King Faq v.2.0
                              11:19 PM 4/17/97
                      Compiled by Aoi (William Knight)
                        Saekkiam Tekken 3 Mezzanine
                    http://www.geocities.com/tokyo/3297
                     Newsgroup: rec.games.video.arcade

                  *Please do not alter this faq if you chose
                  to use it for purposes of than personal*

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 =-=-=-=-=-=-=-=-=
 Table of Contents
 =-=-=-=-=-=-=-=-=

Introduction to King FAQ v.2.0

1.)King's Storyline

2.)Moves Conventions

3.)Brief glossary of terms

4.) General Description of King
- Kings appearance
- Kings profile

5.) General moves list

6.) Multi Grapples
    a) Multi-Throws
    b) Multi-Throw Escape Chart
    c) Multi-Throw Chart

7.) Kings strategy
   a) King V.S. the computer
   b) King V.S. humans

8.) Okizeme Tactics

9.) Juggles

10.) Credits

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                                ===============
                                |  Storyline  |
                                ===============

An orphan, who was brought up in the King's orphanage, was 24 years old when
King was killed by somebody. Seeing that the orphans lost their hope and were
at a loss, he wore the mask in order to keep the orphanage.
But he couldn't become very strong because his technique was learned just
from watching King during his childhood. And it is Armor King who visited him
hesitatingly fight matches, hearing that King the Second became heir to King.

Armor King works as his second. He knows who killed King, but he thinks
that he has to bring up this young man to a very strong fighter more than
anything else, and that must be proof of his friendship to King.
Four years have passed now, and the young man has grown into a splendid
wrestler, King the Second. He was told by Armor King that Toshin killed
King. His trembling fists are wet with the tears of Armor King. He takes
Armor King's hands and gave a big nod. A friendship over generations has
come back now.

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                                ===============
                                | Conventions |
                                ===============

f - tap forward
F - hold forward
b - tab back
B - hold back
u - tap up
U - hold up
d - tap down
D - hold down

d/f - tap down and forward
D/F - hold down and forward
d/b - tap down and back
D/B - hold down and back
u/f - tap up and forward
U/F - hold up and forward
u/b - tap down and back
U/B - hold up and back

QCF - quarter circle toward (d,d/f,f)
QCB - quarter circle back(d,d/b,d)
HCF - half circle toward (b,d/b,d,d/f,f)
HCB - half circle back (f,d/f,d,d/b,b)

                        left punch = lp (O)    (O) rp = right punch
                        left kick = lk  (O)    (O) rk = right kick

FC------------> full crouch (must be in full crouching animation)
N------------> no direction pressed on the joystick
WR------------> while running
WS------------> while rising
SS------------> sidestep+ do moves on either side(s) together
~------------> immediately followed by...
=------------> Denotes that move has optional extension
( _ )------------> denotes "or" - used for optional commands
(f-throw)------------> forward throw
(s-throw)------------> side throw
(b-throw)------------> back throw
(g-throw)------------> ground throw
(c-throw)------------> crouch throw
(starter)------------> multi-part starter

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                                ================
                                |   Glossary   |
                                ================

Multi-throw: A multi-throw is a preprogrammed set of linked throws that
continue for at least 2 throws and can proceed to more throws.
Only certain characters have these 'multithrows' and the main characters are
King and Nina Williams.

Reversal: A reversal is when a character actually grabs your arm or leg as
you attack and reverses it. Usually either with an arm or leg break, or some
kind of throw. Only certain characters have these 'reversals' and sometimes
they are referred to as a 'Meta technique'.

Stun: A stun is basically an attack that when hits, or sometimes even blocked,
stuns the opponent for a short amount of time. Sometimes the stun is very 
quick, and other stuns will actually make you fall over. There are two main 
types of stuns:  the 'block stun' and the 'counter stun'. See their 
definitions separately.

Ten hit string: A ten hit string is a preprogrammed set of linked attacks that
add up to usually ten hits(sometimes nine). It is one of the things Tekken was
famous for, and now there are about 3 times as many in Tekken 2. These are not
to be confused with combos, as these have many places to be able to effectively
block or interrupt.

