>=>                           >=>        >=>           >=>
>=>                  >>       >=>        >=>           >=>
>=>         >==>              >=>   >>   >=> >=>  >=>  >=>    >=>     >==>>==>     >=>
>=>       >>   >=>  >=>       >=>  >=>   >=> >=>  >=>  >=>  >=>  >=>   >=>  >=>  >=>  >=>
>=>       >>===>>=> >=>       >=> >> >=> >=> >=>  >=>  >=> >=>    >=>  >=>  >=> >=>   >=>
>=>       >>        >=>       >> >>    >===> >=>  >=>  >=>  >=>  >=>   >=>  >=>  >=>  >=>
>=======>  >====>   >=>       >=>        >=>   >==>=> >==>    >=>     >==>  >=>      >=>
                                                                                  >=>
                                                                       
TEKKEN 3 FAQ (for both the arcade and ps version)
by Joseph Christopher <sirlordjoseph@icqmail.com>
version 1.1
Jan. 1, 2000
                                                                       
this faq is copyright 2000-2001 Joseph Christopher
                                                                                   
I didn't believe there will come a time when I'll have to write something          
like this just to remind some people of what they all should be knowing            
by heart :( Anyway, here goes...                                                   
                                                                                   
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
===================================================================================
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||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
||     out of ten chances are it is not in its latest update. You must           ||
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||                                                                               ||
===================================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                   
* This society does not care if you're the dumbest vegetable on earth,             
  if you do something wrong, someone will make you pay the price! ;)               
                                                                                   
* Lei is to Jacky Chan as Law is to Bruce Lee. Everything from the ability
  to fight in different stances, being an on-rusher instead of a counter
  attacker, and knowing how to pack a gun. He's even depicted as a supercop,
  much like the usual Jacky Chan role in Holywood movies. The only difference,
  perhaps, is his hair, which is very, very long. Anyway, I enjoy watching
  his (Jacky's) movies a lot and so I have also learned to love playing
  as his incarnation in the Tekken world. But Lei can very well still be
  a good choice of yours for the following reasons:
                                                                       
1. Lei has a total of TWELVE stances excluding the normal one (and beleive
   me, you'll find a good strategy for ALL of them!)
2. Lei's stances are intertwined (meaning a whole lot of his moves can
   be made to end up in another stance)
3. Lei can very well mix-up high attacks, low attacks, and sidesteps.
4. Lei can easily link his juggles with his low parry
5. Lei can slide without having to run first
6. Lei can GAIN LIFE during the game! (well, not much, really, but cool
   enough!)
                                                                       
                                                                       
Why read this guide:
   I. Legend
  II. General Moves
 III. Special Moves
  IV. Throws
   V. Stances
  VI. The Razor Rush
 VII. Combos
VIII. Juggles
  IX. Counters
   X. Vs. Computer
  XI. Vs. Human
 XII. Ending
XIII. Credits
 XIV. Revision History
  XV. Final Words
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____      __    ____   ___  ____  _  _  ____
(_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
 _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
(____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                       
                                                                       
U - up
D - down
B - back
F - forward
N - neutral
+ - at the same time
/ - or
1 - Left Punch
2 - Right Punch
3 - Left Kick
4 - Right Kick
                                                                       
* for the rest of this faq I will be referring to mid attacks as high ones
  because there really isn't any difference between them in terms of how
  they are blocked or countered
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____       ___  ____  _  _  ____  ____    __    __
(_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
 _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
(____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                 __  __  _____  _  _  ____  ___
                (  \/  )(  _  )( \/ )( ___)/ __)
                 )    (  )(_)(  \  /  )__) \__ \
                (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
dash        - F,F / B,B (goes in direction you choose)
ankle kick  - D+4 (when you're down)
roll        - B / F (when you're down)
run         - F,hold F (when far from opponen)
leap punch  - F/B,F+1+2 (while rolling/running)
leap kick   - B,B+3+4 (while rolling/running)
flying kick - 3 (while running)
slide       - 4 (while running)
tackle      - 1/2 (while running)
multi punch - 1,2,1,2,..(after tackle)
charge up   - 1+2+3+4
uppercut    - DF+2
side step   - tap U / D (goes in direction you choose)
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  ____  ____      ___  ____  ____   ___  ____    __    __
(_  _)(_  _)(_  _)    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
 _)(_  _)(_  _)(_     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
(____)(____)(____)()  (___/(__)  (____) \___)(____)(__)(__)(____)
                       __  __  _____  _  _  ____  ___
                      (  \/  )(  _  )( \/ )( ___)/ __)
                       )    (  )(_)(  \  /  )__) \__ \
                      (_/\/\_)(_____)  \/  (____)(___/
                                                                       
                                                                       
These moves you'll have to use at random to win:
(not all are here cause I'll be including a lot in the stances section)
                                                                       
1) Razor Rush - F,N,1,2,1,2
                                                                       
        Lei steps forward and out comes two pairs of left-right punches
   that do more damage than the jabs(LPs) yet less than the strong ones
   (RPs). This move, in my opinion, is all you need to win. It is a move
   so complicated yet so easy to understand that it actually deserves a
   separate section in my faq. See that section for more details on this
   move and how to effectively use it.
                                                                       
2) Rush Combo - F,N,4,1,2,3
                                                                       
        Again, Lei steps forward but this time he does a high kick followed
   by two quick punches to the midsection and finally a roundhouse kick
   that's enough to knock the opponent off his feet. If the opponent blocks,
   however, you can do one of two things: tap 4 to deliver a high kick
   similar to the first attack you did only this time it does more damage
   and temporarily stuns the opponent, OR...tap D+4 to deliver a sweep
   that does less damage, but adds a confusing strategy for this move---
   nice!
                                                                       
3) Rave Spin - DB+4
                                                                       
        You turn around while trying to crouch and stretch out your farther
   leg to sweep the opponent in the process---all in a fraction of a second.
   A good strategy for this move would be to use it after throwing a couple
   of jabs when the opponent is expecting another high attack. There are
   two ways to end this move: One, tap D or U to get into the Snake Stance
   (see stances section) and two, tap 4 once again to deliver a hopping
   roundhouse kick that does decent damage.
                                                                       
4) Crescent Kick - 3,4
                                                                       
        You again turn around but this time you hop and make a 180degree
   arc with both legs, using the farther one to hit the opponent's head.
   You end up in a Back Stance (see stances section) or, if you tap D,
   a Knockdown Stance. What's more, if you hold U, you can get two additional
   crescent kicks just in case the first one messes up. You may release
   the U after the first kick to cancel the third one, and again hit D
   to end up in a Knockdown Stance, it really is your choice---cool! Oh,
   and one last thing: you can hold F during or even before the first
   Crescent Kick to make you sidestep in the process, making you end up,
   most of the time, facing the opponent's back. You may, as usual, hold
   U afterwards to continue with the rest of the move or D to enter the
   Knockdown Stance.
                                                                       
5) Rolling Kicks - 4,4,3,3
                                                                       
        Lei goes into a Knockdown Stance, kicks with one leg, then the other,
   and finally an upward kick that launches the opponent in mid-air. Looks
   like a good set-up for juggles, but because you end up in a Post-slide
   Stance, there's nothing much you can do afterwards. What you CAN do is
   use this move as a juggle ENDER rather than starter.
                                                                       
6) Cannonball - B+1+2
                                                                       
        High on damage, speed, recovery, and effectivity. In this move,
    Lei bends way back before giving the opponent a powerful head butt.
    This "bending" makes the move a good evasion tactic for throws and
    other high attacks before you effectively counter. You may also use
    this move as a juggle ender when you happen to forget your juggling
    strategies cause it definitely does more damage than an incomplete
    juggle.
                                                                       
