11:36 AM 7/26/97
King FAQ 1.00 by Cyberkow
Any Questions?  E-Mail Cyberkow@aol.com
http://www.angelfire.com/hi/Cyberkow/welcome.html                            
                            
                            
                                   
  		 _    __   _   __          _     _____
                | |  / /  | | |   \       | |   / ____ \
                | | / /   | | | |\ \      | |  / /    \ \
                | |/ /    | | | | \ \     | | / /     |_| 
                |   /     | | | |  \ \    | | | |
		|   \     | | | |   \ \   | | | |    ____
		| |\ \    | | | |    \ \  | | | |   |__  |	
		| | \ \   | | | |     \ \ | |  \ \     | |       
                | |  \ \  | | | |      \ \| |   \ \____/ /
                |_|   \_\ |_| |_|       \___|    \______/ --   
                            
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 
 * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * 
                            
                               **********
                                Move Key        
                               **********

f    - Tap Forward                         
b    - Tap Back                            
u    - Tap Up                              
d    - Tap Down

F    - Tap & Hold Forward
B    - Hold & Hold Back
U    - Hold & Hold Up
D    - Hold & Hold Down

1    - Left Punch                          
3    - Left Kick
2    - Right Punch
4    - Right Kick

n    - Joystick Neutral Position
~    - Follow Immediately
_    - Means "or"

{}   - Escape Motions

#    - Hold for @ 1/2 Second

SS   - Side Step u~u - d~d

(WS) - While Standing From a Crouch
(WT) - While Back is turned



        NAME                                               CONTROL      

                               ************     
                                Moves List 
                               ************       
				
MOVES:										

Ali Kicks [4 or 5 on Counter]                       D/F~4,4,4 _ D#,d/f+4,4,4
Easy Ali Kicks [4 or 5 on Counter]                  d+3+4,4,4 _ D#3+4,4,4
  Middle Smash after 1st or 3rd counter               2
Drop Kick [Delayed]                                 f,f+3+4 [3+4]
Jail Kick                                           f,f+4
Satellite Jump Kick                                 f,f,f 3+4
Flying Cross Chop                                   f,F+1+2
Elbow Drop during high jump                         2+4
Knee Drop during high jump                          3+4
Smash Uppercut                                      f,f+2
Dynamite Uppercut                                   D,d/f+2
Elbow Drop                                          d+1+2
Elbow Sting                                         d/f+1
Side Swipe                                          d/f+2
One-Two Punch                                       1,2
One-Two Uppercut                                    1,2,1
Straight Right & Uppercut                           2,1
Straight Left & Uppercut                            d+1,n+2
Lifting Uppercut                                    WS+2
Turnaround Kick                                     b+4
  Quick Moonsault Press (WT)                          1+4 (Unblockable)
  Clothesline (WT)                                    1+2 (Unblockable)     
Turning Hand Knife                                  1+2 
  Backhand      (WT)                                  1
  Clothesline   (WT)                                  1+2
Dashing Knuckle Bomb                                f,n,d,d/f+1+2
Stomach Smash                                       f,f,n+2
Crouch-Dash Jump-Back Jack                          f,n,d,d/f+2
Knuckle Bomb                                        u/f+1+2
Jumping Side Swipe                                  SS+3+4
Ankle Smash (hits lying opponent)                   D/F~1 _ D#,d/f+1
Straight Arrow                                      SS+2 
Black Shoulder                                      f+2+3   
Crouching Side Step                                 d,b+2+4

UNBLOCKABLES:

Moonsault Press                                     f+1+4
Jaguar Lariat                                       f+1+2
Clothesline (WT)                                    1+2

REVERSALS: (KICKS ONLY)

Spinning Achilles Hold (Left Leg Grab)              b+1+3 _ b+2+4
Dragon Screw (Right Leg Grab)                       b+1+3 _ b+2+4   

THROWS:

FRONT THROWS:

Swinging DDT                                        1+3                     
Suplex                                              2+4                     
DDT                                                 D#~d/b~d/b+1+2
Tombstone Piledriver                                d/b,f+1+2
Coconut Crush                                       d/f+2+3                 
Giant Swing                                         f,b,d/b,d,d/f,f+1
Figure 4 Leglock                                    d/b+1+2  {3+4}
Jaguar Driver                                       d,d/f,f+1
Flying Press                                        d,d/f,f+1~1+2           
Frankensteiner                                      d/f+3+4

SIDE THROWS:

Atomic Knee Buster                                  1+3 _ 2+4
Argentine Backbreaker                               1+3 _ 2+4

BACK THROWS:

Cobra Twist                                         2+4
Half Boston Crab                                    1+3

CROUCHED THROWS:

Powerbomb {does not multi}                          d+1+3 _ d+2+4
Reverse Full Nelson  {multi's}                      d/f,d/f+2+4

GROUND THROWS:

