begs to be trained to exact revenge. Heihachi, hearing Jin's tale, is convinced that Toshin is after the souls of powerful fighters. To attract Toshin, Heihachi decides to host the King of Iron Fist Tournament 3. Four years later, on Jin Kazama's 19th birthday, the curtains rise for the King of Iron Fist Tournament 3... ============================================================================== = :::::::::::::::::::::::::::::: INTRODUCTION :::::::::::::::::::::::::::::: = ============================================================================== Well, after months of hard work, The Tekken 3 Manual: ACT.1 is finally a reality. This is the first in a series of three guides created to make you a better player, no matter what your skill level. The idea for this series was sparked from reading the wonderful Japanese Gamest Mook books, and wishing there were something similar for American players. After looking around, I realized there was nothing, so I decided to go for it. What follows is the result of many months of hard work and research by not only myself, but a great team of Tekken 3 players and friends. Well, that's about it. Start reading, and remember this is new... and I am sure there are many corrections to be made. Feel free to send them to me via, e-mail. Have fun!!! The Tekken 3 Manual: Act.1 now includes Playstation information, covering all new characters, and secrets. Be sure to check out www.tekken.net too!!! ============================================================================== = :::::::::::::::::::::::::::::: CONVENTIONS ::::::::::::::::::::::::::::::: = ============================================================================== -Command- f - tap forward F - hold forward b - tap back B - hold back u - tap up U - hold up d - tap down D - hold down d/f - tap down+forward D/F - hold down+forward d/b - tap down+back D/B - hold down+back u/f - tap up+forward U/F - hold up+forward u/b - tap up+back U/B - hold up+back QCF - quarter circle forward (d,d/f,f) QCB - quarter circle back (d,d/b,b) HCF - half circle forward (b,d/b,d,d/f,f) HCB - half circle back (f,d/f,d,d/b,b) left punch = 1 (O) (O) 2 = right punch left kick = 3 (O) (O) 4 = right kick -Notation- FC - full crouch (must be in full crouching animation) N - neutral (no direction pressed on the joystick) WS - while rising from a crouch SS - side step + - do moves on either side of + together ~ - immediately followed by... [ _ ] - you have a choice of which way to continue the move = - next part of sequence - - N/A BK - back towards opponent ANY - any button ALL - 1+2+3+4 @ - guard point in string, hit can be blocked if previous hit connected ( ) - F on joystick results in damage contained in parentheses ( *) - damage next to * signifies "on clean hit" (deep hit) < - moves on either side of < can be slightly delayed -Comments- BK - this move recovers with back towards opponent JG - this move, or one of the moves in the string, juggles opponent RC - recovers crouching (you may go into any WS after indicated move) BN - this move bounce juggles your opponent off the ground OB - if unguarded against, this move forces opponents back towards you OS - if unguarded against, this move forces opponents side towards you DY - this move damages your character DS - Double Over Stun (opponent clutches stomach and falls over) KS - Drop Knee Stun (if opponent is hit with move, they drop to one knee) (if opponent is counterhit with move, they fall into SLD) (move creates guard stun (GS) if guarded correctly) GS - Guard Stun (opponents guard is broken for a short time) CS - Crumple Stun (opponent crumples over when hit) SG - Stagger (opponent is staggered backwards) TS - Turn Stun (move turns opponent sideways if guarded correctly) CH - move must be a counter hit # - "see note # below" c - modifies a Comment, means "on counterhit", ex. JGc "juggles on counterhit" -Position- PLD - Play Dead (on ground, face up, feet away from opponent) SLD - Slide (on ground, face down, feet away opponent) FCD - Face Down (on ground, face down, feet towards from opponent) KND - Knockdown (on ground, face up, feet towards from opponent) -Levels- l - move hits low range (D/B to block) m - move hits mid range (B to block) h - move hits high range (B to block / D/B crouch under) L - move hits low range and downed opponents (D/B to block) M - move hits mid range and downed opponents (B to block) H - move hits high range and downed opponents (B to block / D/B crouch under) Sm - move hits special mid range (B or D/B to block) ! - move is unblockable {!} - move is unblockable and hits downed opponents ============================================================================== = ::::::::::::::::::::::::::::::::: SYSTEM ::::::::::::::::::::::::::::::::: = ============================================================================== _____________.___. _____________________________ _____ / _____|__ | |/ _____|__ ___|_ _____/ / \ \_____ \ / | |\_____ \ | | | __)_ / \ / \ / \\____ |/ \ | | | Y Y \ /_______ // ______/_______ / |____| /_______ |____|__ / \/ \/ \/ \/ \/ ============================================================================== = ::::::::::::::::::::::::::::::::: SYSTEM ::::::::::::::::::::::::::::::::: = ============================================================================== The System section is basically designed to teach players how the Tekken 3 engine (system) works. Whether you are an advanced player, or just starting out, I'm sure there is something in here for you. Take your time getting accustomed to each of the various gameplay options, in the long run it will surely pay off. Many times during this guide you will see the term "frames". The word "frames" refers to frames of animation. Tekken 3 runs at a smooth 60 frames per second (fps) and all references to "frames" refers to the number of frames it takes for a particular move to execute/recover. ============================================================================== = :: Movement :::::::::::::::::::::::::::::::::::::::::::::::::::: SYSTEM :: = ============================================================================== In order to be able to successfully attack and defend against your opponent, you need to know how to move around in order to gain the initiative. Moving around in Tekken 3 is used to