From: bruce m williams <beamer-1@ix.netcom.com>
Newsgroups: rec.games.video.arcade
Subject: TK3: Art of King Faq Ver. 5.05
Date: Sat, 31 May 1997 02:27:27 GMT


                                The Arts of King
                     by Beamer (beamer-1@ix.netcom.com)
                    Version 5.05 5/30/97 7:30 P.M. CST
       Latest Ver. can be Found at http://www.clever.net/beamer/king.txt

This Faq is dedicated to the patient Wives & Girlfriends of Gamers without whom
these moves would not have been found. All moves have been verified or seen by
myself.  If you see a move that is not listed, describe it to me with motions if
known and I'll check it.

                                   Disclaimer

While common knowledge cannot be copyrighted, presentation can.  You may use
this faq any way you wish for private personal use.  If this faq or any part is
to be used for profit or reposted with different conventions, I ask only that
you give credit to my contributors and myself.

The FAQ community's sole purpose is to enlighten.  Catlord, Surfbard and myself
exchanged information many times even with no notice, simply because credit was
always given.   I've taken classes in Japanese at the local college, bought a
Japanese tutoring program, bought many dictionaries, bought translation soft-
ware, bought OCR software, and bought japanese windows.  My sole goal was to
become closer to the heart of the gaming industry.  I've scoured Japanese web
pages and bulletin boards to bring you the freshest information.  While I get
moves from many different sources, I can honestly say that EVERY move, EVERY
combo, EVERY multipart, EVERY ESCAPE has been verified by myself.  That is the
main responsibility of a FAQ writer, to ensure that the information that he is
giving out is accurate and not just a collage of "common knowledge" and re-
posts of information seen elsewhere.

On a personal note, thanks go to Tragic for the offer to use your copyright
notice, but i see it's already been ripped to somebody elses "work".

That being said, ENJOY.

x.) Dedication
XX) Disclaimer
1.) The Story of King
2.) The Tale of the Tape
3.) Conventions
4.) Techniques
5.) Unblockables
6.) Reversals
7.) Grapples
 a) Front Throws
 b) Side Throws
 c) Back Throws
 d) Crouch Throws
 e) Ground Throws
 f) Side Step Throws
 g) Multi-Parts
 h) Timings
10) Multi-Parts & Throws Explained
11) The Art of Escaping
12) 10 Hit Combos
13) Juggles
14) Helpful Hints
15) Extras
16) Thanks
17) Versions

                              THE STORY OF KING

An orphan, who was brought up in King's orphanage, was 24 years old when King
was killed. 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 waslearned just from watching King during his childhood.
And it is Armor King who hesitantly visited him during 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
be a very strong fighter more than anything else, and that he must prove 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 the
"God of Fighting" 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.

                           THE TALE OF THE TAPE
MOTTO:                                    Anger Of The Beast
Country:                                  Mexico
Fighting Style:                           Wrestling
Age:                                      28
Height:                                   6'4"
Weight:                                   198 lbs
Blood Type:                               A
Occupation:                               Pro Wrestler, Orpanage MGR
Hobby:                                    Pleasing Children
Likes:                                    Drinking Beer in Victory
Dislikes:                                 Tears of Children
Stage:                                    Wrestling Ring in the Sky

                                CONVENTIONS

f - Tap Forward                           F - Tap and Hold Forward
b - Tap Back                              B - Tap and Hold Back
u - Tap Up                                U - Tap and Hold Up
d - Tap Down                              D - Tap and Hold Down
1 - Left Punch                            2 - Right Punch
3 - Left Kick                             4 - Right Kick
n - Joystick Neutral Position             ~ - Follow Immediately
- - Means "or"                            {}- Escape Motions
# - Hold for @ 1/2 Second                 SS- Side Step u~n - d~n
WS- While Standing From a Crouch          WT- While Back is Turned
* - Optional after Counterhit             []- Damage Units
||- Attack Height                         l - low strike
m - mid Strike                            h - high strike
d - strikes downed opponents              / - @ 1/4 second pause

Damages are based on units not percents.  Factory setting for Tekken3 is
140 units but may vary by location.  Counterhits take off up to 100%
of listed value for powermoves, and 50% for regular moves.