Axis shift: An axis shift is the act of actually shifting axis from the 
traditional fighting plane. You shift axis all the time in normal Tekken game 
play, but an axis shift is usually considered one that is performed as an 
actual move.

Combo: A combo is often miss interpreted with a string. A combo in general is a
series of moves that work well together happening smoothly so that it is 
difficult or impossible to block. A string is generally the same, though a 
string is not guaranteed to keep hitting you should you miss a block somewhere
along the way.

There are many types of combos and strings so you will have to check the 
definition of each for a thorough understanding.(true combo, pre: canned 
combo, juggle combo, ten hit string)

Pre-canned combo: A pre canned combo is very much like a string, though the 
difference is usually the actual moves that are performed. The name 'string' 
is usually re served for ten strings or parts of them, while a pre canned 
combo is usually a predetermined set of attacks generally used as one move. 
Much like Law's kicks, or Heihachi's jab 'combos' and such.

Juggle combo: A juggle combo is a combo performed while your opponent is 
floating in the air with no chance to block, thus all juggle combos are 
considered 'true combos'. A juggle combo generally starts with a move, or 
set of moves that launch your opponent into the air and allow you to 'juggle' 
them with more moves. These are the best type of combos in Tekken because 
you cannot block a juggle combo once you're floating in the air.

Interrupt: An interrupt is the act of 'interrupting' your opponents attack with
an attack of your own.  It is generally referred to in the ten hit string when
you stop your opponent early, usually by a quick move like a jab or sweep. It 
can also be used yourself if you 'interrupt' the natural progression of a ten 
string or a pre canned combo by st opping it early. Thus you 'interrupted' the
string/combo.

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                                ===============
                                | Description |
                                ===============

King has a bulky stature this time around and looks like he can pack more
power behind those multi-throws. He has two masks the first is the original
brownish jaguar mask from Tekken 1 & 2 and the second is Armor King's.
With the brownish jaguar mask, he wears blue wrestling tights,
gold boots and black elbowpads. With Armor King's mask he wear a blue
bodybuilder's warmup shirt and warmup pants w/gray and black jaguar spots
going vertically up the pant leg and it also looks like he is sportin' a pair
of Fila Galleon sneakers (I have a pair that look just like his).

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                                ===============
                                |   Profile   |
                                ===============

                      ----------------------------------
                      |Catch Copy: Anger of Beast       |
                      |Country of origin: Mexico        |
                      |Age: 28                          |
                      |Height: 200cm                    |
                      |Weight: 90kg                     |
                      |Blood type: A                    |
                      |Occupation: Professional wrestler|
                      |& manager of orphanage           |
                      |Hobby: Pleasing children         |
                      |Likes: Drinking beer in victory  |
                      |with Armor King                  |
                      |Dislikes: Tears of children      |
                      -----------------------------------


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Breakouts are in brackets {}.

                                ===============
                                |  Moves List |
                                ===============

1-2 Punches----------->lp,rp
1-2 Punches, Uppercut----------->lp,rp,lp

Turnaround Kick----------->b+rk
=Moon Press----------->lp+rk
=Clothesline----------->lp+rp

Turning Hand Knife----------->lp+rp,lp
=Backhand----------->lp
=Clothesline----------->lp+rp

Lifting Uppercut----------->WS+rp
Bouncing Knucklebomb----------->f,N,d,d/f+lp+rp
Crouch-Dash Jump-Back Jack----------->f,n,d,d/f+rp
Middle Smash----------->f,f,N,rp
Smash Uppercut----------->f,f+rp