position yourself to attack and/or defend. Each of the different movement options has its own special uses and you should definitely be familiar with each of them before you try anything tricky. -Walking- This is the most basic of all movement options. Walking is also the least effective. Walking can be useful to move slight distances when it's important to move only a small amount, such as in combos. -Dashing- Dashing is definitely the most common way to get around in Tekken 3. Dashing can be performed either forwards or backwards, and is done by quickly tapping the controller twice in the direction you wish to travel. Since dashing is faster than walking, covering 4.5 steps at once, it's the obvious choice to get around. Often players find themselves being struck during or after a backdash is fully complete. This is because you are unable to block during the backdash, and for 60 frames after it has been fully completed. However, during a backdash, you can attack or sidestep cancel. -Running- Running is one of the most misunderstood aspects of Tekken 3 movement. First of all, running is the quickest way to cover large distances. Depending on how long your character runs for, different options are available to them. After running for between 11 and 18 steps, every character will tackle their opponent to the ground. From the 12th step on, characters with slides and cross chops will be able to perform them. From the 18th until the run ends, all characters will perform the unblockable shoulder ram. The entire run animation ends at the 22nd step. The numbers in the grid below represent steps traveled. . _________________________________|\ | | | | | | \ | 6 | 11 |12| 18 | 18-22 | ' Run ends at 22nd step |___|____|__|____|___________|____ / | | | | | |/ | | \ | | ` | | \/ `- (between 18-22 steps) will perform shoulder ram | |_____/\ | | `- (12 steps on) can perform slide/cross chop | | | `- (between 11-18 steps) will perform tackle | `- (6 steps) begin running Slides are performed by running for at least 12 steps, then pressing right kick (4). Slides hit low and connect with downed opponents. The characters that cannot perform slides are: King/Yoshimitsu/Gon. Flying Cross Chops are performed by running for as least 12 steps, then pressing both punches (1+2). Flying cross chops hit mid and cause guard stun. -Crouch Walking- Crouch walking is a universal feature and is great for getting right up in an opponent's face when you expect a standing throw or high attack attempt. Crouch walking is performed by holding down/forward (D/F) on the controller. -Crouch Dashing- Crouch dashing is an alternate form of dashing which can actually avoid many high attacks. A crouch dash is a special advancement maneuver which begins high, moves you towards your opponent, and recovers in a crouch. Characters which can perform a crouch dash are: Jin/King/Hwoarang/Heihachi. To perform a crouch dash, tap forward on the controller, return the joystick to neutral, then roll the controller from down to down/forward: f,N,d,D/F. Holding back on the controller will cancel the crouch dash. Law has his own unique way to crouch dash. First he must be in a full crouch, then you must roll the controller to down/forward, back to down, then back to down/forward, which you must hold for a split second. I'm sure this sounds tricky. This is how it looks in standard conventions: FC,d/f,d,D/F. -Rolling Dashing- Rolling dashing is very much like crouch dashing, except that rolling dashes recover high. Characters will a rolling dash are: Paul/Nina/Bryan/Heihachi/ and Anna. To perform a rolling dash, roll the controller from down to forward: QCF, or d,d/f,f. -Swaying- Swaying is basically a backwards crouch dash, and can only be performed by: Paul/Nina/Bryan. To perform a sway, roll the controller from down to back: QCB, or d,d/b,b. A special bonus of Nina's sway is the fact that it auto-blocks low for you. -Side Stepping- Sidestepping is basically a new feature for Tekken 3, since not everyone had a sidestep in Tekken 2. Sidestepping is used to avoid attacks, as well as for confusing opponents. To perform a sidestep, tap up or down on the controller and return the stick to neutral. Sidesteps are best used when in close as you will have a better chance of getting to your opponent's side for a side throw. The distance characters travel during their sidestep differs. About halfway through a sidestep, you can cut it short by pressing any button or joystick motion. By doing this, you will immediately perform the attack or direction you input. Every character can also sidestep while their back is turned (BK). This is performed the same way as a normal sidestep. The back-turned sidestep is quick and doesn't cover as much distance as a normal sidestep. It will also turn your character back around to face your opponent, except Ling who remains standing with her back turned. The particular sidestep frame information is listed below. Normal Sidestep Information . ___________________________________|\ | | | | | \ |1| 11 | 17 | 25-40 | ' 40 frames for a full Sidestep |_|______|________|____________|____ / | | | | |/ | | | | ` | | | `- advantage point of SS | | | | | `- SS can be canceled from this point on | | | `- frames in which you cannot block | `- frames to initiate Back Turned (BK) Sidestep Information . _______________________________|\ | | | | | \ |1| 9 | 9-16 | 16-22 | ' 22 frames for a full BK Sidestep |_|_____|________|_________|____ / | | | | |/ | | | | ` | | | `- can input moves | | | | | `- considered turning around (no longer BK) | | | `- considered back turned to this point | `- frames to initiate -Jumping- There are two types of jumping in Tekken 3: Hopping and Leaping. A hop is a short jump which is performed by tapping the controller up/back, up, or up/forward and holding for a split second. Hops are great for jumping over low attacks and jumping over downed opponents. A leap is a larger jump which is performed by holding up/back, up, or up/forward. While in a leap, each character can perform a jump-stun by pressing left kick (3) as they begin to descend from their leap. If the kick is unguarded, your opponent will become double over stunned (DS). After landing from a Leap, characters can perform any WS attack. -Backflip Evades- A backflip evade is a character-specific