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    FAQ Supplement by BMW

    Version: 0.99 | Updated: 07/05/98 | Printable Version | Search This Guide

    
    
    
    
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                     TEKKEN 3 FAQ SUPPLEMENT (version 0.99)
                            *last updated on 7/5/98*
                                   - by BMW -
    
          Note that this will be the last version of "BMW's Tekken 3 FAQ 
    Supplement".
    
    
          READ THIS:
          No part of this document may be reproduced and sold for profit.   
    The information herein is intended for recreational use only and may 
    only be redistributed in its entirety by electronic or printed format, 
    or with the expressed written consent of BMW(Barry Wright Moretz >> 
    dncbmw@hotmail.com). New versions of this document may be found at: 
    
                   http://www.angelfire.com/wy/Tekken3Stuff
    
    
    ....................   Best viewed in monospace format(if the numbers 
    12345678901234567890   line up with the dots, you're viewing in mono)
                             
    
    
          WHAT'S NEW:
          - replaced and modified juggles in Julia's "Useful Juggles" 
            portion in the "Specific Strategy" section
          - modified Kuma's juggle in the "Useful Juggles" portion of the 
            "Specific Strategy" section
          - modified a juggle in Law's "Useful Juggles" portion of the 
            "Specific Strategy" section
          - added a juggle starter and follow up juggles in Yoshimitsu's 
            "Juggling" portion of the "Specific Strategy" section
          - added Juggle Starters and follow up juggles to the Ogre's 
            "Juggling" portions, and modified Ogre II's "Attacking" portion 
            in the "Specific Strategy" section 
    
    
          
    
    ******CONTENTS**********************************************************
    
    {Content Name}          {Description}
    
    Tekken 3 Faq            Title of this document(duh)
    
    i.   Read This          Tells you what I consider to be ethical usage of 
                            this document
    
    ii.  What's New         Summary of new additions/fixes for this FAQ
    
    iii. Contents           Summary of the information within this document
    
    iv.  Introduction       An introduction to this document(its intended 
                            use and why you might need it)
    
    v.   Key                The abreviations I will be using in this 
                            document
    
    I.   Timing Is          Title for the section dealing with the proper
           Everything       timing of moves
     A.  The Basics on       Covers timing for strings, counters, reversals, 
           Timing            and sidesteps
     B.  Multi-throw         Title for section dealing with multi-
           Timing            throws(this portion discusses timing, 
                             buffering, and other things you may or may not 
                             know about multi-throws)
      1. Introduction         Discusses why you to need know how to time 
                              multi-throws
      2. General              Referral for the Ultimate Tackle multi-throw 
                              that any character may utilize
         Bryan Fury           Bryan's multi-throw
         Gun-Jack             Gun-Jack's multi-throws
         King                 King's multi-throws
         Forest Law           Law's multi-throw
         Paul                 Paul's multi-throw
         Nina/Anna            Nina Williams'/Anna Williams' multi-throws
    
    II.  Strategy           Title for section dealing with offensive and 
                            defensive strategy   
     A.  Introduction        jibber-jabber
     B.  General Strategy    Deals with basic offensive and defensive
                             strategy that any character may utilize
     C.  Specific            Discusses strategic methods for specific
           Strategy          characters
      1.  Difficult           Explains how to complete the more difficult 
            Joystick          motions in Tekken 3
            Motions
      2.  Techable Throws     Lists techable throws and describes the 
                              result of a tech
      3-20.  Characters       Characters are in alphabetical order
                             
    vi.  Help Me            I'm asking for help in completing this
                            document(duh)
    
    vii. Thanks             Thanking all the little helpers(duh)
    
    
    
    
    
    ******INTRODUCTION******************************************************
    	
          This document is a basic guide on how to play Tekken 3. It is not 
    a move list(although I will include many move descriptions so you will 
    know exactly what I am talking about), but rather a strategy guide. It
    is intended for use by intermediate-level players and it should bring 
    those persons very close to a master/expert level of play. I don't 
    consider myself to be an outstanding player, but I am very familiar 
    with many of the techniques in Tekken, and I know a few things about 
    how to use them. You will probably already know much of the information 
    within this document(or maybe you do, but you simply haven't really 
    thought about it). Hopefully, I will explain some of the moves that you 
    haven't fully understood, or concepts that you haven't fully explored, 
    therebye giving that extra edge we all need. This FAQ should be used in 
    conjunction with a dedicated move list. I personally recommend 
    Surfbard's Tekken 3 FAQ, which may be found at "Surfbard's Tekken 3 FAQ 
    Headquarters":
    
                  http://pw2.netcom.com/~surfbard
    
    
    
    
    
    ******KEY***************************************************************
    
          If you are reading this FAQ for the first time, or if this FAQ 
    has been updated since you last read it, please review the following:
    
    Buttons:
    lp      - left punch                    rp      - right punch
    lk      - left kick                     rk      - right kick
                
    Controller:
    d       - tap down                      u       - tap up
    D       - hold down                     U       - hold up
    df      - tap down-forward              ub      - tap up-back
    DF      - hold down-forward             UB      - hold up-back
    f       - tap forward                   b       - tap back
    F       - hold forward                  B       - hold back
    uf      - tap up-forward                db      - tap down-back
    UF      - hold up-forward               DB      - hold down-back
    n       - neutral(centered) position
    
    Move Notations:
    ss      - side step(u or d)             Q.      - a question(duh)
    MTS     - a multi-throw starter         A.      - an answer(duh) 
    (duh)   - You should have known that.   WS      - as you stand up
    H       - high attack                   WC      - as you crouch
    M       - mid attack                    B       - breakable
    L       - low attack                    ~       - no pause
    U       - unblockable attack            P       - *a pause
    (...)   - button sequence(for a move)   [...]   - multi-throw escape 
                                                      sequence
    
    *this pause(during an opponent's string) is long enough for you to 
          attack or sidestep before the next move in the string
    
    Important Terms:
    
    *The definitions for the following terms can be argued, but for the 
    purposes of this FAQ, they will be defined as follows.
    
    *>General:
    
    axis shift              - this is the long sought after control over 
                              the 3rd dimension(the ability to move a 
                              character towards his right or left side). In 
                              Tekken 3, you may complete an axis shift by 
                              performing a sidestep(which is basically a 
                              quick dash to the side). If you tap up on the 
                              controller, your character will move away 
                              from you; if you tap down, he will move 
                              towards you.
    
    buffering               - aka. delaying: the ability to delay a move in 
                              a move-string.
    
    button buffering        - a wonderful aspect of Tekken(God this game is 
                              COOL) game mechanics that allows you to enter 
                              in button sequences more efficiently. This is 
                              how it works: you want to enter in a sequence 
                              consisting of button one and then button one 
                              and button two together. Normally, you would 
                              have to tap button one, release it, and then 
                              tap button one and button two at the same 
                              time. Buffering is the ability to PRESS AND 
                              HOLD button one(this is the key), and then tap 
                              button two. In this way, you can get the same 
                              result as before while being much more 
                              accurate in the process.
    
    move buffering          - the process of performing two moves with a 
                              modified input sequence(example: Yoshimitsu's 
                              f,f+rk or f,f+rp may be buffered into a 
                              forward dash by inputting f,f,f+rk or f,f,f+rp, 
                              respectively)
    
    combo/combination       - a series of moves that are unblockable, given 
                              that the first move(in the series) connects.
    
    counterhit              - aka "interrupt": an attack that connects 
                              while your opponent is attacking, thus 
                              negating his attack.
    
    counter or countermove  - a move that negates some other move.
    
    custom strings          - a series of individual moves, or portions of 
                              strings, used to create a move sequence that 
                              blends together so well it is as difficult to 
                              defend against as a ten-string which you have 
                              never experienced.
    
    juggling                - aka "juggle", "juggle combo", "juggles": a 
                              juggle is a series of moves used to hit an 
                              airborne opponent. Attacks that are made upon 
                              an airborne opponent are effectively 
                              unblockable.
    
    multi-throw             - a grappling move that may have an alternate 
                              outcome via input from user.
    
    poking pattern          - a continuous, repeated series of fast attacks 
                              that forces your opponent into a defensive 
                              state.
    
    string or move-string   - a set of moves that may be chained together to 
                              create a single move sequence(not to be 
                              confused with a "combo").
    
    tech                    - aka "techable": a special type of counter that 
                              can only be used in special situations: a tech 
                              hit does not negate an attack, as a counter 
                              does, but instead it alters the outcome of the 
                              attack to the benefit of the person completing 
                              the tech.
    
    reversal                - a special type of counterhit that attacks your 
                              opponent while he is attempting to attack you.
    
    
    
    A NOTE ON BUTTON BUFFERING:
          To complete any, and I do mean ANY, individual move that requires
    you to press more than one button, you may press and hold all but
    one of those buttons and then tap the last one when you are ready to
    complete the move.
    
    A NOTE ON JUGGLES:
          In juggle descriptions, I will use a comma(,) to separate button
    taps in moves. If you see a period(.), it means that the button taps
    before and after the period are not linked together(ie. the button
    sequences do not combine to create a move; they are themselves
    individual moves).
    
    
    *>Skill-levels:
    
    masher/scrub            - someone who doesn't really know how to play 
                              Tekken 3. They get on the game, pick Eddie, 
                              and then they attempt to win by hitting the 
                              buttons and yanking on the joystick as fast 
                              as possible.
    
    novice/newbie           - someone who is familiar with basic Tekken 
                              tactics, but simply lacks the knowledge to be 
                              proficient in it.
    
    intermediate            - a WIDE range of players(basically anyone who 
                              doesn't fit into the other categories).
    
    expert                  - expert level players demand control of 
                              everything: their player, their opponent's 
                              player, EVERYTHING: they achieve control over 
                              their own character by practicing until they 
                              have him down to a science; and they achieve 
                              control over their opponent's character by 
                              forcing him into situations in which he has 
                              very limited choices, and then they make an 
                              assumption as to which choice their opponent 
                              will make. Note that an expert level player 
                              in one location may or may not be an expert 
                              level player in another locale because the 
                              skill levels of the two locations may be very 
                              different.
    
    
    *>Tactics:
    
    pit bull                - aka "pit bull tactics": a "pit bull" is a 
                              player who gets right up in your face and 
                              attacks, and attacks, and attacks(basically a 
                              poker who doesn't ever let up).
    
    poking                  - aka "pokers", "poking tactics": the process 
                              of using very fast, usually low-damage 
                              attacks to knock an opponent out of his 
                              attack(very effective when used in 
                              conjunction with "turtle" tactics). In high-
                              level play, poking becomes a series of fast 
                              moves that entices an opponent to make a 
                              mistake, therebye allowing for a high-damage 
                              counterattack(like df+rp, for example).
    
    turtle                  - aka "turtle tactics", "turtler": a strategy 
                              that involves waiting for the best time to 
                              attack by avoiding your opponent's attacks 
                              until he leaves himself open to your attack.
    
    
    
    ************************************************************************
    
    
    TTTTT  IIIII  M   M  IIIII  N   N   GGG       IIIII   SSSS
      T      I    MM MM    I    NN  N  G   G        I    S
      T      I    M M M    I    N N N  G            I     SSS
      T      I    M   M    I    N  NN  G  GG        I        S
      T    IIIII  M   M  IIIII  N   N   GG G      IIIII  SSSS
    
        EEEEE  V   V  EEEEE  RRRR   Y   Y  TTTTT  H   H  IIIII  N   N   GGG
        E      V   V  E      R   R   Y Y     T    H   H    I    NN  N  G   G
        EEE    V   V  EEE    RRRR     Y      T    HHHHH    I    N N N  G
        E       V V   E      R   R    Y      T    H   H    I    N  NN  G  GG
        EEEEE    V    EEEEE  R   R    Y      T    H   H  IIIII  N   N   GG G
    
    
    ******THE BASICS ON TIMING IN TEKKEN 3**********************************
    
          In Tekken 3, timing really is everything. You might know the
    button sequence for every move in the game, but if you don't know when
    you should complete the sequence, then you don't really know how to
    complete the move. There's a big difference between knowing how to do
    King's Rolling Death Cradle and actually doing it every time you want
    to. That is what this section is all about: I'm simply trying to help
    you become better at Tekken 3 by telling you when the machine expects
    the move input from you.
    
    *The following is a basic timing guide for a generalized set of some of
    the most popular moves:
    
    >Strings
          All standard move-strings, that is, any move that can be
    chained together with others, are fairly simple. You just complete the
    next move while your character is performing the move before it
    (example: You complete the Ultimate Tackle with your character and you
    want to punch your opponent three times and then do the armbreaker move.
    One possible button sequence is this: <Ultimate Tackle>,lp,rp,lp,lp+rp.
    You should hit lp as your opponent's back hits the ground during the
    tackle, then you hit rp while your character's left arm is coming down,
    lp again as the right arm comes down, and, finally, lp+rp as his left
    arm comes down for the second time). Ten-strings, as well as any other
    standard move-string, follow the above rule.
    
    >Reversals/Counters
          Reversals or move counters must be timed very accurately. If
    you've never noticed, performing one of these moves causes your
    character to do a quick shuffle(for lack of a better term). This 
    "shuffle" is the precise amount of time during which your character may 
    counter or reverse a move. Watch out, though: most reversals/counters
    will only work on certain types of  attacks, so choose which one you
    use very carefully. Counters/Reversals that are performed to negate a 
    multi-throw move should be completed at the same time your opponent is 
    supposed to complete the move(example: perform the armbreaker and 
    legbreaker counter/reversal as your back hits the ground or after the 
    third punch(if your opponent chooses to complete the 3 Mounted Punches 
    before the armbreaker or legbreaker)).
    
    >Sidesteps
          Sidestepping is a move that changes a characters position. It
    is very difficult to master sidestepping because the point at which you
    must complete the sidestep varies widely from situation to situation.
    To have a better chance of sidestepping an opponent, note the following
    mechanics of an axis shift:
          1. You may keep facing your opponent only by actively trying
    to: you can "square off" with him by either completing some move or
    move sequence while he is sidestepping(the attack automatically tracks
    to your opponent's new position if your opponent is within 90 degrees 
    of the direction your character is facing), by attempting a throw(this 
    always causes you to face your opponent, whether you are close enough 
    to grab them or not), by making your character walk, dash, or run(
    characters automatically face-off with their opponent while they are 
    moving, but again they must be within 90 degrees for this to work), or 
    by sidestepping in the same direction(example: your opponent sidesteps 
    to his right side. If you sidestep to YOUR right, you will negate his 
    axis shift.)     
          2. The slower the move, the better it tracks to your new 
    position(generally speaking): it is much easier to sidestep fast moves. 
    Also note that you may sidestep slow moves by sidestepping more than 
    once: no move, other than sidestepping, changes a characters position
    (axis-wise) as fast as a series of sidesteps, so if you just keep 
    sidestepping in the same direction while your opponent completes a 
    string or move, you will eventually get out of the area of effect(given 
    that you have enough time). Note that the motion for the sidestep will 
    change(from u to d or from d to u, depending on which side you sidestep 
    towards) as you circle your opponent.
          3. Sweeps, or any other move that has a sweeping motion, will
    connect even if you sidestep(doesn't that make sense), unless you are
    out of the range of the sweeping move. A good example of this would be
    Paul's Falling Leaf Combo(d+rk,rp): if you sidestep this move while
    Paul is within sweeping range, the sweep will knock you down, but the
    elbow won't connect(as it would if the sweep had hit you while you were
    facing him); if you sidestep while you are just outside the range of
    the sweep, neither the sweep nor the elbow will connect. Also, some
    sweeps don't make a complete circle(they are only effective on one side
    of the character), so if you sidestep towards the side of your opponent
    which isn't affected by the sweep, you will avoid the attack.
    
    >Multi-throws
          Multiple throw moves require special attention(they are
    specific to individual characters). These moves, and exactly how to
    perform them, are the major topic of "Timing Is Everything". They have
    a high amount of damage, and many of them are difficult for your
    opponent to avoid(especially when they are used at the right time), so
    read carefully, monkey-boy. 
    
    ************************************************************************
    
    M   M  U   U  L     TTTTT  IIIII     TTTTT  H   H  RRRR    OOO   W   W
    MM MM  U   U  L       T      I         T    H   H  R   R  O   O  W   W
    M M M  U   U  L       T      I   ---   T    HHHHH  RRRR   O   O  W   W
    M   M  U   U  L       T      I         T    H   H  R   R  O   O  W W W
    M   M   UUU   LLLLL   T    IIIII       T    H   H  R   R   OOO    W W
    
                  TTTTT  IIIII  M   M  IIIII  N   N   GGG
                    T      I    MM MM    I    NN  N  G   G
                    T      I    M M M    I    N N N  G
                    T      I    M   M    I    N  NN  G  GG
                    T    IIIII  M   M  IIIII  N   N   GG G
    
    >>INTRODUCTION<<
    
    Q. Why should I worry about knowing when I need to tap out multi-throw 
    moves when 90% of those moves can be performed by simply tapping the
    button sequence again and again?
    