* These are not really needed to win a game but some may be added to
  combos as stated in my combos section:
                                                                       
7) Flying Kick - F,F,F+3
                                                                       
        Whenever an opponent tries to roll away from danger, or when
   he's just pulling off ten-hit combos like crazy, dash back and do
   this, if he manages to block, follow up with a Rave Spin.
                                                                       
8) Falling Tree - UF+2
                                                                       
        Lei hops and and gives the opponent an elbow drop. The best time
   to use this move is when your opponent is lying helpless on the ground.
   There are other, more damaging replacements for this move but I'm pretty
   sure this one's the safest in terms of execution and recovery. By the
   way, you end up in a Play Dead Stance(see stances section).
                                                                       
9) High-Low Kick - 3,3
                                                                       
        Yep, it's a high kick followed by a low one---the name just said
   it all. Do not use this on experts since they most likely have at least
   five ways to counter it. You end up in a Back Stance, and this just
   makes the move all the more counterable.
                                                                       
10) Set-up Kick - F,N,3
                                                                       
        This move is identical to the last kick of the Rush Combo and would
   therefore have the same properties. You can also follow it up with a
   4 to deliver the same high kick in the rush combo only this time it
   does more damage and temporarily stuns the opponent, OR...a D+4 to deliver
   a sweep that does less damage, but adds a confusing strategy for this
   move---nice! (though I'd rather do the Rush Combo)
                                                                       
11) Hook Punch - 1+2
                                                                       
        It's a hook punch, what else? Nothing much I can say about this
    move 'cept for the fact that it makes you end up in a Back Stance.
                                                                       
12) Cartwheel Kick - 4,3
                                                                       
        Well, it ain't really a cartwheel kick per se, but, you DO hop a
    bit, spin in mid-air, and kick the opponent's face before you land
    on the ground in a Post-slide Stance.
                                                                       
13) Defense Breaker - F,N,2,1,2,1
                                                                       
        A series of punches that would make a blocking opponent stagger,
    giving you an opportunity to strike freely. On the down side, this
    move was conceived specifically for blockers so it won't execute if
    the first punch connects.
                                                                       
14) Beating Kick - F+4,2,1,2
                                                                       
        Also a very useful confuser, but because of the presence of the
    Razor Rush and the Rush Combo, is really not that important anymore.
    It starts with a high-damaging roundhouse kick that knocks the opponent
    off his feet, followed up by three midsection punches just in case
    the first attack messes up. You may end this move in two ways: One,
    tap 4 to deliver a mid kick, and two, tap 3 for a low kick that sweeps.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      ____  _   _  ____  _____  _    _  ___
(_  _)( \/ )    (_  _)( )_( )(  _ \(  _  )( \/\/ )/ __)
 _)(_  \  /       )(   ) _ (  )   / )(_)(  )    ( \__ \
(____)  \/  ()   (__) (_) (_)(_)\_)(_____)(__/\__)(___/
                                                                       
                                                                       
1) Double Foot Stomp - 1+3
                                                                       
        As the name suggests, you hold both his opponent's shoulders, lean
   on them, hop, rest both your folded legs on his chest, and apply a great
   amount of force by stretching both your legs out and letting go of his
   shoulders. You'd be propelling yourself diagonally upward in the process
   while your opponent is hurled way back.
                                                                       
2) Sleeper Hold - 2+4
                                                                       
        Lei wraps one of his arms around the opponent's head and drags
   it with him as he tries to sit down. He then uses his other arm to kind
   of "crack" the neck of his opponent.
                                                                       
3) Closing Fan - 1+3/2+4 (right side of opponent)
                                                                       
        Lei keeps his opponent in place by locking on of his arms. He then
   kicks the opponent's shin with his left foot, followed by a high kick
   to the face with the same leg. Finally, he lets go and gives one last
   kick---a crescent kick!
                                                                       
4) Sailboat Stretch - 1+3/2+4 (left side of opponent)
                                                                       
        Similar to Law's hopping frog, this move positions the opponent's
   foot beside his head in an attemp to break one of his legs. The difference
   is how Lei does it---by crawling under the opponent's legs, standing
   up to raise one of them, and doing a crescent kick without a target
   just to rest his whole weight on that leg and force it towards the
   opponent's head.
                                                                       
5) Booby Trap - 1+3/2+4 (behind the opponent)
                                                                       
        Lei holds both the opponent's shoulders, pulls them backwards,
   and slides both his legs out from underneath. The opponent expects this
   and is almost ready to counter but Lei suddenly withdraws and pushes
   the opponent from behind instead to further take advantage of his (opponent's)
   loss of balance.
                                                                       
6) Tripping - F,F,1+2
                                                                       
        Once again, the opponent's shoulders are held but this time Lei
   pulls them sidewards while sticking his foot out a bit to what else
   but trip the opponent!
                                                                       
7) Dragon Falls - UF+1+2
                                                                       
        The People's Elbow! Lei pulls one of the opponent's arms to keep
   him off balanced. He then stands side by side with his opponent, then
   forces the opponent to lie down by lying down himself. Of course, he
   plants his elbow on the opponent's chest in the process, and ends up
   in a Facedown Stance (see stances section)
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _      ___  ____    __    _  _   ___  ____  ___
( \/ )    / __)(_  _)  /__\  ( \( ) / __)( ___)/ __)
 \  /     \__ \  )(   /(__)\  )  ( ( (__  )__) \__ \
  \/  ()  (___/ (__) (__)(__)(_)\_) \___)(____)(___/
                                                                       
                                                                       
* Generally speaking, stances will only allow you to execute one attack
  before they revert to the normal one. I'd just be mentioning the exceptions
  along the way.
                                                                       
* Switching between stances usually requires the tapping of U or D. These
  moves are listed assuming your OPPONENT is facing left. Otherwise, whether
  you're in front of him or not, reverse stance switch codes.
                                                                       
1) Snake - 1+4(during sidestep) or F+2+3
                                                                       
           description: right leg raised; right arm mimics the actions
                        of a snake; left arm supports right one
           blocking   : high only
           left punch : a quick jab by the supporting arm
           right punch: another quick jab that comes out a little slower
                        than the previous one but does more damage and
                        may stun the opponent on perfect timing.
           left kick  : identical to the last hit of his Rolling Kicks;
                        also launches the opponent in mid-air and makes
                        him end up in a Post-slide Stance
           right kick : a shin kick that does not go into the normal stance
                        but back to the Snake Stance instead
                                                                       
   Other moves:
                                                                       
   a) Rushing Snake - 1,1,1,1,1,1
                                                                       
           The fastest six hit combo in all of Tekken. It's composed mainly,
      or rather ONLY, of the same jab that Lei does in his left punch,
      and he does it six times---very rapidly. One of the best counters
      for nearly ANY high attack your opponent might be thinking. If he
      happens to anticipate this and sidestep, just continue with the
      rest of the punches to evade any attack he might be thinking of.
      You may tap F after any of these punches to go back into the Snake
      Stance.
                                                                       
   b) Snakebite - 2,2,2
                                                                       
           Two high strikes followed up by a low one. If blocked, the second
      high strike serves as a defense breaker to enable you to more or
      less successfully land the final hit. You may tap F after the first
      two hits to access the Dragon Stance OR after the last hit for the
      Panther Stance
                                                                       
   c) Out of Control - 1+3
                                                                       
           Lei goes into his Dragon Stance, turns around, and again faces
      his opponent as he tries to grab his (opponent's) head. He then
      whirls the opponent's head around to ensure dizziness, let's go,
      and gives the off balanced opponent a double punch to the chest.
      If you tap 1+2 during all that head whirling, Lei will do less damage
      on his double punch, but he will GAIN LIFE and end up in a Drunken
      Stance---cool!
                                                                       