maneuver which allows a character to handspring backwards away from an opponent. The characters that can perform a backflip evade are: Nina/Yoshimitsu/Ling/Eddy/Anna. A backflip evade is executed by rolling the stick from up to up/back: u,u/b. The advantages of a backflip evade are very decent. First of all, you cannot be thrown out of a backflip evade. They also cover more distance than a basic backdash. The main problem of backflip evades is that you are vulnerable during the entire execution time. ============================================================================== = :: Gameplay Elements ::::::::::::::::::::::::::::::::::::::::::: SYSTEM :: = ============================================================================== -Damage- Damage in Tekken 3 is based on a points system. Throughout this guide you will see numbers referring to "damage". This simply refers to the amount of energy a particular move will take from your opponent's energy bar. Typical settings in the arcade give a 110-point energy bar during 1player mode and a 140-point energy bar in 2player mode. These numbers might be different in your arcade if the settings have been adjusted. Even if the settings have been changed in your arcade, the points inflicted by a move will always remain constant. The only exception to this is if the move hits on a counter hit of any kind. This will actually make the move do more damage than is actually listed in this guide. -Guarding- Guarding is the single most important element of Tekken 3. Without being able to successfully defend against your opponent's attacks, you have no chance of surviving long enough to damage them. The two basic forms of guarding are: Neutral/Active guarding. They are as follows: Neutral guarding is a relatively straightforward procedure. To defend against high and mid attacks, leave the joystick neutral. To defend against low attacks, hold down. The problem with neutral guarding is that is it is not a certainty. After many guard-breaking attacks and/or hits chained onto moves which have already connected, leaving the joystick neutral will not guard. The way around this is active guarding. It is important to know that this is a dip switch setting within the Tekken 3 options menu, and in some arcades it might be turned off. Active guarding is most used by the majority of top level players. To defend against high and mid attacks, hold back on the joystick. To defend against low attacks, hold back/down simultaneously. This technique is much more effective against strings of attacks, and is highly recommended by top level players. -Guard Damage- Guard damage is a term which refers to damage which is actually inflicted when an opponent guards certain attacks. It is important to know that this is a dip switch setting within the Tekken 3 options menu, and in some arcades it might be turned on. This means that every attack that is guarded against will do a small amount of damage. By default, guard damage is turned off. -Attack Ranges- Knowing when and where to strike is a major aspect of Tekken 3 success. There are 4 basic hit ranges: High (h); Mid (m); Low (l); and Special Mid (Sm). To guard against high/mid attacks, hold back on the joystick (unless you prefer to use neutral guard). To guard against low attacks, hold down/back on the joystick (unless you prefer to use neutral guard, in which case you just hold down). To guard against special mid attacks, you may hold either back or down/back on the joystick (unless you prefer to use neutral guard, in which case you would do nothing). There are 4 advanced hit ranges: High Throw; Crouch Throw; Ground Attack; and Unblockable. High throws only connect with standing opponents. Crouch throws only connect with crouching opponents. A very select few throws in Tekken 3 are actually catch throws. This means, besides being throws, they actually have hit ranges as well. The advantage to this is, if you guard a catch throw wrong, but the actual throw doesn't grab you, it still can do damage to you like a special attack would. Ground attacks hit opponents on the ground and are signified throughout this guide by way of capital letters (ex. H,M,L). A capitol letter as a hit range signifies that the indicated attack will hit a downed opponent. Unblockable attacks cannot be guarded against by simply holding back or down/back on the joystick (unless otherwise noted). To guard against unblockable attacks, either get out of range, sidestep the attack, stop the attack before it executes completely, or you can choose to use an attack reversal/parry. -Throws- Throws are moves which, after intiated, do a considerable amount of damage to your opponent. The best thing about throws is the that they are very quick ways do deal damage. Also, most throws are easier to execute than combos. To perform a basic throw with any character, simultaneously press either left punch and left kick or right punch and right kick (1+3 or 2+4). Even though the motion to perform basic throws is the same for each character, the actual throw performed, as well as the damage, differs depending on which character you are using. Special throws are similar to basic throws except they require specific joystick and button combinations to perform. On the whole, special throws inflict more damage that basic throws. This is not always the case, but generally, special throws are more rewarding than basic throws. Side throws are performed exactly like basic throws (1+3 or 2+4) except they only take effect when you grab an opponent from the side. Most sidethrows also inflict more damage than basic throws, and they also have great animations. Back throws are performed exactly like basic and side throws (1+3 or 2+4) except they only take effect when you grab an opponent from behind. Back throws generally do more damage than any other form of throw, and once initiated, they cannot be escaped. Every character can perform a throw while in back-turned (BK) position by simultaneously pressing either left punch and left kick or right punch and right kick (1+3 or 2+4). For a back-turned throw, characters will turn around and attempt to grab their opponent. If they whiff the throw-attempt, they remain facing forward. Lei/Ling will turn back around into back-turned position after a whiffed back turned throw