    A. Because your opponent needs to know what move you're performing to 
    counter it. It is much easier for him to counter multi-throw moves if
    he sees or hears you typing in the button sequence. If that data isn't
    typed in until the last possible second, it will be much harder for him
    to counter it(if it's possible at all). By waiting, you force him to
    choose the throw he is going to counter, giving you a much greater
    chance to continue the multi. Also, some moves don't allow enough time
    for you to type them in more than once(King's Rolling Death Cradle and
    many of Nina's multis are examples): you simply HAVE to know precisely
    when to type those moves in.
    
    P.S. The following characters and their moves are in alphabetical order
    to make it easier to find the move you want to learn. I have done my
    best(sort of) to make this document as easy as possible to read.
    
    
    
    
    >>Outline<<
    
    {character name}
    
    >>>>>> {name of multi-throw starter} <<<<<<
    
    MTS-{multi-throw starter}
          1a>>{1st possible choice(after MTS)}
                2a>>{1st possible choice(after choice "1a")}
                2b>>{2nd possible choice(after choice "1a")}
                ...and so on
          1b>>{2nd possible choice(after MTS)}
          ...and so on
    
    <><><><>Timing<><><><>
    
    (1a) {How to properly time the 1st choice(after the MTS)}
    
    ...and so on
    
    <><><><>Buffering<><><><>(if applicable)
    
    {Name of move}({how to complete the move}): {how to buffer the move}
    ...and so on
    
    <><><><>Note that...<><><><>(if applicable)
    
          ...{important things to note about the aforementioned move(s)}
    
    
    
    
     GGG   EEEEE  N   N  EEEEE  RRRR    AAA   L
    G   G  E      NN  N  E      R   R  A   A  L
    G      EEE    N N N  EEE    RRRR   AAAAA  L
    G  GG  E      N  NN  E      R   R  A   A  L
     GG G  EEEEE  N   N  EEEEE  R   R  A   A  LLLLL
    
    
    >>>>>>Ultimate Tackle<<<<<<
    
    MTS- Ultimate Tackle(press nothing while running...refer to King's 
                         "Ultimate Tackle" for specifics)
          1>>3 Mounted Punches(lp,rp,lp or rp,lp,rp)[rp or lp]
                2>>2 more Mounted Punches(lp,rp or rp,lp)[rp or lp]
    
    <><><><>Note that...<><><><>
    
          ...you may counter either of the last two punches
    
    
    
    BBBB   RRRR   IIIII   AAA   N   N      FFFFF  U   U  RRRR   Y   Y
    B   B  R   R    I    A   A  NN  N      F      U   U  R   R   Y Y
    BBBB   RRRR     I    AAAAA  N N N      FFF    U   U  RRRR     Y
    B   B  R   R    I    A   A  N  NN      F      U   U  R   R    Y
    BBBB   R   R  IIIII  A   A  N   N      F       UUU   R   R    Y
    
    
    >>>>>>GUTPUNCH<<<<<<
    
    MTS- Gutpunch(d,df,f+rp or (SU)~rp)
          1>> Double Punishment(b+rp)
    
    
    <><><><>Timing<><><><>
    
    (1) Complete the Double Punishment immediately after the Gutpunch
          connects.
    
    
    <><><><>Note that...<><><><>
    
          ...this is a juggling multi that should be followed with the 
    Spinning Punches >> Spinkick(b+rp,lp,rk)
    
    
     
     GGG   U   U  N   N       JJJJJ   AAA    CCC   K   K
    G   G  U   U  NN  N         J    A   A  C   C  K  K
    G      U   U  N N N  ---    J    AAAAA  C      KKK
    G  GG  U   U  N  NN       J J    A   A  C   C  K  K
     GG G   UUU   N   N        J     A   A   CCC   K   K
    
    
    >>>>>>HELL PRESS<<<<<<
    
    MTS- Hell Press(df+lp+lk)
          1>> Super Hammer Strike(lp+rp)
    
    
    <><><><>Timing<><><><>
    
    (1) Complete the Super Hammer Strike immediately after Jack flattens his 
          opponent.
    
    
    
    >>>>>>LIFTING CHOKE AND TOSS >> MEGATON PUNCH<<<<<<
    
    MTS- Lifting Choke and Toss(uf+lp+rp)[lp+rp]
          1>> Megaton Punch(b,db,d,DF+rp)
    
    
    <><><><>Timing<><><><>
    
    (1) Complete the Megaton Punch immediately after Jack's opponent stops 
          ascending.
    
    
    
    
    K   K  IIIII  N   N   GGG
    K  K     I    NN  N  G   G
    KKK      I    N N N  G
    K  K     I    N  NN  G  GG
    K   K  IIIII  N   N   GG G
    
    
    >>>>>>IRISH WHIP<<<<<<
    
    MTS- Irish Whip(b+lp+rp)
          1a>> Quick Slam(rp+rk)[rp]
          1b>> Spin and Let Go(lp+rp)[lp]
          1c>> Spinning Ground Smash(lk+rk)[lk+rk]
          1d>> Turn Around and Let Go(lp+lk)[lp+rp]
    
    
    <><><><>Timing<><><><>
    
    (1a,1b,1c, & 1d) Complete these moves just after King grabs his
          opponent.
    
    
    <><><><>Note that...<><><><>
    
          ...you can achieve two and three ground grabs(db+rp+rk or
    db+lp+lk) after the Quick Slam and the Spinning Ground Smash. You have
    to be fast, but it is possible because the ground grabs that these
    moves set you up for stun your opponent, giving you just enough time
    for another grab. After the SGS, walk forward ever so slightly before
    you go for the grab or you will be out of range. Do a second grab to
    flip your opponent over for the third(you'll have to move forward a bit
    just as before to get the third grab). It is harder to get the ground
    grab after the QS: you have to run towards your opponent as soon as you
    complete the QS, and then you must stop at the right place to complete
    the first ground grab(difficult, but not impossible). The second grab
    should be completed right after King stands up beside your opponent. If
    you are fighting an opponent who is slow to get on his feet, these
    moves will be a breeze; if he gets up very quickly, these moves will be
    extremely difficult(duh). As an alternate, you may complete complete 
    the Elbow Drop(d+lp+rp) instead of the last throw for a guaranteed hit.
    
    
    
    >>>>>>JAGUAR DRIVER<<<<<<
    
    MTS- Jaguar Driver(d,df,f+lp)
          1a>> Boston Crab(lp+rp,lk,rk,lp+rp)
          1b>> Flying Press(lp+rp)
    
    
    <><><><>Timing<><><><>
    
    (1a) Complete the Boston Crab after the apex of the Jaguar Driver.
    
    (1b) Press and hold lp+rp right after the Jaguar Driver connects to 
          complete the Flying Press.
    
    
    
    >>>>>>REVERSE ARM CLUTCH & REVERSE FULL NELSON<<<<<<
    
    MTS- Reverse Arm Clutch(F,df+lp+lk or F,df+rp+rk)[lp/rp]
          1>> Backdrop(rp,lp,lp+rp)
                2a>> Cannonball(rp,rp,lp+rp)
                      3a>> Manhattan Drop(lk+rk,lp+rp,lp+rp+rk)[rp+rk]
                            4>> Super Freak(lp,rp,lk+rk,lp+rp)
                                  5a>> Giant Swing(rp,lp,lk,rk)[lp]
                                  5b>> Split Powerbomb(lk,lp,rp,lk+rk,
                                                       lp+rp+lk+rk)[rp]
                      3b>> Powerbomb(lp,rp,lk+rk)[lp+lk]
                            6a>> Giant Swing[rp]
                            6b>> Split Powerbomb[lp]
                2b>> German Suplex(lk+rk,lp+rp)[lk/lp]
                      7>> Powerbomb
                            6a>> Giant Swing[rp/lp]
                            6b>> Split Powerbomb[rp]
    
    MTS- Reverse Full Nelson(ss+rp+rk(B to negate the grab) or F,df+lp+rp
          or df,df+rp+rk(while opponent is crouching))
          8>> Cannonball 
                >> (same as the 2a Cannonball above)
    
    
    <><><><>Timing<><><><>
    
    (1) Complete the Backdrop immediately after King grabs his opponent. 
    
    (2a & 2b) Complete the Cannonball or the German Suplex as King brings
          his opponent to a semi-standing position
    
    (3a & 3b) Complete the Manhattan Drop or the Powerbomb immediately after 
          King's feet hit the ground during the Cannonball.
    
    (4) Complete the Super Freak as King moves his hands from his victim's 
          shoulders to their waist(after pushing them into an upright 
          position) during the Manhattan Drop.
    
    (5a & 5b) Complete the Giant Swing or the Split Powerbomb as King wraps
          his arms around his opponent's waist.
    
    (6a & 6b) Complete the Giant Swing or the Split Powerbomb immediately
          after King picks his opponent up.
    
    (7) Complete the Powerbomb immediately after King picks up his opponent.
    
    (8) Complete the Powerbomb after King turns face down, but before he
          picks his opponent up.
    
    
    <><><><>Buffering<><><><>
    
    Backdrop(lp,rp,lp+rp): Tap lp, press and hold rp, tap lp
    Cannonball(rp,rp,lp+rp): Tap rp, press and hold rp, tap lp
    Manhattan Drop(lk+rk,lp+rp,lp+rp+rk): Tap lk+rk, press and hold lp+rp,
          tap rk
    Split Powerbomb(lk,lp,rp,lk+rk,lp+rp+lk+rk): Tap lk, tap lp, tap rp,
          press and hold lk+rk, tap lp+rp
    
    <><><><>Note that...<><><><>
    
          the ss,rp+rk version of the Reverse Full Nelson will result in 
    the Cannonball if the grab connects to your opponent's back: simply 
    complete the Powerbomb or the Manhattan Drop immediately after the 
    grab connects if this occurs.
    
    
    
    >>>>>>SINGLE ARM HYPEREXTENSION<<<<<<
    
    MTS- Single Arm Hyperextension(f,n,d,df+lp+rk)[lp]
          1a>> Chicken Wing Face Lock(rp,lp,lp+rp+lk)[lp+rp]
                    2a>> Dragon Sleeper(rp,lp,lk,lp+rp+rk,lp+rp+rk)[lp]
                    2b>> Rolling Death Cradle
                                       (lp+lk,lk+rk,rp+rk,lp+rp,lp+rp+lk)
          1b>> Russian Leg Sweep(lp+rp,rk,rp+rk)[rp]              ^[rp]^
                3>> Arm Crucifixion(lk,rk,lk,lk+rk,lp+rp)
          1c>> Double Arm Hyperextension(lp+rp)[lp]
    	
    	
    
    
    <><><><>Timing<><><><>
    
    (1a,1b, &1c) Complete these throws immediately after King grabs his 
          opponent.
    
    (2a & 2b)) Complete these throws immediately after King wraps his right
          arm around his opponent's head.
    
    (3) Complete the Arm Crucifixion after King places his right arm across
          his opponent.
     
    
    <><><><>Buffering<><><><>
    
    Arm Crucifixion(lk,rk,lk,lk+rk,lp+rp): Tap lk, tap rk, press and hold
          lk, press and hold rk, release lk+rk(must be released at the
          same time), tap lp+rp
    Rolling Death Cradle(lp+lk,lk+rk,rp+rk,lp+rp,lp+rp+lk): This is a
          difficult move because it must be done very quickly. Tap lp+lk,
          tap lk+rk, tap rp+rk, press and hold lp+rp, tap lk
    Russian Leg Sweep(lp+rp,rk,rp+rk): Tap lp+rp, press and hold rk, tap rp
     
    
    
    >>>>>>STANDING ACHILLES HOLD<<<<<<
    
    MTS- Standing Achilles Hold(f,n,d,df+rp+lk)[rp]
          1a>> Indian Death Lock(lp+rp,lp,lk,lp+rp)[lp+rp]
                2>> Romero's Special(lp,lk,rk,lp+rp,lk+rk)
          1b>> Scorpion Death Lock(lp+rp,lk,lp,lp+lk)[rp]
          1c>> STF(lp,rp,lk,lp+rp)[lp]
    	
    
    
    <><><><>Timing<><><><>
    
    (1a,1b, & 1c) Complete these throws after Kings opponent falls onto his 
          back. 
    
    (2) Complete the Romero's Special after King reaches down with his left 
          hand to complete the leglock. 
    
    
    <><><><>Buffering<><><><>
    
    Scorpion Death Lock(lp+rp,lk,lp,lp+lk): Tap lp+rp, tap lk, press and
          hold lp, tap lk
    Indian Death Lock(lp+rp,lp,lk,lp+rp+rk): Press and hold lp+rp, release
          rp, release lp, tap lk, tap lp+rp+rk
    
    
    
    >>>>>>ULTIMATE TACKLE<<<<<< 
    
    MTS- Ultimate Tackle(f,df,D+lp+rp, D+lp+rp, or press nothing while
                                           running towards opponent)[lp+rp]
          1a>> 3 Mounted Punches(lp,rp,lp or rp,lp,rp)[rp or lp]
                2a>> 2 more Mounted Punches(lp,rp or rp,lp)[rp,lp or lp,rp]
                2b>> Arm Breaker(lp+rp)[lp+rp,rp,rp,rp...]
                      3a>> Double Arm Breaker(lp+rp)
                      3b>> Leg Breaker(unknown)[assuming lp+rp,lp,lp,lp...]
                            4>> Ultimate Bonesplitter(lp+rp,lp+rp)
                2c>> Leg Breaker(lk+rk)[lp+rp,lp,lp,lp,lp...]
                      5>> Ultimate Bonesplitter
          1b>>Arm Breaker(same as 2b)
          1c>>Leg Breaker(same as 2c)
    
    
    <><><><>Timing<><><><>
    
    (Mounted Punches) Complete these punches as you would if you were 
          performing a move-string(as explained in "The Basics on Timing in 
          Tekken 3". 
    
    (1a,1b, & 1c) Complete the first punch, the Armbreaker, or the
          Legbreaker as King tackles his opponent(after he has grabbed
          their legs, but just before they have hit the ground).
    
    (2a,2b, & 2c) Complete these moves as King brings the fist he first
          punched his opponent with down for the second time
    
    (3a or 3b) Complete the Double Arm Breaker or the Leg breaker as King
          moves to the side of his victim for the Arm Breaker.
    
    (4 or 5) The first lp+rp tap should be completed as King's right hand 
          touches  his left hand(King is bringing his hands together
          behind his opponent's leg in preparation for the leg breaker).
          The second tap should be completed just after the snapping
          noise that the leg makes as it is broken. This move is
          EXTREMELY difficult to time properly, but once you have the
          timing down, you'll be able to do it every time you want to.
          PS. Telling you the timing for this move makes me feel almost
          like a hypocrite: I perform this move by holding lp with my
          forefinger and then I force my middle finger into spasms atop
          rp. I know how to time the move, and I know that, with
          practice, I will be able to get the move to work every single
          time by performing it properly, but until that time(hopefully
          soon: I keep encouraging the mashers every time I complete the
          move), I am more likely to get the move off by spassing out on
          the buttons.
    
    
    <><><><>Buffering<><><><>
    
    Ultimate Tackle >> Arm Breaker(UT,lp+rp): Press and hold lp+rp, release
          one of the buttons, tap the button you released
    Mounted Punches >> Arm Breaker(lp,rp,lp... or rp,lp,rp... ,lp+rp) tap 
          lp/rp, tap rp/lp, press and hold lp/rp, tap rp/lp
    Arm Breaker >> Double Arm Breaker(lp+rp,lp+rp) press and hold lp+rp, 
          release one button, tap the button you released
    
    <><><><>Note that...<><><><>
          ...some of the moves that King can complete after the Ultimate
    Tackle may be performed by other characters. These moves are(refer to
    the MTS chart) UT, 1a, 1b, 2a, 2b. The move sequences, timing, and 
    buffering are exactly the same, and the following characters can 
    perform the noted moves:
    
    {move}                        {who can do it}
    -UT(press nothing while       any character
          running)
    -Mounted Punches(1a or 2a)    any character
    -Arm Breaker(1b or 2b)        Nina, Paul, Jin
    -Leg Breaker(1c or 2c)        Nina
    
          ...any character may counter the Mounted Punches(either the first 
    punch in the 1a series, or either punch in the 2a series), the Arm 
    Breaker, or the Leg Breaker. The aforementioned characters who can 
    actually complete the Arm or Leg Breaker may reverse those moves.
    