2) Dragon - U (during Snake Stance)
                                                                       
            description: left leg genuflected; two arms both with closed
                         fists are parallel and pointing towards the
                         opponent to depict the shape of a dragon's mouth
            blocking   : high only
            left punch : identical to the Snake Stance's Out of Control
                         move, may also be followed up with a 1+2 during
                         all that head whirling to do less damage on his
                         double punch, GAIN LIFE, and end up in a Drunken
                         Stance---cool!
            right punch: an uppercut that packs some power and speed, but
                         does not juggle. May be followed up with an F
                         to proceed to the Tiger Stance
            left kick  : identical to the first hit of the High-low Kick,
                         but this time you cannot follow up with the sweep
            right kick : identical to the first hit of the Rush Combo and
                         this time you CAN continue with the said move.
                         May also be ended in two ways if blocked:tap 4
                         to deliver a high kick similar to the first attack
                         you did only this time it does more damage and
                         temporarily stuns the opponent, OR...tap D+4
                         to deliver a sweep that does less damage, but
                         adds a confusing strategy for this move---nice!
                                                                       
   Other moves:
                                                                       
   Dragon Spark - 1+2
                                                                       
        Without losing the cool position of his arms, Lei does a double
   punch to the opponent's chest and midsection to knock him off his feet.
   Good alternative for those already expecting a throw. You can access
   the Tiger Stance by tapping F after executing this move.
                                                                       
3) Panther - D (during Snake Stance)
                                                                       
            description: right leg bent slightly downward; left leg bent
                         slightly forward; both arms are suspended forward
                         with half-open hands to mimic a panther's paws
            blocking   : low only
            left punch : both arms are spread wide apart to sweep the opponent
                         in the process
            right punch: similar to the Dragon Stance's right punch. Also
                         comes with power and speed but this time it CAN
                         juggle!
            left kick  : identical to the normal stance's D+3. Tap B afterwards
                         for an instant Phoenix Stance!
            right kick : identical to the first hit of the Beating Kick
                         and CAN be followed up with the trio of midsection
                         punches in case it messes up. May also be ended
                         in two ways: One, tap 4 to deliver a mid kick,
                         and two, tap 3 for a low kick that sweeps.
                                                                        
   Other moves:
                                                                       
   *none*
                                                                       
4) Tiger - U (during Dragon Stance)
                                                                       
           description: right leg bent slightly downward; left leg bent
                        slightly forward; both arms are horizontally
                        aligned and suspended forward with almost fully-open
                        hands to mimic a tiger's paws
           blocking   : high only
           left punch : an oh so powerful pound that can, but not always,
                        juggle. You have to time it right, otherwise
                        your opponent will just get knocked down. Wondering
                        how a pound became a juggle? Simple: Just like
                        Paul's pound, the opponent's body bounces back
                        up, (unrealistic, but COOL) allowing you to juggle.
           right punch: also an oh so powerful pound that does a liiittle
                        bit more damage than the other one, but cannot
                        juggle. In my opinion, it ain't even worth the
                        try.
           left kick  : similar to the Set-up Kick but this time you
                        can't end it with either 4 or D+4
           right kick : a very quick yet powerful low back kick that
                        can sweep
                                                                        
   Other moves:
                                                                       
   Tiger Rush - 3,1,2,1,2
                                                                       
        This move simply stars with the first hit of the Set-up Kick followed
   up by the four midsection punches of the Razor Rush. There are numerous
   ways to end the Razor Rush part, and so I actually placed it in a
   separate section which you'd be reading later on.
                                                                       
5) Crane - D (during Panther Stance)
                                                                       
           description: left leg is folded and raised as high as possible;
                        right foot is tiptoed; both arms with half-open
                        fists are raised sideways and are pointing at
                        their respective directions; all of which depict
                        the normal stance of a crane
           blocking   : disabled
           left punch : a powerful strike that knocks the opponent off
                        his feet if it connects, but crushes his guars
                        much like the last hit of the Defense Breaker
                        if blocked.
           right punch: a spinning back fist that turns the opponent
                        around and at the same time ends up in a Back
                        Stance
           left kick  : a high forward kick to the face---cool stuffer!
           right kick : a high-damaging low kick that knocks the opponent
                        face down into the ground
                                                                        
   Other moves:
                                                                       
   Crane Dance -  3,4,2,3
                                                                       
        A four-hit combo the three kicks of which pack some nice damage.
   The last kick, by the way, is an upward one that CAN juggle. It is
   only advisable to use this move when you knock the opponent down and
   he gets up with a 3 (low spin kick). Just dash back and proceed with
   the combo.
                                                                       
6) Knockdown - 4,4
                                                                       
               description: lying face-up on the ground; head is farther
                            than the legs with respect to the opponent
               blocking   : disabled
               left punch : a sideroll that ends up in the normal stance
               right punch: disabled
               left kick  : identical to the normal stance's D+3
               right kick : similar to the normal stance's D+3, but you aim
                            for the chest instead of the shin
                                                                        
   Other moves:
                                                                        
   Hop up - 3+4
                                                                        
        Lei raises both his legs and uses their weight to carry his entire
   body upward and end up standing. Good counter for people who like to
   rush even when you're down.
                                                                       
7) Play Dead - D+3+4
                                                                       
               description: lying face-up on the ground; legs are farther
                            than the head with respect to the opponent
               blocking   : disabled
               left punch : a sideroll that ends up in the normal stance
               right punch: disabled
               left kick  : identical to the normal stance's D+3
               right kick : similar to the normal stance's D+3, but you aim
                            for the chest instead of the shin
                                                                        
   Other moves:
                                                                       
   a) Spring Kick - 3+4
                                                                       
           Undoubtedly Lei's most powerful anti-air, in this move he, from
      a lying down position, shoots both his legs upward and juggle the
      opponent. Sadly, there's not much you can do afterwards since you're
      still lying on the ground after doing this move.
                                                                       
   b) Double Slicer - 3,4
                                                                       
           This move is identical to the Rave Spin, except for the fact
      that you use a 3,4 instead of DB+4,4 code to execute it. Nice to
      mix-up with the Spring Kick to yield victorius results.
                                                                       
8) Post-slide - Hold D+1 (during Knockdown Stance)
                                                                       
                description: lying face-down on the ground; head is farther
                             than the legs with respect to the opponent
                blocking   : disabled
                left punch : switch back to Knockdown Stance
                right punch: disabled
                left kick  : identical to the normal stance's D+3
                right kick : similar to the normal stance's D+3, but you
                             aim for the chest instead of the shin
                                                                        
   Other moves:
                                                                       
   a) Deep Sleep - 3,4
                                                                       
           You "wake up" from your post-slide stance, do a sweep identical
      to the first hit of the Rave Spin, and end up, once again, lying
      on the ground but this time you're in your Play Dead Stance.
                                                                       
   b) Go to Sleep - 4,3
                                                                       
           Identical to the Cartwheel Kick, only you do it from a knockdown
      position, and that just makes it a lot cooler and definitely more
      surprising than the original.
                                                                       
9) Facedown - D+1+2
                                                                       
              description: lying face-down on the ground; legs are farther
                           than the head with respect to the opponent
              blocking   : disabled
              left punch : switch to Play Dead Stance
              right punch: disabled
              left kick  : identical to the normal stance's D+3
              right kick : also identical to the normal stance's D+3
                                                                        
   Other moves:
                                                                        
   Slide Kick - 4,3
                                                                        
        One of the mentioned advantages of Lei, this slide kick does not
   require him to run first. It comes out pretty fast and, also because
   of your current position, is a great surprise move. A good strategy
   would be to do an ordinary sweep (D+3) after it because you end up
   behind your lying opponent. Do it again he gets up repeat the process
   until he thinks of a way out. Finally, if you end up in front of
   him, do an ankle kick for a little more damage.
                                                                       
