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    Forest Law by JChristopher

    Version: 1.7 | Updated: 02/24/00 | Printable Version | Search This Guide

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    ___  ____/______ _____________ __________  /_       ___  / ___    |__ |     / /
    __  /_    _  __ \__  ___/_  _ \__  ___/_  __/       __  /  __  /| |__ | /| / /
    _  __/    / /_/ /_  /    /  __/_(__  ) / /_         _  /____  ___ |__ |/ |/ /
    /_/       \____/ /_/     \___/ /____/  \__/         /_____//_/  |_|____/|__/
                                                                           
    TEKKEN 3 FAQ (for both the arcade and ps version)
    by Joseph Christopher <sirlordjoseph@icqmail.com>
    version 1.7
    Feb. 24, 2000
                                                                           
    THERE'S ONE EMAILER OUT THERE WHOM I WASN'T ABLE TO REPLY TO. AND THAT'S
    CAUSE ALL MY REPLIES GETS BOUNCED BACK AFTER A COUPLE O WEEKS. I ALSO
    LOST HIS EMAIL AND FORGOT HIS NAME. SORRY MAN. WRITE AGAIN THROUGH ANOTHER
    ADDRESS IF YOU WILL...
                                                                           
    this faq is copyright 2000-2001 Joseph Christopher
                                                                                       
    I didn't believe there will come a time when I'll have to write something          
    like this just to remind some people of what they all should be knowing            
    by heart :( Anyway, here goes...                                                   
                                                                                       
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
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    ===================================================================================
    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
                                                                                       
    * This society does not care if you're the dumbest vegetable on earth,             
      if you do something wrong, someone will make you pay the price! ;)               
                                                                                       
    * Law is the best counter attacker in all of Tekken. Few, however, know
      of this and use Law in a cheap, offensive way, pulling off combos like
      crazy. Sure, Law is also one of the best jugglers, but juggles need a
      launcher, and launchers are either too slow to go undetected or included
      in a combo that's easy to block or interrupt. Heihachi is supposed to
      be the best (actually, he's my second favorite character) according to
      the Tekken storyline so why choose someone, in this case Forest Law,
      who isn't even influencial on the tournament's outcome? There are many
      answers...
                                                                           
    1. Law can parry all kinds of attacks (high, low, and air)
    2. Law can link his juggles with his parries
    3. Law has a punch parry which is equipped with an automatic counter
       (remember that parries are always better than reversals since the former
        cannot be countered while the latter can)
    4. Law has one of the most powerful "supers" in all of Tekken
    5. Law's super punch is homing
    6. Law can slide without having to run first
    7. Law has the coolest-looking throws (not much of a reason, but a reason
       nonetheless)
                                                                           
                                                                           
    Why read this guide:
       I. Legend
      II. General Moves
     III. Special Moves
      IV. Throws
       V. Combos
      VI. Juggles
     VII. Counters
    VIII. Vs. Computer
      IX. Vs. Human
       X. Ending
      XI. Credits
     XII. Revision History
    XIII. Final Words
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____      __    ____   ___  ____  _  _  ____
    (_  _)    (  )  ( ___) / __)( ___)( \( )(  _ \
     _)(_      )(__  )__) ( (_-. )__)  )  (  )(_) )
    (____)()  (____)(____) \___/(____)(_)\_)(____/
                                                                           
                                                                           
    U - up
    D - down
    B - back
    F - forward
    N - neutral
    + - at the same time
    / - or
    1 - Left Punch
    2 - Right Punch
    3 - Left Kick
    4 - Right Kick
                                                                           
    * for the rest of this faq I will be referring to mid attacks as high ones
      because there really isn't any difference between them in terms of how
      they are blocked or countered
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____       ___  ____  _  _  ____  ____    __    __
    (_  _)(_  _)     / __)( ___)( \( )( ___)(  _ \  /__\  (  )
     _)(_  _)(_     ( (_-. )__)  )  (  )__)  )   / /(__)\  )(__
    (____)(____)()   \___/(____)(_)\_)(____)(_)\_)(__)(__)(____)
                     __  __  _____  _  _  ____  ___
                    (  \/  )(  _  )( \/ )( ___)/ __)
                     )    (  )(_)(  \  /  )__) \__ \
                    (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    dash        - F,F / B,B (goes in direction you choose)
    ankle kick  - D+4 (when you're down)
    roll        - B / F (when you're down)
    run         - F,hold F (when far from opponen)
    leap punch  - F/B,F+1+2 (while rolling/running)
    leap kick   - B,B+3+4 (while rolling/running)
    flying kick - 3 (while running)
    slide       - 4 (while running)
    tackle      - 1/2 (while running)
    multi punch - 1,2,1,2,..(after tackle)
    charge up   - 1+2+3+4
    uppercut    - DF+2
    side step   - tap U / D (goes in direction you choose)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  ____  ____      ___  ____  ____   ___  ____    __    __
    (_  _)(_  _)(_  _)    / __)(  _ \( ___) / __)(_  _)  /__\  (  )
     _)(_  _)(_  _)(_     \__ \ )___/ )__) ( (__  _)(_  /(__)\  )(__
    (____)(____)(____)()  (___/(__)  (____) \___)(____)(__)(__)(____)
                           __  __  _____  _  _  ____  ___
                          (  \/  )(  _  )( \/ )( ___)/ __)
                           )    (  )(_)(  \  /  )__) \__ \
                          (_/\/\_)(_____)  \/  (____)(___/
                                                                           
                                                                           
    These moves you'll have to use at random to win:
                                                                           
    1) Dragon Storm - B+1,2,1
                                                                          
            Three hits: First, a long-reach back fist. Second, a long-reach
       right hook. Finally, an uppercut that gives way to more hits. Comes
       out fast and is recommended if the first hit connects. One unique
       feature about this move is the fact that it hurls the opponent's body
       higher in the air than any other launcher, increasing your juggling
       abilities. If the opponent blocks it, a good strategy would be to stop
       at the second punch and continue with either a sweep (more reliable)
       or a throw
                                                                           