Grand Smash----------->f,f,N,rp
= Backbreaker----------->lp+rp

Knuckle Bomb----------->u/f+lp+rp
Crouchdash, Jumpback----------->f,N,D/F+rp
Flying Cross Chop----------->f,f+lp+rp
Straight Right, Uppercut----------->rp,lp
Low Punch, Uppercut----------->d+1~N+rp
Jail Kick----------->f,f+rk
Drop Kick----------->[f,f+lk+rk_lk+rk]
Satelite Drop Kick----------->f,f,f+lk+rk
Black Shoulder----------->f+rp+lk
Straight Arrow----------->SS+lk+rk
Straight Arrow----------->SS+rp
Dynamite Uppercut----------->FC,d/f+rp
Elbow Sting----------->d/f+lp
Side Swipe----------->d/f+rp
Elbow Drop----------->d+lp+rp

Ultimate Tackle----------->FC,d/b+lp+rp
=Mounted Punches----------->lp,rp,lp,rp,lp
=Arm Breaks----------->lp+rp
=Second Arm Break----------->lk+rk
=Leg Break----------->lk+rk
=3 Mounted Punches, Break----------->lp,rp,lp,[lp+rp,lk+rk_lk+rk]

Ankle Smash----------->FC,d/f+lp
Ali Kicks----------->D+lk+rk,rk,rk
Ali Kick, Middle Smash----------->D+lk+rk,rp
Kick Reversal----------->b+lp+lk or b+rp+rk
Low Kick Counter----------->d/f+[lp+lk_rp+rk]


        ==============
        |Unblockables|
        ==============

lp+rp----------->Clothesline (with back turned)
f+lp+rp----------->Jaguar Lariat
f+lp+rk----------->Moonsault Press


        ================
        |Ten Hit Combos|
        ================

lp,rp,lp,lp,lk,lk,rk,lk,rp,lp+rp
lp,rp,lp,lp,lk,lk,rk,rk,lp,lp
lp,rp,lp,lp,rp,rk,rk,rk,lp,lp
lp,rp,lp,lp,lk,lk,rk,rk,lp,lk
lp,rp,lp,lp,rp,rk,rk,rk,lp,lk

        ===============
        |  Reversals  |
        ===============

Spinning Achilles Hold (Left Leg Grab)  b+lp+lk or b+rp+rk
Dragon Screw (Right Leg Grab)           b+lp+lk or b+rp+rk




        ===============
        |   Grapples  |
        ===============

(f-throw) lp+lk-------->Knee Bash
          rp+rk-------->Suplex
          d/f+lp+rk---->Giant Swing
          f,HCT+lp----->Giant Swing
          HCB+lp+rp---->Split Powerbomb
          d/b,f+lp+rp-->Tombstone Piledriver
          d/b+lp+rp---->Figure-4 Leglock {3+4}
(ss-throw)SS+rp+rk----->Sidestepping Powerbomb

(ss-throw)SS+lp+lk----->Cannonball {multi's}
                        {will roll to side or back then grab}

(ss-throw)SS+lp+lk----->Reverse Full Nelson {multi's}
                        {will roll side to then front then grab}

          f,HCF+lp----->Giant Swing
          b+lp+rp------>Irish Whip
          d/b,d/b+lp+rp--->DDT
          d/f+lk+rk---->Frankensteiner
(g-throw) d/b+lp+lk---->Twirling Toss
(g-throw) d/b+rp+rk---->Crotch Dive
(c-throw) D+lp+lk------>Low Throw Powerslam
(s-throw) lp+lk_rp+rk-->Argentine Backbreaker
(s-throw) lp+lk_rp+rk-->Atomic Knee Drop
(b-throw) lp+lk-------->Half Boston Crab
(b-throw) rp+rk-------->Cobra Twist

=================
| Ground Throws |
=================

Face Up/Feet Towards
Mini Swing----------->d/b+lp+lk
Crotch Headbutt----------->d/b+rp+rk
Figure Four----------->D/B+rp+rk


Face Down/Feet Towards
Camel Clutch----------->d/b+lp+lk - d/b+rp+rk


Face Up/Feet Away
Crucifixion----------->d/b+lp+lk - d/b+rp+rk
Face Down/Feet Away
Chicken Wing----------->d/b+lp+lk - d/b+rp+rk