10) Drunken - F+3+4
                                                                       
              description: self-explanatory; added note---will last for
                           only about seven seconds
              blocking   : disabled
              left punch : a good, hard-hitting strike that knocks the opponent
                           off his feet
              right punch: disabled
              left kick  : disabled
              right kick : disabled
                                                                        
   Other moves:
                                                                       
   Staggering Slide - 3+4
                                                                       
        Lei turns around, crouches, and then stretches both legs out to 
   knock the opponent face down into the ground. Ends up in a Post-slide
   Stance.
                                                                       
11) Back - B+3+4
                                                                       
           description: self-explanatory
           blocking   : disabled (obviously)
           left punch : a spinning backfist that does not go into the
                        normal stance but back to the Back Stance instead
           right punch: one of the easier to access jugglers in Lei's
                        arsenal, this one's a quick, damaging uppercut
                        that launches the opponent in mid-air
           left kick  : a back high kick common to most Tekken characters
           right kick : a back mid kick also common to most Tekken characters
                                                                        
    Other moves:
                                                                       
    a) Low Back Spin - D+1
                                                                       
            Similar to this stance's left punch, but this time you aim
       for the shin instead of the face. This move CAN sweep an opponent
       and since does not go into the normal stance but back to the Back
       Stance instead, may be done repeatedly for a low juggle.
                                                                       
    b) Flit-flip-flop - 3+4
                                                                       
            Lei does a back flip that, like the previous move, since it
       does not go into the normal stance but back to the Back Stance
       instead, may be done repeatedly, especially on a knocked down opponent.
                                                                       
    c) Reverse Double Slicer - D+3,3
                                                                       
            This move is identical to the Rave Spin, except for the fact
      that you use a D+3,3 instead of DB+4,4 code to execute it. Nice
      to mix-up with the uppercut(right punch) to yield victorius results.
                                                                       
12) Phoenix - B+1+4
                                                                       
            description: left leg raised; right arm raised; left arm in
                         fromt of chest; added note---will last for only
                         about three seconds
            blocking   : disabled
            left punch : disabled
            right punch: disabled
            left kick  : the raised leg kicks high and does not go into
                         the normal stance but back to the Phoenix Stance
                         instead. Sounds like you may do it repeatedly
                         but you can't---only up to four times
            right kick : Lei's CHARGED POWER KICK! Left foot glows, but
                         since he does a move similar to the Crescent
                         Kick, it's his right foot that does the real
                         unblockable damage
                                                                        
   Other moves:
                                                                       
   *none*
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____      ____  _   _  ____    ____    __    ____  _____  ____
( \/ )(_  _)    (_  _)( )_( )( ___)  (  _ \  /__\  (_   )(  _  )(  _ \
 \  /  _)(_       )(   ) _ (  )__)    )   / /(__)\  / /_  )(_)(  )   /
  \/  (____)()   (__) (_) (_)(____)  (_)\_)(__)(__)(____)(_____)(_)\_)
                 ____  __  __  ___  _   _
                (  _ \(  )(  )/ __)( )_( )
                 )   / )(__)( \__ \ ) _ (
                (_)\_)(______)(___/(_) (_)
                                                                       
* Ok, now that you are familiar with Lei's array of fighting stances, you
  should also know that by tapping U or D anytime during the Razor Rush,
  you can get to apply one of these stances. This is Lei's biggest asset
  and is one, big confuser's strategy all by itself! Here's your whole
  list of practical choices:
                                                                       
First of all, tap F,N,1, then,...
                                                                       
  1) pause - to keep opponent guessing
                                                                       
     a) tap 2 - second Razor Rush punch
                                                                       
        a.1) pause - to keep opponent guessing
                                                                       
        a.2) tap 1 - third Razor Rush punch
                                                                       
             a.2.1) pause - to keep opponent guessing
                                                                       
             a.2.2) tap 2 - fourth Razor Rush punch
                                                                       
                    a.2.2.a) pause - to keep opponent guessing
                                                                       
                    a.2.2.b) tap 3 - Razor Rush ender: a low kick that
                                     can sweep at perfect timing
                                                                       
                    a.2.2.c) tap 4 - Razor Rush ender: a high kick that
                                     can be linked to the Crane Stance
                                     if you tap U/D immediately afterwards.
                                     Linking to the Crane Stance yields
                                     two more options: One, wait for the
                                     opponent to stand up and hit him
                                     with a Crane Dance to juggle, or two,
                                     dash forward, wait for him to move
                                     a muscle, and then stomp him with
                                     a right kick!
                                                                       
                    a.2.2.d) tap U/D - Tiger Stance
                                                                       
                             a.2.2.d.1) Tiger Rush - if the opponent tries
                                                     to counter with a
                                                     high attack or if
                                                     he did not expect
                                                     your sudden stance
                                                     switch and did nothing
                                                     but block high. Repeat
                                                     the whole process.
                                                                       
                             a.2.2.d.2) left punch - if your opponent
                                                     suspects something
                                                     else and blocks low.
                                                     Juggle afterwards.
                                                                       
                             a.2.2.d.3) right kick - like the Tiger Rush
                                                     do this only if the
                                                     opponent tries to
                                                     counter with a high
                                                     attack or if he did
                                                     not expect your sudden
                                                     stance switch and
                                                     did nothing but block
                                                     high.
                    a.2.2.e) Dragon Falls - the most damaging yet easy-to-access
                                            throw. Only if the opponent
                                            blocks high.
                                                                       
                                                                       
             a.2.3) tap U/D - Panther Stance
                                                                       
                    a.2.3.a) left punch - if the opponent did not expect
                                          your sudden stance switch and
                                          did nothing but block high.
                                                                       
                    a.2.3.b) right punch - if your opponent suspects something
                                           else and blocks low. Juggle
                                           afterwards.
                                                                       
                    a.2.3.c) right kick - if your stance switching evaded
                                          an opponent's attack and he's
                                          wide open. Follow up with the
                                          succeeding moves and enders
                                          of the Beating Kick.
                                                                       
                                                                       
             a.2.4) Dragon Falls - the most damaging yet easy-to-access
                                   throw. Only if the opponent blocks
                                   high.
                                                                       
                                                                       
        a.3) tap U/D - Dragon Stance
                                                                       
             a.3.1) left punch - if the opponent did not expect your sudden
                                 stance switch and did nothing but block
                                 high. Hit 1+2 to deal less damage but
                                 GAIN LIFE in return.
                                                                       
             a.3.2) right kick - like the left punch, do this only if
                                 the opponent did not expect your sudden
                                 stance switch and did nothing but block
                                 high. Continue with the Rush Combo and
                                 end it as you see fit.
                                                                       
             a.3.3) Dragon Spark - good for most opponents who more or
                                   less already expect you to execute
                                   your life-gaining throw and tries to
                                   throw you.
                                                                       
                                                                       
        a.4) Dragon Falls - the most damaging yet easy-to-access throw.
                            Only if the opponent blocks high.
                                                                       
                                                                       
     b) tap U/D - Snake Stance
                                                                       
        b.1) Rushing Snake - if the opponent tries to counter with a high
                             attack
                                                                       
        b.2) Snake Bite - if the opponent did not expect your sudden stance
                          switch and did nothing but block high
                                                                       
        b.3) right punch - if your stance switching evaded an opponent's
                           attack and he's wide open. Stuns the opponent
                           so juggle afterwards.
                                                                       
                                                                       
                                                                       