                                  TECHNIQUES

NAME                                      CONTROL
Ali Kicks |all l-d| [17,7,7][17,7,5,4,3]  D/F~4,4,4*4*4 - D#,d/f+4,4,4*4*4
Easy Ali Kicks  |"| [17,7,7][17,7,5,4,3]  d+3+4,4,4*4*4 - D#3+4,4,4*4*4
  Middle Smash                  |m| [10]    2 after 1st kick - 3rd - 5th Cntr
Drop Kick [Delayed]             |m| [25]  f,f+3+4 [3+4]
Jail Kick                       |m| [30]  f,f+4
Sattelite Jump Kick             |h| [40]  f,f,f 3+4
Flying Cross Chop           |any-d| [15]  f,f+1+2
Push                       |m or h|  [0]  f,f,n+1+2
Elbow Drop during high jump   |m-d| [35]  2+4
Knee Drop during high jump    |m-d| [40]  3+4
Smash Uppercut                  |m| [20]  f,f+2
Dynamite Uppercut               |m| [20]  D,d/f+2 or WS+2
Elbow Drop                    |m-d| [15]  d+1+2
Elbow Sting                     |m| [15]  d/f+1
Side Swipe                      |m| [10]  d/f+2
One-Two Punch               |h,h| [6,15]  1,2
One-Two Uppercut       |h,h,m| [6,15,10]  1,2,1
Straight Right & Uppercut  |h,m| [10,12]  2,1
Straight Left & Uppercut    |m,m| [5,15]  d+1,n+2
Frankensteiner                |m-d| [15]  d/f+3+4
Savate Kicks              |m,l-d| [15-20]  d/f+3-4
Yakuza (Turn Around Kick)       |h| [15]    b+rk
  Quick Moonsault Press	(WT)|all-d| [25]    1+4 (Unblockable)
  Clothesline (WT)              |h| [50]    1+2 (Unblockable)
Spinning Elbow                  |m| [15]  1+2
  Turning Hand Knife (WT)       |m| [21]    1
  Clothesline  (WT)             |h| [50]    1+2 (Unblockable)
  Quick Moonsault Press	(WT)|all-d| [25]    1+4 (Unblockable)
Dashing Knuckle Bomb            |m| [28]  f,n,d,d/f+1+2
Stomach Smash                 |l-d|  [6]  f,f,n+2
Knuckle Bomb                    |m| [35]  u/f+1+2
Break Neck Speed                |h| [60]  SS+3+4
Ankle Smash                   |l-d| [21]  D/F~1 - D#,d/f+1
Straight Arrow                  |h| [30]  SS+2
Black Shoulder                  |m| [40]  f+2+3
Crouching Side Step                  [0]  d,b+2+4