    2) Junkyard Kick - B+2,3,4
                                                                          
            Again three hits: First, an elbow to the midsection, followed by
       a kick to the shin, and finished off with a high kick to the chin that,
       like the Dragon Storm, is a launcher. Most damaging among the launchers
       and also the most confusing. On the down side, it can be blocked even
       if the first hit connects (that is, if it doesn't connect close enough)
       because of its lack  in speed which also makes it easy to predict if
       your opponent (surely enough) has seen it before. Don't use it much if
       your opponent has a low parry. If he/she doesn't, but has a high reversal,
       prepare to counter it.
                                                                           
    3) Charge Power Punch - DB+1+2 (U,U to cancel)
                                                                          
            Law sums up all his chi and delivers a power punch that makes an
       opponent squirm in pain. Not to be used against experts because it can
       be seen a mile away. If you still wanna use it, the only right time
       for it is when your opponent is about to do a move that's low on recovery.
       Dash back, make sure it'll miss, and do it.
                                                                           
    4) Low Punch to Back Flip - D+2,3
                                                                           
            This is yet another of Law's launchers. It's composed of only two
       hits, though: One, a punch to the shin and two, a sommersault kick.
       Has a slow recovery but makes up to it by extra quick execution time.
       It's a great surprise move but is not to be relied on too much because,
       if predicted, it will leave you open for seconds---eternities they
       may seem in the Tekken world. If it doesn't connect, do it again,
       fast. An average player would fall for that trick if he wasn't able
       to do anything about your first miss.
                                                                           
    5) Frogman - D+3+4 (hold D to cancel)
                                                                           
            Law does something like a back flip, but ends up lying on the
       ground, his feet touching his head, ready to do a chinese get up.
       If do don't hold the D, he will. If you do, however, he'll relax and
       continue lying down, this time in a common, comfortable position.
       The first hit launches the opponent in the air, but given the descriptions
       I don't think we can consider it a launcher.
                                                                           
    6) Elbow Spring Kick - DB+2,4 (hold D to cancel)
                                                                           
            Your back is turned while hitting the opponent's midsection with
       your elbow. It stuns him a little, and then you follow up with a frogman,
       this time hitting him on the way down, because you have your back turned,
       remember? As with the frogman, you can hold D to cancel it, especially
       if you know it won't connect, cause if it doesn't you have your back
       turned and are WIDE open. If you don't press the 4, you'll only do
       the elbow part which can be a confuser since you can pause then press
       1 when your opponent lowers his guard to deliver a spinning back fist
       that turns your opponent on his back, leaving HIM wide open. Another
       variation would be to just throw him after the elbow!
                                                                           
    7) Poison Arrow - F+2,1 (do it fast)
                                                                           
            Bruce Lee's one-inch punch is somehow carried on to this move.
       The only difference is you end up with an open fist instead of otherwise.
       It may be slow on the execution time, but practice makes perfect and
       eventually you'll learn the right moments to use it. It's a good
       counter for ten hit strings that aren't done too close.
                                                                           
    8) Dragon's Tail - DB+4
                                                                           
            A double low kick sweeps your opponent off his feet in this move
       May serve as a good confuser for unfinished combos that hit high.
       Just remember that whenever you do a high-hitting combo and the opponent
       blocks it, don't continue hoping he'll release his block before you
       make your final hit, cause that only happens if he's prepared to counter.
       Stop right in the middle of your combo and sweep him cause it's also
       rare that he prepares for that.
                                                                           
    9) Flying Kick - F,F,F+3
                                                                           
             Whenever an opponent tries to roll away from danger, or when
       he's just pulling off ten-hit combos like crazy, dash back and do
       this, if he manages to block, follow up with a Dragon's Tail.
                                                                           
    10) Double Dragon - 3+4 (during sidestep)
                                                                           
             One of my favorite opening moves. Takes 80% of your opponents
        by surprise can only be countered if they block. If you use this
        as an opening, be sure to have the presence of mind to perish the
        thought after doing a sidestep if your opponent isn't open for it.
        (i.e he doesn't attack) One thing I'm sure of, this move does a lot
        of damage, as Law hops and does two almost simultaneous kicks to the
        face.
                                                                           
    11) Slide Kick - DF,D,DF+4 (while crouching)
                                                                           
             It's a slide kick, I don't need to describe it. A good strategy
        would be to do an ordinary sweep (D+3) after it because you end up
        behind your lying opponent. Do it again he gets up repeat the process
        until he thinks of a way out. Finally, if you end up in front of
        him, do an ankle kick for a little more damage.
                                                                           
    * These are not really needed to win a game but some may be added to
      combos as stated in my combos section:
                                                                           
    12) Catapult Kick - U+4 (as you stand)
                                                                           
            Just like the old back flip except higher, faster, and does more
        damage. Why it ain't included in the "necessary to win" list? Cause 
        "higher" means more prone to counter attacks, "as you stand" means you
        have to crouch first, and "does more damage" means Namco won't allow
        it to be comboed into anything.
                                                                           
    13) Rainbow Kick - U+3+4 (as you stand)
                                                                           
            Again, just like the old back flip except higher, does more damage
        but is slower. Sound worse than the Catapult Kick? Not really. It
        does hit on the way down because Law adds 90 degrees to the sommersault
        making him end up lying on ground, but not before he sticks both his
        feet out to his opponent's face.
                                                                           
    14) Fake Back Flip to Kick - U,N,4 (as you stand)
                                                                           
            You outta know by now what a back flip is, this time Law doesn't
        kick his opponent in the process, he just flips. The good thing is,
        as soon as he lands, he delivers a high kick to the shin that looks
        much like the last hit of the Junkyard Kick. You can opt not to press
        the 4 and throw your opponent after the flip but most of the time
        he'll just pound WHILE you're faking.
                                                                           
    15) Left-Right Punch Combo - 1,2
                                                                           
            A jab from the left and a forward punch from the right. 'nuff
        said. (not like there's any more I could think of.)
                                                                           