  2) tap 2 - second Razor Rush punch
                                                                       
     a) pause - to keep opponent guessing
                                                                       
     b) tap 1 - third Razor Rush punch
                                                                       
        b.1) pause - to keep opponent guessing
                                                                       
        b.2) tap 2 - fourth Razor Rush punch
                                                                       
             b.2.1) pause - to keep opponent guessing
                                                                       
             b.2.2) tap 3 - Razor Rush ender: a low kick that can sweep
                            at perfect timing
                                                                       
             b.2.3) tap 4 - Razor Rush ender: a high kick that can be
                            linked to the Crane Stance if you tap U/D
                            immediately afterwards. Linking to the Crane
                            Stance yields two more options: One, wait
                            for the opponent to stand up and hit him
                            with a Crane Dance to juggle, or two, dash
                            forward, wait for him to move a muscle, and
                            then stomp him with a right kick!
                                                                       
             b.2.4) tap U/D - Tiger Stance
                                                                       
                    b.2.4.a) Tiger Rush - if the opponent tries to counter
                                          with a high attack or if he
                                          did not expect your sudden stance
                                          switch and did nothing but block
                                          high. Repeat the whole process.
                                                                       
                    b.2.4.b) left punch - if your opponent suspects something
                                          else and blocks low. Juggle
                                          afterwards.
                                                                       
                    b.2.4.c) right kick - like the Tiger Rush do this
                                          only if the opponent tries to
                                          counter with a high attack or
                                          if he did not expect your sudden
                                          stance switch and did nothing
                                          but block high.
                                                                       
             b.2.5) Dragon Falls - the most damaging yet easy-to-access
                                   throw. Only if the opponent blocks
                                   high.
                                                                       
                                                                       
        b.3) tap U/D - Panther Stance
                                                                       
             b.3.1) left punch - if the opponent did not expect your sudden
                                 stance switch and did nothing but block
                                 high.
                                                                       
             b.3.2) right punch - if your opponent suspects something
                                  else and blocks low. Juggle afterwards.
                                                                       
             b.3.3) right kick - if your stance switching evaded an opponent's
                                 attack and he's wide open. Follow up
                                 with the succeeding moves and enders
                                 of the Beating Kick.
                                                                       
                                                                       
        b.4) Dragon Falls - the most damaging yet easy-to-access throw.
                            Only if the opponent blocks high.
                                                                       
                                                                       
     c) tap U/D - Dragon Stance
                                                                       
        c.1) left punch - if the opponent did not expect your sudden
                          stance switch and did nothing but block high.
                          Hit 1+2 to deal less damage but GAIN LIFE in
                          return.
                                                                       
        c.2) right kick - like the left punch, do this only if the opponent
                          did not expect your sudden stance switch and
                          did nothing but block high. Continue with the
                          Rush Combo and end it as you see fit.
                                                                       
        c.3) Dragon Spark - good for most opponents who more or less already
                            expect you to execute your life-gaining throw
                            and tries to throw you.
                                                                       
                                                                       
     d) Dragon Falls - the most damaging yet easy-to-access throw. Only
                       if the opponent blocks high.
                                                                       
                                                                       
                                                                       
  3) tap U/D - Snake Stance
                                                                       
     a) Rushing Snake - if the opponent tries to counter with a high
                        attack
                                                                       
     b) Snake Bite - if the opponent did not expect your sudden stance
                     switch and did nothing but block high
                                                                       
     c) right punch - if your stance switching evaded an opponent's attack
                      and he's wide open. Stuns the opponent so juggle
                      afterwards.
                                                                       
                                                                       
                                                                       
  4) Dragon Falls - the most damaging yet easy-to-access throw. Only if
                    the opponent blocks high.
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____       ___  _____  __  __  ____  _____  ___
( \/ )(_  _)(_  _)     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
 \  /  _)(_  _)(_     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
  \/  (____)(____)()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                       
                                                                       
* Lei's only true ten-hit combo (as far as I know) is:
  Crane Dance-> 1-> Rush Combo-> 4
                                                                       
* His other ten-hit combos all include a backflip which is the dam weakest
  link I've ever seen in a combo. Any average player can just attack with
  almost anything he's got while your busy turning your back on him.
  You still wanna know? Ok...
                                                                       
1) 1,2,1,3+4,2,1,4,1,4,4
                                                                       
        The 2 after the 3+4 part is extremely hard to connect because
   of it's short range. The ninth and tenth hit are identical to the Rave
   Spin coupled with a 4. Cancell the tenth hit into the other possible
   ending (juggles) for the Rave Spin to deal more damage.
                                                                       
2) 1,2,1,3+4,2,1,4,1,2,3
                                                                       
        Just like the first one, but you finish only with the second part
   of the Rave Spin. The 2 after the 3+4 part is still extremely hard
   to connect.
                                                                       
3) 1,2,1,3+4,3+4,3+4,1,1,2
                                                                       
        Dammit, three backflips!? This should have been the best ten,
   I mean nine-hit combo in Lei's arsenal since it ends with an uppercut
   that launches the opponent but, again because of the backflip, sucks.
                                                                       
                                                                       
* As you probably have guessed by now, the 3+4 part is the accursed backflip.
  What you can do is stop thinking ten-hit after you do the 1,2,1 and
  do any of your other Back Stance moves like, say, the Reverse Double
  Slicer or maybe a simple throw just to keep him guessing.
                                                                       
* But if you really think the second half of these ten-hitters deserve
  some recognition, you can try executing the first half while your opponent
  is either down or far away. By the time you're through with the backflip/s,
  you'd be near enough to connect the second half of the combo and apply
  your own strategies to it.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____       ____  __  __   ___   ___  __    ____  ___
( \/ )(_  _)     (_  _)(  )(  ) / __) / __)(  )  ( ___)/ __)
 \  /  _)(_     .-_)(   )(__)( ( (_-.( (_-. )(__  )__) \__ \
  \/  (____)()  \____) (______) \___/ \___/(____)(____)(___/
                                                                       
                                                                       
  A. launchers (these are also listed in my moves section)
                                                                      
   1) DF+2 = Controlled Uppercut
                                                                       
            This is, of course, the weakest of the launchers as it is
      composed of only one hit. It is, however, the most efficient of
      the three for exactly the same reason.
                                                                       
   2) UF+4 = Hop to Upward Kick
                                                                       
            Comes out faster, does more damage, and even hurls the opponent
      higher in mid-air. With this move at your disposal, you may be asking,
      "Why the hell would I need the previous launcher!?" and the answer
      is recovery. This move, when blocked or sidestepped from, makes
      you wide open for many, many things while the former doesn't.
                                                                       
   3) DB+4 = Sweep
                                                                       
            A sweep!? yep! Why? cause it launches your opponent a liiittle
      bit in mid-air before he lands, giving you enough time to whip up
      something other than tapping 4 to deal more damage.
                                                                       
   4) (Back Stance) 2 = Berserk Uppercut
                                                                       
            Would have been more efficient than the controlled uppercut
      but is not because of the need to turn around before execution.
      Still worth the try since there are many things an opponent can
      expect when he's facing your back and this move is not one of the
      most common.
                                                                       
   5) (Back Stance) D+1 = Arm Sweep
                                                                       
            Again, another sweep that launches your opponent a liiittle
      bit in mid-air before he lands, giving you enough time to whip up
      something other than tapping 4 to deal more damage.
                                                                       
   6) (Panther Stance) 2 = Precision Uppercut
                                                                       
            The kind of uppercut that makes Lei look like a pro(and he is,
      'mind you). Has the ability to launch an opponent in a quite respectable
      height. Packs some power too.
                                                                       
   7) (Tiger Stance) 1 = Power Pound
                                                                       
            I've said it before, I'll say it again: This move can, but
      not always, juggle. You have to time it right, otherwise your opponent
      will just get knocked down. Wondering how a pound became a juggle? 
      Simple: Just like Paul's pound, the opponent's body bounces back
      up, (unrealistic, but COOL) allowing you to juggle.
                                                                       