Face Up/Side
Flip Over (No Damage)----------->d/b+lp+lk - d/b+rp+rk
Bow Break (Right Side)----------->d/b+lp+lk - d/b+rp+rk
Strangle (Left Side)----------->d/b+lp+lk - d/b+rp+rk


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                                ===============
                                | Multithrows |
                                ===============

===============
| Multi Chart |
===============

RAC-> BD--> GX-> PB-> GS
      |          |
      |           --> TB
      |
RFN-------> CB-> PB-> GS
            |    |
            |     --> TB
            |
             --> MD-> SF-> GS
                      |
                       --> TB

RAC) Reverse Arm Clutch                 D/F+lp+lk
RFN) Reverse Full Nelson                D/F+lp+rp
BD) Backdrop                            rp,lp,lp+rp
GX) German Suplex                       lk+rk,lp+rp
CB) Cannonball                          rp,rp,lp+rp
PB) Powerbomb                           lp,rp,lk+rk
MD) Manhattan Drop                      lk+rk,lp+rp,lp+rp+rk
SF) Super Freak                         lp,rp,lk+rk,lp+rp
GS) Giant Swing                         rp,lp,lk,rk
TB) T-Bone Powerbomb                    lk,lp,rp,lk+rk,lp+rp+lk+rk


Multi - 8th WONDER OF THE WORLD

Reverse Arm Clutch (starter)----------->D/F+lp+lk {lp~rp}
As he's grabbing them....
Backdrop----------->rp,lp,lp+rp {lp}
When he starts to pick them up and his knee comes off the
ground...
Cannonball--------->rp,rp,lp+rp {rp}
As he slams them.... (he slams them on a 90 degree
angle so about 1/4 of the way down, basically as they are coming down from
the Cannonball slam)
Manhattan Drop------>lk+rk,lp+rp,lp+rp+rk {rp}
As he's raising them for the Manhattan Drop...
Super Freak----------->lp,rp,lk+rk,lp+rp

                After the Super Freak You have 2 choices

While he is turning around to do the Super Freak....
Giant Swing----------->rp,lp,lk,rk {lp}

                        Or

While is turning around to do the Super Freak....
T-Bone Powerbomb----------->lk,lp,rp,lk+rk,lp+rp+lk+rk {rp}



Multi - SUPER FREAK

Reverse Full Nelson (starter)----------->d/f+lp+rp  {lp+rp~rp~lp+rp}
As he's grabbing them....
Cannonball----------->rp,rp,lp+rp {rp}
As he slams them.... (he slams them on a 90 degree
angle so about 1/4 of the way down, basically as they are coming down from
the Cannonball slam)
Manhattan Drop----------->lk+rk,lp+rp,lp+rp+rk {rp}
As he's raising them for the Manhattan Drop...
Super Freak----------->lp,rp,lk+rk,lp+rp

                After the Super Freak You have 2 choices

While he is turning around to do the Super Freak....
Giant Swing----------->rp,lp,lk,rk {lp}

                        Or

While he is turning around to do the Super Freak....
T-Bone Powerbomb----------->lk,lp,rp,lk+rk,lp+rp+lk+rk {rp}






Multi - ROLLING THUNDER (total of 6 seperate multis)

----There are only two parts to each multi except for the
Chicken Wing Face Lock to Rolling Death Cradle, arm crucifixtion &
the Dragon Sleeper-----

The Starter for each multi is the Single Arm Hyper Extension

Single Arm Hyper Extension (starter)----------->f,n,d,d/f+lp+rk
As he's grabbing them....
--Triple Arm Hyper Extension----------->lp+rp,lp+rp  {lp}

As he's grabbing them....
--Chicken Wing Face Lock----------->rp,lp,lp+rp+lk {lp+rp}
As he's twisting their arm to go behind....
--)Dragon Sleeper----------->rp,lp,lk,lp+rp+rk,lp+rp+rk {lp}

As he's grabbing them....
--Chicken Wing Face Lock----------->rp,lp,lp+rp+lk {lp+rp}
As he's twisting their arm to go behind....
--)Arm Crucifixtion----------->rk,lk,rk,lk+rk,lp+rp