    
    
    
    FFFFF   OOO   RRRR   EEEEE   SSSS  TTTTT      L       AAA   W   W
    F      O   O  R   R  E      S        T        L      A   A  W   W
    FFF    O   O  RRRR   EEE     SSS     T        L      AAAAA  W   W
    F      O   O  R   R  E          S    T        L      A   A  W W W
    F       OOO   R   R  EEEEE  SSSS     T        LLLLL  A   A   W W
    
    
    >>>>>>Chastisement Punch >> Bulldog<<<<<<
    
    MTS- Chastisement Punch(df+lp+rp)
          1a>> Bulldog(lp,rp,lp+rp)
    
    
    <><><><>Timing<><><><>
    
    (1a) Complete the Bulldog immediately after the Chastisement punch 
          connects.
    
    
    <><><><>Buffering<><><><>
    
    Bulldog(lp,rp,lp+rp) tap lp, press and hold rp, tap lp
    
    
    <><><><>Note that...<><><><>
          ...pressing nothing after the initial grab(df+lp+rp) will result 
    in the Chastisement Punch.
    
    
    
    
    PPPP    AAA   U   U  L
    P   P  A   A  U   U  L
    PPPP   AAAAA  U   U  L
    P      A   A  U   U  L
    P      A   A   UUU   LLLLL
    
                  PPPP   H   H   OOO   EEEEE  N   N  IIIII  X   X
                  P   P  H   H  O   O  E      NN  N    I     X X
                  PPPP   HHHHH  O   O  EEE    N N N    I      X
                  P      H   H  O   O  E      N  NN    I     X X
                  P      H   H   OOO   EEEEE  N   N  IIIII  X   X
    
    
    >>>>>>Ultimate Tackle >> Ultimate Punishment <<<<<<
    
    MTS- Ultimate Tackle(DB+lp+rp or (while running) press nothing)[lp+rp]
          1a>> One Mounted Punch + Two Left Hooks(D+rp,lp,lp)[lp]
                2a>> Ultimate Punishment(n,rk~lp~lp+rp)
    
    
    <><><><>Timing<><><><>
    
    (1a) Hold D(during the following), tap rp as King brings his opponent
          to the ground, tap lp as King's right arm comes down, tap lp as
          King's left arm comes down for the first time.
    
    (2a) Release d(controller must be in the n position to complete the 
          following) Complete the Ultimate Punishment as Paul's left arm 
          comes down for the second time(you have less than one second to 
          complete this move).
    
    
    <><><><>Buffering<><><><>
    
    Ultimate Tackle(rk~lp~lp+rp) tap rk, press and hold lp, tap rp
    
    
    
    
    N   N  IIIII  N   N   AAA      /  AAA   N   N  N   N   AAA
    NN  N    I    NN  N  A   A    /  A   A  NN  N  NN  N  A   A
    N N N    I    N N N  AAAAA   /   AAAAA  N N N  N N N  AAAAA
    N  NN    I    N  NN  A   A  /    A   A  N  NN  N  NN  A   A
    N   N  IIIII  N   N  A   A /     A   A  N   N  N   N  A   A
    
                  W   W  IIIII  L      L      IIIII   AAA   M   M   SSSS
                  W   W    I    L      L        I    A   A  MM MM  S
                  W   W    I    L      L        I    AAAAA  M M M   SSS 
                  W W W    I    L      L        I    A   A  M   M      S
                   W W   IIIII  LLLLL  LLLLL  IIIII  A   A  M   M  SSSS
    
    
    >>>>>>CHIN BASH & SHIN SMASH<<<<<<
    
    MTS- Chin Bash(d,df,f+lp+rp)[rp]
          1a>> Neck Cutter + Arm Bar(lk,rk,lk,lp+rp)
          1b>> Knee Bash + Neck Snap(rp,lk,rk,rp,rp)[rp]
                2a>> Falling Neck Snap(lp,lk+rk,lp,rp,lp+rp)[lp]
                2b>> Octopus Special(lp,rp,rk,lk,lp+rp+lk)[lp+rp]
          1c>> Standing Reverse Arm Lock(lp,lk,rp,lp)[lp]
                3a>> Falling Reverse Arm Lock(rp,lp,lk,rk,lp+rp)[lp]
                3b>> Rear Gatelatch Falconwing Squeeze(lk,lp,rk,lp+rp,lp+rp)
                                                             ^[lp+rp]^
    
    MTS- Shin Smash(d,db,b+lp+rk)
          4a>> Standing Reverse Arm Lock[lp]
                >> (same as 1c above)
          4b>> Twisting Shoulder Break(rp,lp,lp+rp,lp+rp+lk)[rp]		
                5a>> Falling Neck Snap[lp]
                5b>> Octopus Special[lp+rp]
    
    
    <><><><>Timing<><><><>
    
    (1a,1b & 1c) Complete these throws after Nina has started to duck/move 
          forward in the Chin Bash(start the motion before Nina has
          grabbed her opponent).
    
    (2a & 2b) Complete the Falling Neck Snap or the Octopus Special
          immediately after Nina starts the Knee Bash + Neck Snap.
    
    (3a & 3b) Complete the Falling Reverse Arm Lock or the Rear Gatelatch 
          Falconwing Squeeze as Nina turns so that she is facing away
          from her opponent.
    
    (4a & 4b) Complete the Standing Reverse Arm Lock or the Twisting
          Shoulder Break just after Nina starts the Shin Smash(just like
          you do after the Chin Bash).
    
    (5a & 5b) Complete the Falling Neck Snap or the Octopus Special as Nina 
          pulls her opponent into the kneeling position.
    
    
    <><><><>Buffering<><><><>
    
    Falling Neck Snap(lp,lk+rk,lp,rp,lp+rp): Tap lp, tap lk+rk, tap lp,
          press and hold rp, tap lp
    Octopus Special(lp,rp,rk,lk,lp+rp+lk): Tap lp, tap rp, tap rk, press and 
          hold lk, tap lp+rp
    Twisting Shoulder Break(rp,lp,lp+rp,lp+rp+lk): Tap rp, press and hold
          lp, press and hold rp, tap lk(not sure if this buffering sequence 
          is possible)
    
    
    
    >>>>>>CRAB CLAW<<<<<<
    
    MTS- Crab Claw(d,df,f+lk+rk)[lp]
          1a>> Achilles Tendon Lock(lk+rk,lk+rk,rk,rp,lp+rp)[rp]
                2a>> Knee Cross Lock(lk,lp,rk,rp+rk)[lp]
                2b>> Rolling Achilles Tendon Lock(lp,lk,rp+rk,lk+rk,lp+rp)
          1b>> Rolling Arm Bar(lk+rk,lk,rk,lp+rp)[lp+rp]            ^[lp+rp]
    
    MTS- Achilles Tendon Lock(f,f,F+lk(it's a jumpkick that only connects
                                          for the grab on counterhit))[rp]
          >>(same as 1a above)
    	
    
    <><><><>Timing<><><><>
    
    (1a & 1b) Complete the ATL or the RAB immediately after Nina grabs her 
          opponent(you have to do them FAST).
    
    (2a & 2b) Start these moves as Nina and her opponent are falling to the 
          ground.
    
    
    <><><><>Buffering<><><><>
    
    Achilles Tendon Lock(lk+rk,lk+rk,rk,rp,lp+rp): Tap lk+rk, tap lk+rk, 
          tap rk, press and hold rp, tap lp
    Knee Cross Lock(lk,lp,rk,rp+rk): Tap lk, tap lp, press and hold rk, tap 
          rp
    
    
    
    >>>>>>LIFTING TOSS<<<<<<
    
    MTS- Lifting Toss(rp+rk)[rp]
          1>> Falling Elbow(lp,rp,lp)
                2>> Arm Lock(rp,lp,lk)
    
    
    <><><><>Timing<><><><>
    
    (1)  Complete the Falling Elbow immediately doing the Lifting toss
          (don't wait to see if it connects unless your fingers have a 
          "turbo" option).
    
    (2) Complete the Arm Lock immediately after the Falling Elbow.
    
    
    
    ************************************************************************
    
    
    
     SSSS  TTTTT  RRRR    AAA   TTTTT  EEEEE   GGG   Y   Y
    S        T    R   R  A   A    T    E      G   G   Y Y
     SSS     T    RRRR   AAAAA    T    EEE    G        Y
        S    T    R   R  A   A    T    E      G  GG    Y
    SSSS     T    R   R  A   A    T    EEEEE   GG G    Y
    
    
    
    
    ******INTRODUCTION******************************************************
    
          Tekken 3 opens the door for new ways to attack and defend. The 
    sidestep and the general amount of control you have over your character 
    are outstanding additions to a game that was good to begin with, and 
    the defending characteristics are the most complex I have ever known. 
    However, because the game is still relatively new, many of the greatest 
    additions have been overlooked by most players.
    
    
    
    
    ******GENERAL STRATEGY**************************************************
    
    
    >>Attacking<<
    
          Now that there are so many ways to attack another player, it is 
    easier for you confuse your opponent. The standard grabs and punches 
    are numerous and intricate in and of themselves, but now there are 
    moves that can be completed with a sidestep, and so you have an even 
    larger arsenal at your disposal. Be sure to use every attack method 
    you can, and be absolutely sure to use them in conjunction with each 
    other. After all, confusing your opponent is best, fastest, and easiest 
    way to win.
    
    >When you should attack
          The best times to attack are (1)while your opponent is attacking, 
    (2)while your opponent is recovering from one of his attacks, (3)when 
    your opponent isn't sure about how you are going to attack, (4)while 
    your opponent is attempting to get up after you have knocked him down 
    with a previous attack, (5)while your opponent's back is turned, or 
    (6)while your opponent is stunned.
    
    (1)While your opponent is attacking...
          If you are attacking while your opponent is attacking, you should 
    sidestep before your attack in almost all cases. In this situation, the 
    other player's character has the added difficulty of having to track 
    his attack towards your new position. An exception to this rule would 
    be when you are attacking your opponent while he is performing a fast 
    move that tracks very well. In this case, attacking faster is more 
    important than taking the time to sidestep before you attack. Note that 
    one of the best ways to get your opponent to leave himself open for an 
    attack is to knowingly allow him to get behind you. He will usually 
    think that you made a mistake and he will try to attack you before you 
    can react. If he goes for a grab, first duck his grab and then stand up 
    to grab him, just as you would if you were face-to-face. If he goes for 
    a punch/kick attack or if he is running up to hit you, you can just 
    kick him or you can sidestep his attack and then attack him(it's riskier 
    but more rewarding(damage-wise) to sidestep his attack). Some characters 
    even have special moves that can only be used while their back is 
    turned(these moves and their applications are discussed in "Specific 
    Strategy"), so be sure to use them to your full advantage. Many 
    characters may also reverse or counter various attacks(also discussed 
    in "Specific Strategy").
    
    (2)While your opponent is recovering...
          If you are attacking while your opponent is recovering, the 
    absolute worst thing you can do is misjudge your opponent's recovery 
    time. If you attack too late, you will yourself be open to attack while 
    YOU recover. One of the best ways to attack a recovering player is with 
    a juggling uppercut(df+rp) or (if the character has it) a juggling 
    hopkick(uf+rk). The moves are fast, effective, they set you up 
    for a juggle, and every character in the game can do one of the two.
    
    (3)While your opponent isn't sure about how you are going to attack...
          The best way to confuse your opponent is to attack him with a 
    series of strings that look identical, but hit at different levels 
    (Nina's strings are a good example). If possible, use one string a few 
    times, and then follow that with a similar-looking string that hits at 
    different positions and juggles when it connects.
    
    (4)While your opponent is attempting to get up...
          Attacking your opponent while he is attempting to get up is known 
    as Okizeme. When used in good taste, these moves can take a fair amount 
    of damage without leaving you open for reprisal; when used in excess, 
    these moves take small amounts of damage while leaving you wide open 
    for attack(I will discuss this in full under "Defending"). Many 
    characters have moves that are specifically for grounded opponents, and 
    you can usually complete these at least one time before your opponent 
    has a chance to get up(especially after throws or juggles). But after 
    that initial ground attack, you are reduced to hitting a grounded 
    character with petty, d+lk or d+rk moves(the d+rk will only work on 
    players who are actually trying to get up). These moves are effective 
    against newbies who aren't familiar with Tekken 3 game mechanics, but 
    an experienced player will simply lay on the ground, allowing you to do 
    one move before getting up: he knows that any move that isn't 
    specifically for grounded opponents only pushes the grounded character 
    further away from the attacker. In short, do one ground attack move and 
    then try following that with one other move, and then stay away from 
    him, 'cause after that, he can hurt you, and he can hurt you bad.
    
    (5)While your opponent's back is turned...
          When attacking your opponent while his back is turned, you can 
    grab, juggle him, or(my favorite) start up a ten-string. Watch out for 
    counterattacks because he still has plenty of them, and, if you use a 
    ten-string, make sure it's fast and that there are as many mid-level 
    and low-level attacks as possible, or your opponent will duck and punch 
    or kick you.  
    
    (6)While your opponent is stunned...
          If your opponent is stunned, you can basically do anything. Juggle 
    combos are almost always the best way to go because no character can 
    stop a juggle after it has started(with the exception of Ogre II). 
    However, many stun moves can be negated(discussed in section (6) of 
    "Defending"), so be sure that the juggle starter you use is very fast.
    
    A NOTE ON UNBLOCKABLE MOVES:
          Unblockable attacks leave you wide open to attack before, during, 
    and after the unblockable move. The ONLY time I would suggest you use an 
    unblockable is when your opponent tries to use his unblockable. Get out 
    of his unblockables' range and then start yours. Be sure to time your 
    unblockable so that it will hit him while he is still recovering from 
    his.
    
    
    >Poking Tactics<
          Poking involves a series of fast attacks(usually standing jabs, 
    crouching jabs, and WS moves) used to force your opponent into a 
    completely defensive state. This frustrates your opponent, therebye 
    making him more likely to make a mistake(ie whiff an interrupt, or 
    missblock an attack), therebye increasing your chances for a 
    high-damage counter(like df+rp). To poke, you must know your character 
    very well...you must know which moves draw you into your opponent, and 
    which push you away, so that you may use a combination of the two to 
    continue the poke. You must also be very adept at substituting 
    alternative moves within the attack to mix up your poking pattern, or 
    your opponent will likely find "holes", or points at which he may 
    negate your pattern. I personally recommend keeping your poking 
    patterns very short(no more than five or six seperate attacks within 
    the entire poke) because it is very risky to continue any poke against 
    a good player: he'll find and exploit any holes in your poke very 
    quickly, always to your detriment. However, when used wisely a poke or 
    custom string(I prefer the custom string to a poking pattern) can be 
    very effective. A simple but effective custom string with Paul Phoenix 
    is df+lp,lp,(d+rk,rp or df+rp). This basically gives your opponent a 
    choice between a juggling uppercut or a Falling Leaf Combo(not 
    surprisingly, most choose the Falling Leaf). Unless your opponent is 
    reading your(in which case you are going to lose that round very 
    badly), you should connect with one of the two. You may also drop 
    either the df+lp or the standing jab, just to keep your opponent 
    guessing. There are many other examples of poke patterns/custom strings
    (easily hundreds), but this should give you an idea of the basic point 
    of a poking pattern or custom string: you're setting your opponent up 
    to eat an attack.
    
    
    >>Defending<<
    
          In Tekken 3, there are many ways to defend yourself. You can 
    block, reverse, counter or break moves or strings, escape or reverse 
    throws, and you can also sidestep almost any move in the game. Exactly 
    how you defend yourself is directly related to how you play the game: 
    if you ALWAYS block, then you are either new to Tekken, or you simply 
    haven't taken the time to learn other methods of defense. On the other 
    hand, if you are utilizing all of the above, then you're already pretty 
    good at the game. However, unless you have a LOT of competition at your 
    arcade, you probably don't know the best ways to defend yourself 
    against every single character. There are plenty of moves and 
    move-strings I rarely see or never see at all, and these moves are the 
    ones that my opponent has a much greater chance of connecting 
    with(duh). You should at least familiarize yourself with all of the 
    moves in the game. Also, always remember that attacks come in three 
    basic levels: high, medium, and low. High attacks can be blocked or 
    ducked, medium attacks can be blocked(but not ducked), and low attacks 
    can be blocked or hopped over(although hopping over a low attack is a 
    very risky maneuver). There is also a special type of attack that has 
    similar characteristics of both mid and low level attacks. You may not 
    duck this attack, but you may block it while standing or while 
    crouching. Examples of these attacks are Eddy Gordo's Handstand 
    Position's rk(it's a flurry of spinning kicks) or any characters 
    crouching jab.
    