    16) Shaolin Spin Kick - 4,3,4
                                                                           
            One forward kick with your right leg to his face, followed by
        a roundhouse kick with your other leg to the same target, and lastly
        a repitition of the first step. Easy to parry or duck from so don't
        use if he's just standing there waiting for an attack.
                                                                           
    17) Machine Gun Arrow - F+1,1,1,1,1
                                                                           
            Five rapid-fire jabs from your left fist. Knocks the opponent
        afterwards.
                                                                           
    18) Rave War Combo - F+2,2,2
                                                                           
           Five rapid-fire jabs from your left fist. Knocks the opponent
        afterwards. Comes out fast and does some pretty good damage when
        linked to the Rave War Combo (use only four 1s before linking) but
        lacks recovery and can still be blocked if not done close enough.
                                                                           
    19) Quick Rave War Combo - 2,2
                                                                           
           Just like the Rave War combo except the elbow hit is skipped.
                                                                           
    20) Mid Kick - DF+3
                                                                           
           Law does a long range kick to the opponent's chest. Counters most
        close range attacks before they can even materialize but slow on the
        execution time therefore only to be used to make an opponent stop 
        whatever he's trying to do.
                                                                           
    21) Crescent Kick - 4,U,3
                                                                           
           The opponent's chest is kind of stomped with your right foot and
        you follow up with a back flip that's hard to connect if he's not
        in mid-air.
                                                                           
    22) Double Impact - 3,4 (while crouching)
                                                                           
           This move does NOT combo. You just do a basic sweep that doesn't
        knock the opponent off his feet and follow it up with a back flip
        that again, does not connect.
                                                                           
    23) Low Kick to Back Flip - D+4,3
                                                                           
           May connect, but I doubt it. You duck a little do a kick to the
        shin, following it up with a back flip.
                                                                           
    24) High Kick to Back Flip - 3,4
                                                                           
           This kick connects, alright, but your opponent still has chance
        to block or parry the second hit if you don't do it close enough.
        The high kick is actually a side kick to the face.
                                                                           
    25) Triple Kick to Back Flip - 3,3,3,4
                                                                           
           Same as the High Kick to Back Flip, but, obviously, you do three
        high kicks instead of one.
                                                                           
    26) Jump Kick to Back Flip - UF+3,4
                                                                           
           Think of a flying kick that's followed up with a back flip. Sounds
        damaging? It is! Sounds immpossible to connect? It also is! (dam)
        Must only be used if your opponent is way up in mid-air and you forget
        your other juggling strategies.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      ____  _   _  ____  _____  _    _  ___
    (_  _)( \/ )    (_  _)( )_( )(  _ \(  _  )( \/\/ )/ __)
     _)(_  \  /       )(   ) _ (  )   / )(_)(  )    ( \__ \
    (____)  \/  ()   (__) (_) (_)(_)\_)(_____)(__/\__)(___/
                                                                           
                                                                           
    1) Dragon's Fire - 1+3
                                                                           
            Actually, it's a two hit combo but considered a throw because of
       the need to get a hold of the opponent before this move is done. Your
       opponent first receives an elbow to the midsection followed by a Fake
       Step Blow---cool!
                                                                           
    2) Hopping Frog - 2+4
                                                                           
            Law grabs the opponent's right foot, jumps while holding this foot,
       and ends up sitting on the opponent, his (opponent's) foot being beside
       his head---cool!
                                                                           
    3) Ballbreaker - 1+3/2+4 (right side of opponent)
                                                                           
            Law tangles himself with the opponent and they both fall on the
       ground, the opponent's legs raised high and are far apart. The obvious
       target is punched---hard. Way too cool! Just don't do it on female
       opponents, especially if your challenger is a female as well. You can!
       (the game allows it) but I say you musn't. Notice the move's name? Get
       it? 'means it was meant for males, only.
                                                                           
    4) Headlock Kick - 1+3/2+4 (left side of opponent)
                                                                           
            As the name suggests, the opponent's head is held and his face
       is kicked backwards---cool but I've already seen it before in several
       Bruce Lee movies so it's nothing new.
                                                                           
    5) Dragon's Bites - 1+3/2+4 (behind the opponent)
                                                                           
            Law pulls the opponent by the back of the neck until it rests on
       his knee. He then pounds the opponent's chest and this does a HEAP of
       damage---very cool!
                                                                           
    6) Knee Lift - F,F,3+4
                                                                           
            The knee is used to knock an opponent off his feet---that's it?
       not quite as cool as the other throws.
                                                                           
    7) Run Up to Drop - F+2+3
                                                                           
            And the winner for the coolest move in all of Tekken is...Law's
       Run Up to Drop!!! Yeah Baby! Law makes a stairway out of his opponent
       by first stepping on the stomach, then the chest, and finally the shoulder
       He then jumps up from the shoulder, flips in the air, (all the while
       his victim is trying to regain balance) and drops face down on his
       opponent. Hard to connect though.
                                                                           
    8) Headlock Punch - DF+1+2
                                                                           
            As the name suggests, the opponent's head is held and his skull
       is punched hard---cool but unrealistic if he's doing it on larger
       opponents. Can't they just supplex him to escape?
                                                                           
    9) Headlock Drop - 1,2,1+2 (after Headlock Punch)
                                                                           
            The opponent's head is also held but this time Law jumps and leans
       on the opponent's head, making it fall face first into the ground---
       cool but unbecoming for a fighting style such as Law's.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _       ___  _____  __  __  ____  _____  ___
    ( \/ )     / __)(  _  )(  \/  )(  _ \(  _  )/ __)
     \  /     ( (__  )(_)(  )    (  ) _ < )(_)( \__ \
      \/  ()   \___)(_____)(_/\/\_)(____/(_____)(___/
                                                                           
                                                                           
    * Contrary to what is stated in Practice Mode, Law has six 10-hit combos.
      Actually, there is just one basic formula:
                                                                           
