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    King by Aoi

    Version: 2.0 | Updated: 04/17/97 | Printable Version | Search This Guide

    
                                  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*
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
    
     =-=-=-=-=-=-=-=-=
     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
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
                                    ===============
                                    |  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.
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
    
                                    ===============
                                    | 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
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
                                    ================
                                    |   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.
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
    
                                    ===============
                                    | 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).
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
    
                                    ===============
                                    |   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      |
                          -----------------------------------
    
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
    
    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
    
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
                                    ===============
                                    | 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}
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
                                    ================
                                    | 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
    
    
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
                                    ===============
                                    |   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.
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
                                    ===============
                                    |   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
    
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
    
                                    ===============
                                    |   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
    
    -_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-_-
    
    
                                    ===============
                                    |   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