        The Ali kick is your friend use it liberally against Eddie and Mashers
of all types.  If the ali kick counters, u can get 2 more kicks, if u counter
a left kick, the ali kick will knock them down(go for a ground throw or WS+4)
if you counter a right kick the 5th kick will stun if it connects, use your
favorite combo.
        I usually don't use the jump kicks accept under long distance playing.
        The jail kick is very powerful but the time spent tapping forward you
could do kings turnaround kick for more damage and better ground techniques.
        The flying cross chop can hit mid,low, or high depending on distance,
use it and mix it up with a regular grab or ground grabs (when they start to
get smart and try to duck the regular grab).
        The elbow drop is generally not used accept against Lei or other
players who like to lie down a lot.  The move comes out much faster than TK2.
        The side swipe should NEVER be used, it has no range, speed or juggles.
        The elbow sting is very quick and if it counter hits the opponent will
be knocked to the ground.  Look for the yellow flash of a counter and ground
grab!
        The smash upper is used for keeping the opponent at medium distance.
If it is blocked immediately d+2, hold d and go into the dynamite upper.
        I generally don't use the punches combos unless i'm against a player
who reverses a lot (break up their tempo if you don't continue the 10 hit).
        Use the frankensteiner sparingly, it's very slow takes no damage unless
it's a counter hit, otherwise stay away.
        The savate kicks are good combo breakers and do well against rising
fighters.
        The Turn Around Kick is your second best friend..it's quick, it's hard
to reverse, it takes mucho damage, keeps the opponent in a good zone, and has
decent recovery time.  Use the TA kick at medium to far range to turn around.
A simple right kick while turned is a quick move with big counter damage,
when turned you can go into a quick moonsault press or a Clothesline.  A
major counter TA kick will roll the opponent far, chase them down and punish.
        I don't generally use the clothesline, it moves you way off axis, is
easily seen, has poor recovery.  Don't use it.
        The spinning elbow is an interesting move in that king crouches down
and under high attacks and will yield a big counter.  Used during the side
step will confuse the opposition.  Generally if you use the elbow use the
hand knife also, it has the same recovery time and will always hit if the
elbow connects.
        The dashing knuckle bomb is your third best friend.  If it connects
closely with a counter it will bounce them high for a juggle combo.  If it
connects for a regular counter they will be sent flying, hunt them down.
If it does not hit, it has medium recovery time, go into d+2 as described for
the smash upper.
        The stomach smash should only be used between medium and far distance,
the neutral aspect of the motion will kill you during close fighting.  If you
get the smash ALWAYS press 1+2 afterwards regardless if it was a counterhit or
not.  If it was a counter you grab them, if it wasn't you go into the spinning
elbow.
        The break neck speed is generally used for the same distance as the
stomach smash.  It has excellent damage, is fairly quick, and if is blocked
you will roll out of range for minimal risk.  It seems to have low priority
against other moves.
        The ankle smash is a decent move but i generally only use it when they
are already grounded.   Get the feel for tapping d/f and pressing 1 just as he
gets into a full crouch.  With practice you won't need to crouch and wait to
get the move, his dynamite upper and ali kicks can be done the same way.
        Use the Straight Arrow against players who love to go into strings.
They generally are concentrating on hitting the correct sequences.  If used at
medium fighting distance they will race by you and this move has major counter
damage.
        I generally use the Shoulder sparingly, it has a slow recovery time, use
it at medium to far distances as the opponent is trying to close the gap.
        The crouching sidestep is essentially King's double Mexican multi part
but without King standing up to do the grab.  Why would you want the animation
for that move you ask?  Good players will NOT try to strike you if they see
King do the animation for the SS Grab, it's too easy for the strike to miss
and then be punished by King for all their health.  Good players tend to duck
when they see the animation, simply tap forward and d+1+2 to crouch grab!  By
contrast, if YOU see king SS Grab d+2 will break him out of it.

			            UNBLOCKABLES

Moonsault Press                    [25]  f+1+4
Jaguar Impact                      [50]  f+1+2
Clothesline (WT)                   [50]  1+2
Offensive Power Up                       1+2+3+4

        The Moonsault Press is another of your party of friends.  I use it out
of range to purposely have the opponent come close.  As they get close rise
and kick with left kick (hold down) they will be knocked off their feet and
you can hit with a WS+4, go into another press and start over again.
        The Jaguar Impact is a move to be used at medium distance.  It's slow
easily ducked but takes horrendous damage.  Use it sparingly.
        The Offensive Power Up lasts 5 Seconds or until you are struck.  Gives
guard damage and any hit will be a major counter. You can't block though!!

		      REVERSALS (Can't Reverse Punches)

Spinning Achilles Hold (Left Kick)        b+1+3 - b+2+4
Dragon Screw (Right Kick)                 b+1+3 - b+2+4
Chicken-Out (Counters a reversal)         f+1+3 Reversed Left Punch/Kick
Chicken-Out (Counters a reversal)         f+2+4 Reversed Right Punch/Kick
Low Combo Escape (No Damage)              d - d/b+1+4 - d - d/b+2+3

        Damage for reversals is as follows: 150% of the normal damage amount
for the opponents move you reversed. 
        After the Spinning Achilles Hold tap f~d+1+3-d+2+4.  The reversal
usually gives you enough time to get a ground grab.
        The Dragon Screw will leave the opponent face up, so you must do one
ground grab to bring them face down, and another quick ground grab.
        I have used the Chicken succesfully against reversal happy players.
Generally reversal characters reverse you out of slow points in the 10 hit.
The points are the 4th hit the 6th hit and the 9th hit.  All the ten hits
have the same 4th hit: 1,2,1,1 the player will usually reverse the 4th hit
which is a left punch.  Simply hold forward just after you begin your ten hit
(won't change the combo) and if they reverse the 4th hit tap 1+3 together.
        Use the low combo escape against low kick attacks.  For instance,
Paul's falling leaf combo is d+1,4,2 which is a tile splitter followed by a
spinning sweep followed by a death fist.  Just as you see the tile splitter,
tap d+1+4 and you will push Paul out of his sweep.  King's low escapes are
powerful in that they push the opponent to their knees, which can be followed
by a crouch grab. Low cancelled kick moves do not give enough time for them
to recover, low cancelled punch moves can be followed with a low grab, but
the timing is a lot less forgiving.