    >How to defend against attacks that are difficult to defend against
          The hardest attacks to defend yourself against are (1)attacks 
    that are made while you are attacking, (2)Okizeme attacks, (3)attacks 
    coming while you are stunned, (4)attacks coming from behind you, 
    (5)running attacks, (6)unblockable attacks, and move-strings(move-
    string blocking patterns are specific to each character, and are 
    covered under "Specific Strategy").
    
    (1)Attacks that are made while you are attacking...
          The best way to avoid these attacks is to not leave yourself open 
    to them. Never start up a string that an opponent may back away from to 
    get out of your range or to sidestep around your attack. Never be the 
    first person to do an unblockable(as explained under "Attacking"), and 
    always mix up your attacks so that your opponent won't be expecting any 
    given attack.
    
    (2)Okizeme attacks...
          Okizeme attacks can be dealt with in many ways. If it's 
    possible, my favorite way to stop Okizeme tactics is get into the 
    grounded position where your character is face-down with his feet 
    towards his opponent. Then I just tap lk if my opponent tries to 
    attack(this will ONLY work against an opponent who is foolish enough to 
    press on with his Okizeme attack after the first few hits). This sweep 
    juggles on counterhit, and any character can do it(Note: you must use a 
    low attack to continue the juggle after the initial sweep). There are 
    other good ways to stop Okizeme(like using the Ankle Kick(d+rk), any 
    other standard kick, or simply by rolling away from the attack), but 
    the only other really good way to negate it is to just stand up 
    without attacking(preferably while your opponent is recovering from a 
    missed attack, such as d+rk). If you know where your opponent is going 
    to try to hit you while you are standing up(usually a low attack), 
    block that attack WHILE you are getting up. It won't hit you. I 
    promise. If your opponent is running towards you while you are 
    grounded, the best thing to do is roll(d+lp) out of the way(wait until 
    he is only a few strides away from you before you roll or the stomp or 
    slide will track and hit you anyways). After you've tried to roll out 
    of the way of the slide a few times, you'll notice something: it's hard 
    to do. You can Heel Kick(d+rk) an opponent who is attempting a slide, 
    if your timing is right. This situation is actually one of the best 
    times to use the HK because your opponent has no opportunity to kick 
    you back(d+rk) immediately after it, as he does in most other cases. Of 
    course, you really have to be expecting the Slide for this to work.
    
    Note that...
          ...the sweep(face down, feet towards, lk) will also juggle after 
    you have rolled towards your opponent from the aforementioned position. 
    
    (3)Attacks coming while you are stunned...
          You may recover from a stunning attack much more speedily by 
    holding F and then going back to the blocking level. Example: You are 
    attacking King when he starts up with his Ali Kicks. The first kick 
    connects on counterhit, and so he should be able get four more kicks 
    after the first, right? Wrong. If you hold F immediately after the 
    first kick, you should be able to block the second after bringing the 
    controller back to the DB position at the last possible second. This 
    works with most of the stunning moves in the game.
    
    (4)Attacks coming from behind you...
          Even with your back turned, you still have a wide range of moves 
    to choose from. You can still sidestep(although you don't sidestep as 
    far as you would if you were facing your opponent), you can still punch 
    and kick, and you can still throw. If you end up with your back turned, 
    do not panic. Just do the same things I discussed in section (1) of 
    "Attacking".
    
    (5)Running attacks...
          Running attacks are best negated by sidestepping because they are 
    fast, they hit at different levels of attack, two of them cannot be 
    blocked(the Shoulder Ram and the Ultimate Tackle), and it's difficult 
    to hit a running opponent before he hits you. Be sure to wait until 
    your opponent is within a few strides of you before you sidestep or the 
    move will track. Also, if your opponent does the Flying Side Kick
    (a favorite among scrubs) and you sidestep around it, you can grab or 
    hit him from behind. If your character has a backflip(uf~u~ub), then 
    you may also use this to escape running attacks. In fact, in some 
    situations this move is actually better than the ss(it is much easier 
    to avoid a Sliding Sweep((while running)rk) with a backflip because the 
    SS tracks quite well). Heihachi's backwards run(b,b,n,lk+rk) is an 
    effective alternative to the backflip.
    
    (6)Unblockable attacks...
          Unblockables cannot be blocked(thus the name), they are 
    difficult to sidestep, and(if your opponent is using them 
    intelligently) they usually catch you off-guard. When sidestepping an 
    unblockable, you should sidestep at least two times(try your best to 
    get completely behind your opponent) because unblockable moves tend to 
    track very well. If you are caught off-guard, your reaction time is 
    going to be very slow, and so you should use a fast attack such as a 
    jab or a quick kick to knock your opponent out of the unblockable(I 
    prefer a crouched punch because many characters crouch down during 
    their unblockable moves, making them immune to high attacks). It all 
    really depends on how far away you are from your opponent, how long the 
    range for their unblockable is, and, most importantly, how long it 
    takes them to do their unblockable.
    
    
    
    ************************************************************************
    
    
     SSSS  PPPP   EEEEE   CCC   IIIII  FFFFF  IIIII   CCC
    S      P   P  E      C   C    I    F        I    C   C
     SSS   PPPP   EEE    C        I    FFF      I    C
        S  P      E      C   C    I    F        I    C   C
    SSSS   P      EEEEE   CCC   IIIII  F      IIIII   CCC
    
                   SSSS  TTTTT  RRRR    AAA   TTTTT  EEEEE   GGG   Y   Y
                  S        T    R   R  A   A    T    E      G   G   Y Y
                   SSS     T    RRRR   AAAAA    T    EEE    G        Y
                      S    T    R   R  A   A    T    E      G  GG    Y
                  SSSS     T    R   R  A   A    T    EEEEE   GG G    Y
    
    
    ************************************************************************
    
    
    
    >>>>>>Difficult Joystick Motions<<<<<<
    
    {Motion} - {moves it is used in} - {an explanation of how to complete 
          the motion}
    
    D,df/D,db - used in numerous moves - hold D, roll to df and tap 
          button(s) simultaneously(refer to "D,df,d,df/D,db,d,db" for more 
          information on how to do this properly.
    
    D,df,d,df/D,db,d,db - Bryan's Messenger of Death(D,df,d,df+lp+rp), 
          Law's Dragon Slide(D,df,d,df+lk), and King's DDT(D,db,d,db+lp+rp) 
          - First you need to familiarize yourself with the diagonals on 
          the game you are using...F causes your character to stand and 
          walk forward, D causes your character to go into an unmoving 
          crouch, DF causes your character to crouch and walk forward, and 
          DB causes your character to crouch and walk backward. When 
          completing these moves, your character should remain in a 
          crouching position during the motion...if he stands up in any 
          way(during the motion, not during the result of the completed 
          sequence), you have allowed the joystick to go into the F or B 
          position and have inputted incorrect data. Try to complete the 
          motion as fast as possible, and pay close attention to your 
          character to make sure you are completing the motion correctly. 
          With a little practice, you should be able to get these 
          devastating moves off in the blink of an eye, therebye making 
          them quite useful(duh).
    
    
    
    >>>>>>Techable Throws<<<<<<
    
    {Character} - {Throw} - {Result of tech(a tech always results in a 
                            quick-recover roll: this lists other effects)}
    
    Gun-Jack - Lifting Choke and Toss >> Megaton Punch - damage is lessened?
                                                         
    Heihachi Mishima - Headbutt - none
    
    Jin Kazama - Headbutt - none
    
    King - Giant Swing - damage is lessened
    
    Kuma / Panda - Headbutt - none
    
    Forrest Law - Dragon Knee - none 
    
    
    
    >>>>>>Outline<<<<<<
    
    {character's name(s)}
    
    >>Strengths<<
          - {basic strong points of this character}
    
    >>Weaknesses<<
          - {basic weak points of this character}
    
    >>Counters/Reversals<<
          - {character's reversals and counters} - {which attacks this 
                                                   counter/reversal affects}
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. {a numerical list of juggle starters(for that character)}
          *(face down, feet towards)lk or (fd, ft, roll towards)lk, the 
    juggle starter that ANY character may utilize from the aforementioned 
    grounded position.
    
    ***>Useful Juggles:
    	({corresponding juggle starter}).{an efficient, practical juggle 
    that the character may utilize}
    
    >>Move-strings<<
    
          {delayable move-strings(if applicable)}
    
          {a list of move-strings(from least number of hits to largest 
    number of hits): how to complete them, and how to negate them}
    
    >>Strategy<<
    
          {Strategy for "Attacking" and "Defending" with the character.Also 
    includes strategy for playing against the character("VS.")}
    
    
    
    BBBB   RRRR   Y   Y   AAA   N   N      FFFFF  U   U  RRRR   Y   Y
    B   B  R   R   Y Y   A   A  NN  N      F      U   U  R   R   Y Y
    BBBB   RRRR     Y    AAAAA  N N N      FFF    U   U  RRRR     Y
    B   B  R   R    Y    A   A  N  NN      F      U   U  R   R    Y
    BBBB   R   R    Y    A   A  N   N      F       UUU   R   R    Y
    
    
    >>Strengths<<
          - high-damage moves
          - fast attacks
          - short recovery time
          - confusing move-strings
          - low attack counter
    
    
    >>Weaknesses<<
          - very few low attacks
          - most of his moves do not track very well 
    
    
    >>Counters/Reversals<<
          - d+lp+lk or d+rp+rk      - affects low-level punches or kicks
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. Elbow Pistons(df+lp,rp)
          2. Uppercut(d,df,f+lp or WS~lp)
          3. Gutpunch >> Double Punishment(d,df,f+rp >> b+rp)
          4. Low Spinkick(df+lk)
          5. Hop Kick(u or uf+rk)
    
    ***>Useful Juggles:
          (1 or 2).lp.b+rp,lp,rk
          (3).b+rp,lp,rk
          (4).WS~lk.lp.f,f+rp
          (5).lp.f+rk,lk,rk
    
    ***>Note that...
          ...the last hit for the juggle after the Low Spinkick may may 
    quick recovered if you don't complete it fast enough.
    
    >>Move-Strings<<
    
    ***>Four-strings
    
    *>Fury Thrust >> Triple Punch
    {attack level}          -    M  M  M  M
    {button sequence}       - b+lk,rp,lp,rp
    {breaking points}       -    R
    
    Notes:
          1. first kick may be countered or reversed
    
    *>Freezer Burn
          -    M  M  M  L
          - b+lk,rp,lp,rk
          -    R
    
    Notes:
          1(from above)
    
    >Four-string notes:
    
          These strings are very difficult to block because they look 
    exactly the same(except for the last move). They are one of the best 
    attack methods Bryan has: if you're using them, do the Freezer Burn a 
    few times before the Fury Thrust >> Triple Punch(the latter is more 
    damaging and it sets you up for Okizeme); if you're defending against 
    them, always block the last hit as if the string was going to be the 
    Fury Thrust >> Triple Punch unless you are *sure* your opponent is 
    going to go with the kick.
     
    ***>Five-strings
    
    *>Pentagon Attack #1
          -  M  M  M  M  M
          - lp,rk,rp,lp,rk
          -  R
    
    Notes:
          1. first kick may be countered or reversed
    
    *>Pentagon Attack #2
          -  M  M  M  M  H
          - lp,rk,rp,lp,rp
          -  R
    
    Notes:
          1
    
    Five-string Notes:
          Same as "Four-string Notes".
    
    ***>Eight-string
    
          -    M  M  M  M  H  H  M  H
          - b+lk,rk,lp,rp,lp,rk,lk,lk
          -    R           B  B   
    
    Notes:
          1. first kick may be countered or reversed
          2. you may break the string after the first four hits by ducking 
             and attacking
    
    ***>Ten-string
    
          -    M  M  M  M  H  H  H  H  M  H
          - b+lk,rk,lp,rp,lp,rk,rp,lp,rk,rp
          -    R           B  B  B  B   P R 
    
    Notes:
          1,2 (from the eight-string) 
          3. you may attack Bryan during the pause between the last two 
             moves in this string
          4. The last punch may be countered or reversed
    
    
    >>Strategy<<
    
    ***>Attacking
          Most of Bryan's moves and move-strings hit high. His greatest
    weakness is that he just doesn't have enough high-damage low attacks. 
    Don't let this fact worry you, though, because if he connects with his 
    Gutpunch(d,df,f+rp) and then completes the Double Punishment(b+rp), he 
    can follow the multi with a juggle (Spinning Punches >> Spinkick
    (b+rp,lp,rk)). That combo takes somewhere around 80% of a life bar. 
    Wow. However, this move is somewhat difficult to set up for, as Bryan 
    is left wide open during and after(if it misses) the Gutpunch, so be 
    very careful if you're using it. Be sure to use the Low Spinkick
    (df+lk), it's the only good low attack Bryan has. Use the Fury Thrust 
    >> Triple Punch (b+lk,rp,lp,rp) and the Freezer Burn (b+lk,rp,lp,rk) 
    strings to confuse your opponent.
    
    ***>Defending
          Just don't forget that Bryan has fast moves and grabs that may be 
    completed during pauses in your opponent's attacks, and that he has a 
    low attack counter(try grabbing your opponent with the Messenger of 
    Death (D,df,d,df+lp+rp) after countering a low attack as an alternative 
    to the Hop Kick(u or uf+rk), or after running up to your opponent and 
    performing a crouching jab(you should buffer this move by pressing and 
    holding the jab(lp or rp) button, and then perform the move and tap the 
    other)), those are two of the few times you are really set up for the 
    grab.
    
    ***>VS.
          Stay away from the four and five-strings. Don't use slow attacks 
    against him(he has many fast attacks and may knock an opponent out of 
    slow moves). Note that most of Bryan's attacks are high or mid-level
    (they are reversable or counterable), and that many of his attacks may 
    be sidestepped quite easily(they're fast, but they don't track very 
    well). 
    
    
    
    EEEEE  DDDD   DDDD   Y   Y       GGGG    OOOO   RRRR   DDDD    OOO
    E      D   D  D   D   Y Y       G    G  O    O  R   R  D   D  O   O
    EEE    D   D  D   D    Y        G       O    O  RRRR   D   D  O   O
    E      D   D  D   D    Y        G   GG  O    O  R   R  D   D  O   O
    EEEEE  DDDD   DDDD     Y         GGG G   OOOO   R   R  DDDD    OOO
    
    
    >>Strengths<<
          - some powerful moves and strings
          - juggling move-strings
          - his "dancing" makes him somewhat difficult to hit
    
    
    >>Weaknesses<<
          - difficult to control
          - easy to hit while in handstand and grounded positions
          - many moves require long recovery times
    
    
    >>Counters/Reversals<<
          - None
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. (handstand position)d,lk+rk
          2. lk~rk
    
    ***>Useful Juggles:
          (1).rk.D+rk
          (2).d+rk.rk~lk
    
    
    >>Move-Strings<<
    
    ***>Six-string
    
          -     M
          - rk~lk,rk,rp,rk,lk,lk
          -
    
    Notes:
    
    ***>Eight-strings
    
    *>StringA
          -
          - rk~lk,rk,rp,rk,lk,rk,rk,rk
          -
    
    Notes:
    
    *>StringB
          -
          - rk~lk,rk,rp,rk,rk,lk+rk,lk+rk,lk+rk
          -
    
    Notes:
    
    ***>Nine-string
          -
          - rk~lk,rk,rp,rk,lk,rk,lk,rk,lk+rk
          -
    
    
    >>Strategy<<
    
    ***>Attacking
          You can hold D or B to automatically go into the grounded or 
    handstand positions after performing most of Eddy's moves. However, 
    you should know how to avoid attacks before you even try this, as Eddy 
    is wide open to attack if you don't. In the Handstand position, you can 
    avoid most attacks by tapping u or d(like a sidestep, except he just 
    tilts to the side to avoid the attack), or you can perform a handstand 
    crouch by tapping d. Note that he can perform special moves(great for 
    counterattacks) while crouching or tilting. The Grounded position has 
    many fast attacks that may be used to hit an opponent before he hits 
    you, although you cannot really wait on an attack, as Eddy will 
    automatically go into the face up, feet towards lying down position if 
    you wait too long. The main thing you have to do is setup for your 
    attacks. Let your opponent extend himself in one of his failed attacks, 
    and then ruin his day with one of Eddy's numerous, high-damage combos.
    