attempt. -Multi-Part Throws- Multi-Part throws, also known as link throws, are throws which have an initial grab, followed by one or more continuations. Multi-part throws take special timing to perform and often take a lot of practice. Most of the major damage multi-part throws can be escaped to avoid excess damage. -Escapes- Escapes are maneuvers which can evade taking damage, even after certain attacks have been initiated. Every throw/multi-throw can be escaped except the Ogres' Waning Moon (d/f,d/f+2+4) and certain links within multi-throws. All throw escapes will be listed in the character's throw section. Tackle escapes are the most complex of all escapes. Depending on whether your opponent uses a punch series, an arm bar/leg hold, or both, you must use the correct escape. You also have escape options as you are being tackled. All tackle escape information is listed below. Yoshi's Sword cut and Gun Jack's Face Bash cannot be escaped after a tackle. ________ __________________________ ______________________ | During | | Punch Series | Escapes | | Armbar Escapes | |_Tackle_| |________________|1st_|_4th| |______________________| | 2+4 | | if: 1,2,1,2,1 | 2 | 1 | |Everyone| 1+2,2,2,2 | |____*1__| |________________|____|____| |________|_____________| | if: 1,2,1,1,2 | 2 | 2 | | J/P/N/K| 1+2,2,2,2,2 | ________ |________________|____|____| |________|______*3_____| | During | | if: 2,1,2,1,2 | 1 | 2 | ______________________ |Takedown| |________________|____|____| | Leg Hold Escapes | | b+1+2 | | if: 2,1,2,2,1 | 1 | 1 | |______________________| |____*2__| |________________|____|____| |Everyone| 1+2,1,1,1,1 | |________|_____________| (*1: must be input during tackle animation) | N/K |1+2,1,1,1,1,1| (*2: must be input as character hits ground) |________|______*4_____| (*3: will damage character after escape) (*4: will damage character after escape) J=Jin P=Paul N=Nina K=King -Reversals- Attack reversals are character-specific maneuvers which grab an opponent's outstretched limbs, then do damage depending on which move was reversed. The characters with attack reversals are: Nina/Jin/Paul/King/Law/Anna. Out of these characters, only Nina/Jin/Paul/Anna can reverse both high/mid kicks and high/mid punches. King can only reverse high/mid kicks and the special Lightning Kick. Law can only reverse high/mid punches. Heihachi has a special right-kick-only reversal which will automatically reverse any right kick that hits Heihachi on major counter (MC). Ogre's God Reversal high attack reversal has no whiff animation. You must perform the reversal motion right as an attack is about to make contact with your character. Ogre 2's Deadly Revenge mid/low punch reversal has no whiff animation. You must first be in a full crouch, then as a mid/low punch is about to hit you, roll the stick from the full crouch to down/forward. Reversal specific damage/input time/recovery information is listed below. Jin/Paul/Nina/Anna: High/Mid Reversal (b+1+3 or b+2+4) Active between the 2nd-10th frames 26 frames of recovery (if whiffed) 38 frames of execution (if whiffed) King: High/Mid Kick Reversal (b+1+3 or b+2+4) Active between the 2nd-14th frames 22 frames of recovery (if whiffed) 36 frames of execution (if whiffed) Law: Tricky Step High/Mid Punch Reversal (b+1+2) Active between the 5th-20th frames Recovers in the Tricky Step (if whiffed) -Parries- Parries are character-specific maneuvers which knock/push an opponent's attack to the side, giving the character performing the parry an advantage. There are two different types of parries: High/Mid Parries; and low parries. Characters with the High/Mid Parry are: Law/Ling/Lei. Characters with the Low Parry are: Nina/King/Yoshimitsu/Bryan/Julia/Lei/Law/Ling/Hwoarang. A high/mid parry gives a 7-frame advantage. A low parry against a low punch gives a 14-frame advantage. A low parry against a low kick is the best possible parry situation as it gives a 26-frame advantage. Law/Ling: High Parry (Law: b+1+3 or b+2+4, Ling: 1+4) Active between the 2nd-11th frames 24 frames of recovery (if whiffed) 35 frames of execution (if whiffed) Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan: Low Parry (Law/Nina/Lei/Yoshi/Hwoarang/Julia/Bryan: d+1+3 or d+2+4) (King: d+1+4 or d+2+3) (Ling: d+1+4) Active between the 2nd-14th frames 2 frames of recovery (if whiffed) 16 frames of execution (if whiffed) Lei: Drunken Stance High/Mid Punch Parry (f+3+4) Active between the 5th-25th frames* Recovers in Drunken Stance (DRN) (*: the active time becomes reactive again during the Drunken Stance. also permanently active against high punches)(need to confirm) -Special Reversal/Parry Information- Within Tekken 3, there are numerous reversal and parry tricks that you should be aware of. There are also special options available to specific characters during certain matches. Each of them are listed below: As a special High/Mid punch reversal and High/Mid punch parry option, the characters with high/mid punch reversals and high/mid punch parries can actually reverse/parry a tackle attempt. This works for either running tackles or character specific tackles. As a bonus, maybe even a bug/glitch, King's kick reversal can actually grab lightning kicks. Law and Lei have a special Reversal/Parry option available against Nina/Anna only. If Nina/Anna attempts her Neck Throw (u/f+1+2), Law can Tricky Step Reversal, and Lei can Drunken Stance Parry. As a special low parry option, the characters with low parries can actually parry low rising kicks and lightning kicks. The characters with this ability are: Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan. Heihachi's Headbutt Carnival can only be performed on certain characters, but as a bonus, those characters, Jin/Paul/Lei/Kuma/Heihachi, can actually reverse the throw with both punches (1+2) and headbutt Heihachi back. This can be continued until one character loses all their energy. If Nina performs her Single Slap (b+2) or Double Slap (b+2,2) and the first slap connects, any female character can slap her back by simply pressing right punch (2). This can continue until one character loses all their energy. This slap reversal also works with Mokujin, and have a female character's moves. Certain attacks or certain hits within attacks cannot be reversed or parried. A complete listing of irreversable/unparriable