       Starters        Enders
      DF+1,2,2,1     3,3,3,4,3,4
      DF+1,3,2,2     3,3,3,4,4,4
                     3,3,3,D+3,4,4
                                                                           
    You can start with any of the starters and continue with any of the enders
    thus, six 10-hit combos! Let me discuss each part:
                                                                           
    1) DF+1,2,2,1,...
                                                                           
            Comes out quick, hard to block if the first hit connects, and hard
       to counter if the first hit is blocked. It is, however, composed entirely
       of high attacks and thus is only recommended if the first hit connects
                                                                           
    2) DF+1,3,2,2,...
                                                                           
            First hit is identical to that of the other starter's but the next
       three hits come out slow and are still possible to block even if the
       first hit connects. Countering the last three hits is also possible
       even after the opponent has blocked the first attack. The good news is,
       Its second hit targets the kness and serves as a good instrument for
       confusing opponents.
                                                                           
    3) ...3,3,3,4,3,4
                                                                           
            A must-be-avoided combo. It has the least damage among the three
       enders and also has the lowest probability of ever landing a hit once
       the first attck is blocked. Its last three hits come out slow and are
       all targeting the opponent's head---easy to block, or worse, counter.
                                                                           
    4) ...3,3,3,4,4,4
                                                                           
            Relatively easier to execute, this combo is also the most damaging
       of the three yet just as slow as the first one to complete. This time,
       the second to the last hit is a sweep that can be very useful for
       confusing the enemy.
                                                                           
    5) ...3,3,3,D+3,4,4
                                                                           
            This, in my opinion, is the best of the three enders. Its damage
       is intermediate, it comes out quick, and has four high and three low
       attacks. Nonetheless, I require using this mostly when the first hit
       is blocked.
                                                                           
    * Law has another combo. It is only made up of seven weak hits but is
      still very useful since it does not have a weak link unlike all the
      others. Anyway, here it is...
                                                                           
      F+1,1,1,1,2,2,2
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ____  __  __   ___   ___  __    ____  ___
    ( \/ )(_  _)     (_  _)(  )(  ) / __) / __)(  )  ( ___)/ __)
     \  /  _)(_     .-_)(   )(__)( ( (_-.( (_-. )(__  )__) \__ \
      \/  (____)()  \____) (______) \___/ \___/(____)(____)(___/
                                                                           
                                                                           
      A. launchers (most of these are also listed in my moves section)
                                                                           
       1) DF+2 = Controlled Uppercut
                                                                        
               This is, of course, the weakest of the launchers as it is
          composed of only one hit. It is, however, the most efficient of
          the launchers for exactly the same reason.
                                                                           
       2) B+2,3,4 = Elbow to Low Kick to Kick Launcher
                                                                           
               Most damaging among the launchers and also the most confusing.
          On the down side, it can be blocked even if the first hit connects
          (that is, if it doesn't connect close enough) because of its lack
          in speed which also makes it easy to predict if your opponent (surely
          enough) has seen it before. Don't use it if your opponent has a
          low parry. If he/she doesn't, but has a high reversal, prepare to
          counter it. 
                                                                           
       3) B+1,2,1 = Double Berserk Punch to Berserk Uppercut
                                                                           
               Comes out fast and is recommended if the first hit connects.
          One unique feature about this launcher is the fact that it hurls
          the opponent's body higher in the air, increasing your juggling
          abilities. If the opponent blocks it, a good strategy would be to
          stop at the second punch and continue with either a sweep (more
          liable) or a throw
                                                                           
       4) D+2,3 = Low Punch to Back Flip
                                                                           
               Has a slow recovery but makes up to it by extra quick execution
          time. It's a great surprise move but is not to be relied on too
          much because, if predicted, it will leave you open for seconds---
          eternities they may seem in the Tekken world. If it doesn't connect,
          do it again, fast. An average player would fall for that trick if
          he wasn't able to do anything about your first miss.
                                                                           
       5) UF+4 = Back Flip
                                                                           
               Slow on start-up and slow on recovery. Why use it? Cause it
          is the most convenient, if not the only move that can be used to
          follow up on a parry. That's right---a parry. Always remember to
          tap UF+4 one moment after you parry even if your parry hasn't landed
          yet.
                                                                           
      B. enders
                                                                           
       1) for launchers 1-4
                                                                           
          - 2,N,B+2,3,4
          - 2,N,B+2,1,B+2,N,DF+1,3,2,2,3,
                                                                           
       2) for launcher 5
                                                                           
          - 4,N,B+2,3,4
          - 4,N,B+2,1,B+2,D+2,3
                                                                           
       3) for launcher 3
                                                                           
          - UF+3,4
          - 4,U,3,N,DF+3
          - DF+1,N,DF+1,N,B+2,3,4
          - DF+1,N,B+2,1,B+2,N,DF+1,3,2,2,3
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____       ___  _____  __  __  _  _  ____  ____  ____  ___
    ( \/ )(_  _)(_  _)     / __)(  _  )(  )(  )( \( )(_  _)( ___)(  _ \/ __)
     \  /  _)(_  _)(_     ( (__  )(_)(  )(__)(  )  (   )(   )__)  )   /\__ \
      \/  (____)(____)()   \___)(_____)(______)(_)\_) (__) (____)(_)\_)(___/
                                                                           
                                                                           
    1) B+1+3 / B+2+4 - High Parry
                                                                           
            It's very, very hard to link a Back Flip to this sort of parry
       because it takes less time for the opponent to recover. I recommend
       using either a throw or a Machine Gun Arrow after successfully landing
       this move. Remember, this move can also be applicable on air attacks.
                                                                           
    2) D+1+3 / D+2+4 - Low Parry
                                                                           
            Stuns the opponent for a much longer time than the high parry and
       is very easy to link with a back flip and juggle afterwards. Use this
       move as much as possible
                                                                           
    3) B+1+2 - Fake Step (punch parry)
                                                                           