As he's grabbing them....
--Russian Leg Sweep----------->lp+rp,rk,rp+rk {rp+rk}

As he's grabbing them....
--Chicken Wing Face Lock----------->rp,lp,lp+rp+lk {lp+rp}
As he's twisting their arm to go behind....
--)to Rolling Death Cradle----------->lp+lk,lk+rk,rp+rk,lp+rp,lp,rp,lk {rp}





Multi - MOTHER OF ALL MULTI-THROWS

Reverse Arm Clutch (starter)----------->D/F+lp+lk {lp~rp}
As he's grabbing them....
Backdrop----------->rp,lp,lp+rp {lp}
When he starts to pick them up and his knee comes off the
ground....
German Suplex----------->lk+rk,lp+rp {lp}
After he slams them, and as soon as he flips over...
Powerbomb----------->lp,rp,lk+rk {lp}
As he's raising them for the power bomb....
Giant Swing----------->rp,lp,lk,rk {lp}

                       Or

As he's raising them for the power bomb....
T-Bone Powerbomb----------->lk,lp,rp,lk+rk,lp+rp+lk+rk {rp}





Multi - IRISH WHIP

----There are only two parts to each multi-----

The Starter for each multi is the Irish Whip

Irish Whip (starter)----------->b+lp+rp
As he's grabbing them....
Toss to Ground----------->lk+rk {lk+rk}

As he's grabbing them....
Quick Slam----------->rp+rk {rp}

As he's grabbing them....
Spin & Let Go----------->lp+lk {lp}

As he's grabbing them....
Turn Around & Let Go----------->lp+rp {lp+rp}




Multi - CHIROPRACTER

Standing Achilles Hold (starter)----------->f,N,d/f+rp+lk {rp}
Once the opponent gets pushed to the ground....
Indian Death Lock----------------->lp+rp,lp,lk,lp+rp+rk {lp+rp}
After he takes one step toward them, and then swings his leg
around them....
Romero's Special------------------>lp,lk,rk,lp+rp,lk+rk




Multi - Stinger

Standing Achilles Hold (starter)----------->f,N,d/f+rp+lk {rp}
Once the opponent gets pushed to the ground....
Scorpion Death Lock--------------->lp+rp,lk,lp,lp+lk  {rp}




Multi - Dreamworks

Standing Achilles Hold (starter)----------->f,N,d/f+rp+lk {rp}
Once the opponent gets pushed to the ground....
STF------------------------------->lp,rp,lk,lp+rp {lp}

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                                ================
                                | Escape Chart |
                                ================
Breakouts are in brackets {}.


RAC->BD{lp}->GX{lp}->PB {lp}-> GS{lp}
      |                   |
      |                    ---------> TB {rp}
      |
RFN-------> CB {rp}-> PB {lp}-> GS {lp}
            |             |
            |              --------> TB {rp}
            |
             --> MD-{rp} -> SF {None}-> GS {lp}
                             |
                              ---------> TB {rp}

RAC) Reverse Arm Clutch                 D/F+lp+lk
RFN) Reverse Full Nelson                D/F+lp+rp
BD) Backdrop                            rp,lp,lp+rp
GX) German Suplex                       lk+rk,lp+rp
CB) Cannonball                          rp,rp,lp+rp
PB) Powerbomb                           lp,rp,lk+rk
MD) Manhattan Drop                      lk+rk,lp+rp,lp+rp+rk
SF) Super Freak                         lp,rp,lk+rk,lp+rp
GS) Giant Swing                         rp,lp,lk,rk
TB) T-Bone Powerbomb                    lk,lp,rp,lk+rk,lp+rp+lk+rk



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                                ===============
                                |   Kings     |
                                |   strategy  |
                                ===============

King V.S. the computer:

        The only characters you might have problems with are: Nina, Paul,
        Forrest, maybe Jin.

Against Nina: Nina likes to rush King and close the gap to prevent you from
              starting a multithrow. The best way to trick her into thinking
              you will start a multi is do the motion quickly and not the
              button presses. Then do maybe the first five hits of one of the
              ten hits.