moves is below: X = character cannot reverse move O = character can reverse move - = non applicable 1st / 2nd / 3rd = moves in series which cannot be reversed If no move is indicated, all hits of move cannot be reversed Jin Kazama | Move Name: | Command: | Jin | Paul |Nin/An| King |Comment| | Three Ring Circus-High| 1+4,2,4 | X | X | X | X | 1st | | Three Ring Circus-Low | 1+4,2,d+4 | X | X | X | X | 1st | | Laser Cannon | b,f+2<1<2 | X | X | X | - | 2nd | | Laser Scraper | b,f+2<1 ) ___/| | \ |> < \____| |___| /\____/ \___ >___| /__/__/\_ \ \/ \/ \/ \/ ============================================================================== = :: Paul Phoenix ::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: = ============================================================================== -Special Arts- Move Name Command Lev. Damage Com. One-Two Punches 1,2 hh 5,15(6,15) PDK Combo 1,4 hL 5,8 RC PK Combo 2,3 hh 12,21 Reverse PDK Combo 2,d+3 hL 12,8 RC Shoulder Ram f+1+4 m 20 Quick PK Combo f+2,3 hh 12,20 God Hand f+1+2 m 32 KS Flash Elbow f,f+2 m 15 Double Hop Kick-High f,f+3,4,4 mmh 20,15,25 Triple Hop Kick Combo f,f+3,4,[f_d/f]+4 mmm 20,15,15 Double Hop Kick-Low f,f+3,4,[d/b_d]+4 mmL 20,15,15 Rolling Kick f,f+4 M 20 GS RC Hammer Punch d+1 m 15 Hammer-Power Punch d+1,2 mm 15,26 Hammer-Falling Leaf d+1,4,2 mlm 15,15,21 Down Strike d+2 M 16 #1 Falling Leaf d+4,2 lm 15,20 CHP =P Shredder u/f+3,4 mm 17,28 Thruster QCF+1 h 20 JG DSc Deathfist QCF+2 m 33(49*) CHP Sway QCB,N - - Sway-God Hammer QCB,N+1 m 15 BNc Sway-Power Fist QCB,N+2 m 18 GS Sway-Phoenix Rush QCB,N+3,2<1 Lmm 12,21,25 #2 Sway-Stone Break Rush QCB,N+3,2<2 LmL 12,21,21 Jaw Breaker FC,d/f+2 m 21 Gut Buster FC,d/f+2<1 mm 21,25 Stone Breaker FC,d/f+2<2 mL 21,21 Taunt FC (for 1 sec) - - = Whiff Somersault = u+2+3+4 m 25(-15 to you) DY Burning Fist b+1+2 ! 100 #1: can only be performed when opponent is downed. #2: final hit does 19 damage if delayed. -Throws- Throw Name Command Position Damage Escape Shoulder Flip 1+3 f-throw 30 1 Arm Bar Rollover 2+4 f-throw 30 2 Foot Launch b+2+3 f-throw 35 2 Death Push Away f,f+1+2 f-throw 35 1+2 Face Smash d/f+1+2 f-throw 40 1+2 Phoenix Screw [1+3 or 2+4] ls-throw 45 1 Trip Push Down [1+3 or 2+4] rs-throw 40 2 Reverse Neck Throw [1+3 or 2+4] b-throw 50 - Ultimate Tackle d/b+1+2 f-throw 5 b+1+2 = Arm Bar 1+2 link 25 1+2,2,2,2,2 #1b = Ultimate Punches 2,1,2,1,2 link 5,5,5,5,5 [1_2] = Arm Bar 1+2 link 25 1+2,2,2,2,2 #1b = Ultimate Choke 2,d+1,1,N,4,1,1+2 link 5,8,8,35 1 #1b: follow up from third hit of Ultimate Punches. Paul, Nina, King, Jin can reverse with 1+2,2,2,2,2 and deal 10 damage to Paul. -Strings- ::Command Flowchart:: ::Statistics:: _______________________________________ _____________________________ |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10| ___ | | @ 2 | Lev: m |___| Dam: 30 ___| _____________|_________________________ ----------------------------------- | | | | | | | | | | | | 1 | 2 | 3 @ 1 @ 4 | 2 | 1 @ 4 | 2 | 1 | Lev: h h m m l m h m L m |___|___|___|___|___|___|___|___|___|___| Dam: 5 15 7 6 7 8 5 8 10 30 |___ _|_________________________ ----------------------------------- | | | | | | | | @ 2 | 1 | 2 | 1 @ 4 | 2 | 1 | Lev: h m h h l m m |___|___|___|___|___|___|___| Dam: 5 7 4 5 7 8 30 _______________________________________ _____________________________ |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10| -Basic Move Frame Info- Ex = Execution / Grd = Advantage if opponent guards Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH) + = your advantage /- = opponents advantage D = knocks opponent down __________________________________________________________________________ | 1 | F+1 | 2 | F+2 | 3 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| | 8| +2| +7|+11|10| +3| +7|+12|10| 0 | +6 |12| 0 | +7|+11|16|-14| D | |__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______| __________________________________________________________________________ | F+3 | 4 | F+4 | FC 1 | d+1 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |16|-16| D |12| -4| +5| D |12| -4| +5| D | 8| -2| +9 |14| -8| -8| +4| |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___| __________________________________________________________________________ | FC 2 | d+2 | FC 3 | d+3 | FC 4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |10| -2| +9 |10| -2| +9 |16|-17| -3 |16|-17| -3 |12| -8| +3 | |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______| __________________________________________________________________________ | d+4 | WS+1 | WS+2 | WS+3 | WS+4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |14|-34| D |10| -4| +7 |15| -7| D |16|-16| D |11| -6| +6 | |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______| __________________________________________________________________________ | d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |13| 0 | +6 |14| -8| D |16| -9| +2 |12| -4| +7 | ?| ?| D | |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______| ============================================================================== = :: Forest Law ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: = ============================================================================== ___________ __ \_ _____/__________ ____ ______/ |_ | __)/ _ \_ __ \/ __ \ / ___| __\ | \( <_> ) | \| ___/ \___ \ | | \___ / \____/|__| \___ >____ >|__| \/ \/| \/ _____ __ _ __ | | \__ \\ \/ \/ / | |___ / __ \\ / |_______ (____ /\/\_/ \/ \/ ============================================================================== = :: Forest Law ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: = ============================================================================== -Special Arts- Move Name Command Lev. Damage Com. One-Two Punches 1,2 hh 5,12(6,12) Machine Gun Arrow 1,1,1,1,1 hhhhh 10,5,5,5,5 #3 Mini Rave War Attack 2,2 hh 10,10 H/Kick-Somersault Kick 3,4 hm 18,21 JG Triple Head Kick 3,3,3 hhh 18,10,10 Dbl Head Kick-Smrsault 3,3,4 hhm 18,10,25 JG RC Dbl Head Kick-M/Kick 3,3,f+3 hhm 18,10,15 Trpl Head Kick-M/Kick 3,3,3,f+3 hhhm 18,10,15 Trpl Head Kick-Smrsault3,3,3,4 hhhm 18,10,10,25 JG RC Shaolin Spin Kicks 4,3,4 hhh 16,12,12 Crescent Kick 4,u+3 hm 16,30 JG Quick Somersault 3+4 m 25 JG RC Back Flipper [3+4,4_u+4,3] mm [25,21_25,25] JG RC Poison Arrow f+2~1 m 40 Rave War Attack f+2<2<2 hmh 12,6,6 Running Side Kick