			           GRAPPLES
FRONT THROWS
Swinging DDT                        [35]  1+3 {1}
Brainbuster Suplex                  [35]  2+4 {2}
DDT                                 [55]  D#~d/b~d/b+1+2 {1+2}
Tombstone Piledriver                [58]  d/b,f+2 {2}
Coconut Crush                       [30]  d/f+2+3 {2}
Giant Swing                         [70]  f,b,d/b,d,d/f,f+1 {1}
Figure 4 Leglock                    [32]  d/b+1+2 {1+2} {3+4 revenge [-26]}
Jaguar Driver                       [25]  d,d/f,f+1 {3+4}
Flying Press                        [30]  d,d/f,f+1~1+2 {3+4}
Frankensteiner (Counter-Hit)        [45]  d/f+3+4
T-Bone Powerbomb                    [50]  d,d/b,b+1+2 {1+2}

SIDE THROWS
Atomic Knee Buster (Right Side)     [42]  1+3 - 2+4 {2}
Argentine Backbreaker (Left Side)   [40]  1+3 - 2+4 {1}

BACK THROWS
Cobra Twist                         [60]  2+4
Half Boston Crab                    [60]  1+3
Octopus Slam                        [75]  b,f+1+2

CROUCHED THROWS
Powerbomb {does not multi}          [45]  d+1+3 - d+2+4 {1+2}
Double Mexican {multi's}            [28]  d/f,d/f+2+4 {2}

GROUND THROWS
   FACE UP/FEET TOWARDS
     Mini Swing                     [30]  d/b+1+3 {1}
     Crotch Headbutt                [30]  d/b+2+4 {2}
     Figure Four                    [33]  D/B+2+4 {1+2}
   FACE DOWN/FEET TOWARDS
     Camel Clutch                   [30]  d/b+1+3 - d/b+2+4 {3+4}
   FACE UP/FEET AWAY
     Crucifixion                    [28]  d/b+1+3 - d/b+2+4 {1+2}
   FACE DOWN/FEET AWAY
     Chicken Wing                   [32]  d/b+1+3 - d/b+2+4 {1+2}
   FACE DOWN/SIDE
     Flip Over Left Side             [0]  d/b+1+3 - d/b+2+4 {1}
     Flip Over Right Side            [0]  d/b+1+3 - d/b+2+4 {2}
   FACE UP/SIDE
     Bow Break (Right Side)         [37]  d/b+1+3 - d/b+2+4 {2}
     Strangle (Left Side)           [35]  d/b+1+3 - d/b+2+4 {1}

SIDE STEP GRABS (Cancel the Grab by Sidestepping again)
   FRONT
     Double Mexican {multi's}       [28]  SS+2+4 {1+2}
   SIDES OR BACK
     Cannonball {multi's}           [18]  SS+2+4 {ss left 1}{ss right 2}

MULTI-PARTS
Irish Whip                           [0]  b+1+2
  Spinning Ground Smash             [10]    3+4 {3+4}
  Quick Slam                         [8]    2+4 {2}
  Spin & Let Go                      [0]    1+3 {1}
  Turn Around & Let Go               [0]    1+2 {1+2}
Jaguar Driver                       [25]  d,d/f,f+1 {3+4}
  Boston Crab                       [25]    1+2,3,4,1+2
Grand Smash (Counter-hit)            [6]  f,f,n+2
  Jaguar Backbreaker                [30]    1+2 {1+2}
  Jumping Powerbomb                 [60]    1+2,u,d,n+3+4 {1+2}
Standing Achilles Hold              [30]  f,n,d/f+2+3 {2}
  Scorpion Death Lock               [40]    1+2,3,1,1+3  {2} [-10]
  STF                               [35]    1,2,3,1+2  {1} [-10]
  Indian Death Lock                 [30]    1+2,1,3,1+2  {1+2} [-10]
    Romero's Special                [50]      1,3,4,1+2,3+4 {None}
Single Arm Hyper Extension          [20]  f,n,d,d/f+1+4 {1}
  Double Arm Hyper Extension        [25]    1+2,1+2  {1}
  Reverse DDT                       [20]    1+2,4,2+4  {2}
    Arm Crucifixion                 [25]      4,3,4,3+4,1+2
  Chicken Wing Face Locke           [30]    2,1,1+2+3  {1+2}
    Dragon Sleeper Hold             [30]      2,1,3,1+2+4,1+2+4 {1}
    Rolling Deathe Cradle           [75]      1+3,3+4,2+4,1+2,1+2+3 {2}