    ***>Defending
          Eddy is most effective when you allow yourself to get into a 
    dangerous situation(leave yourself open to attack), and then counter 
    the attack. My advice to you on defending is: it's OK to let yourself 
    get into bad situations as long as the ends(connecting with high-damage 
    combos) justifies the means(putting yourself at risk). In other words, 
    if you think you can connect with a 50% combo if you put yourself at a 
    risk of a 20% counterattack, then it's worth the risk; if you think you 
    can connect with a 20% combo, but you'll have to risk taking a 50% 
    counterattack, then don't do it(duh).
    
    ***>VS.
          Low and mid-level attacks work very well against Eddy if he is in 
    the grounded or handstand positions, or if he is performing one of his 
    long, drawn-out strings(they're slow, too). Just remember that he can 
    ss attacks while he is in the handstand position(don't extend yourself 
    with an attack: he has high-damage counterattacks). Note that Eddy 
    sways from side to side while he is standing up(an automatic ss, if you 
    will): he dances from face to face with you(center), then a little to 
    your character's right, then back to center, then a little to your 
    character's left, then back to center again, and so on. If you don't 
    attack him while he's centered, you're attack will probably miss and 
    he can attack you while you are recovering(thus the frustration every 
    intermediate-level player experiences while fighting newbies who love 
    to mash buttons with Eddie). If you simply keep that auto-ss in the 
    back of your mind while you're dealing with him, you should destroy 
    every masher who challenges you. Expert players, on the other hand, 
    will use your own attack against you by getting you to attack them when 
    they know they can counter your attack, thus causing serious damage to 
    your character. They will let Eddy get into a bad position, knowing 
    that you'll try to attack while he's in it, and then dodge your attack 
    at the last possible second so they can counterattack. This type of an 
    Eddy player is very dangerous(duh). The best way to deal with them is 
    to run up and complete a fast attack to knock Eddy out of the handstand 
    and grounded positions(Note that characters with a fast low >> mid 
    attack, like Nina's d+rk,lp or Jin's lp+rk, can use those moves to 
    juggle Eddy while he is in the grounded position) or while he is 
    performing one of his slower moves or move-strings. The point of your 
    attack is to keep Eddy from setting up for one of his vicious counters, 
    and not(necessarily) to cause large amounts of damage to him.
    
    
    
     GGG   U   U  N   N      JJJJJ   AAA    CCC   K   K
    G   G  U   U  NN  N        J    A   A  C   C  K  K
    G      U   U  N N N ---    J    AAAAA  C      KKK
    G  GG  U   U  N  NN      J J    A   A  C   C  K  K
     GG G   UUU   N   N       J     A   A   CCC   K   K
    
    
    >>Strengths<<
          - very powerful moves
          - somewhat confusing move-strings
    
    
    >>Weaknesses<<
          - very slow movement
          - very long recovery times
    
    
    >>Counters/Reversals<<
          - None
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. (WS)lp
          2. df+rp
          3. df+rp+lk
    
    ***>Useful Juggles:
          (*).d+lp,lp,lp
          (1 or 2).rp.D,rp.(still holding down)lp,rp
          (3).d+lp,rp
    
    
    >>Move-Strings<<
    
    ***>Ten-strings
    
    *>StringA                               first            second
          -     M  H  L  L  L  H  H  H      M     H          L     H
          - uf+lp,lp,rk,lk,rk,lp,rp,lp,(lp+rp,lp+rp or D+lp+rp,lp+rp)
          -     R RB  R  R  R  B  B  B            B                B
    
    Notes:
          1. first and second punches are reversable or counterable
          2. may break the string during the second punch
          3. may counter the first three kicks
          4. may break the string during the third, fourth, and fifth 
             punches
          5. don't let the string get to the last two hits: they are fairly 
             hard to block.
          6. may break the string during the last move(first or second 
             choice)
    
    *>StringB                              first            second
          -    L  L  L  M  M  H  H  H      M     H          L     H
          - d+rp,lp,lp,lp,rp,lp,rp,lp,(lp+rp,lp+rp or D+lp+rp,lp+rp)
          -        P          B  B  B            B                B  
    
    Notes:
          5,6
          7. may attack Jack during the pause in between the second and 
             third punches
          8. may break the string during the sixth, seventh, and eighth 
             punches
    
    
    >>Strategy<<
    
    ***>Attacking
          First of all, never, ever do the liftoff thrust(I'm not even 
    gonna tell ya how). It is WAY too easy to avoid(just sidestep around 
    it), and the recovery time is appalling(plenty of time for an attack 
    from behind). Use the Cross Cut Saw(f,f+lp+rp) because it can be 
    followed up with either the Megaton Punch(df+rp) or the Low Cross Cut 
    Saw(lp+rp). Those two two-strings end with either a mid-level or a 
    low-level attack, and they're very fast, so they are pretty hard to 
    block when used in conjunction with each other. Even more difficult 
    to block is the Megaton Punch(b,db,d,DF+rp) and the Megaton Sweep
    (b,db,d,DF+lp). Note that the Lifting Choke and Toss(uf+lp+rp) >> 
    Megaton Punch(b,db,d,DF+rp) is a vicious grab: use it whenever you can. 
    You may follow the Death Heave(df,df+rp+rk) with the Megaton Sweep
    (b,db,d,DF+lp) for serious damage as well.
    
    ***>Defending
          Jack has no counters or reversals, but the Reverse Mega Hammer 
    Strike(d+lp+rp) is an excellent move to use against an opponent who is 
    rushing in with a lot of high-level attacks(it takes a lot of damage, 
    and it sets you up for a juggle, which means your opponent might lose 
    over half his life because of one mistake).
    
    ***>VS.
          Be very careful while fighting Gun-Jack. Although his moves are 
    slow and require a LOT of recovery time when they miss, he only has to 
    connect with one or two decent attacks and your life bar is empty
    (I've personally seen the Lifting Choke and Toss >> Megaton Punch take 
    anywhere from 50% to 75% of a life bar). When blocking the Cross Cut 
    Saw, be prepared to block the Megaton Punch(it's much faster and, 
    therefore, much harder to see coming). If your opponent follows the 
    CCS with the Megaton Punch, you'll already be in the proper blocking 
    position; if he follows it with the Low CCS, a much slower move, 
    you'll be able to see it coming and block it. Note that the Megaton 
    Punch portion of the Lifting Choke and Toss >> Megaton Punch is 
    techable.
    
    
    
    H   H  EEEEE  IIIII  H   H   AAA    CCC   H   H  IIIII
    H   H  E        I    H   H  A   A  C   C  H   H    I
    HHHHH  EEE      I    HHHHH  AAAAA  C      HHHHH    I
    H   H  E        I    H   H  A   A  C   C  H   H    I
    H   H  EEEEE  IIIII  H   H  A   A   CCC   H   H  IIIII
     
                    M   M  IIIII   SSSS  H   H  IIIII  M   M   AAA
                    MM MM    I    S      H   H    I    MM MM  A   A
                    M M M    I     SSS   HHHHH    I    M M M  AAAAA
                    M   M    I        S  H   H    I    M   M  A   A
                    M   M  IIIII  SSSS   H   H  IIIII  M   M  A   A
    
    
    >>Strengths<<
          - powerful moves
          - fast juggle starters
          - confusing strings
          - excellent low attacks
    
    
    >>Weaknesses<<
          - long recovery times
          - many of his moves do not track well
    
    
    >>Counters/Reversals<<
          - (special)       - Heihachi will catch high and mid-level rk's 
                              if your opponent attempts the kick while 
                              Heihachi is performing any move other the 
                              than standard punches and kicks.
    
    
    >>Juggling<<
    
    ***>Juggling Moves:
          1. Uppercut(df+rp)
          2. Twin Pistons(df+lp,rp)
          3. Rushing Uppercut(f,f+rp)
          4. Wind Godfist(f,n,d,df+rp)
            
    ***>Useful Juggles:
          (1 or 2).lp.f+lp,b+rp,lp
          (1 or 2).lp.f,n,d,DF+rk,rk,lp
          (3 or 4).lp,rp.f+lp,b+rp,lp
          (3 or 4).lp,rp,f,n,d,DF,rk,rk,lp
    
    
    >>Move-Strings<<
    
    ***>Delayable Strings
    
    *>Three-string(last punch only)
          -  H  H  M
          - lp,lp,rp
          -  R
    
    ***>Ten-strings
    
    *>StringA
          -     M  M  M  L  L  M  M  M  M  M
          - df+lk,rp,rp,rk,rk,lp,rp,lp,rp,lp
          -     R              R         P R
    
    Notes:
          1. may reverse the first kick
          2. may reverse the third punch
          3. may attack Heihachi during the pause in between the last two 
             moves
          4. may reverse the last attack
    
    *>StringB                               first second
          -     M  M  M  L  L  M  H  M  M   M     M
          - df+lk,rp,rp,rk,rk,lp,rk,lp,rp,(lp or rk)
          -     R              R  B      P  R     R
    
    Notes:
          1,2,3,4(first or second choice)
          5. may break the string during the fourth kick
    
    *>StringC
          -        H  H  H  H  M  M  L  M  M  H
          - f,f,n,rp,lp,rp,rp,lk,rk,rk,lp,rp,lp
          -       RB  B  B  B      P R       RB
    
    Notes:
          6. may reverse the first punch
          7. may break the string during the first four punches
          8. may attack during the pause in between the second and third 
             kicks
          9. may reverse the third kick
          10. may reverse the last punch
          11. may break the string during the last punch
     
    
    >>Strategy<<
    
    ***>Attacking
          Go for the juggles while an opponent is recovering from an 
    attack(the Twin Pistons is an exceptionally good move to use). Try 
    using the Rushing Uppercut if your opponent is attacking with a move or 
    string that involves a lot of high attacks, but make sure you are not 
    too close because the move requires a f,f motion. The Tile Splitter
    (d+lp) and the Death Fist (d,df,f+rp) are two moves that work well 
    against an opponent who is running, jumping, or one who has decided to 
    start up a string while he is too far away for the first few hits to 
    connect. Don't use the Tile Splitter >> Death Fist(d+lp,rp) if your 
    opponent is airborne: the Tile Splitter will knock him into the ground, 
    and he can get up and attack you while you are recovering from the 
    Death Fist. You can use the Hell Sweep(f,n,d,DF,rk,...) strings or the 
    Hop >> Thrust Kick (f,n,d,df,n,lk) and Hop >> Low Thrust Kick
    (f,n,d,DF+lk) to confuse your opponent, but you have to mix them up for 
    the attacks to be effective. Don't finish the Hell Sweeps with endings
    (Dragon Punch, Rushing Uppercut, etc.) if your opponent is blocking the 
    sweeps(he'll expect a follow-up attack, and be waiting on it so he can 
    attack you while you're recovering): if you are fast, you'll be able to 
    get out of attack range or at least recover while he is waiting on that 
    attack. If you connect with the Left Splits Kick(f,f+lk), and it stuns 
    your opponent(it does this on counterhit), you should follow it with 
    the Hell Sweeps for a solid 50% combo.
    
    ***>Defending
          The Chi Fists(lp+rp) and the Twin Pistons are excellent ways to 
    knock an opponent out of a slow string. The Chi Fists will set you up 
    for the Lightning Stomp(d+rk), and the Twin Pistons will set you up for 
    a juggle. The right kick reversal is a decent move to use if your 
    opponent hits you with a weak right kick, but not if he connects with 
    a high-damage right kick(the more powerful the rk, the more life 
    Heihachi loses while reversing it). His side grabs and his grab from 
    behind an opponent are more powerful than most, so try sidestepping 
    around attacks and go for one of these grabs whenever possible.
    
    ***>VS.
          Many of Heihachi's best moves can be sidestepped(Thrust Kick, Low 
    Thrust Kick, Death Fist, etc). The Tile Splitter >> Death Fist is so 
    slow that you can sidestep the Death Fist after being hit by the Tile 
    Splitter(unless it is a counterhit), and it's even easier to sidestep 
    the Death Fist if you have blocked the Tile Splitter. Beware of the 
    Hell Sweeps and always ss the Thrust Kicks(they hit at either mid or 
    low level: DON'T GUESS WHICH). Don't use a slow move-string or he'll 
    hit you with the Chi Fists, and don't use a high or mid-level rk 
    against him while he's completing any string or special move(he'll 
    reverse the kick). Also note that the Headbutt throw(f,f+lp+rp) is 
    techable.
    
    
    
    H   H  W   W   OOO    AAA   RRRR    AAA   N   N   GGG
    H   H  W   W  O   O  A   A  R   R  A   A  NN  N  G   G
    HHHHH  W   W  O   O  AAAAA  RRRR   AAAAA  N N N  G
    H   H  W W W  O   O  A   A  R   R  A   A  N  NN  G  GG
    H   H   W W    OOO   A   A  R   R  A   A  N   N   GG G
    
    
    >>Strengths<<
          - powerful kick strings
          - good juggle starter
          - fast and maneuverable
          - low attack counter
    
    
    >>Weaknesses<<
          - almost all kicks are mid or high-level(easily reversed, 
            countered, or ducked under)
    	
    
    >>Counters/Reversals<<
          - d+lp+lk or d+rp+rk      - low punch or kick counter
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. d+rk,rk
          2. f,n,d,df+rk
    
    ***>Useful Juggles:
          (*).WS~rk.df+lp.d+rk,rk
          (1 or 2).lk,lk,lk,lk
    
    ***>Note that...
          ...all four kicks will connect if you wait until your opponent is 
    at the same level as your head before you start the kicks.
    
    
    >>Move-Strings<<
    
    ***>Ten-strings
    
    *>StringA(Left Flamingo Stance)
          -
          - rp,rp,lk,rk,lk,rk,rk,rk,rk,lk
          -
    
    Notes:
    
    *>StringB(Right Flamingo Stance)
          -
          - lp,rp,lk,rk,lk,rk,rk,rk,rk,lk
          -
    
    Notes:
    
    
    >>Strategy<<
    
    ***>Attacking
          The Bird Hunter(d+rk,rk) is an excellent move because it sets you 
    up for easy juggles. Use this move after performing the agression charge
    (lp+rp+lk+rk), if the first kick(a low attack) connects, you are 
    guaranteed a high-damage juggle. This move also works very well against 
    an attacking opponent(juggles on counterhit). Another great move is the 
    Sky Blast Kick(f,n,d,df+rk): Hwoarang is immune to many attacks while 
    he is performing this move because he crouches while perfoming it, and 
    therebye ducks under many attacks(another fine move to use against an 
    attacking opponent).
    
    ***>Defending
          Just don't forget that Hwoarang has a low attack counter, and 
    that a lot of his attacks hit at high or mid-level: watch out for 
    reversals.
    
    ***>VS.
          Don't set yourself up to be hit by the Bird Hunter. Note that 
    most of Hwoarang's attacks are high or mid-level kicks, and are 
    therefore reversable.
    