f,f,f+3 m 30 GS Junkyard Attack b+2,3,4 mlm 12,8,22 JG Dragon Storm b+1<2<1 mmm 12,12,15 JG Dragon Low Kick d+3 l 8 Trcky Kicks-M/Kick d+3,3,f+3 lhm 8,10,21 Trcky Kcks-Somersault d+3,3,4 lhm 8,10,21 JG Trcky Kcks-Somersault d+3,3,3,4 lhhm 8,10,10,21 JG Trcky Kcks-Somersault d+3,3,3,3,4 lhhhm 8,10,10,10,21 JG RC Frogman d+3+4 m 25,27 Frogman Feint d+3+4~D m 25 KND Mid Kick d/f+3 m 21 Front Kick-Somersault d/f+4,3 mm 12,21 JG RC Dragon Whip d/b+2 m 15 BK Elbow Spring Kick d/b+2,4 mM 15,25 Elbow Spring Feint d/b+2,4~D mM 15,25 PLD Dragon Tail d/b+4 l 25 RC Jump Kick-Somersault [u/b_u_u/f]3,4 hm 25,25 JG Double Dragon SS+3+4 Smh 16,22 Side Kick-Somersault WS+3,4 hm 28,25 JG RC Front Kick-Somersault WS,4,3 mm 12,21 JG RC Double Impact FC,3,4 Lm 12,21 JG RC Body Blow-Somersault [d+_FC]2,3 Smm [8_10,21] JG Low Kick-Somersault [d+_FC]4,3 lm 7,21 JG RC Somersault Fake FC,[u/b_u_u/f],4 m 24 JG Catapult Kick Low FC,[U/B_U_U/F]+4 m [22_15_25] JG RC Catapult Kick High FC,[u/b_u_u/f]+4 m [28_25_35] Rainbow Kick FC,[U/B_U_U/F]+3+4 M 30 KND #1 Dragon Slide FC,d/f,d,d/f+3 L 17 #2 Fatal Backhand BK [1_2] m 12 OB Blackout ALL, 1 h 10 Mugging ALL, 1,3 hl 10,7 Trick Step b+1+2 - - = Dragon Blow 1 m 43 = Dragon Fist 2 h 12 Punch Reversal b+1+2 (as counter) - - = Fatal Backhand 1 ! 12 OB = Stagger Fist 2 ! 12 SG = Dragon Mid Kick 3 m 22 = Dragon Low Kick 4 l 15 High/Mid Parry b+[1+3_2+4] - - Low Parry [d_d/b]+[1+3_2+4] - - Dragon Fang d/b+1+2 ! 100 = Dragon Cancel u,u - - #1: Rainbow Kick does 20 damage to downed opponents. #2: if Slide Kick is blocked, or hits a downed opponent. Law recovers in KND. if Slide Kick connects, Law recovers in PLD. #3: can be chained directly into Mini Rave War Attack or Rave War Attack between 1-4 jabs. -Throws- Throw Name Command Position Damage Escape Com. Dragon's Fire 1+3 f-throw 7-23 1 Hopping Frog 2+4 f-throw 30 2 Atomic Drop f+2+3 f-throw 30 1 Chastisement Punch d/f+1+2 f-throw 30 1+2 Bulldog d/f+1+2,1,2,1+2 f-throw 35 - #1b Knee Lift f,f+3+4 f-throw 28 1+2 Headlock Kick [1+3 or 2+4] ls-throw 40 1 Dragon Ballbreaker [1+3 or 2+4] rs-throw 42 2 Ultimate Dragon [1+3 or 2+4] b-throw 50 - #1b: can be escaped during initial grab only with 1+2. once Bulldog extention has been initiated, the throw is inescapable. -Strings- ::Command Flowchart:: ::Statistics:: _______________________________________ _____________________________ |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10| ___ | | @ 3 | Lev: l |___| Dam: 7 ___| _____________________|______________ ----------------------------------- | | | | | | | | | | | 3 | 2 @ 2 | 3 |d+3| 3 @ 4 | 4 | 4 | Lev: l m h m l m h l m |___|___|___|___|___|___|___|___|___| Dam: 6 6 8 6 6 6 8 7 38 ___| \___/ _|___________________/___\_____________ ----------------------------------- |d/f| | | | | | | | | | | + | 2 | 2 @ 1 | 3 @ 3 | 3 | 4 | 3 | 4 | Lev: m h h h h l h h h m |_1_|___|___|___|___|___|___|___|___|___| Dam: 10 5 6 5 7 6 7 7 10 25 _______________________________________ _____________________________ |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10| -Basic Move Frame Info- Ex = Execution / Grd = Advantage if opponent guards Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH) + = your advantage / - = opponents advantage D = knocks opponent down __________________________________________________________________________ | 1 | F+1 | 2 | F+2 | 3 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| | 8| +1| +7|+10|10| +1| +7|+10|10| +1| +7 |12| +1| +7|+10|14|-14| -3 | |__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|_______| __________________________________________________________________________ | F+3 | 4 | F+4 | FC 1 | d+1 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |14|-14| -3 |11| -4| +5| D |13| -4| +5| D | 8| -2| +9 | 8| -2| +9 | |__|___|_______|__|___|___|___|__|___|___|___|__|___|_______|__|___|_______| __________________________________________________________________________ | FC 2 | d+2 | FC 3 | d+3 | FC 4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |10| -2| +9 |10| -2| +9 |16|-14| -3 |16|-14| -3 |12| -8| +3 | |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______| __________________________________________________________________________ | d+4 | WS+1 | WS+2 | WS+3 | WS+4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |12| -8| -3 |10| -4| +7 |15| -7| D |16|-16| D |11| -3| +8 | |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______| __________________________________________________________________________ | d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |13| +1| +8 |14| -8| D |18|-14| -3 |12| -4| +7 | ?| ?| D | |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______| ============================================================================== = :: Lei Wulong ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: = ============================================================================== .____ .__ | | ____ |__| | | _/ __ \| | | |__\ ___/| | |_______ \___ >__| __ .__ \/ \// \ / \__ __| | ____ ____ ____ \ \/\/ / | \ | / _ \ / \ / ___\ \ /| | / |_( <_> ) | Y /_/ > \__/\ / |____/|____/\____/|___| |___ / \/ \/_____/ ============================================================================== = :: Lei Wulong ::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: = ============================================================================== ::Special Conventions:: CRS - Crane Stance TGS - Tiger Stance PNS - Panther Stance DRG - Dragon Stance SNS - Snake Stance DRS - Drunken Stance PHS - Phoenix Stance SSL - Side Step Left SSR - Side Step Right -Special Arts- Move Name Command Lev. Damage Com. Hook Punch 1+2 h 18 BK Hook-Spin Back Blow 1+2,1 hh 18,18 BK Spiral Upper 1+2,2 hm 18,20 JG High-Low Kick 3,3 hL 28,20 BK Tornado Kick 3~4 m 30 BK GS = KND = d - - KND Triple Tornado Kick 3~4,U mmm 30,30,30 BK = KND = d - - KND Rolling Kick 4~4 L 7 KND Rolling Kicks 4~4,3 LL 7,7 KND Lift Up Cannon 4~4,3,3 LLm 7,7,35 FCD Clean Sweep 4~3 m 25 FCD Art Of Snake SS+[1+4_2+3] - - SNS Art Of Snake f+2+3 - - SNS Tornado Kick Evade F+3~4 m 30 BK GS = KND = d - - KND Trple Trndo Kck Evade F+3~4,U mmm 30,30,30 BK = KND = d - - KND Razor Rush-SNS f,N+1[u_d] m 10 [SNS] Razor Rush-DRG f,N+1<2[u_d] mm 10,8 [DRG] Razor Rush-PNS f,N+1<2<1[u_d] mmm 10,8,8 [PNS] Razor Rush-TGS f,N+1<2<1<2[u_d] mmmm 10,8,8,8 [TGS] Razor Rush-Low