   8) (Crane Stance) 3,4,2,3 = Awkward Combo to High Kick
                                                                       
            Doesn't launch the opponent as high as the other juggle starters
       ('cept for the sweeps, of course!) but still a good move to try
       since it's an easy four-hitter and you haven't even started juggling
       yet!
                                                                       
  B. enders
                                                                       
   1) for all launchers except the sweeps
                                                                            
      - 1,F,N,1,2,1,2,4
      - 1,F,N,1,2,1,2,D,N,4
      - 1,F,N,4,2,1,3,D,4
      - UF+4,N,4,4,3,3
      - 1+2,1,D,1,1,4
                                                                            
   2) for launcher 7
                                                                            
      - D,N,4,1,1,1,1,1,1
      - D,N,1,1,1,1,1,1,DB,4
                                                                            
   3) for launcher 5
                                                                            
      - D,1,1,N,1,D,1,4
      - D,1,N,3,4,4,3,3
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _       ___  _____  __  __  _  _  ____  ____  ____  ___
(_  _)( \/ )     / __)(  _  )(  )(  )( \( )(_  _)( ___)(  _ \/ __)
 _)(_  )  (     ( (__  )(_)(  )(__)(  )  (   )(   )__)  )   /\__ \
(____)(_/\_)()   \___)(_____)(______)(_)\_) (__) (____)(_)\_)(___/
                                                                       
                                                                       
1) D+1+3 / D+2+4 - Low Parry
                                                                       
        This is, in my opinion, the BEST counter attack in all of Tekken!
   It gives you way much free time than any other player's high parry,
   and it can't be countered like the normal reversal. Always, and I mean
   ALWAYS follow this move up with a UF+4 and a corresponding juggle
   as that is the only sound way of making up for the zero% damage the
   low parry brings.
                                                                       
2) F+3+4 - Drunken Stance (punch parry)
                                                                       
        I just hate this move. It gives you just about one-tenth of a
   second's free time to punish the opponent, and that's just about the
   same amount of time he needs to crouch. To be safe, a D+4 followed
   up by a while-standing 4 would suffice but, if you'd like to risk it,
   a throw or a UF+4 to juggle would deal much more damage.
                                                                       
3) F+1+3 / F+2+4 - Reversal Counter
                                                                       
        You use the F+1+3 if the attack that your opponent reversed was
   either a 1 or a 3. On the other hand, use the F+2+4 is the attack your
   opponent reversed was either a 2 or a 4.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____      _  _  ___
( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)
 \  /  _)(_  _)(_  _)(_      \  / \__ \
  \/  (____)(____)(____)()    \/  (___/()
                    ___  _____  __  __  ____  __  __  ____  ____  ____
                   / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
                  ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                   \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                       
                                                                       
* These are NOT 100% applicable in all cases. But it's safe to say that
  if you follow my guidelines, you'll always win. Actually, it's kinda
  boring to play against the computer. You don't have a solid ending or
  even a rating to get inspired on, just a time record---yawn.
                                                                       
1) The Rave Spin is your main weapon against the computer. Always use
   it, and the juggles that follow, as an opening move. This is also
   especially helpful whenever you're opponent is far and running towards
   you.
                                                                       
2) The Rolling Kicks is also a move that's effective even for the computer-
   controlled opponent. Even if he blocks it, he won't be doing anything
   that you can't side roll from.
                                                                       
3) Computer opponents never quit in the middle of a combo. Either they
   use only the first three hits, or finish the whole thing. Counter as
   you see fit.
                                                                       
4) Whenever you're down, do an ankle kick followed by a 2 then juggle.
   It never fails...
                                                                       
5) Run towrads the opponent and deliver a flying kick (3). If it doesn't
   connect, follow it up with a Rave Spin. Never fails either...
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 ____  _  _      _  _  ___      _   _  __  __  __  __    __    _  _
(_  _)( \/ )    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
 _)(_  )  (      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
(____)(_/\_)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                       
                                                                       
Well, there won't be any universal rules for fighting against humans cause
no two humans think identically. There are, however, general rules that
could apply to at most 80% of your encounters with human challengers
                                                                       
1) Mix everything up, especially your opening moves. Good opening moves
   would include a sidestep to Rave Spin, back dash to UF+4 or any other
   effective juggle starter, instant Razor Rush with its many enders,
   or forward dash to Dragon Falls.
                                                                       
2) Your ten-hit combos, whether blocked or not, have a very slim chance
   of being completed, especially if your opponent has a parry or a reversal.
   When this happens, usually your third hit is the one countered so quit
   after your second blocked hit and throw him. (yes, you CAN throw while
   your back is turned!)
                                                                       
3) If your opponent gets knocked down and does a 3d roll, most likely he'll
   sweep as he gets up so anticipate with a low parry to juggle.
                                                                       
4) If you are unsuccessful with a juggle launcher, you'll be wide open so
   might as well gamble with an UF+4 since this is the fastest emergency
   move Lei can do.
                                                                       
5) Enter the Phoenix Stance and do nothing until you revert to the normal
   stance. Do another Phoenix Stance and again make it seem useless. Do
   third one and this time tap 4. POW! he's out cold. (will work only
   if you're far from the opponent and he tries to get in close; estimate
   your distance and make sure it connects)
                                                                       
6) Know your opponent's size. Large men are hard to juggle with a UF+4.
   If you resort to the Spring Kick, however, you can pull off more hits
   than usual (two DF+LPs instead of a single LP)
                                                                       
7) Character-specific strategies:
                                                                       
Anna Williams - few people use this babe nowadays, probably because her
                sis, Nina, besides being a tougher babe to catch, can
                match her every combo and many would agree that hers
                (Nina's) are a lot easier to pull off. One thing that
                Anna has that her sis doesn't is a low super, but you
                can easily detect that. Fight her as you would a Nina
                player, expecting a good number of low to high pokes and
                sudden while-standing juggle starters to come your way.
                Just dash back to catch a breath of fresh air and get
                ready to rumble!
                                                                       
Bryan Fury - you can't go through a round playing against a good Bryan
             player without your face turning sour at least twice during
             the game. That's cause most his moves wreck HAVOC, not to
             mention giving you a good stun on a counter hit, which in
             turn gives room for MORE havoc-wrecking! You can try parrying
             his blows, as they all have initial movements invloved (eg. his
             forward power punch requires a F,F dash, his power pound
             requires a backward crouch, his power sweep needs a low spin
             before it materializes, etc.) or, you can try blocking them
             all and punishing them with Rave Spin combos.
                                                                       
Eddy Gordo/Tiger - no matter what anyone else says, these cool dudes fight
                   practically the same way. There are only two kinds
                   of Eddy/Tiger users, and you've probably guessed them
                   by now---the MASHER and the EXPERT. There's just no
                   in-between. Either you see an Eddy or a Tiger bombarding
                   you with tons of out-o-nowhere kicks then you look
                   at your opponent's fingers and all they do are alternately
                   hit the kick buttons, OR you encounter an opponent
                   who DOESN'T move at all! He'll wait till you attack
                   and choose from a wide variety of knock-down moves
                   to keep you lying flat on your back no matter how you
                   try to escape. First, let's deal with the masher. For
                   some reason, he'll be less efficient in Tiger's shoes,
                   but that doesn't matter. Concentrate on low-parrying
                   his "break dances" which are usually composed of four
                   consecutive low swinging kicks, and follow-up with
                   your favorite juggle to guarantee you coming out victorious.
                   Still ain't used to parrying? Try interrupting his
                   four-hit combos with the Razor Rush---it works! On
                   the other hand, the expert should be treated with
                   much caution, as he too can suddenly opt to turn into
                   a masher and KO you by surprise. But, normally, he'll
                   concentrate on one-hitters that'd knock you off your
                   feet. Counter with a Spring Kick (from Play Dead Stance)
                   and follow-up yet again with your favorite juggle.
                   If he's successful, always use the sideroll as that
                   gives him the least ways of hitting you again.
                                                                       