            This move only starts out as a parry but if during the first few
       moments no punch is received, you'll be WIDE open. However, after a
       little more waiting you can tap 1 to deliver a Fake Step Blow which
       is a powerful punch using the back of the palm. One more thing, after
       the punch is parried, there are four ways to automatically counter:
                                                                           
       first, the Tricky Trap (tap 1 -recommended since it turns your opponent
                               on his back leaving him open for a behind throw
                               which is VERY damaging!)
       second, the Tricky Fist (tap 2 -an elbow hit to the face that looks
                                cooler and can be comboed, on my recommendation,
                                to the Junkyard Kick)
       third, the Tricky Mid Kick (tap 3 -cannot be comboed)
       and fourth, the Tricky Low Kick (tap 4 -cannot be not comboed either)
                                                                           
    4) F+1+3 / F+2+4 - Reversal Counter
                                                                           
            You use the F+1+3 if the attack that your opponent reversed was
       either a 1 or a 3. On the other hand, use the F+2+4 is the attack your
       opponent reversed was either a 2 or a 4.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      _  _  ___
    ( \/ )(_  _)(_  _)(_  _)    ( \/ )/ __)
     \  /  _)(_  _)(_  _)(_      \  / \__ \
      \/  (____)(____)(____)()    \/  (___/()
                        ___  _____  __  __  ____  __  __  ____  ____  ____
                       / __)(  _  )(  \/  )(  _ \(  )(  )(_  _)( ___)(  _ \
                      ( (__  )(_)(  )    (  )___/ )(__)(   )(   )__)  )   /
                       \___)(_____)(_/\/\_)(__)  (______) (__) (____)(_)\_)
                                                                           
                                                                           
    * These are NOT 100% applicable in all cases. But it's safe to say that
      if you follow my guidelines, you'll always win. Actually, it's kinda
      boring to play against the computer. You don't have a solid ending or
      even a rating to get inspired on, just a time record---yawn.
                                                                           
    1) The Junkyard Kick is your main weapon against the computer. Always use
       it as an opening move. This is also especially helpful whenever you're
       opponent is far and running towards you.
                                                                           
    2) The Poison Arrow is also a move that's effective even for the computer-
       controlled opponent. Even if he blocks it, he won't be doing anything
       that you can't dash back from.
                                                                           
    3) Computer opponents never quit in the middle of a combo. Either they
       use only the first three hits, or finish the whole thing. Counter as
       you see fit.
                                                                           
    4) Whenever you're down, do an ankle kick followed by a 2 then juggle.
       It never fails...
                                                                           
    5) Run towrads the opponent and deliver a flying kick (3). If it doesn't
       connect, follow it up with a Dragon's Tail. Never fails either...
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     ____  _  _      _  _  ___      _   _  __  __  __  __    __    _  _
    (_  _)( \/ )    ( \/ )/ __)    ( )_( )(  )(  )(  \/  )  /__\  ( \( )
     _)(_  )  (      \  / \__ \     ) _ (  )(__)(  )    (  /(__)\  )  (
    (____)(_/\_)()    \/  (___/()  (_) (_)(______)(_/\/\_)(__)(__)(_)\_)
                                                                           
                                                                           
    Well, there won't be any universal rules for fighting against humans cause
    no two humans think identically. There are, however, general rules that
    could apply to at most 80% of your encounters with human challengers
                                                                           
    1) Mix everything up, especially your opening moves. Good opening moves
       would include a sidestep to Double Dragon, back dash to Dragon Storm, 
       instant Low Punch to Back Flip, or forward dash to Headlock Drop.
                                                                           
    2) Your ten-hit combos, if blocked, have a very slim chance of being
       completed, especially if your opponent has a parry or a reversal. When
       this happens, usually your fifth hit is the one countered so quit after
       your fourth blocked hit and throw him.
                                                                           
    3) If your opponent gets knocked down and does a 3d roll, most likely he'll
       sweep as he gets up so anticipate with a low parry to juggle.
                                                                           
    4) If you are unsuccessful with a juggle launcher, you'll be wide open so
       might as well gamble with a Low Punch to Back Flip since this is the
       fastest emergency move Law can do.
                                                                           
    5) Charge up then do a Charge Power Punch and cancell it. Do another
       Charge Power Punch and cancell it again. Do third one and this time
       don't cancel. POW! he's out cold. (will work only if you're far from
       the opponent and he tries to get in close; estimate your distance and
       make sure it connects)
                                                                           
    6) Know your opponent's size. Large men are hard to juggle with a Junkyard
       Kick. If you resort to the Dragon Storm, however, you can pull off
       more hits than usual (three left punches instead of two right ones)
                                                                           
    7) Character-specific strategies:
                                                                           
    Anna Williams - few people use this babe nowadays, probably because her
                    sis, Nina, besides being a tougher babe to catch, can
                    match her every combo and many would agree that hers
                    (Nina's) are a lot easier to pull off. One thing that
                    Anna has that her sis doesn't is a low super, but you
                    can easily detect that. Fight her as you would a Nina
                    player, expecting a good number of low to high pokes and
                    sudden while-standing juggle starters to come your way.
                    Just dash back to catch a breath of fresh air and get
                    ready to rumble!
                                                                           
    Bryan Fury - you can't go through a round playing against a good Bryan
                 player without your face turning sour at least twice during
                 the game. That's cause most his moves wreck HAVOC, not to
                 mention giving you a good stun on a counter hit, which in
                 turn gives room for MORE havoc-wrecking! You can try parrying
                 his blows, as they all have initial movements invloved (eg. his
                 forward power punch requires a F,F dash, his power pound
                 requires a backward crouch, his power sweep needs a low spin
                 before it materializes, etc.) or, you can try blocking them
                 all and punishing them with Dragon Storm combos.
                                                                           