   FACE UP/FEET TOWARDS
     Mini Swing                                     d/b+1+3
     Crotch Headbutt                                d/b+2+4
     Figure Four                                    D/B+2+4
   FACE DOWN/FEET TOWARDS
     Camel Clutch                                   d/b+1+3 _ d/b+2+4
   FACE UP/FEET AWAY
     Crucifixion                                    d/b+1+3 _ d/b+2+4
   FACE DOWN/FEET AWAY
     Chicken Wing                                   d/b+1+3 _ d/b+2+4      
   FACE UP/SIDE
     Flip Over (No Damage)                          d/b+1+3 _ d/b+2+4
     Bow Break (Right Side)                         d/b+1+3 _ d/b+2+4
     Strangle (Left Side)                           d/b+1+3 _ d/b+2+4

SIDE STEP GRABS: (Cancel the Grab by sidestepping again)

   FRONT:

     Reverse Full Nelson {multi's}                  SS+2+4  

   SIDES OR BACK:

     Cannonball {multi's}                           SS+2+4

MULTI-PARTS:

Irish Whip                                          b+1+2
     Spinning Ground Smash                            3+4
     Quick Slam                                       2+4
     Spin & Let Go                                    1+3
     Turn Around & Let Go                             1+2
Jaguar Driver                                       d,d/f,f+1     
  Boston Crab                                         1+2,3,4,1+2     
Jaguar Backbreaker (Stomach Smash Stun)             1+2 {d+1+2?}   
Jumping Powerbomb (Stomach Smash Stun)              1+2,u,d,n+3+4 {d+3+4}
Standing Achilles Hold                              f,n,d/f+2+3
  Scorpion Death Lock                                  1+2,3,1,1+3  {2+4}
  STF                                                  1,2,3,1+2  {1+3}
  Indian Death Lock                                    1+2,1,3,1+2  {1+2}
    Romero's Special                                     1,3,4,1+2,3+4
Single Arm HyperExtension                          f,n,d,d/f+1+4
  Double Arm Hyper Extension                           1+2,1+2  {1+3}
  Reverse DDT                                          1+2,4,2+4  {2+4}
    Arm Crucifixion                                       4,3,4,3+4,1+2
  Chicken Wing Face Lock                              2,1,1+2+3  {1+2}
    Dragon Sleeper Hold                                   2,1,3,1+2+4,1+2+4
    Rolling Death Cradle                                 1+3,3+4,2+4,1+2,1+2+3
						    
        Reverse Arm Clutch/Reverse Full Nelson Multi-Part Chart:
        
			RAC -> BD --> GX -> PB -> GS
			      |          | 
			      |           --> TB
			      |
			RFN -------> CB -> PB -> GS
			            |    | 
			            |     --> TB
			            |
			             --> MD -> SF -> GS
						      |		
                      				       --> TB

RAC) Reverse Arm Clutch                              d/f~1+3 _ d/f~2+4
RFN) Reverse Full Nelson                             d/f~1+2
BD) Backdrop                                         2,1,1+2
GX) German Suplex                                    3+4,1+2
CB) Cannonball                                       2,2,1+2
PB) Powerbomb                                        1,2,3+4
MD) Manhattan Drop                                   3+4,1+2,1+2+4
SF) Super Freak                                      1,2,3+4,1+2
GS) Giant Swing                                      2,1,3,4
TB) T-bone Powerbomb                                 3,1,2,3+4,ALL

Ultimate Tackle                                      D#,1+2 _ d~1+2
  Bunches of Punches                                   2,1,2,1,2 _ 1,2,1,2,1
  Single Arm Break                                     1+2
    Double Arm Break                                     1+2
    Leg Break, (Double)                                  3+4, (1+2,3,4,1+2?)
      Arm Locking STF                                      2,1,1,1+2 ? 
  Leg Break                                            3+4
    Arm Locking STF                                      2,1,1,1+2 ? 
  Punches to Arm Break                                 1,2,1,1+2 _ 2,1,2,1+2
    Arm Locking STF                                      2,1,1,1+2 ? 
  Punches to Leg Break                                 1,2,1,3+4 _ 2,1,2,3+4
    Arm Locking STF                                      2,1,1,1+2 ? 
          					     
10 HIT COMBOS:                                        
 						     
: - denotes a 1/4 second pause      

10 HIT #1           			             121:1::3:3:4:3:2:1+2      
10 HIT #2					     121:1::3:3:4:4:1:1
10 HIT #3                                            121:1::24:4:4::1:1 
10 HIT #4                                            121:1::3:3:4:4:1:3
10 HIT #5                                            121:1::24:4:4::1:3

JUGGLES:

Juggles can be begun by a Dynamite Upper (D#,d/f+2), a short 
jumping right kick (u/f+4), or the Knuckle Strike (f,n,d,d/f+1+2)
close counter attack.