Note:  Escapes for the Standing Achilles Hold extensions are the ONLY
escapes to return damage.

	Reverse Arm Clutch/Double Mexican Multi-Part Chart

AC-> BD--> GX-> PB-> GS
      |          | 
      |           --> TB
      |
DM--------> CB-> PB-> GS
            |    | 
            |     --> TB
            |
             --> MD-> SF-> GS
                      |
                       --> TB

AC) Reverse Arm Clutch              [25]  d/f~1+3 - d/f~2+4
DM) Double Mexican                  [28]  d/f~1+2
BD) Backdrop                        [18]  2,1,1+2
GX) German Suplex                   [18]  3+4,1+2
CB) Cannonball                      [18]  2,2,1+2
PB) Powerbomb                       [22]  1,2,3+4
MD) Manhattan Drop                  [17]  3+4,1+2,1+2+4
SF) Super Freak                     [20]  1,2,3+4,1+2
GS) Giant Swing                     [27]  2,1,3,4
TB) T-Bone Powerbomb                [32]  3,1,2,3+4,ALL

Ultimate Tackle                      [5]  D#,1+2-d~1+2 -f,d,d/f+1+2{2+4-1+2}
  Bunches of Punches                [@5]    2,1,2,1,2 - 1,2,1,2,1 {d+1-2}
  Single Arm Break                  [25]    1+2
    Double Arm Break                [10]      1+2
    Leg Break, (Double)             [20]      3+4
      Arm Locking STF               [40]        1+2 (Critical Timing)
  Leg Break                         [20]    3+4
    Arm Locking STF                 [40]      1+2 (Critical Timing)
  Punches to Arm Break              [40]    1,2,1,1+2 - 2,1,2,1+2
    Leg Break, (Double)             [20]      3+4
      Arm Locking STF               [40]        1+2 (Critical Timing)
  Punches to Leg Break              [35]    1,2,1,3+4 - 2,1,2,3+4
    Arm Locking STF                 [40]      1+2 (Critical Timing)

                                    Timings

For multiparts - Timing (when you do the next part) is not as important as
tempo (the amount of time in between each group of presses).  Assuming /= 1/4
second pause: 3//1//2//3+4//all MAY work, 3/1//2///3+4~all WILL NOT.  In
general from the time King BEGINS the first part and up until the break and
damage of the first part connecting is the window.  Plenty of time is given.
Notes: if you are doing the jaguar driver > Boston Crab, you must wait until
the opponents feet leave the ground to tap 1+2,3,4,1+2 otherwise the 1+2 of the
first part of the BC will count as the Jaguar press.  Once their feet leave the
ground you can input the next part at ANYTIME before the apex of the driver.
Note2: the rolling deathe cradle must have correct tempo, and has no room for
sloppiness.  All the buttons must be inputted within 3/4 of a second with no
oopseys.  The timing (when) is not important, there is enough time to input
the string almost 2 1/2 times!  Practice: left buttons (thumb and 1st), kicks
(1st and middle), right buttons (thumb and 1st), punches (1st and middle),
1,2,3 (thumb, first, middle) 
Critical Timing: the 1+2 needs to be pressed at the exact instant king's back
touches the ground from breaking the legs, after you press 3+4 for the leg
break, hold button 1 and tap 2 just as before you hear the crunch!