    
    
    JJJJJ  IIIII  N   N      K   K   AAA   ZZZZZ   AAA   M   M   AAA
      J      I    NN  N      K  K   A   A     Z   A   A  MM MM  A   A
      J      I    N N N      KKK    AAAAA    Z    AAAAA  M M M  AAAAA
    J J      I    N  NN      K  K   A   A   Z     A   A  M   M  A   A
     J     IIIII  N   N      K   K  A   A  ZZZZZ  A   A  M   M  A   A
    
    
    >>Strengths<<
          - fast character
          - powerful moves
          - short recovery time
          - good juggles
    
    
    >>Weaknesses<<
          - some of his best moves are easily reversable
          - most of his moves are easy to see coming
    
    
    >>Counters/Reversals<<
          - b+lp+lk or b+rp+rk      - high or mid-level attacks
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. (WS)rp
          2. D,f+lp+rp
          3. b,f+rp,lp,d+rp
          4. f,n,d,df+rp(on counterhit)
          5. f,n,d,df+rk
    
    ***>Useful Juggles:
          (1,2,3 or 4).lp.b,f+rp,lp,d+rp
          (1,2,3 or 4).lp.lp+rk,rp,rk
          (1,2,3 or 3).b,f+rp,lp,d+rp.(dash forward)df+rk,rk
          (5).lp+rk,rp.df+rk,rk
    
    
    >>Move-Strings<<
    
    ***>Delayable Strings
    
    *>Three-strings(last punch only)
    
          -  H  H  M  
          - lp,lp,rp
          -  R
    
          -      M  M   M       M
          - b,f+rp,lp,(rp or d+rp)
          -      R   P
    
    *>Five-string(last punch only)
    
          -    R
          - d+rp,rk,rp,lp,rp
          -    H  H  M  M  M 
    
    ***>Five-string(delayable)
                            first   second
          -    H  H  M  M   M       M
          - b+rp,rk,rp,lp,(rp or d+rp)
          -   RB  B  R      R       R
    
    Notes:
          1. may reverse the first punch
          2. may break the string during the first punch
          3. may break the string during the first kick
          4. may reverse the second punch
          5. may reverse the last punch(first or second choice)
    
    ***>Six-string
                             first   second
          -  H  H  L  H  H   M       L  
          - lp,rp,lp+rk,rp,(rk or d+rk)
          - RB  B  R  B  B   R       R 
    
    Notes:
          1. may reverse the first punch
          2. may break the string during the first or second punches
          3. may counter the first kick(during lp+rk)
          4. may break the string during the third and fourth punches
          5. may reverse(first choice) or counter(second choice) the last 
             move
          6. don't let this string get to the last move
    
    ***>Eight-string
                                   first second
          -  H  H  M  H  L  H  M   M     L
          - lk,rp,rk,lk,lp+rk,lp,(lk or rk)
          - RB  B     B  R  B      R     R
    
    Notes:
          1. may reverse the first kick
          2. may break the string during the first kick and first punch
          3. may break the string during the third kick
          4. may counter the fourth kick(during lp+rk)
          5. may break the string during the second punch
          6. may reverse(first choice) or counter(second choice) the last 
             move
          7. don't let this string get to the last move
    
    ***>Nine-strings
    
    *>StringA                         first second
          -  H  H  M  H  L  H  H  M   M     L
          - lk,rp,rk,lk,lp+rk,rp,lp,(lk or rk)
          - RB  B     B  R  B  B      R     R
    
    Notes:
          1. may reverse the first kick
          2. may break the string during the first kick and the first punch
          3. may break the string during the third kick
          4. may counter the fourth kick
          5. may break the string during the second and third punches
          6. may reverse(first choice) or counter(second choice) the last 
             move
          7. don't let this string get to the last move
    
    *>StringB
          -        H  H  M  M  M  M  L  M  U
          - f,f,n,rp,lp,rk,rk,rp,rk,lk,rp,lp
          -       RB  B            P R   P R  
    
    Notes:
          8. may reverse the first punch
          9. may break the string during the first two punches
          10. may attack during the pause in between the third and fourth 
              kicks
          11. may reverse the fourth kick
          12. may attack during the pause in between fourth and fifth 
              punches
          13. may reverse the last punch
    
    ***>Ten-strings
    
    *>StringA                            first       second
          -        H  H  H  H  H  M  L   H  M  H     L  M  U
          - f,f,n,rp,lp,rp,rp,lk,rk,rk,(lp,rp,lp or rk,rp,lp)
          -       RB  B  B  B  B   P R   B     B         P R
    
    Notes:
          1. may reverse or counter the first punch
          2. may break the string during the first four punches and first 
             kick
          3. may attack during the pause in between second and third kicks
          4. may counter the third kick
          - first choice -
          5. may break the string during the first or third punches
          - second choice -
          6. may attack during the pause in between the first and second 
             punches
          7. may reverse the last punch
    
    *>StringB
          -  H  H  M  H  L  H  H  M  M  M
          - lk,rp,rk,lk,lp+rk,rp,rp,lp,rp
          - RB  B     B  R  B  B
    
    Notes:
          8. may reverse the first kick
          9. may break the string during the first kick and first punch
          10. may break the string during the third kick
          11. may counter the fourth kick(in lp+rk)
          12. may break the string during the second and third punches
    
    ***>Eleven-strings
                                           first    second   third
          -    H  H  M  L  M  M  L  H  H   M  M     M  L     M  M      
          - b+rp,rk,rk,rk,rk,rp,lp+rk,rp,(lp,rk or lp,lk or lk+rk)
          -   RB  B  R  R  R     R  B  B
    
    Notes:
          1. may reverse the first punch
          2. may break the string during the first punch and first kick
          3. may reverse or counter the second, third, and fourth kicks
          4. may counter the fifth kick(in lp+rk)
          5. may break the string during the third or fourth punches
    
    
    >>Strategy<<
    
    ***>Attacking
          Jin has an impressive arsenal of high-damage attacks and juggles: 
    use them to your advantage. The Demon Godfist(b,F+rp...) is an 
    excellent move to use against an opponent who is rushing in with a lot 
    of high attacks. Be sure to follow it with the Elbow >> Uppercut 
    Combo(...,lp,d+rp). This juggling move sequence is very powerful, and 
    if it is followed by any decent juggle(lp.b,F+rp,lp,rp perhaps), your 
    opponent will lose about 50% of his life bar. Woohoo. If your opponent 
    is blocking the combo, or if you sense that he's going to recover from 
    the stun to reverse or block the last punch, you can stop the combo 
    after the second punch, and then go for a grab, instead(he'll be 
    expecting the last punch of the combo, and, if you're fast, you may be 
    able to catch him with the grab). Mix up his strings(he has a LOT of 
    them), when they are used in conjunction with each other, they are 
    difficult to defend against.
    
    ***>Defending
          Besides his standard high or mid-level attack reversal, Jin also 
    has the Offensive Block(b+lp+rp). The OB will block virtually every 
    attack in the game(including the Ultimate Tackle, which is supposed to 
    be unblockable). Use these moves to your advantage.
    
    ***>VS.
          Try your best to avoid getting hit by the Demon Godfist, but if 
    you do, don't panic: just hold F to recover from the stun, and then 
    block any attack your opponent has chosen to use(usually the Elbow >> 
    Uppercut Combo or the Rushing Demon Combo(...,lp,rp). Don't forget that 
    he can reverse moves, and that many of his moves can be easily 
    sidestepped. Also note that the Headbutt(f,f+lp+rp) is a techable throw.
    
    
    
    JJJJJ  U   U  L      IIIII   AAA        CCC   H   H   AAA   N   N   GGG
      J    U   U  L        I    A   A      C   C  H   H  A   A  NN  N  G   G
      J    U   U  L        I    AAAAA      C      HHHHH  AAAAA  N N N  G
    J J    U   U  L        I    A   A      C   C  H   H  A   A  N  NN  G  GG
     J      UUU   LLLLL  IIIII  A   A       CCC   H   H  A   A  N   N   GG G
    
    
    >>Strengths<<
          - confusing strings
          - powerful low attacks
          - very fast running attacks
          - low attack counter
    
    
    >>Weaknesses<<
          - slow move execution
    
    
    >>Counters/Reversals<<
          - db+lp+lk or db+rp+rk      - low punch or kick counter
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. d+rk,lp
          2. df+rp,lp
          3. (fc)df+rp(stun)
    
    ***>Useful Juggles:
          (*).D+lp.(still holding down),df+rk,lk
          (1).lp.d,df+lp,rp.f,f+lp,rk
          (2).f,f,f.lp.d,df+lp,rp.f,f+lp,rk
          (3).lp.d,df+lp,rp.f,f+lp,rk
    
    
    >>Move-Strings<<
    
    ***>Ten-string
                                first          second         third
          -  H  H  M  H  H  L   H  H  L  M     M  L  M  H     M  M  L  M
          - rp,lp,lp,rp,lk,lk,(lk,rk,rk,lp or rp,lk,rp,lp or rp,lp,rk,lk)
          - RB  B     B  B  R  RB  B  R  R        R    RB           R  R
    
    Notes:
          1. may reverse the first punch
          2. may break the string during the first and second punches
          3. may break the string during the fourth punch and first kick
          4. may counter the second kick
          - first choice -
          5. may reverse the first kick
          6. may break the string during the first and second kick
          7. may counter the third kick
          8. may reverse the only punch
          - second choice -
          9. may reverse the first kick
          10. may reverse the last punch
          11. may break the string during the last punch
          - third choice -
          12. may counter the first kick
          13. may reverse the last kick
    
    
    >>Strategy<<
    
    ***>Attacking
          Julia has numerous two to four-hit strings that may be used to 
    confuse your opponent: use them. She has numerous running attacks, one 
    of which stuns your opponent: use them. You should also try grabbing 
    your opponent while he is waiting for one of her slow, high or mid 
    level string endings: just stop the string right before the move and 
    then grab your opponent while he is standing up and waiting on the next 
    attack. Julia also has a few special grabs that cause a good bit of 
    damage, and they're fairly easy to connect with(f,df,d,db,b,f+rp in 
    particular). You should use these grabs whenever your opponent is 
    recovering from an attack. Julia is probable the most powerful 
    crouching character in the game. You can mix up WS~rp,rp; WS~rp,lp,lp; 
    WS~rp,lp,rk,lk; D,df+rp; and D,df+rk,lk all from the crouching 
    position, and she has a low attack counter to discourage low attacks, 
    which means she can be a VERY mean crouching character *if* she is 
    played properly.
    
    ***>Defending
          Julia has a few high damage low attacks that stun on counterhit: 
    use these against an attacking opponent. Also remember that she has a 
    low attack reversal and many powerful grabs that you can use on a 
    staggering opponent.
    
    ***>VS.
          Watch out for her running attacks and her short strings: they can 
    be very confusing. Note that many of her running attacks are very fast, 
    and they are therefore very easy to sidestep.
    
    
    
    K   K  IIIII  N   N   GGG
    K  K     I    NN  N  G   G
    KKK      I    N N N  G
    K  K     I    N  NN  G  GG
    K   K  IIIII  N   N   GG G
    
    
    >>Strengths<<
          - confusing grabs
          - multi-throws(powerful, numerous)
          - powerful moves
          - low attack counter
          - un-counterable kick reversal
    
    
    >>Weaknesses<<
          - most grabs are easily escaped
          - most attacks are mid or high-level(easily reversed)
    
    
    >>Counters/Reversals<<
          - d+lp+lk or d+rp+rk      - low-level punch or kick counter
          - b+lp+lk or b+rp+rk      - mid or high-level kick reversal
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. f,f+rp(on counterhit)
          2. uf+rk
    
    ***>Useful Juggles:
          (*).d+rk.d+lk+rk,rp
          (*).d+rk.d+lk+rk,rk,rk
          (1 or 2).lp,rp,lp.d+lk+rk,rp
          (1 or 2).lp,rp.d+lk+rk,rk,rk
    
    
    >>Move-Strings<<
    
    ***>Ten-strings/Nine-strings
    
    *>StringA first      second                    third  fourth
          -   H  H       H   M  M  M  L  L  L  M   M      H     
          - (lp,rp or f+rp),lp,lp,rp,rk,rk,rk,lp(,lp or ,lk)
          -  RB  B      RB      R     R  R  R    P        R
    
    Notes:
          1. may reverse the first punch(first or second choice)
          2. may break the string during the first two punches(first choice)
          3. may break the string during the first punch(second choice)
          4. may reverse the second punch
          5. may counter the first, second, and third kicks
          6. may attack during the pause in the last two moves(third choice)
          7. may reverse the last move(fourth choice)
    
    *>StringB first      second              third    fourth   fifth
          -   H  H       H   M  M  H  M  L   L  M  M  L  M  H  L  L     U         
          - (lp,rp or f+rp),lp,lp,lk,lk,rk,(rk,lp,lp rk,lp,lk lk,rp,lp+rp)
          -  RB  B      RB      R     R  R   R   P    R     R  R
    
    Notes:
          1,2,3,4
          8. may reverse the second and third kicks
          9. may reverse or counter the first kick(third,fourth, and fifth
             choices)
          10. may attack King during the pause in between the last two 
              moves(third choice)
          11. may reverse the last kick(fourth choice)
    
    
    >>Strategy<<
    
    ***>Attacking
          King has very few punch/kick attacks, and the ones he does have 
    are easy to see coming. In other words, he is best played defensively. 
    His ss grab(ss,rp+rk) is a useless offensive attack, although most 
    people believe otherwise. I say this because the grab is easy to see 
    coming, it can be reversed, King is wide open to attack as he comes 
    out of the crouch to grab his opponent, and the grab can be ducked 
    under. However, it is a very useful move against an attacking opponent. 
    If your opponent is ducking under your grabs, try using the Low 
    Powerbomb(d+rp+rk or d+lp+lk) or, even better, try the low 
    MTS(df,df+rp+rk). If you have a choice as to which multi-throw you 
    can start, make it the Reverse Arm Clutch(F,df+rp+rk or F,df+lp+lk). 
    Depending on which way you start this throw, the break sequence for the 
    following throws will be different, making this multi very difficult to 
    escape. Also, there are several moves that set you up for ground 
    throws; use these moves whenever possible: Irish Whip >> Quick Slam, 
    Irish Whip >> Spinning Ground Smash, Dark Arrow(ss,rp), Ankle 
    Breaker(d,DF+lp), Bouncing Knuckle Bomb (f,d,df+lp+rp). Although you 
    may achieve a ground grab after completing the DA, it is better to 
    follow it with a grab(yep, you may grab your opponent before he falls to 
    the ground). The ONLY grabs you cannot connect with are the multi-throw 
    starters that affect standing opponents. You have time to ss before 
    completing a grab, and you may also use the grabs that affect crouching 
    opponents(yes, including the Reverse Full Nelson MTS) if you go for 
    them while your opponent is hunched over(of course you must do this 
    before they hit the ground, so the timing is somewhat difficult). You 
    should also try using the Aggression Charge in conjunction with the Ali 
    Kicks >> Octopus Special.
    
    ***>Defending
          King is the only character in the game who can reverse the Ankle
    Kick (d+rk). Use his high or mid-level kick reversal to do this. Also 
    note that you can achieve a ground throw after completing his kick 
    reversal. Don't forget that he has a low attack counter, as well, and 
    that the DDT(D,db,d,db+lp+rp) is an excellent move to use after that 
    counter. 
    
    ***>VS.
          Be sure to know all of the multi-throw escapes, or a decent King 
    player will destroy you. Also, watch out for the grabs that work 
    against a crouched opponent. Try not to get into close combat with 
    King: he is a MUCH weaker opponent at the longer ranges. The Ali 
    Kicks(d+lk+rk,rk,rk,...) are stunning sweeps that you may recover from 
    faster by holding F. By doing this, you should be able to block the 
    second kick every time. Note that the first Ali Kick may be followed 
    with another low-level AK(followed by others) or a mid-level punch: 
    this may be somewhat difficult to block if you are attempting to 
    recover(tapping/holding F) AND trying to get back to the proper 
    blocking position at the same time. Also note that the Giant Swing
    (f,b,db,d,df,f+lp) is a techable throw(the the tech affects the damage 
    of the throw, reducing it from about 70% to about 30% of a "normal" 
    life bar).
    
    
    
    K   K  U   U  M   M   AAA      / PPPP    AAA   N   N  DDDD    AAA
    K  K   U   U  MM MM  A   A    /  P   P  A   A  NN  N  D   D  A   A
    KKK    U   U  M M M  AAAAA   /   PPPP   AAAAA  N N N  D   D  AAAAA
    K  K   U   U  M   M  A   A  /    P      A   A  N  NN  D   D  A   A
    K   K   UUU   M   M  A   A /     P      A   A  N   N  DDDD   A   A
    
    
    >>Strengths<<
          - very powerful moves
    
    
    >>Weaknesses<<
          - limited number of good moves
          - slow move execution
          - slow recovery time
          - may be hit by numerous attacks while grounded
    
    
    >>Counters/Reversals<<
          None
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1.f,f+rp
    
    ***>Useful Juggles:
          (1).uf+rk.lp.f+lp+rp
    
    
    >>Move-Strings<<
          None
    
    >>Strategy<<
    
    ***>Attacking
          Use the Cross Cut Saw(f+lp+rp) as a counterattack, or against an 
    attacking opponent(it is very effective in this respect, and it may be 
    followed by the Rushing Uppercut(f,f+rp) for an easy combo). The Circus 
    Roll(f,b,db,d,df,f+lp+rp) is a very fast, very powerful throw that can 
    be used with great effectiveness against a recovering opponent(say you 
    just popped him in the face with rp, and follow that with the throw(you 
    may even buffer the move by holding the rp)). Mix up the two attacks 
    that start with b+lp+rp, one of them has a VERY long range(Bear Roll
    (f,df,d,db,b,ub,u,uf,f)), and the other(Claw Slash(press nothing)) is 
    a fast unblockable that tracks very well.
    
    ***>Defennding
          Even though he's big, Kuma can still sidestep many attacks, and 
    his side grabs and from behind grabs are very powerful(they're worth 
    the risk).
    