Forest Law - this will be one big mix-up game. Study the different ways
             with which your opponent reacts to your every move, and
             chances are, he has a pattern. On the other hand, he may be
             doing the same thing on you so don't give him a hint on
             whatever style of play you have, just make it look like you're
             diong things at random. Eventually he'll get confused and
             succumb to his fate---KO!
                                                                       
Gun Jack - he's big, but you're smarter. He's strong, but your faster.
           He does a heap of damage with his moves, but yours will connect
           a hundred times before one of his does. You'd probably already
           have the upperhand by now, cause Gun Jack users just don't
           have what it takes to even give me a headache. If ever a good
           strategy for playing as Gun Jack already exists, I've yet to
           encounter it. As of now, I consider him weak despite his strength,
           and an insignificant nuisance despite his great potential to
           become a fierce fighter.
                                                                       
Heihachi Mishima - the master juggler (no, he ain't no clown, dammit!)
                   and, like I said, my second favorite character. If
                   he blocks one of your juggle starters, it's almost
                   all over for you cause his double uppercut has almost
                   zero execution time. But that goes for him too---if
                   you block both uppercuts you can also retaliate with
                   an UF+4 to juggle and he won't be able to escape. Keep
                   those in mind and generally just try to anticipate
                   everything. He also has a very good high-low mix-up
                   strategy (I'm talkin' Hell Sweeps here) that spells
                   pain even if only one of his moves connect. Just jab
                   a lot to prevent this and proceed with while-standing
                   right kicks for a confusing game of your own.
                                                                       
Hwoarang - most people playing against a Hwoarang user would just block
           all day, wait for an open spot, and retaliate. This does work
           on average Hwoarang players, but the more expert ones will
           not give you a chance to hit them once you've blocked their
           first attack. Sometimes they'll give you a fake open spot
           and when you fall for it, BAM! you're knocked out cold. Most
           of you may also think of defending yourselves solely against
           kicks but then again even the near-expert Hwoarang player would
           know how to use his punches effectively---as POKERS. Whenever
           his kicks are too strong to recover quickly, he'll anticipate
           you to retaliate and so he'll quickly throw a jab to shut you
           up. Wrong move on your part. The trick is to fake a Play Dead
           stance on him and hit him with a Spring Kick even BEFORE his
           kick lands on your face. It's a big risk, but it's definitely
           better than just blocking all day.
                                                                       
Jin Kazama - he is the son of Kazuya Mishima and Jun Kazama, and expectedly
             would acquire considerable knowledge on the moves of both.
             He has his father's uppercuts and his mothers little four-hitters,
             plus some moves of his own and the ability to reverse an
             attack. His main weapon, however, is that three-hit electric
             punch combo that's lethal if connected on a counter hit.
             A good strategy would be to use your Drunken Stance as a
             punch parry on his SECOND blow because 90% of Jin users expect
             a counter on their third punch and not their second. Most
             Jin users are probably planning to fake their third punch
             and throw you instead, but never their second punch. If,
             on a rare occasion, you fail and parry nothing, just gamble
             with a Staggering Slide.
                                                                       
Julia Chang - most people (including me, once) find her tough to defeat
              simply because few know even the basics of how to use her
              effectively. She ALWAYS mixes up high and low attacks to
              catch her unsuspecting victims off-guard and connect a
              juggle starter. You'd be surprised, but my advice in dealing
              with this seemingly little girl is to keep some distance
              from her and attack from that distance. And don't get intimidated
              by those juggles that compose of tons of elbows. They (the
              elbows) do even less damage than a normal jab!
                                                                       
King - the Tekken 2 version of this guy was just fine, but now? cheap!
       He's been given too much advantages that it would take an above
       average player using another character to beat the crap out of
       an average player using him. I mean, besides a set of common moves
       that can already provide an opponent a good challenge, he also
       has linkable throws, anti-crouch throws, anti-ground throws, a
       tenstring that ends in a throw, an irreversible reversal, multiple
       slide kicks that are inescapable at certain situations, a leaping
       pound, unblockables that don't need charge-up, and a boomerang
       kick that does WAY too much damage for a single, quick, and side-stepping
       move! Be especially alert for the last move I mentioned, as it
       has the ability to turn the tables just when you thought the match
       was yours. Remember to duck whenever he sidesteps at a range beyond
       the normal one cause he's sure to attack high afterwards. Expect
       lots of mix-ups, and do not hesitate to execute a Razor Rush to
       any of its enders whenever he does a crouching dash cause that's
       his way of setting up a throw.
                                                                       
Kuma/Panda - no matter what anyone else says, these cool bears fight practically
             the same way. They'll claw and bite you to death, rarely,
             if ever, making use of their legs. I could compare them to
             Gun Jack, but their attacks come out quicker despite dealing
             close, if not equal, amount of damage. Beware of their great
             big uppercuts, their super claw attack that can turn into
             a rolling unblockable if you're out of range, and their
             farts(yes, FARTS!) that can *choke* knock you out with a
             single sniff. Ahh, don't worry. The reason I told you to
             be alert on their farts is so you can retaliate with the
             most damaging move in your arsenal. It really is easy to
             avoid this move, which is ultra short-ranged. What you need
             to know is how to seize the opportunity to deliver a Charge
             Power Kick (from Phoenix Stance)---just wait for them to
             fully crouch then do it. You'll throw the kick one moment
             after they finish doing their thing---POW! perfect timing!
                                                                       
Lei Wulong - can't say anything special with this officer, since he'll
             fight like you do, being a good confuser and all that. Treat
             him like you would a Law player. Study the different ways
             with which your opponent reacts to your every move, and
             chances are, he has a pattern. On the other hand, he may be
             doing the same thing on you so don't give him a hint on
             whatever style of play you have, just make it look like you're
             diong things at random. Eventually he'll get confused and
             succumb to his fate---KO!
                                                                       
Ling Xiaoyu - she's got lots o' high launchers, but they all do negligible
              damage. Still, be wary of these little things that make
              her what she is---a pest. They may be weak, but if you're
              constantly caught in them, you'd definitely lose, and it
              isn't very hard get in that problem in case you're wondering.
              Also to be taken under consideration are her one-hit strikes
              that surprisingly deal respectable damage and her stances
              that surprisingly evade most attacks. Be cool and calculating,
              don't rush right away, and punish her every stance with a
              Rave Spin combo and you'll be fine.
                                                                       
Mokujin - anyone who uses Mokujin must be mighty confident of his ability
          to identify a character just by the way he stands. Otherwise,
          he'll be someone who knew nothing about Tekken and fell victim
          to Mokujin's wacky nature. Yet contrary to everyone else's
          opinion, choosing Mokujin has its advanatges. For starters,
          if you can't identify a character by his stance, you'll be an
          unsuspecting victim for his moves. Second, your opponent can
          research on your style while you can't do the same for him.
          Lastly, characters smaller than Mokujin would have an advantage
          of range and in the same sense characters slower will experience
          a slight boost in speed. Anyway, he'll probably use some general
          tactic so find out what that is and counter as you see fit.
                                                                       
Nina Williams - well, she had quite an introduction when I commented on
                her sis, Anna, and I'll say it again: She match her sis'
                every combo and many would agree that hers are a lot easier
                to pull off. Watch out for sudden upward roundhouses
                and bone-breaking throws and you'll be fine. If she uses
                a confuser's poking strategy with you, you'll have to options:
                One, predict a low attack, parry, and link to an UF+4 and
                your favorite juggle, OR two, skip the low parry part
                and interrupt her moves with an UF+4---riskier if blocked,
                but a lot more effective and rewarding if not.
                                                                       