                      MULTIPARTS & THROWS EXPLAINED

The multi-part, the most sought after and fun items in the Namco games arsenal.
In general don't expect to get off a whole lot of ground grabs during the heat
of battle, know the correct times for ground throws.  Lei and Eddie have a
habit of lying down in front of you, otherwise don't bother to memorize moves..
they're all the same control, just dependent of the victims position.  The
crouch throws are good to use against King after you block his last ali kick,
or against Xiang Lou (it will grab her out of the Art of Phoenix), other
players have a tendency to crouch when you get close, punish them.  Nothing
better than a turtling fool that you grab with a  Reverse Full Nelson (this
can be multied from, the powerbomb can't).  For King's arm clutch multi: you
must follow the arm clutch with the backdrop, the german suplex & cannonball
can be interchanged & the Giant Swing & T-Bone Powerbomb can be interchanged,
you must use the powerbomb to GSwing/Tbone if you used the German Suplex, the
GSwing/TBone can follow the Powerbomb or Superfreak, the Cannonball can be
followed by the Powerbomb or the Manhattan Drop, the Superfreak can only follow
the Manhattan Drop. This applies to the Reverse Full Nelson except you cannot
backdrop or German Suplex.  If you Side Step Grab with 2+4 and you grab the
opponent head on, you will get the Reverse Full Nelson which you can follow
the same multi-part.  If the opponent is slightly off axis, you will get the
Cannonball which can be multi-parted also, albeit smaller. King can now pull
of some very hateful breaks after the tackle.  After the 3+4 Tackle/Leg Break,
begin tapping 1+2 quickly for the Arm Locking STF..the exact timing is not yet
known. The Rolling Death Cradle has no breakout after it begins, the rolls
continue to take off health...I rolled 8 times and killed the cpu with this 1
multipart!

			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 either left punches or right punches.  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 accurate way to
escape most multiparts is to tap 2~1(hold)~2, this will escape almost all of
kings grabs (special thanks go out to Might Mort on IRC).

   Reverse Arm Clutch/Double Mexican Multi-Part Escape Chart

AC {1-2}--> BD{1}-> GX{1}-> PB {None}--> GS {1}
   Note 1    |               | Note 2          Note 5
             |                ---------> TB {2}
             |
DM--------> CB {None - 2}-> PB {1}-> GS {1}
             |   Note 3      |             Note 5
             |                -----> TB {2}
             |
              --> MD-{2} -> SF {None}-> GS {2}
                             | Note 4         Note 6
                              --------> TB {1}

AC) Reverse Arm Clutch                    DM) Double Mexican
BD) Backdrop                              GX) German Suplex
CB) Cannonball                            PB) Powerbomb
MD) Manhattan Drop                        SF) Super Freak
GS) Giant Swing                           TB) T-Bone Powerbomb

Note 1: The breakout can be either 1 or 2, doesn't matter.
Note 2: The Powerbomb following the German Suplex can't be broken.
Note 3: The Cannonball following the Double Mexican can't be broken.
Note 4: The Superfreak can never be broken.
Note 5: Following a Powerbomb, the Giant Swing escape is 1, the Tbone is 2.
Note 6: Following a Superfreak the Giant Swing escape is 2, the Tbone is 1.

			     10 HIT COMBOS

121:1::3:3:4:3:2:1+2 {1+2}                6,15,10,6,8,10,5,5,6,30  
hhm m  h m l l l throw

121:1::3:3:4:4:1:1                        6,15,10,6,8,10,5,5,7,23
hhm m  h m l l m m 

121:1::3:3:4:4:1:3                        6,15,10,6,8,10,5,5,7,30
hhm m  h m l l m m

121:1::24:4:4::1:1                        6,15,10,6,6,5,5,5,7,23 
hhm m  h l l l m m

121:1::24:4:4::1:3                        6,15,10,6,6,5,5,5,7,30
hhm m  h l l l m m

Note:  All combos can be begun on the second hit by holding forward, the
damage will then be 12 instead of 6.

				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 counterhit.

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.  