    ***>VS.
          Watch out for the two attacks that start with b+lp+rp. If your 
    opponent does it, back out of the range of the Claw Slash, and then 
    start sidestepping to avoid the Bear Roll(if your opponent decides to 
    do that instead). Note that Kuma can be hit with many attacks while he 
    is grounded.
    
    
    
    FFFFF   OOO   RRRR   EEEEE   SSSS  TTTTT      L       AAA   W   W
    F      O   O  R   R  E      S        T        L      A   A  W   W
    FFF    O   O  RRRR   EEE     SSS     T        L      AAAAA  W   W
    F      O   O  R   R  E          S    T        L      A   A  W W W
    F       OOO   R   R  EEEEE  SSSS     T        LLLLL  A   A   W W
    
    
    >>Strengths<<
          - very fast character
          - powerful moves
          - numerous juggle starters
          - punch counter(b+lp+rp~)
          - low attack counter
    
    
    >>Weaknesses<<
          - most attacks are mid or high-level(easily reversed)
    
    
    >>Counters/Reversals<<
          - b+lp+lk or b+rp+rk    - high or mid-level kick counter
          - b+lp+rp               - high or mid-level punch counter
            - lp                   - Dragon Fist Strike
            - rp                   - Turning Backfist
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. d+rp,lk
          2. lk,rk or lk,lk,rk or lk,lk,lk,rk
          3. b+rp,lk,rk
          4. b+lp,rp,lp
    
    ***>Useful Juggles:
          (*).WS~rk.df+lp.b+rp,lk,rk
          (1,3,4).lp,rp.b+rp,lk,rk
          (2).WS~rk.b+rp,lk,rk
    
    
    >>Move-Strings<<
    
    ***>Delayable Strings
    
    *>Three-string(last punch only)
          -    M  M  M
          - b+lp,rp,lp
          -    R
    
    *>Variable-string(any of the last three punches)
          -     H     H  H     H  H  H     H  H  H  H   M  M  M
          - f+(lp or lp,lp or lp,lp,lp or lp,lp,lp,lp),rp,rp,rp
          -     R     R        R           R
    
    
    >>Strategy<<
    
    ***>Attacking
          Use the Turning Backfist(back turned, lp) to set up for 
    high-damage attacks from behind your opponent(note that Law may use 
    this move after the punch counter(b+lp+rp), the Low Elbow(db+rp), or 
    the Low Eblow >> Reverse Flip Kick(db+rp,rk), or any other time your 
    back is turned towards your opponent. Follow the Backfist with b+rp, 
    and then follow that with the attack of your choice(prefererably 
    d+rp,lk: it's a juggle starter). Also use d+rp,lk or df+lk,rk against 
    an opponent who is rushing in with a lot of high-level attacks. The 
    Dragon Tail(db+rk) and the Dragon Slide(D,df,d,df+lk) are two useful 
    attacks(they're fast), given that you are fairly close to your 
    opponent(the DS has a long range, but it is too easy to see coming if 
    Law is too far away when he performs it).
    
    ***>Defending
          If you are trying to set up for the TB, and you feel your 
    opponent is going to attack you before you can perform it(it's somewhat 
    slow), you can always use a kick(their much faster) to negate that 
    attack. Don't forget about the punch counter >> TB, it's probably the 
    best counter in the game because it sets you up for so many attacks to 
    your opponent's rear: you can literally spank somebody with this one.
    
    ***>VS.
          DO NOT allow yourself to be hit by the TB: an experienced 
    opponent will juggle 70%+ of your life away if he hits you with it. 
    Note that many of Law's attacks are high or mid-level, and are 
    therefore reversable. The Dragon Knee(f,f+lk+rk) is techable.
    
    
    
    L      EEEEE  IIIII      W   W  U   U  L      OOO   N   N   GGG
    L      E        I        W   W  U   U  L     O   O  NN  N  G   G
    L      EEE      I        W   W  U   U  L     O   O  N N N  G
    L      E        I        W W W  U   U  L     O   O  N  NN  G  GG
    LLLLL  EEEEE  IIIII       W W    UUU   LLLLL  OOO   N   N   GG G
    
    
    >>Strengths<<
          - confusing fighting styles
          - numerous grounded/back turned attacks
          - powerful kicks
          - low attack counter(hold F while in Panther Stance)
    
    
    >>Weaknesses<<
          - many moves set opponent up for an attack from behind
    
    
    >>Counters/Reversals<<
          - d+lp+lk or d+rp+rk      - low-level attack counter
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. (grounded, face up, feet away)lk+rk
          2. (back turned)uf+lk or uf+rk
          3. (Panther Stance)rp
          4. uf+rk
    
    ***>Useful Jugglles:
          (1,2,3, or 4).lp.f,n,lp,rp,lp,rp,lk
          (1).b+lp+rp.f+rk,rp,lp,lk
    
    ***>Note that...
          ...you may switch into a special stance during or after the rush 
    punches in the first juggle.
    
    
    >>Move-Strings<<
    
    ***>Delayable Strings
    
    *>Five-string(all are delayable)
          -      M  M  M  M  M
          - f,n,lp,rp,lp,rp,lk
          -      R           R
    
    *>Variable-string
    
    The punch-rush into mid/low kick that follow a f+rk are all delayable.
    
    
    ***>Nine-string
    
          -  H  H  L     M     M     M  L  L  M
          - lp,rp,lp,lk+rk,lk+rk,lk+rk,lp,lp,rp
          - RB  B   P                         R
    
    Notes:
          1. may reverse the first punch
          2. may break the string during the first and second punches
          3. may attack during the pause in between the third punch and the 
             first flip
          4. may reverse the last punch
    
    ***>Ten-string
                                            first second
          -  H  H  L     M  M  M  H  M   L  H     M  H
          - lp,rp,lp,lk+rk,lp,rp,rk,lp,(rk,rk or rp,lk)
          - RB  B   P             B      R RB        B
    
    Notes:
          1,2,3
          5. may break the string during the second kick	
          6. may reverse the first or last kick(first choice)
          7. may break the string during the last kick(first choice)
          8. may break the string during the last kick(second choice)
    
    
    >>Strategy<<
    
    ***>Attacking
          Know which characters you can lay down against: don't lay down 
    against a character that has numerous attacks that can connect with a 
    downed opponent. Also, be sure to lay down at the worst possible time 
    for your opponent(maybe he's rushing in with a move or move-string that 
    doesn't connect with downed opponents), and then attack before he can 
    react. Use the special stances whenever you can start them in 
    conjunction with some attack ie. use the Rush Punches
    (f,n,lp,rp,lp,rp,rk) during juggles and ss into whichever stance you 
    would like to be in while your opponent is getting up. Also note that 
    you can ss attacks with the stance switch and then attack using your 
    new stance(be sure to set up for the best stance possible when doing 
    this).
          SPECIAL STANCES:
          - Art of the Phoenix
            This style has very limited uses: it is very easy to knock Lei 
    out of any of the attacks he may use while in this stance.
          - Drunken
            This style has a powerful punch and can be used as a high or 
    mid-level punch counter(Lei automatically sidesteps any punches). 
    However, other than those functions, this stance is very limited in 
    it's usefulness.
          - Dragon
            This stance has powerful moves, but they all connect at high or 
    mid-level and are therefore easy to block with the single exception of 
    the Neckshaker throw, but that move is fairly easy to see coming and 
    can be ducked or broken.
          - Crane
            The best moves in this stance would be the two punches. If you 
    press rp, and your opponent fails to block it, you are set up in the 
    back turned position. If you press lp, and your opponent does block it, 
    you are again set up in the back turned position. In other words, as 
    long as you are reasonably sure about whether or not your opponent will 
    block the next attack, you can punish him for being too predictable.
          - Tiger
            This stance only has a few attacks, but they are fast and they 
    hit at different levels, and so they are difficult to block.
          - Snake
            Another stance that has very fast moves. The Three Punch 
    Combo(rp,rp,rp) will stun an opponent even if they block the first two 
    punches, allowing the third punch to connect. You can also switch into 
    other stances by holding F after any of these punches. If the first 
    punch connects on counterhit, it will stun your opponent, allowing you 
    to set up other attacks.
          - Panther
            An excellent stance. It has fast moves that connect at 
    different levels, and rp juggles. Even if the rp is blocked, you can 
    follow it with the Guard Melting Punches(...,lp,rp). Try using the 
    Two-handed Low Punch(lp) a few times, and then follow that with the rp 
    if you think your opponent will try to block the TLP.
    
    ***>Defending
          Don't forget that Lei can ss attacks while in any stance in which 
    he can switch into another: use this to your advantage. Note that the 
    Drunken Stance(f+lk+rk) is a punch counter, and that you can also get 
    out of the range of many attacks by laying down or by turning your 
    back(I know that sounds crazy, but it works) and then coming back with 
    a counterattack. While your back is turned towards your opponent, note 
    that Lei's hopkick(BT,uf+lk or BT,uf+rk) is a fast, juggling move: if 
    you have enough time, use it.
    
    ***>VS.
          Don't let Lei dazzle you with his various stance attacks: 
    confusion is his greatest weapon. You can knock him out of most of his 
    stances simply by hitting him with a low punch or kick(must be a fast 
    one). Learn the best ways to attack a downed Lei, and realize that you 
    can attack any character that is rolling towards you with a crouching 
    punch or kick, or even a juggling uppercut(df+rp), if you can pull it 
    off before he attacks.
    
    
    
    M   M   OOO   K   K  U   U  JJJJJ  IIIII  N   N
    MM MM  O   O  K  K   U   U    J      I    NN  N
    M M M  O   O  KKK    U   U    J      I    N N N
    M   M  O   O  K  K   U   U  J J      I    N  NN
    M   M   OOO   K   K   UUU    J     IIIII  N   N
    
    
    >>Strengths<<
          - unpredictable
    
    
    >>Weaknesses<<
          - unpredictable
    
    
    >>Counters/Reversals<<
          - varies
    
    
    >>Juggling<<
          - varies
    
    
    >>Move-Strings<<
          - varies
    
    
    >>Strategy<<
          Figure out who he is mimicking and proceed from there.
    
    
    
    N   N  IIIII  N   N   AAA      /  AAA   N   N  N   N   AAA
    NN  N    I    NN  N  A   A    /  A   A  NN  N  NN  N  A   A
    N N N    I    N N N  AAAAA   /   AAAAA  N N N  N N N  AAAAA
    N  NN    I    N  NN  A   A  /    A   A  N  NN  N  NN  A   A
    N   N  IIIII  N   N  A   A /     A   A  N   N  N   N  A   A
    
                  W   W  IIIII  L      L      IIIII   AAA   M   M   SSSS
                  W   W    I    L      L        I    A   A  MM MM  S
                  W   W    I    L      L        I    AAAAA  M M M   SSS
                  W W W    I    L      L        I    A   A  M   M      S
                   W W   IIIII  LLLLL  LLLLL  IIIII  A   A  M   M  SSSS
    
    
    >>Strengths<<
          - good juggle starters
          - very confusing move-strings
          - fast character
          - multi-throws(powerful, numerous)
          - low attack counter
    
    
    >>Weaknesses<<
          - slow recovery time after some moves
    
    
    >>Counters/Reversals<<
          b+lp+lk or b+rp+rk      - high or mid-level punch or kick reversal
          d+lp+lk or d+rp+rk      - low kick counter
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. db+lk,rk
          2. db+lk+rk
          3. (face down, feet towards)lk or (fd, ft, roll towards)lk
    
    ***>Useful Juggles:
          (*).d+rk,lp.df+lk,lp,rp,f+lp+rp
          (1 or 2).uf+lk.d+rk,lp.df+lk,rp,lp,lp+rp
          (1 or 2).uf+lk.d+rk,lp.db+lk+rk
          (3).d+rk,lp.df+lk,lp,rp,f+lp+rp
    
    
    >>Move-Strings<<
    
    ***>Delayable Strings
    
    *>Four-string
    
          -     M  H  H       M
          - df+lk,lp,rp,f+lp+rp
          -     R
    
    *>Variable-string
    Any of the punch-rush strings that end with f+lp+rp.
    
    ***>Ten-strings
    
    *>StringA first    second   third                     fourth   fifth
          -   H        M        M   H  H  H  M  L  H  H   L  M     H  M
          - (lp or df+lp or WS~lp),rp,lp,rp,lk,lk,rp,lp,(rk,lk or rp,rk)
          -  RB        R        R   B  B  B     R RB  B   R  R     B
    
    Notes:
          1. may reverse the first punch(first, second, or third choice)
          2. may break the string during the first punch(first choice)
          3. may break the string during the first three punches
          4. may counter the second kick
          5. may reverse the fourth punch
          6. may break the string during the fourth and fifth punches
          7. may counter the first kick(fourth choice)
          8. may reverse the last kick(fourth choice)
          9. may break the string during the first punch(fifth choice)
    
    *>StringB first    second   third
          -   H        M        M   H  H  H  H  L  L  M  L  M
          - (lp or df+lp or WS~lp),rp,lp,rp,rk,lk,rk,rp,rk,lk
          -  RB        R        R   B  B  B RB  R  R  R  R  R
    
    Notes:
          1,2,3
          10. may reverse the first kick
          11. may break the string during the first kick
          12. may reverse or counter any of the last five moves
    
    
    >>Strategy<<
    
    ***>Attacking
          Use the Divine Cannon(db+lk+rk) or the Divine Cannon 
    Combo(db+rk,lk) whenever your opponent is rushing in with a lot of high 
    or mid-level attacks: it's one of the best juggle starters in the game. 
    You may also use the DCC in conjunction with the Agression Charge: if 
    the first kick(a low attack) in the combo connects, the second one will 
    also connect. Use the Shin Smash MTS(d,db,b+lp+rk) whenever you see 
    that your opponent is going to rush in with a grab or attack that has a 
    short range. Nina is one of the best sidesteppers in the game, so you 
    should use this to your advantage, as well. If your opponent tends to ss 
    a lot, ss in the same direction and perform the Quick Blonde 
    Bomb(ss,lp+rp), it is very effective against sidestepping opponents.
    
    ***>Defending
          Just don't forget that she has a high or mid-level punch or kick 
    reversal(b+lp+lk or b+rp+rk), or that she has a low attack 
    counter(d+lp+lk or d+rp+rk). 
    
    ***>VS.
          Don't let yourself be set up for the Divine Cannon (Combo) or any 
    of the MTSs.
    
    
    
     OOO    GGG   RRRR   EEEEE      IIIII
    O   O  G   G  R   R  E            I
    O   O  G      RRRR   EEE          I
    O   O  G  GG  R   R  E            I
     OOO    GG G  R   R  EEEEE      IIIII
    
    
    >>Strengths<<
          - powerful moves
          - numerous unblockables
    
    
    >>Weaknesses<<
          - few move-strings
    
    
    >>Counters/Reversals<<
          - b+lp+rp
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1.uf+rk
          2.f,F+rp
          3.D,df+rp
    
    ***>Useful Juggles:
          (1).df+lp.rk
          (2).d+lp.(still holding down)lk,lk,n,lk
          (3).f,F+lp+rp
    
    
    >>Move-Strings<<
          - None
    
    
    >>Strategy<<
    
    ***>Attacking
          rp. That's an important button to remember while you're playing 
    Ogre I(II as well). f,f+rp is probably the best unblockable in the 
    game...follow it with D,df+rp for a vicious combo. f+rp is another 
    good move(high damage, high priority). So is SU~rp. Don't use the 
    infinity kicks(WS~lk,lk,d+lk,...): you'll get hurt.
    
    ***>Defending
          The best defense is a good offense(with Ogre, at least). Poke if 
    you can, f,f+rp if you can't hehe.
    
    ***>VS.
          While fighting Ogre I you should either be right up in his face, 
    poking the dog-snot out of him, or you should back off and wait for him 
    to make a mistake. The main reason for this is f,f+rp...you simply 
    cannot afford to get caught by that unblockable more than two or three 
    times...either stay out of range or poke Ogre out of it every time you 
    see him start the animation for it. You may also ss that move, although 
    ssing the f,f+rp is somewhat difficult to do. ss the infinite kicks
    (WS~lk,lk,d+lk,...), and you should have enough time to severely 
    punish your opponent for trying those cheesy kicks before he can 
    recover. Put time into setting up your moves so that they'll have a 
    better chance of connecting, or he'll KO you with only a few attacks.
    