Ogre - he is, in my opinion, just a combination of the moves of Tekken 2's
       sub-bosses like Baek and his triple low to high kick, Lee and
       his infinity kicks, Heihachi and his axe kick, Kuma's throws, etc,
       etc, etc. BUT this is not what expert Ogre users tend to abuse
       to ensure their victories. Rather, they make use of his short-
       range yet fast moving unblockables that are quite lethal if included
       in a confuser's strategy. Good news is, these unblockables make
       the attacking part of his body glow first, giving you enough time
       to escape with the first way that pops into your mind, whatever
       that is. Don't think any longer than you have cause if you do,
       the unblockable shall have already connected.
                                                                       
Paul Phoenix - you'd think the only thing he could win is a brawl, but
               didn't you notice the black belt around his waist? Means
               he's an expert! And got lotsa high-level karate and judo
               stuff to make a newbie cry. BUT that also doesn't mean
               he can't win---BRAWL style! He's the best of both worlds,
               so to speak, and there are two types of Paul users: One
               that would finish you off with moves that revolve around
               the pound, the sweep, the elbow, and, of course, the power
               punch. Treat this Paul with much anticipation, and keep
               your eye on HIS body, not yours. Just do your move and
               do not worry about how Lei does it, just worry about how
               Paul will react. For the second type, constantly dash forward
               and back to lure him into starting a juggle, usually with
               a kick for a launcher, that has a generally slow recovery,
               giving you enough time to start a juggle of your own.
                                                                       
True Ogre - King may be too advantaged and considered cheap, but this...
            creature redefines the term! He's got a flame-thrower of a
            mouth, and for a game that doesn't contain projectiles of
            any sort, this is too much! Good thing is, upon practice and
            experience, you can learn to detect when he's gonna burp and
            duck if its from the ground and sidestep if its air-borne.
            Another cheap tactic he has would be a teleport into mid-air
            WHILE he's lying on the ground! And that's not all, after
            the teleport he'll swoop down on you with his UNBLOCKABLE
            horns. The solution? duck, that is, IF you detect it. Lastly,
            like Ogre, he has tons of unblockables that you simply must
            get used to so you could, in time, detect them like second
            nature. Take note that unlike Ogre, his unblockables have
            insane range, and are inescapable unless you counter, preferably
            with a Razor Rush.
                                                                       
Yoshimitsu - not really a threat, unless he lures you into a Shark Attack
             that does a heap o' damage! His powerful roundhouses can
             easily be ducked from and punished with a Low Punch to
             Back Flip, but, if he makes full use of everybody's DF+2
             uppercut to catch you in some powerful juggles, beware
             and play a counter attacker's game on him. Keep an eye out
             for his sword, and immediately give him a Cannonball if he
             tries to do something with it. He may try to chip away with
             tons of low spinning attacks with you should always be ready
             to low parry and follow-up with a juggle.
                                                                       
8) Strategies on PS only characters:
                                                                       
Dr. Boskconovitch - he'll fight much like you whenever he's in one of his
                    ground stances, but like someone else when he's up
                    standing (ok, maybe crouching). He's a fairly easy
                    character to defeat, just don't underestimate him
                    and try to find out what moves he can pull off like
                    Heihachi's uppercuts, Law's flips, King's leg throws,
                    etc, etc, etc. Also keep an eye out for epileptic
                    seizures (!) cause that's when you run in for the
                    flying or slide kick.
                                                                       
Gon - Haha! This guy sure is a good laugh, whether you've seen him before
      or not. But, seriously, he can be a major pain at the hands of a
      masher cause if he starts spinning his tail, which by the way can't
      be low parried, you can't do anything but block. Wait for him to
      push you a little bit away with that spinning tail, dash back,
      and counter him with a Razor Rush the next time he tries to pull-off
      the same strategy on you. At the hands of an expert, he'll be using
      a cheappy projectile so always have a handy sidestep ready just
      in case.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _      ____  _  _  ____   ____  _  _   ___
( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
 )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
(_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                       
                                                                       
We see Lei honing his skills on a mountaintop by keeping a bowl of some
sort from dropping to the ground while executing his different moves.
Then we are shown with a another, snowy scene featuring Lei trying to
stance-switch his way through a series of bamboo poles in a straight
line. Finally, it's summer(or autumn?) and he's practing with a sword.
Then we see the sword hurled carelessly in mid-air. Lei thinks he needs
some rest and goes to sleep at a buddha statue.
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____       ___  ____  ____  ____   ____  ____  ___
( \/ )(_  _)     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
 )  (  _)(_     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
(_/\_)(____)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                       
                                                                       
Gamepro for some of the moves' names
                                                                       
Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows
                                        of ASCII arts
                                                                       
Anson de Peiza (anson@home.com) for a little added info:
                                                                       
               "The Back Stance, activated by the code B+3+4, may be accessed,
               by doing B+3~4 or B+4~3 as an alternative. If you do this,
               Lei will yell something dependent on which alternative
               you have chosen."
                                                                       
Gamefaqs.com for paying attention to this faq
Namco and all its affiliates for creating such a great game
                                                                       
Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
( \/ )(_  _)(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
 )  (  _)(_  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
(_/\_)(____)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                       _   _  ____  ___  ____  _____  ____  _  _
                      ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                       ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                      (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                       
                                                                       
v1.1 - added character-specific strategies
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
 _  _  ____  ____  ____      ____  ____  _  _    __    __
( \/ )(_  _)(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
 )  (  _)(_  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
(_/\_)(____)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                   _    _  _____  ____  ____   ___
                  ( \/\/ )(  _  )(  _ \(  _ \ / __)
                   )    (  )(_)(  )   / )(_) )\__ \
                  (__/\__)(_____)(_)\_)(____/ (___/
                                                                       
                                                                       
Please feel free to email me if there's something about Lei I left out
or if you just want to comment on my work. Thank you. If ever I revise
this faq and add something you feel came from one of your emails to me,
email me again and remind me bout it so I can give you credit. Thanks
again.
                                                                       
                                                                       
Did you know how useful the Play Dead Stance could be? Until recently
have I thought that the only reason to do it is to get to the Spring
Kick (3+4) and that seems pretty useless since the opponent can see it
from a mile away. I also tried mixing it up with the Double Slicer (3,4)
but my opponents just keep on anticipating whatever I do from this stance.
Then I learned that the trick is to ALWAYS do the Play Dead and follow
up with a randomly chosen move! This means that whether your attack was
blocked or evaded from prepare to re-execute the code for the Play Dead
since nine out of ten chances are your opponent's gonna strike back, and
strike high. THEN do the spring kick and follow up with your favorite
juggle---cool!
                                                                       
                                                                       
%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                       
And just in case you read the last part of this faq before the first,
allow me restate my legal notice...
                                                                       
By gaining access to this faq you agree to the following terms:                    
                                                                                   
___________________________________________________________________________________
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||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
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||     Examples of this harm include physical ones, such as getting mauled       ||
||     by someone who lost to you via a technique found in this faq, and         ||
||     emotional ones, such as experiencing humiliation upon the use or          ||
||     most likely misuse of yet another technique found in this faq.            ||
||                                                                               ||
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||     out of ten chances are it is not in its latest update. You must           ||
||     therefore read the latest version of this faq first at the said web       ||
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||     As for webmasters, web page contibutors, and all similar personnel,       ||
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||                                                                               ||
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||     incorporated even a very minute part of the strategies found in this      ||
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||     me partial credit for it.                                                 ||
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||     any help it has done for you.                                             ||
||                                                                               ||
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