f,N+1<2<1<2,3 mmmml 10,8,8,8,15 Razor Rush-CRS f,N+1<2<1<2<4[u_d] mmmmm 10,8,8,8,15 [CRS] Defense Breaker f,N+2,1,2,1 hmmm -,-,25,30 GS #1 One-Two Kick f,N+3,4 hm 35,20 One-Two Kick & Low f,N+3,d+4 hL 35,10 Rush Combo & Mid Kick f,N+4,1,2,3,4 hmmhm 15,12,5,17,20 Rush Combo & Low Kick f,N+4,1,2,3,d+4 hmmhL 15,12,5,17,10 Beating Low Kick f+4,2,1<2,3 hmmml 35,12,12,8,15 Beating Middle Kick f+4,2,1<2<4[u_d] hmmmm 35,12,12,8,15 [CRS] Jumping Kick f,f,f+3 m 30 GS Falling Tree [u/f_u/b]+2 M 15 PLD Reverse Falling Tree BK[u/f_u/b]+2 M 15 PLD Cannonball b+1+2 m 30 Phoenix Illusion b+1+4 - - PHS Turn Around b+3+4 - - BK Rave Spin d/b+4,4 Lh 10,25 #2 #3 Sidewind d+1+2 - - SLD Play Dead d+3+4 - - PLD Spinning Back Blow BK 1 h 12 BK Low Back Spin BK[d+_FC]1 l 8 BK Reverse Uppercut BK 2 m 20 JG Back Flip Flop BK 3+4,3+4,3+4 MMM 15,15,15 BK Reverse Double Slicer BK[d+_FC]4,4 Lh 10,35 #2 #3 Drunk Master f+3+4 - - DRS Drunk H/M Punch Parry f+3+4 - - Low Parry [d_d/b]+[1+3_2+4] - - Moves From Play Dead Position (PLD) Move Name Command Lev. Damage Com. Stand Up u - - Lei On Stomach D+1 - - KND Rave Spin 3,4 Lh 7,21 #3 Spring Kick 3+4 m 20 JG Moves From Slide Position (SLD) Move Name Command Lev. Damage Com. Stand Up u - - Lei On Back 1 - - PLD Sliding Kick 4~3 L 15 #4 Moves From Face Down Position (FCD) Move Name Command Lev. Damage Com. Stand Up u - - Lei on Back 1 - - KND Deep Sleep 3~4 L 10 PLD = Rave Spin = 4 h 21 Go To Sleep 4~3 m 18 FCD Moves From Knockdown Position (KND) Move Name Command Lev. Damage Com. Stand Up u - - Lei On Stomach D+1 - - FCD Hop Up 3+4 m 20 Moves From Crane Stance (CRS) Move Name Command Lev. Damage Com. Crane's Bill 1 m 27 GS #5 Wing Of Crane 2 h 30 OB BK Crane Dance 3<4<2<3 mLmM 21,10,10,15 JG Crane Kick 4 L 20 Moves From Tiger Stance (TGS) Move Name Command Lev. Damage Com. Tiger Strike 1 m 25 BN GS Tiger Claw 2 m 26 KS Tiger Kick 3 h 32 Razor Rush-SNS 3,1[u_d] hm 32,10 [SNS] Razor Rush-DRG 3,1<2[u_d] hmm 32,10,8 [DRG] Razor Rush-PNS 3,1<2<1[u_d] hmmm 32,10,8,8 [PNS] Razor Rush-TGS 3,1<2<1<2[u_d] hmmmm 32,10,8,8,8 [TGS] Razor Rush-CRS 3,1<2<1<2<4[u_d] hmmmmm 32,10,8,8,8,15 [CRS] Tiger Kick-Razor Low 3,1<2<1<2,3 hmmmml 32,10,8,8,8,15 Tiger Tail 4 L 20 RC High/Mid Parry F - - Snake Stance SSL - - SNS Dragon Stance SSR - - DRG Moves From Panther Stance (PNS) Move Name Command Lev. Damage Com. Panther Scratch 1,2 lh 16,20 Panther Paw 2 M 25 JG #6 Panther Tail 3 L 18 #7 Beating Low Kick 4,2,1<2,3 hmmml 26,12,12,8,15 Beating Middle Kick 4,2,1<2<4[u_d] hmmmm 26,12,12,8,15 [CRS] Low Parry F - - Snake Stance SSL - - SNS Crane Stance SSR - - CRS Moves From Dragon Stance (DRG) Move Name Command Lev. Damage Com. Spin To Grab 1 (see throw section for information) Dragon Roar 2[F] M 20 JGc GS [TGS] Dragon Spark 1+2[F] m 25 [TGS] Dragon Blast 3 h 28 Rush Combo 4,1,2,3,4 mmmhm 15,12,5,17,20 Rush Combo & Low Kick 4,1,2,3,d+4 mmmhL 15,12,5,17,10 Tiger Stance SSL - - TGS Snake Stance SSR - - SNS Moves From Snake Stance (SNS) Move Name Command Lev. Damage Com. Spin To Grab 1+3 (see throw section for information) Rushing Snake 1,1,1,1,1,1[F] hhhhhh 13,10,8,6,5,5 [SNS] Snake Fang 2 m 15 DSc Snakebite 2,2<2 mml 15,10,15 DSc #8 Rattlesnake 3 m 21 FCD Low Kick 4 l 11 SNS Dragon Stance SSL - - DRG Panther Stance SSR - - PNS Moves From Drunken Stance (DRS) Move Name Command Lev. Damage Com. Kiss My Fist 1 m 25 Staggering Slide 3+4 L 15 FCD Moves From Phoenix Stance (PHS) Move Name Command Lev. Damage Com. Hopping Phoenix 3,3,3,3 mmmm 15,15,15,15 #9 Phoenix Strike 4 ! 90 #1: can only be started on a blocking opponent. is final hit is blocked, Lei recovers BK. #2: holding U or D immediately after first hit will result in SNS. #3: first hit recovers crouching (RC). #4: if Slide Kick is blocked, Lei recovers in KND. if Slide Kick connects, Lei recovers in PLD. #5: if Crane's Bill is blocked, Lei recovers BK. #6: if Panther Paw is blocked, can link directly into Defense Breaker. #7: holding back after Panther Tail results in Phoenix Illusion. #8: holding forward after the first or second hit results in Dragon Stance, holding forward after third hit results in Panther Stance. #9: can link directly into Phoenix Strike. -Throws- Throw Name Command Position Damage Escape Com. Double Foot Stomp 1+3 f-throw 30 1 Sleeper Hold 2+4 f-throw 30 2 Tripping f,f+1+2 f-throw 33 1+2 Dragon Falls u/f+1+2 f-throw 35 1+2 SLD Out Of Control [DRG,1 or SNS,1+3] f-throw 33 1 = Life Gain 1+2 link +11 - DRS #1b Booby Trap [1+3 or 2+4] b-throw 50 - Sailboat Stretch [1+3 or 2+4] ls-throw 40 1 Closing Fan [1+3 or 2+4] rs-throw 5,10,25 2 #1b: if Life Gain is initiated, amount of life added to Lei's energy bar is subtracted from the damage of throw. -Strings- ::Command Flowchart:: ::Statistics:: _______________________________________ _____________________________ |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10| ___________________ | | | | | | |3+4@3+4| 1 | 1 @ 2 | Lev: M M L L m |___|___|___|___|___| Dam: 9 10 11 12 21 ___| _____________|_________________________ ----------------------------------- | | | | | | | | | | | | 1 | 2 @ 1 |3+4@ 2 @ 1 | 4 | 1 @ 2 | 3 | Lev: h h L M m m h m m h |___|___|___|___|___|___|___|___|___|___| Dam: 5 8 7 8 6 6 10 6 6 30 |___ _|_____ ----------------------------------- | | | @ 4 | 3 | Lev: L h |___|___| Dam: 7 35 _______________________________________ _____________________________ |_1_|_2_|_3_|_4_|_5_|_6_|_7_|_8_|_9_|_10| |_1|_2|_3|_4|_5|_6|_7|_8|_9|10| -Basic Move Frame Info- Ex = Execution / Grd = Advantage if opponent guards Hit = Advantage if hits opponent / Cnt = advantage if hits on counter hit (CH) + = your advantage / - = opponents advantage D = knocks opponent down __________________________________________________________________________ | 1 | F+1 | 2 | F+2 | 3 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| | 8| +1| +7|+10|10| +1| +7|+10|10| +1| +7 |12| +1| +7|+10|14|-14| -4| -2| |__|___|___|___|__|___|___|___|__|___|_______|__|___|___|___|__|___|___|___| __________________________________________________________________________ | F+3 | 4 | F+4 | FC 1 | d+1 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |14|-14| -4| -3|11| -4| +5| D |13| -4| D | 8| -2| +9 | 8| -2| +9 | |__|___|___|___|__|___|___|___|__|___|_______|__|___|_______|__|___|_______| __________________________________________________________________________ | FC 2 | d+2 | FC 3 | d+3 | FC 4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |10| -2| +9 |10| -2| +9 |15|-18| -4 |16|-14| -3 |12| -8| +3 | |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______| __________________________________________________________________________ | d+4 | WS+1 | WS+2 | WS+3 | WS+4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |12|-11|-12| 0 |10| -4| +7 |15| -7| D |10|-21| -10 |11| -6| +5 | |__|___|___|___|__|___|_______|__|___|_______|__|___|_______|__|___|_______| __________________________________________________________________________ | d/f+1 | d/f+2 | d/f+3 | d/f+4 | u/f+4 | |______________|______________|______________|______________|______________| | | | | | | | | | | | | | | | | | | | | | |Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt|Ex|Grd|Hit|Cnt| |__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___|__|___|___|___| |13| +1| +7 |14| -8| D |18|-14| -3 |12| -4| +7 | ?| ?| D | |__|___|_______|__|___|_______|__|___|_______|__|___|_______|__|___|_______| ============================================================================== = :: King ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: = ============================================================================== ____ __.__ | |/ _|__| ____ ____ | < | |/ \ / ___\ | | \| | | Y /_/ > |____|__ \__|___| |___ / \/ \/_____/ ============================================================================== = :: King ::::::::::::::::::::::::::::::::::::::::::::::::::::::::: MOVES :: = ============================================================================== -Special Arts- Move Name Command Lev. Damage Com. One-Two Punches 1,2 hh 6,15(7,15) One-Two Punches-Upper 1,2,1 hhm 6,15,10(7,15,10) Cross-Uppercut 2,1 hm 10,12(12,10) Axel Twist 1+2 m 15 BK Axel Spinner 1+2<1 mm 15,21 Strike Elbow d/f+1 m 6 KS Forearm Bust d/f+2 m 6 Smash-Frankensteiner d/f+3+4 M 15 KND Low Punch-Quick Upper d+1,N+2 Smm 5,15 King Flicker f,f+2 m 20 JGc Stomach Smash f,f,N+2 L 6 DSc Black Bomb f,d,d/f,N+1+2 M 28 BNc Leg Breaker FC,d/f+1 L 21 RC Crouching Upper FC,d/f+2 m 20 JG Double Fist Leap u/f+1+2 m 35 Elbow Drop [u/b_u_u/f]+2+4 M 35 PLD GS Mini Elbow Drop d+1+2 M 15 PLD GS Shoulder Tackle f+2+3 m 40 Ali Kick [d+3+4_FC,d/f+4] L 13 RC = Upper = 2 m 10 = Ali Kicks = 4,4 LL 7,7 RC = Ali Kicks-Upper = 4,2 Lm 7,10 CH = Ali Kicks-Upper = 4,4,2 LLm 7,7,10 CH = Steady Ali Kicks = 4,4,4,4 LLLL 7,5,4,3 RC #1 Exploder [3+4_f,f+3+4] m 25 KND GS Running Exploder f,f,f+3+4 h 40 KND GS Konvict Kick f,f+4 m 30 Prison Break b+4 h 20(30*) BK Boomerang SS+3+4 h 60 GS Knockout Punch SS+2 h 30 DSc High/Mid Kick Reversal b+[1+3_2+4] - * #2 Low Parry [d_d/b]+[1+3_2+4] - - Jaguar Lariat f+1+2 ! 50 #3 Push Block f,f,N+1+2 ! - GS Moonsault 1+4 {!} 25 FCD Reverse Moonsault BK 1+4 {!} 25 FCD Atomic Blaster BK 1+2 ! 50 #3 Lay Off f,f+1+2 [!_{!}] 15 GS #4 #1: first hit must counterhit (CH) in order to perform 4-5 Ali Kicks. first hit does 17 on counterhit (CH). #2: cannot be chickened. #3: unblockable, but can be crouched under. #4: hits h up close, hits L from a distance. -Throws- Throw Name Command Position Damage Escape Com. Winding Nut 1+3 f-throw 35 1 Suplex 2+4 f-throw 35 2 Falling Headlock d/b,d/b+1+2 f-throw 55 1+2 Tombstone Piledriver d/b,f+2 f-throw 58 2 Spinning Swing f,HCF+1 f-throw 70 1 Frankensteiner d/f+3+4 f-throw (15)+45 - BK Figure Four Leg Lock d/b+1+2 f-throw 32 1+2 (3+4) Muscle Buster d,d/b,b+1+2 f-throw 50 1+2 Knee Bash d/f+2+3 f-throw 30 2 Power Backbreaker [1+3 or 2+4] ls-throw 20,20 1 Atomic Drop [1+3 or 2+4] rs-throw 42 2 Powerbomb d+[1+3 or 2+4] d-throw 45 1+2 Half Boston Crab 1+3 b-throw 60 - Cobra Twist 2+4 b-throw 60 - Octopus Slam b,f+1+2 b-throw 75 - Ultimate Tackle [D/B+_FC]1+2 f-throw 5 2 = Cross Arm Lock 1+2 link 25 1+2,2,2,2,2 #1b = Arm Twist 1+2 link 10 - = Leg Cross Hold 3+4 link 20 1+2,1,1,1,1 #2b = Bar Series 1+2 link 20,20 - #3b = Ultimate Punches 2,1,2,1,2 link 5,5,5,5,5 [1_2] = Cross Arm Lock 1+2 link 25 1+2,2,2,2,2 #1b = Arm Twist 1+2 link 10 - = Leg Cross Hold 3+4 link 20 1+2,1,1,1,1 #2b = Bar Series 1+2 link 20,20 - #3b Irish Whip b+1+2 f-throw - - = Spin Feint 1+3 link - 1 = Quick Slam 2+4 link 8 2 = Turn Around 1+2 link - 1+2 = Destruction 3+4 link 10 3+4 Hi-Jack Backbreaker 1+2 link 30 1+2 #5b Jaguar Driver 1+2,u,d+3+4 link 60 3+4 #5b Jaguar Driver QCF+1 f-throw 25 1 = Face Buster 1+2 link 30 - = Boston Crab 1+2,3,4,1+2 link 25 - Arm Breaker f,N,d,d/f+1+4 f-throw 20 1 = Triple Buster 1+2,1+2 link 10,15 1 = Head Jammer 1+2,4,2+4 link 20 2 = Struggle Combo 4,3,4,3+4,1+2 link 25 - = Chicken Wing 2,1,1+2+3 link 25 1+2 = Dragon Sleeper 2,1,3,1+2+4,1+2+4 link 30 1 = R.D.C. 1+3,3+4,2+4,1+2,1+2+3 link 70 2 Reverse Full Nelson d/f,d/f+2+4 d-throw 28 2 Reverse Full Nelson d/f+1+2 f-throw 28 1+2 Reverse Full Nelson SS+2+4 f-throw 28_18* [1_2] #4b#6b#7b = Cannonball 2,2,1+2 link 18 - = Powerbomb 1,2,3+4 link 22 1 = Big Swing 2,1,3,4 link 27 1 = T-Bone 3,2,1,3+4,ALL link 32 2 = Manhattan Drop 3+4,1+2,1+2+4 link 17 2 = Super Freak 1,2,3+4,1+2 link 20 - = Big Swing 2,1,3,4 link 27 1 = T-Bone 3,2,1,3+4,ALL link 32 2 (* depends on throw initiated from SS+2+4. 28 if R.F.N. 18 if Cannonball.) Reverse Arm Clutch f,D/F+1+3 (A) f-throw 25 1 Reverse Arm Clutch f,D/F+2+4 (B) f-throw 25 2 = Backdrop 2,1,1+2 link 18 [1_2] #8b = German Suplex 3+4,1+2 link 18 1 #8b = Powerbomb 1,2,3+4 link 22 - = Big Swing 2,1,3,4 link 27 1 = T-Bone 3,2,1,3+4,ALL link 32 2 = Cannonball 2,2,1+2 link 18 2 = Powerbomb 1,2,3+4 link 22 1 = Big Swing 2,1,3,4 link 27 1 = T-Bone 3,2,1,3+4,ALL link 32 2 = Mnhttan Drp 3+4,1+2,1+2+4 link 17 2 = Spr Freak 1,2,3+4,1+2 link 20 - = Big Swng 2,1,3,4 link 27 1 = T-Bone 3,2,1,3+4,ALL link 32 2 Standing Achilles f,N,d,d/f+2+3 f-throw 30 2 = Scorpion Lock 1+2,3,1,1+3 link 35 1 = S.T.F. 1,2,3,1+2 link 40 2 = Indian Lock 1+2,1,3,1+2 link 30 1+2 = Romero Special 1,3,4,1+2,3+4 link 50 - -Ground Throws- Opponent Face Up/Feet Towards: Mini Giant Swing d/b+1+3 g-throw 30 1 Head Bomber d/b+2+4 g-throw 33 2 Figure Four Leg Lock D/B+2+4 g-throw 33 1+2 Opponent Face Up/Feet Away: Shoulder Cracker d/b+[1+3 or 2+4] g-throw 28 1+2 Opponent Face Down/Feet Towards: Half Boston Crab d/b+[1+3 or 2+4] g-throw 30 3+4 Opponent Face Down/Feet Away: Chicken Wing d/b+[1+3 or 2+4] g-throw 32 1+2 Opponent Face Down/Left Side: Camel Clutch