    Eddy Gordo/Tiger - no matter what anyone else says, these cool dudes fight
                       practically the same way. There are only two kinds
                       of Eddy/Tiger users, and you've probably guessed them
                       by now---the MASHER and the EXPERT. There's just no
                       in-between. Either you see an Eddy or a Tiger bombarding
                       you with tons of out-o-nowhere kicks then you look
                       at your opponent's fingers and all they do are alternately
                       hit the kick buttons, OR you encounter an opponent
                       who DOESN'T move at all! He'll wait till you attack
                       and choose from a wide variety of knock-down moves
                       to keep you lying flat on your back no matter how you
                       try to escape. First, let's deal with the masher. For
                       some reason, he'll be less efficient in Tiger's shoes,
                       but that doesn't matter. Concentrate on low-parrying
                       his "break dances" which are usually composed of four
                       consecutive low swinging kicks, and follow-up with
                       your favorite juggle to guarantee you coming out victorious.
                       Still ain't used to parrying? Try interrupting his
                       four-hit combos with the Dragon Storm---it works!
                       On the other hand, the expert should be treated with
                       much caution, as he too can suddenly opt to turn into
                       a masher and KO you by surprise. But, normally, he'll
                       concentrate on one-hitters that'd knock you off your
                       feet. Counter with a Junkyard Kick and follow-up yet
                       again with your favorite juggle. If he's successful,
                       always use the sideroll as that gives him the least
                       ways of hitting you again.
                                                                           
    Forest Law - this will be one big mix-up game. Study the different ways
                 with which your opponent reacts to your every move, and
                 chances are, he has a pattern. On the other hand, he may be
                 doing the same thing on you so don't give him a hint on
                 whatever style of play you have, just make it look like you're
                 diong things at random. Eventually he'll get confused and
                 succumb to his fate---KO!
                                                                           
    Gun Jack - he's big, but you're smarter. He's strong, but your faster.
               He does a heap of damage with his moves, but yours will connect
               a hundred times before one of his does. You'd probably already
               have the upperhand by now, cause Gun Jack users just suck.
               If ever a good strategy for playing as Gun Jack already exists,
               I've yet to encounter it. As of now, I consider him weak despite
               his strength, and an insignificant nuisance despite his great
               potential to become a fierce fighter.
                                                                           
    Heihachi Mishima - the master juggler (no, he ain't no clown, dammit!)
                       and, like I said, my second favorite character. If
                       he blocks one of your juggle starters, it's almost
                       all over for you cause his double uppercut has almost
                       zero execution time. But that goes for him too---if
                       you block both uppercuts you can also retaliate with
                       a Dragon Storm and he won't be able to escape. Keep
                       those in mind and generally just try to anticipate
                       everything. He also has a very good high-low mix-up
                       strategy (I'm talkin' Hell Sweeps here) that spells
                       pain even if only one of his moves connect. Just jab
                       a lot to prevent this and proceed with while-standing
                       right kicks for a confusing game of your own.
                                                                           
    Hwoarang - most people playing against a Hwoarang user would just block
               all day, wait for an open spot, and retaliate. This does work
               on average Hwoarang players, but the more expert ones will
               not give you a chance to hit them once you've blocked their
               first attack. Sometimes they'll give you a fake open spot
               and when you fall for it, BAM! you're knocked out cold. Most
               of you may also think of defending yourselves solely against
               kicks but then again even the near-expert Hwoarang player would
               know how to use his punches effectively---as POKERS. Whenever
               his kicks are too strong to recover quickly, he'll anticipate
               you to retaliate and so he'll quickly throw a jab to shut you
               up. Wrong move on your part. The trick is to hit him, preferably
               with a Low Punch to Back Flip even BEFORE his kick lands on
               your face. It's a big risk, but it's definitely better than
               just blocking all day.
                                                                           
    Jin Kazama - he is the son of Kazuya Mishima and Jun Kazama, and expectedly
                 would acquire considerable knowledge on the moves of both.
                 He has his father's uppercuts and his mothers little four-hitters,
                 plus some moves of his own and the ability to reverse an
                 attack. His main weapon, however, is that three-hit electric
                 punch combo that's lethal if connected on a counter hit.
                 A good strategy would be to use your Fake Step as a punch
                 parry on his SECOND blow because 90% of Jin users expect
                 a counter on their third punch and not their second. Most
                 Jin users are probably planning to fake their third punch
                 and throw you instead, but never their second punch. If,
                 on a rare occasion, you fail and parry nothing, just gamble
                 with a Low Punch to Back Flip.
                                                                           
    Julia Chang - most people (including me, once) find her tough to defeat
                  simply because few know even the basics of how to use her
                  effectively. She ALWAYS mixes up high and low attacks to
                  catch her unsuspecting victims off-guard and connect a
                  juggle starter. You'd be surprised, but my advice in dealing
                  with this seemingly little girl is to keep some distance
                  from her and attack from that distance. And don't get intimidated
                  by those juggles that compose of tons of elbows. They (the
                  elbows) do even less damage than a normal jab!
                                                                           
    King - the Tekken 2 version of this guy was just fine, but now? cheap!
           He's been given too much advantages that it would take an above
           average player using another character to beat the crap out of
           an average player using him. I mean, besides a set of common moves
           that can already provide an opponent a good challenge, he also
           has linkable throws, anti-crouch throws, anti-ground throws, a
           tenstring that ends in a throw, an irreversible reversal, multiple
           slide kicks that are inescapable at certain situations, a leaping
           pound, unblockables that don't need charge-up, and a boomerang
           kick that does WAY too much damage for a single, quick, and side-stepping
           move. Be especially alert for the last move I mentioned, as it
           has the ability to turn the tables just when you thought the match
           was yours. Remember to duck whenever he sidesteps at a range beyond
           the normal one cause he's sure to attack high afterwards. Expect
           lots of mix-ups, and do not hesitate to execute a Low Punch to
           Back Flip whenever he does a crouching dash cause that's his way
           of setting up a throw.
                                                                           