Air, Left Jab, Jail Kick;                              Air,1,f~f+4. 
Air, One-Two Punch, Jail Kick;                         Air,1,2,f~f+4.
Air, One-Two Punch, Smash Uppercut;                    Air,1,2,f~f+2.
Air, One-Two Punch, One-Two Punch;                     Air,1,2,1,2.
Air, One-Two Punch, Frankensteiner;                    Air,1,2,d/f+3+4.
Air, One-Two Punch, Knuckle Strike;                    Air,1,2,f,n,d,d/f+1+2
Air, Ali kicks;                                        Air,d+3+4,4,4.
Air, One-Two Punch, Ali Kick, Spinning Smash;          Air,1,2,d+3+4~2.
Air, One-Two Punch, Ali Kicks;                         Air,1,2,d+3+4,4,4.
Air, Left/Right Jab, One-Two Punch, Ali Kicks;         Air,1/2,1,2,d+3+4,4,4.
Air, One-Two Punch, Ali Kick, Spinning Middle Smash;   Air,1,2,d+3+4~2.
Air, One-Two Punch, Turn Around Kick, Moonsault Press; Air,1,2,b+4,1+4.
Air, One-Two Punch, Ali Kick, Spinning Middle Smash, Ali Kicks;
                                                     Air,1,2,d+3+4~2,d+3+4,4,4.

                         ********************* 
                          THE ART OF ESCAPING
			 *********************

Counter those throws!!  If you don't like being thrown, then don't
be thrown. All normal throws (throws that don't require a joystick
motion) can be countered simply by pressing both left buttons or
both right buttons.  If you get thrown otherwise, well.. you
shouldn't have been standing around long enough for your opponent
to tap the joystick for a power throw.  The jury is still out, but
it is rumored that power throws and multi-part starter can be
escaped with 1+2 or 3+4.

	
Theory 1:

			
Know the breaker for all multi-parts. If the Ankle is grabbed by
King, start tapping 1+2 then 2+4 then 1+3 but PRESS the sequence
QUICKLY. Reason: if King goes into the Indian Death Lock (CPU and
all players use this move regardless if they can do the Romero
Special or not) you've already pressed the counter: 1+2.  If they
use the Scorpion Death Lock you've pressed the 2+4 counter.
If they use the STF you've already pressed the 1+3 counter.

Theory 2:

Theory 2 is essentially the same as theory 1 but changed according
to how it applies to the moves following the Arm Hyperextension.
If King grabs the ARM, start tapping 1+3 then 1+2 then 2+4
but PRESS the sequence QUICKLY. Reason: even novice players can
tap 1+2,1+2 by accident after the arm hyperextension and get the
triple, but you have tapped 1+3, which is the counter.  1+2 needs 
to be the 2nd escape sequence you hit because it counters the
Chicken Wing FaceLock (most players use this move regardless if
they can do the Rolling Cradle or not) If they use the Reverse DDT
you've already pressed the last escape sequence (2+4).

			      *********
			       HISTORY	
		              *********		
			      
	He's really King the Second.  Raised in King's orphanage, he 
was 24 years old when the original King was killed.  He put on the mask 
and assumed the role as King's successor to honor his mentor and save 
the orphanage.
 			      			
	The new King only watched his mentor and really was unfitting 
of the legend.  Armor King, knowing who killed King, feels an obligation 
to prepare King the Second for a rightful revenge.
			      
	Four years have passed and King the Second is now a skillful 
wrestler.  Feeling the time is right, Armor King tells his student 
that the "God of Fight" was responsible for King's death.  Armor King 
breaks down in tears as he tells the gruesome story.  King the Second 
now knows his purpose in life. 

			       *********
				PROFILE
			       *********

Catch copy 		- Anger of the Beast
Country of origin  	- Mexico 
Fighting Style 		- Wrestling 
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	

			       *************
				DESCRIPTION
                               *************

King is second to no one in the area of damage and multiparts.  This 
time he looks more like a wrestler than a Tiger with clothes.  I heard 
somewhere that this is what Namco wanted him to look like this whole 
time, and in Tekken 3 they finally got it!

                             *********************
                              Fighting Strategies
                             *********************
					
Playing as King:

Multi-Parts are good but King is not dependent on them.  He's got many other 
moves and combos.  One very simple combo I like to use is Turnaround Kick
(b+4) followed by his Clothesline (1+2).  Or another one you could also do is 
Turning Hand Knife (1+2), followed by Clothesline (1+2), then do a Flying 
Cross Chop (f,F+1+2), and Turnaround Kick (b+4).  That last one only works 
sometimes and you have to get the timing just right.

King vs. King (Human vs. CPU):

When fighting against the CPU you have to vary your attacks!  Ten Hits are 
good because the CPU will usually fall for the last 2 hits.  Even if it does 
block all of the hits it will put him/her far enough away to prevent a counter 
attack.
 
King vs. King (Human vs. Human):

This is the good part!  Don't be afraid to use Multi's as most people don't 
know how to break out of them.  You can do 10 hits every once in a while but 
don't use them too much, because most of the hits are high and easy to counter.


That's all!