Against Paul: Paul is less predictable this time, but still has major
              weaknesses the only problem is he makes up for those weaknesses
              with quicker recovery and speed. What I usually try to do is
              try to do a sidestepping throw then go into a multi. This is
              hard because he likes to wait and sweep you just when you are
              about to grab him with the sidestepping grab. The next best bet
              is to go real basic with him.

              Try these moves:
              1-2 Punches, Uppercut---->lp,rp,lp
              Ankle Smash----------->FC,d/f+lp
              to Ali Kicks----------->D+lk+rk,rk,rk

Against Forrest: He is just like Marshall Law. He likes to wait and wait and
                 as soon as you move he counters with something and won't
                 quit. Sidestepping grab seem useless because he usually
                 kicks at you when you sidestep and his kicks seem as though
                 they can follow you on the axis shift. Well he usually does
                 some type of kick combo, if so reverse it and follow up with
                 some ali kicks.

Against Jin:     From what I've observed Jin falls for basics quite often.
                 I mostly use:
                 1-2 Punches------------------>lp,rp
                 to Turnaround Kick----------->b+rk
                 to Moon Press---------------->lp+rk

King V.S. humans:
        
        Human players come in wide varietes you will have to come up with
        your own niche.

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                                ===============
                                |   Okizeme   |
                                ===============

Okizeme Tactics:
        
        The only okizeme tactics I have found is after a knockdown and the
        opponent is fairly close try these moves:
        
        Ankle Smash----------->FC,d/f+lp
        to Ali Kicks----------->D+lk+rk,rk,rk
        or Ali Kick, Middle Smash----------->D+lk+rk,rp

        Unblockable Moonsault: f+lp+rk----------->Moonsault Press

        Jail Kick----------->f,f+rk

Also try some of these ground throws:

Ground Throws


Face Up/Feet Towards
Mini Swing----------->d/b+lp+lk
Crotch Headbutt----------->d/b+rp+rk
Figure Four----------->D/B+rp+rk


Face Down/Feet Towards
Camel Clutch----------->d/b+lp+lk - d/b+rp+rk


Face Up/Feet Away
Crucifixion----------->d/b+lp+lk - d/b+rp+rk
Face Down/Feet Away
Chicken Wing----------->d/b+lp+lk - d/b+rp+rk


Face Up/Side
Flip Over (No Damage)----------->d/b+lp+lk - d/b+rp+rk
Bow Break (Right Side)----------->d/b+lp+lk - d/b+rp+rk
Strangle (Left Side)----------->d/b+lp+lk - d/b+rp+rk


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                                ===============
                                |   Juggles   |
                                ===============

Juggles


u/f+rk, lp, lp+rp,lp
u/f+rk, lp,rp, b+rk, lp+rk
u/f+rk, lp,rp, D+lk+rk,rp
f,N,d,d/f+lp+rp, u/f+rk, D+lk+rk,rp
f,N,d,d/f+lp+rp, lp,rp, b+rk, lp+rk
f,N,d,d/f+lp+rp, lp,rp, D+lk+rk,rp



Unconventional Juggles


FC,d/f+lp, D+lk+rk,rp
FC,d/f+lp, WS+rk, D+lk+rk,rp
FC,d/f+lp, WS+rk, D+lk+rk,rp, D+lk+rk,rp

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                                ===============
                                |   Credits   |
                                ===============

                Thanks to all of the people on Slikatel's Message Board
                on Tekken Web Project-Tekken3:

                    _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
                              slikatel@metro.net
                        http://metro.net/slikatel/tekken3
                  _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_

                Thanks to all of the people on r.g.v.a:

                Newsgroup: rec.games.video.arcade

                Thanks to Dinoza for distributing my faqs to the Tekken
                community through his newsletter.

                _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_
                              dinoza@tm.net.my
                http://www.geocities.com/SouthBeach/Sands/8151/
                _-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_

                Email comments to me at: aknight@frontiernet.net

                Website is at: http://www.geocities.com/tokyo/3297