    Kuma/Panda - no matter what anyone else says, these cool bears fight practically
                 the same way. They'll claw and bite you to death, rarely,
                 if ever, making use of their legs. I could compare them to
                 Gun Jack, but their attacks come out quicker despite dealing
                 close, if not equal, amount of damage. Beware of their great
                 big uppercuts, their super claw attack that can turn into
                 a rolling unblockable if you're out of range, and their
                 farts(yes, FARTS!) that can *choke* knock you out with a
                 single sniff. Ahh, don't worry. The reason I told you to
                 be alert on their farts is so you can retaliate with the
                 most damaging move in your arsenal. It really is easy to
                 avoid this move, which is ultra short-ranged. What you need
                 to know is how to seize the opportunity to deliver a Charge
                 Power Punch---just wait for them to fully crouch then do
                 it. You'll throw the punch one moment after they finish doing
                 their thing---POW! perfect timing!
                                                                           
    Lei Wulong - can't say anything special with this officer, since he'll
                 fight like you do, being a good confuser and all that. Treat
                 him like you would a Law player. Study the different ways
                 with which your opponent reacts to your every move, and
                 chances are, he has a pattern. On the other hand, he may be
                 doing the same thing on you so don't give him a hint on
                 whatever style of play you have, just make it look like you're
                 diong things at random. Eventually he'll get confused and
                 succumb to his fate---KO!
                                                                           
    Ling Xiaoyu - she's got lots o' high launchers, but they all do negligible
                  damage. Still, be wary of these little things that make
                  her what she is---a pest. They may be weak, but if you're
                  constantly caught in them, you'd definitely lose, and it
                  isn't very hard get in that problem in case you're wondering.
                  Also to be taken under consideration are her one-hit strikes
                  that surprisingly deal respectable damage and her stances
                  that surprisingly evade most attacks. Be cool and calculating,
                  don't rush right away, and punish her every stance with a
                  Dragon's Tail and you'll be fine.
                                                                           
    Mokujin - anyone who uses Mokujin must be mighty confident of his ability
              to identify a character just by the way he stands. Otherwise,
              he'll be someone who knew nothing about Tekken and fell victim
              to Mokujin's wacky nature. Yet contrary to everyone else's
              opinion, choosing Mokujin has its advanatges. For starters,
              if you can't identify a character by his stance, you'll be an
              unsuspecting victim for his moves. Second, your opponent can
              research on your style while you can't do the same for him.
              Lastly, characters smaller than Mokujin would have an advantage
              of range and in the same sense characters slower will experience
              a slight boost in speed. Anyway, he'll probably use some general
              tactic so find out what that is and counter as you see fit.
                                                                           
    Nina Williams - well, she had quite an introduction when I commented on
                    her sis, Anna, and I'll say it again: She match her sis'
                    every combo and many would agree that hers are a lot easier
                    to pull off. Watch out for sudden upward roundhouses
                    and bone-breaking throws and you'll be fine. If she uses
                    a confuser's poking strategy with you, you'll have to options:
                    One, predict an attack, parry, and link to an UF+4 and
                    your favorite juggle, OR two, interrupt her moves with
                    a Low Punch to Back Flip---riskier if blocked, but a lot
                    more effective and rewarding if not.
                                                                           
    Ogre - he is, in my opinion, just a combination of the moves of Tekken 2's
           sub-bosses like Baek and his triple low to high kick, Lee and
           his infinity kicks, Heihachi and his axe kick, Kuma's throws, etc,
           etc, etc. BUT this is not what expert Ogre users tend to abuse
           to ensure their victories. Rather, they make use of his short-
           range yet fast moving unblockables that are quite lethal if included
           in a confuser's strategy. Good news is, these unblockables make
           the attacking part of his body glow first, giving you enough time
           to escape with the first way that pops into your mind, whatever
           that is. Don't think any longer than you have cause if you do,
           the unblockable shall have already connected.
                                                                           
    Paul Phoenix - you'd think the only thing he could win is a brawl, but
                   didn't you notice the black belt around his waist? Means
                   he's an expert! And got lotsa high-level karate and judo
                   stuff to make a newbie cry. BUT that also doesn't mean
                   he can't win---BRAWL style! He's the best of both worlds,
                   so to speak, and there are two types of Paul users: One
                   that would finish you off with moves that revolve around
                   the pound, the sweep, the elbow, and, of course, the power
                   punch. Treat this Paul with much anticipation, and keep
                   your eye on HIS body, not yours. Just do your move and
                   do not worry about how Law does it, just worry about how
                   Paul will react. For the second type, constantly dash forward
                   and back to lure him into starting a juggle, usually with
                   a kick for a launcher, that has a generally slow recovery,
                   giving you enough time to start a juggle of your own.
                                                                           
    True Ogre - King may be too advantaged and considered cheap, but this...
                creature redefines the term! He's got a flame-thrower of a
                mouth, and for a game that doesn't contain projectiles of
                any sort, this is too much! Good thing is, upon practice and
                experience, you can learn to detect when he's gonna burp and
                duck if its from the ground and sidestep if its air-borne.
                Another cheap tactic he has would be a teleport into mid-air
                WHILE he's lying on the ground! And that's not all, after
                the teleport he'll swoop down on you with his UNBLOCKABLE
                horns. The solution? duck, that is, IF you detect it. Lastly,
                like Ogre, he has tons of unblockables that you simply must
                get used to so you could, in time, detect them like second
                nature. Take note that unlike Ogre, his unblockables have
                insane range, and are inescapable unless you counter, preferably
                with a Dragon Storm to juggle.
                                                                           
    Yoshimitsu - not really a threat, unless he lures you into a Shark Attack
                 that does a heap o' damage! His powerful roundhouses can
                 easily be ducked from and punished with a Low Punch to
                 Back Flip, but, if he makes full use of everybody's DF+2
                 uppercut to catch you in some powerful juggles, beware
                 and play a counter attacker's game on him. Keep an eye out
                 for his sword, and immediately give him a Frogman if he tries
                 to do something with it. He may try to chip away with tons
                 of low spinning attacks with you should always be ready to
                 low parry and follow-up with a juggle.
                                                                           