			   HELPFUL HINTS

Know the machine you are playing on.  I don't mind losing to someone who is
better than I am, IF they win with skill, not constant knock-down-footsweep-
pounce or DEFECTIVE CONTROLS.  I've seen some games where the right punch
works, the right kick works, but push both at one time and NOTHING happens.
I've played on games that only have 4 directional (made that way, or just
dirty) joysticks. Hold the joystick down, slowly move the joystick to the
down/for position and NOTE exactly when the character begins crouching
forward. This is the exact joystick position needed for certain power moves:
Ali Kicks, Ankle Smash. DO NOT CROSS THE D/F POSITION. You may also get these
moves by tapping (and Holding) in the d/f position and tapping the
corresponding button JUST as you crouch.

Practice the Dragon Punch.  You know, the SFII Dragon Punch motion f,n,d,d/f
and punch.  You can hold in the D/F position (you have up to @ 1/2 second to
perform the next motion, use this to your advantage to be unpredictable). The
tighter and more precise the circle, the easier it is to get multi-part holds
or the knuckle strike.

                                       EXTRAS
OPENING STANCES (May be controlled, not sure yet)
On knees with back to opponent rise, turn and face to begin round. 
(I believe it is chosen on odd rounds with punches if king has original 
mask, kicks if King has Armor King's mask, even rounds it is opposite.)

1-2 punch and elbow smash then begin round.
(I believe it is chosen on even rounds with punches if king has original 
mask, kicks if King has Armor King's mask, odd rounds it is opposite.)

WINNING STANCES
1- Jump Forward with a Raised Arm
2- Slash Motion Across Throat, Thumbs Down while Growling
3- Three Cheers for King
4- Howling at the Moon

UNIFORMS
1-2 Kings old mask, bare chested, blue tights with gold piping and gold
wrestling shin boots,
3-4 Armor Kings mask with red eye, muscle shirt with "Evil Mishima Product"
on back (in Chinese), blue breaker pants, chain belt, studded wrist guards,
and it looks like Pumas for shoes :)

			       Contributors
Catlord                 Gamest Magazine         Wangel   
Jon Decausemaker        Darmash Topiwala        Marcel Michaud
Dakine Pinoy            DragonLee               Scott Brewer

                        Very Special Thanks To

Shinichi Nakada         Surfbard                Slikatel         

			Extra Special Superlative Thanks To
		Tragic (may your ego never outstrip your skills) 
				  All The Guys on IRC

					     VERSIONS
1.00 - An early shell with most moves and multi-parts corrected.
2.00 - Shaping up to be a better faq.  
 a.Re-aligned margins to help with better printing.
 b.Fixed aignment on multipart strategies so powerbomb DOES NOT
   follow the manhattan drop.
 c.Confirmed the falling backdrop after the arm hyperextension.
 d.Added several other sections. 
 e.Confirmed the Half Nelson Face Lock, Figure 4 to sleeping 
   opponents, and the Rolling Death Cradle. Thanx Darmash! 
2.05
 a.Re-named Half Nelson Face Lock to Chicken-Wing Facelock. Trying
   to use Japanese names as much as possible (phonetics-problems)
 b.Found the actual motions for the Indian Death Locke, Romero's
   Special, Manhattan Drop, and Reverse DDT.  Getting closer to 
   finding most of the movements.
2.06
 a.Added ability to follow a single arm break with the leg break 
   after the ultimate tackle. Thanx Scott.
 b.Added new motions for the T-Bone Powerbomb. Not confirmed yet!
2.10
 a.Added confirmed T-Bone Powerbomb motions.  Added unconfirmed
   Dragon Sleeper following the Chicken-Wing Face Lock.
2.15
 a.Added many new escapes.
 b.Left off extraneous motions for the Romero.
 c.Added forgotten section on reversals.
3.00
 a.Added Juggle Section
 b.Added Escape Section
 c.Added Juggle Section
 d.Added Helpful Hints Section
 e.Added The Art of Escaping Section
3.25
 a.Expanded the Arm Clutch/Half Nelson Mutlipart section
 b.Added new theories to the Escape Section
 c.Added confirmations for the Dragon Sleeper and the Crucifixion
3.26 Fixed typo for the Rolling Deathe Cradle
4.00 Added a strategy section for regular moves.
 a. Added more things to the hint section
 b. Confirmed escapes.
5.00 Added even more escapes
 a. Added damages
 b. Added attack levels
5.05 Added winning stances
 a. Added opening stances
 b. Added uniform choices
 c. Added low cancel notes
 d. Added timing section for multi's