    
    
     OOO    GGG   RRRR   EEEEE      IIIII IIIII
    O   O  G   G  R   R  E            I     I
    O   O  G      RRRR   EEE          I     I
    O   O  G  GG  R   R  E            I     I
     OOO    GG G  R   R  EEEEE      IIIII IIIII
    
    
    >>Strengths<<
          - powerful moves
          - numerous unblockables
    
    
    >>Weaknesses<<
          - few move-strings
    
    
    >>Counters/Reversals<<
          - None
    
    
    >>Juggling<<
    
         Same as Ogre I, except follow f,F+rp with D,f+rp
    
    
    >>Move-Strings<<
          - None
    
    
    >>Strategy<<
    
    ***>Attacking
          Same as Ogre I, except follow the f,f+rp with D,f+rp(it's a better
    combo =).
    
    ***>Defending
          Same as Ogre I.
    
    ***>VS.
          A really stupid(or cheesy) player will constantly use the Dragon 
    Flame attacks(lp+rp or d+lp+rp). If they perform the standing DF 
    attack, there isn't much you can do(besides ducking it). If they 
    perform the flying DF, you can ss the attack(note that this attack 
    tracks, and you'll have to keep sidestepping in the same direction(duh) 
    to avoid the attack) and then run up for the attack of your choice. 
    Also note that Ogre II may follow the unblockable(f,f+rp) with d,f+rp 
    for significant damage. If your opponent likes to use the juggle escape
    (any button while being juggled), use any rushing punches you may have 
    during the juggle, and that, along with a healthy dose of forward 
    dashes, will keep him juggled for quite a while. Also note that Ogre is 
    big enough to sustain hits from attacks that normally wouldn't hit a 
    grounded character: use that to your advantage(poor, fat Ogre II =).
    
    
    
    PPPP    AAA   U   U  L
    P   P  A   A  U   U  L
    PPPP   AAAAA  U   U  L
    P      A   A  U   U  L
    P      A   A   UUU   LLLLL
    
                  PPPP   H   H   OOO   EEEEE  N   N  IIIII  X   X
                  P   P  H   H  O   O  E      NN  N    I     X X
                  PPPP   HHHHH  O   O  EEE    N N N    I      X
                  P      H   H  O   O  E      N  NN    I     X X
                  P      H   H   OOO   EEEEE  N   N  IIIII  X   X
    
    
    >>Strengths<<
          - powerful moves
          - confusing moves
    
    
    >>Weaknesses<<
          - very slow recovery time
    
    
    >>Counters/Reversals<<
          - b+lp+lk or b+rp+rk      - high or mid-level punch or kick 
                                                             reversal
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. uf+rk
          2. d,df,f+lp(juggling)...if stun follow with "1. uf+rk"
    
    ***>Useful Juggles:
          (1).lp.d,db,b+lk,rp,(delay)lp
          (1 or 2).lp.d+rk,rp
    
    
    >>Move-Strings<<
    
    ***>Delayable Strings
    
    *>Two-string(last punch only)
    
          -       M   M     L
          - D,df+rp,(lp or rp)
          - 
    
    *>Three-string(last punch only)
    
          -         L  M   M     L
          - d,db,b+lk,rp,(lp or rp)
          -
    
    ***>Five-string
    
          -  H  H  M  M  M
          - lp,rp,lk,lp,rp
          - RB  B   P RP R
    
    Notes:
          1. may reverse the first punch
          2. may break the string during the first and second punches
          3. may attack during the pause in between the first kick and third 
             punch
          4. may reverse the third punch
          5. may attack during the pause in between the third and fourth 
             punches
          6. may reverse the last punch
    
    ***>Ten-strings
    
    *>StringA
          -  H  H  M  H  M  H  H  L  M  M
          - lp,rp,lk,rp,lp,rp,lp,rk,rp,lp
          - RB  B     B     BP B        R
    
    Notes:
          1. may reverse the first punch
          2. may break the string during the first and second punches
          3. may break the string during the third or fifth punches
          4. may attack during the pause in between the fifth and sixth 
             punches
          5. may break the string during the sixth punch
          6. may reverse the last punch
    
    *>StringB
          -  H  H  M  M  L  M  H  M  L  M
          - lp,rp,lk,lp,rk,rp,lp,rk,rp,lp
          - RB  B     R  R        R   P R
    
    Notes:
          1,2,6
          7. may reverse the third punch
          8. may counter the second kick
          9. may reverse the last kick
          10. may attack during the pause in between the sixth and last 
              punches
    
    >>Strategy<<
    
    ***>Attacking
          One of the more powerful characters in the game, Paul has quite a 
    few moves that are very hard to see coming. Try setting up the Falling 
    Leaf Combo(d+rk,rp) with one or two quick jabs(the best-case scenario 
    would be you knocking your opponent out of a move or move-string with 
    the jab(s), therebye making it even harder to react to the FLC). You 
    can also use the Crounch Dash(d,df,f) in conjunction with the FLC and 
    the Death Fist(CD,rp) to confuse your opponent. Also note that he has 
    a few grabs that are both powerful and fast: use them while your 
    opponent is recovering. 
    
    ***>Defending
          Just don't forget that Paul has a high or mid-level punch or kick 
    reversal.
    
    ***>VS.
          Be prepared to block the Death Fist if your opponent performs 
    the Tile Spliter(d+lp), it's faster than the FLC(which can also be 
    performed after the TS). If he does the Death Fist, you'll already be 
    in the proper blocking position, if he is taking too long to do the 
    DF, he is probably going for the FLC: block it. You should use a fast, 
    low punch or kick to knock Paul out of the CD, as you cannot be sure if 
    he is going to do the FLC or the Death Fist, and you may be able to 
    sneak in a grab after knocking him out of these moves.
    
    
    
    L      IIIII  N   N   GGG       X   X  IIIII   AAA    OOO   Y   Y  U   U
    L        I    NN  N  G   G       X X     I    A   A  O   O   Y Y   U   U
    L        I    N N N  G            X      I    AAAAA  O   O    Y    U   U
    L        I    N  NN  G  GG       X X     I    A   A  O   O    Y    U   U
    LLLLL  IIIII  N   N   GG G      X   X  IIIII  A   A   OOO     Y     UUU
    
    
    >>Strengths<<
          - highly maneuverable
          - very quick character
          - confusing attack methods
          - easily avoids attack
          - low attack counter
    
    
    >>Weaknesses<<
          - weak moves
    
    
    >>Counters/Reversals<<
          - b+lp or b+rp      - high or mid-level attack reversal
          - lp+rk             - high or mid-level punch or kick counter
          - db+lk             - attack counter 
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. (back turned)rk
          2. WS~rp
    
    ***>Useful Juggles:
          (*(hold D during sweep)).D+lk,rp.rp,lp.f,f+lp+rp,lp+rp
          (1).df+lp.rp.rp,lp.f,f+lp+rp,lp+rp
          (2).rp.rp.rp,lp.f,f+lp+rp,lp+rp
    
    
    >>Move-Strings<<
    
    ***>Delayable Strings
    
    *>Four-string(last punch only)
    
          -       M  M  M
          - u+lp+rp,rp,lp
          -
    
    ***>Ten-strings
    
    *>StringA
          -    M  H  H     M  M  L  L  L  M  M    
          - u+rk,lp,rp,lp+rp,lp,lk,rk,rk,rk,lp
          -    R  B  B           R  R  R  R  R
    
    Notes:
          1. may reverse the first kick
          2. may break the string during the first and second punches
          3. may reverse or counter any of the last five moves
    
    *>StringB
          -    M  H  H  L  L  M     M  L  M  M  
          - u+rk,lp,rp,rk,rk,rp,lp+rp,lp,rk,rp
          -    R  B  B  R  R  R           R  R
    
    Notes:
          1,2
          4. may counter the second and third kicks
          5. may reverse the third kick
          6. may reverse the third punch
          7. may reverse either of the last two moves
    
    
    >>Strategy<<
    
    ***>Attacking
          Most of Ling's best moves must be performed with her back 
    turned. This puts you at risk of attack, but you should note that she 
    is the only character in the game who can ss with her back turned and 
    remain in the back-turned position. You should use this to your 
    advantage: turn your back, ss an attack, and then start up a juggle 
    with rk. Note that although most of her attacks don't take much damage, 
    she is VERY evasive. Ling is probably the best poker in the game.
    
    ***>Defending
          Wow. Slap Reversals(b+lp or b+rp), high or mid-level attack 
    counter(b+lp+rk), low attack counters(d+lp+lk or d+rp+rk), Body Push 
    Counter(db+lk), Spinning Dodges(lk+rk or d+lk+rk), Dive Roll(f+lk+rk),
    Cartwheel(f+lp+rp). Use them all. Wow. When jumping over an opponent
    (f,f+lk+rk), don't let yourself fall too close to your opponent: he'll 
    surely grab you. If you screw up and land too close, you can try 
    ducking the grab, then sidestep your opponent's next attack, and 
    then(finally), go for a counterattack.
    
    ***>VS.
          Watch out for an opponent setting up for an attack: they mean to 
    take off a LOT of your life. If your opponent is close enough(after he 
    has flipped over you), go for a back-turned grab as soon as he lands; 
    if he is too far away, tap b(you should move outside the range of the 
    Vertical Hook Kick(back-turned, rk)). Try to keep her from evading your 
    attacks as much as possible by using moves that track well. Note that 
    you can reverse the High Overhead Flip(f,f+lk+rk).
    
    
    
    Y   Y   OOO    SSSS  H   H  IIIII  M   M  IIIII  TTTTT   SSSS  U   U
     Y Y   O   O  S      H   H    I    MM MM    I      T    S      U   U
      Y    O   O   SSS   HHHHH    I    M M M    I      T     SSS   U   U
      Y    O   O      S  H   H    I    M   M    I      T        S  U   U
      Y     OOO   SSSS   H   H  IIIII  M   M  IIIII    T    SSSS    UUU
    
    
    >>Strengths<<
          - powerful moves
          - numerous unblockables
          - ability to regain power or siphon power from other player
          - low attack counter
          - sword block(b+lp+rk)
    	
    
    >>Weaknesses<<
          - many high or mid-level attacks(easily reversed)
          - some slow moves
    
    
    >>Counters/Reversals<<
          - b+lp+rk                 - high or mid-level attack reversal
          - d+lp+lk or d+rp+rk      - low-level punch or kick counter
    
    
    >>Juggling<<
    
    ***>Juggle Starters:
          1. rk~lk
          2. df+rp
          3. D,df+lk
          4. b+lp+rk
    
    ***>Useful Juggles:
          (1).lk
          (1).db+rp,rp,rp,rp,rp
          (2).lp.b+rp,rp,rp,rp.lp.f,f+rk(buffer this into a dash)
          (3).WS~rk.f,f+rk
          (4).b+lp+rk
          (4).lp.lp.lp.lp.f,f+rk
    
    
    >>Move-Strings<<
    
    ***>Delayable Strings
    
    *>Four-string(all are delayable)
    
          -     M  M  M  M
          - df+lp,lp,lp,lp
          -     R
    
    ***>Five-string
          -  H  H  M  H  U
          - rk,rk,rp,rp,lp
          - RB RB  R RBP R
    
    Notes:
          1. may reverse any of the moves
          2. may break the string during the first and second kicks
          3. may break the string during the second punch
          4. may attack during the pause in between the last two moves
    
    ***>Eight-strings
    
    *>StringA
          -  H  H  M  H  H  L  M     M
          - rk,rk,rp,rp,rk,rk,lp,lk+rk
          - RB RB  R RB RB  R  R     R
    
    Notes:
          1. may reverse or counter any of the moves
          2. may break the string during the first and second kicks
          3. may break the string during the second punch and third kick
    
    *>StringB
          -  H  M  M  H  H  L  M     M
          - lp,rp,lp,rk,rk,rk,lp,lk+rk
          - RB     R RB RB  R  R     R
    
    Notes:
          1. may reverse or counter any move except the second punch
          2. may break the string during the first punch
          3. may break the string during the first and second kicks
    
    ***>Ten-strings
    
    *>StringA
          -  H  H  M  H  H  L  M  U  U  U
          - rk,rk,rp,rp,rk,rk,lp,lp,lp,lp
          - RB RB  R RB RB  R  R  R  R  R
    
    Notes:
          1. may reverse or counter any of the moves
          2. may break the string during the first and second kicks
          3. may break the string during the second punch and third kick
    
    *>StringB
          -  H  M  M  H  H  L  M  U  U  U
          - lp,rp,lp,rk,rk,rk,lp,lp,lp,lp
          - RB       RB RB  R  R  R  R  R
    
    Notes:
          4. may reverse or counter any move except the second and third 
             punches
          5. may break the string during the first punch
          6. may break the string during the first and second kicks
    
    *>StringC
          -  H  M  M  H  M  M  M  M  U  U
          - lp,rp,lp,rk,rp,rp,rp,rk,lp,lp
          - RB       RB           R  R  R
    
    Notes:
          5
          7. may reverse the first punch
          8. may reverse the first kick
          9. may break the string during the first kick
          10. may reverse any of the last three moves
    
    
    >>Strategy<<
    
    ***>Attacking
          Yoshimitsu has many unblockable attacks(using his sword). 
    However, he can be jabbed out of many of these moves, and most of the 
    ones he can't be jabbed out of take so much recovery time that your 
    opponent can grab you even after taking the unblockable hit. You 
    should concentrate on his juggles and be sure to wait for the best 
    time to attack with almost ALL of his moves, otherwise you'll take more 
    damage than your opponent after he atttacks while you're recovering.
    
    ***>Defending
          The Sword Reversal(b+lp+rk) is an excellent move to use against 
    an opponent who is running up to snag you with ANY high or mmid-level 
    attack. However, this move tends to come out too slow to hit an 
    opponent who is performing a move-string: only use it during the 
    longest pauses in the string. Also note that he has a low attack 
    counter(d+lp+lk or d+rp+rk).
    
    ***>VS.
          Watch out for his unblockables(he has a LOT of them). You may 
    punch Yoshimitsu out of the Spinning Sword Flip(d,df,f+lp), and many of 
    his other unblockable moves, and you have enough time to grab him after 
    the Front Kick >> Sword Slice(f,f+lk,lp). 
    
    
    
    
    ******HELP ME***********************************************************
    
          If anything is wrong, or if you have any insight(on any of the 
    information in this FAQ) that you would like to see in this faq, please 
    e-mail me at dncbmw@hotmail.com(you will be credited for the info in 
    the "Thanks" section, and I will automatically e-mail newer versions of 
    this FAQ to you). Without your help, this document will never be 
    complete, so PLEASE inform me of ANYTHING you think might be of use.
    
    
    
    
    
    ******THANKS************************************************************
    
    Namco             for creating the Tekken series
    
    SurfBard          for making such a fine FAQ
    
    Chojin            for helping me get this FAQ on the web
                      for always reminding me of how great Tekken 3 is
    
    Yagyu             for his input on Lei Wulong(he contributed almost all 
                        of the Lei strategy)
    
    Kaiser            for pointing out erroneous moves in Law's 
                        "Counters/Reversals" section
    
    Sauer Kraut       for submitting delayable move-strings and other 
                        various techniques, and pointing out errors
    
    ShiangL           for submitting various juggle starters, juggle 
                        combos, fixes, and other miscellaneous input
    
    All the gamers    for offering me intelligent competition, and thus 
      at Acadiana       getting me where I am today
      Mall's arcade
    
    Visitors to the   for bringing various techniques to my attention
      rec.games.
      video.arcade
      newsgroup
    
    Visitors to the   for bringing various techniques to my attention
      late Tekken 
      Online Forum
    
    Visitors to the   for bringing various techniques to my attention
      Twisted Tekken 
      Message Board
    
    Visitors to the   yep, for bringing various techniques to my attention 
      Tekken 3 
      Message Board
    
    Visitors to the   guess
      late BMW's 
      Tekken 3 BBS
    
    The following     for making the following songs
      bands
    
    
    whispering things into my brain
    assuring me that I'm insane
                      - Metallica "Sanitarium"
    
    
    with time the child draws in
    this whipping boy done wrong
    deprived of all his thoughts
    the young man struggles on and on...
                      - Metallica "Thee Unforgiven"
    
    
    what have I become, my sweetest friend
    everyone I know
    goes away in the end
    you could have it all, my empire of dirt
    I will let you down
    I will make you hurt
                      - Nine Inch Nails "Hurt"
    
    
    I put my faith in God
    and my trust in you
    now there's nothing more f---ed up I could do
                      - Nine Inch Nails "Wish"
    
    
    step out the front door 
    like a ghost 
    into the fog 
    where no one notices the contrast of white on white
    and in between the moon and you 
    the angels get a better view
    of the crumbling difference between wrong and right
                      - Counting Crows "'Round Here"
    
    
    blast of silence explodes in my head
                      - White Zombie "Thunderkiss '65"
    
    
    good golly, miss molly
                      - (duh)