    8) Strategies on PS only characters:
                                                                           
    Dr. Boskconovitch - he'll fight much like Lei whenever he's in one of his
                        ground stances, but like someone else when he's up
                        standing (ok, maybe crouching). He's a fairly easy
                        character to defeat, just don't underestimate him
                        and try to find out what moves he can pull off like
                        Heihachi's uppercuts, Law's flips, King's leg throws,
                        etc, etc, etc. Also keep an eye out for epileptic
                        seizures (!) cause that's when you run in for the
                        flying or slide kick.
                                                                           
    Gon - Haha! This guy sure is a good laugh, whether you've seen him before
          or not. But, seriously, he can be a major pain at the hands of a
          masher cause if he starts spinning his tail, which by the way can't
          be low parried, you can't do anything but block. Wait for him to
          push you a little bit away with that spinning tail, dash back,
          and counter him with a Junkyard Kick the next time he tries to pull-off
          the same strategy on you. At the hands of an expert, he'll be using
          a cheappy projectile so always have a handy sidestep ready just
          in case.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _      ____  _  _  ____   ____  _  _   ___
    ( \/ )    ( ___)( \( )(  _ \ (_  _)( \( ) / __)
     )  (      )__)  )  (  )(_) ) _)(_  )  ( ( (_-.
    (_/\_)()  (____)(_)\_)(____/ (____)(_)\_) \___/
                                                                           
                                                                           
    Forest Law takes Paul to Marshall Law's Dojo. (Actually, it's Paul who's
    driving the motorbike cause it's his) They all start their training by
    doing a Frogman. Forest Law does it successfully but then Paul falls flat
    on his back while Marshall lands face first. Forest Law shrugs, as if
    saying, "How is it that I am already better than my mentor in such a short
    period of time!?" (hehe) And, in my opinion, this is the only ending that
    happens at least every COUPLE OF MONTHS! (hah!)
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____       ___  ____  ____  ____   ____  ____  ___
    ( \/ )(_  _)     / __)(  _ \( ___)(  _ \ (_  _)(_  _)/ __)
     )  (  _)(_     ( (__  )   / )__)  )(_) ) _)(_   )(  \__ \
    (_/\_)(____)()   \___)(_)\_)(____)(____/ (____) (__) (___/
                                                                           
                                                                           
    Gamepro for some of the moves' names
                                                                           
    Red Phoenix (red_phoenix_1@hotmail.com) for info on the whats and hows
                                            of ASCII arts
                                                                           
    Perry Sartain for the idea that Law's endings generally are the only ones
                  that happen more than once, and on a regular basis at that!
                  (nice tale-telling, man, even if you dissed my favorite
                  character :)
                                                                           
    Gamefaqs.com for paying attention to this faq
    Namco and all its affiliates for creating such a great game
                                                                           
    Ms. AsianCuteness for inspiring me in just about everything I do!
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____      ____  ____  _  _  ____  ___  ____  _____  _  _
    ( \/ )(_  _)(_  _)    (  _ \( ___)( \/ )(_  _)/ __)(_  _)(  _  )( \( )
     )  (  _)(_  _)(_      )   / )__)  \  /  _)(_ \__ \ _)(_  )(_)(  )  (
    (_/\_)(____)(____)()  (_)\_)(____)  \/  (____)(___/(____)(_____)(_)\_)
                           _   _  ____  ___  ____  _____  ____  _  _
                          ( )_( )(_  _)/ __)(_  _)(  _  )(  _ \( \/ )
                           ) _ (  _)(_ \__ \  )(   )(_)(  )   / \  /
                          (_) (_)(____)(___/ (__) (_____)(_)\_) (__)
                                                                           
                                                                           
    v1.7 - added legal notice
    v1.6 - added character-specific strategies
    v1.5 - improved ASCII art
    v1.4 - described moves
    v1.3 - minor changes in moves list
    v1.2 - improved ASCII art
    v1.1 - improved ending
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
     _  _  ____  ____  ____      ____  ____  _  _    __    __
    ( \/ )(_  _)(_  _)(_  _)    ( ___)(_  _)( \( )  /__\  (  )
     )  (  _)(_  _)(_  _)(_      )__)  _)(_  )  (  /(__)\  )(__
    (_/\_)(____)(____)(____)()  (__)  (____)(_)\_)(__)(__)(____)
                       _    _  _____  ____  ____   ___
                      ( \/\/ )(  _  )(  _ \(  _ \ / __)
                       )    (  )(_)(  )   / )(_) )\__ \
                      (__/\__)(_____)(_)\_)(____/ (___/
                                                                           
                                                                           
    Please feel free to email me if there's something about Law I left out
    or if you just want to comment on my work. Thank you. If ever I revise
    this faq and add something you feel came from one of your emails to me,
    email me again and remind me bout it so I can give you credit. Thanks
    again.
                                                                           
    %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%
                                                                           
    And just in case you read the last part of this faq before the first,
    allow me restate my legal notice...
                                                                           
    By gaining access to this faq you agree to the following terms:                    
                                                                                       
    ___________________________________________________________________________________
    ===================================================================================
    ||                                                                               ||
    ||  1) I, Joseph Christopher, the author of this faq, is not in any way          ||
    ||     liable for any harm that anybody thinks came from reading this faq.       ||
    ||     Examples of this harm include physical ones, such as getting mauled       ||
    ||     by someone who lost to you via a technique found in this faq, and         ||
    ||     emotional ones, such as experiencing humiliation upon the use or          ||
    ||     most likely misuse of yet another technique found in this faq.            ||
    ||                                                                               ||
    ||  2) If this faq was accessed from a source other than gamefaqs.com, nine      ||
    ||     out of ten chances are it is not in its latest update. You must           ||
    ||     therefore read the latest version of this faq first at the said web       ||
    ||     site before sending in any comments, suggestions, and/or corrections.     ||
    ||     As for webmasters, web page contibutors, and all similar personnel,       ||
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    ||     phrase, word, and character contained within this file included and       ||
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