From: bruce m williams Newsgroups: rec.games.video.arcade Subject: TK3: Art of King Faq Ver. 5.05 Date: Sat, 31 May 1997 02:27:27 GMT The Arts of King by Beamer (beamer-1@ix.netcom.com) Version 5.05 5/30/97 7:30 P.M. CST Latest Ver. can be Found at http://www.clever.net/beamer/king.txt This Faq is dedicated to the patient Wives & Girlfriends of Gamers without whom these moves would not have been found. All moves have been verified or seen by myself. If you see a move that is not listed, describe it to me with motions if known and I'll check it. Disclaimer While common knowledge cannot be copyrighted, presentation can. You may use this faq any way you wish for private personal use. If this faq or any part is to be used for profit or reposted with different conventions, I ask only that you give credit to my contributors and myself. The FAQ community's sole purpose is to enlighten. Catlord, Surfbard and myself exchanged information many times even with no notice, simply because credit was always given. I've taken classes in Japanese at the local college, bought a Japanese tutoring program, bought many dictionaries, bought translation soft- ware, bought OCR software, and bought japanese windows. My sole goal was to become closer to the heart of the gaming industry. I've scoured Japanese web pages and bulletin boards to bring you the freshest information. While I get moves from many different sources, I can honestly say that EVERY move, EVERY combo, EVERY multipart, EVERY ESCAPE has been verified by myself. That is the main responsibility of a FAQ writer, to ensure that the information that he is giving out is accurate and not just a collage of "common knowledge" and re- posts of information seen elsewhere. On a personal note, thanks go to Tragic for the offer to use your copyright notice, but i see it's already been ripped to somebody elses "work". That being said, ENJOY. x.) Dedication XX) Disclaimer 1.) The Story of King 2.) The Tale of the Tape 3.) Conventions 4.) Techniques 5.) Unblockables 6.) Reversals 7.) Grapples a) Front Throws b) Side Throws c) Back Throws d) Crouch Throws e) Ground Throws f) Side Step Throws g) Multi-Parts h) Timings 10) Multi-Parts & Throws Explained 11) The Art of Escaping 12) 10 Hit Combos 13) Juggles 14) Helpful Hints 15) Extras 16) Thanks 17) Versions THE STORY OF KING An orphan, who was brought up in King's orphanage, was 24 years old when King was killed. Seeing that the orphans lost their hope and were at a loss, he wore the mask in order to keep the orphanage. But he couldn't become very strong because his technique waslearned just from watching King during his childhood. And it is Armor King who hesitantly visited him during fight matches, hearing that King the Second became heir to King. Armor King works as his second. He knows who killed King, but he thinks that he has to bring up this young man to be a very strong fighter more than anything else, and that he must prove his friendship to King. Four years have passed now, and the young man has grown into a splendid wrestler, King the Second. He was told by Armor King that the "God of Fighting" killed King. His trembling fists are wet with the tears of Armor King. He takes Armor King's hands and gave a big nod. A friendship over generations has come back now. THE TALE OF THE TAPE MOTTO: Anger Of The Beast Country: Mexico Fighting Style: Wrestling Age: 28 Height: 6'4" Weight: 198 lbs Blood Type: A Occupation: Pro Wrestler, Orpanage MGR Hobby: Pleasing Children Likes: Drinking Beer in Victory Dislikes: Tears of Children Stage: Wrestling Ring in the Sky CONVENTIONS f - Tap Forward F - Tap and Hold Forward b - Tap Back B - Tap and Hold Back u - Tap Up U - Tap and Hold Up d - Tap Down D - Tap and Hold Down 1 - Left Punch 2 - Right Punch 3 - Left Kick 4 - Right Kick n - Joystick Neutral Position ~ - Follow Immediately - - Means "or" {}- Escape Motions # - Hold for @ 1/2 Second SS- Side Step u~n - d~n WS- While Standing From a Crouch WT- While Back is Turned * - Optional after Counterhit []- Damage Units ||- Attack Height l - low strike m - mid Strike h - high strike d - strikes downed opponents / - @ 1/4 second pause Damages are based on units not percents. Factory setting for Tekken3 is 140 units but may vary by location. Counterhits take off up to 100% of listed value for powermoves, and 50% for regular moves. TECHNIQUES NAME CONTROL Ali Kicks |all l-d| [17,7,7][17,7,5,4,3] D/F~4,4,4*4*4 - D#,d/f+4,4,4*4*4 Easy Ali Kicks |"| [17,7,7][17,7,5,4,3] d+3+4,4,4*4*4 - D#3+4,4,4*4*4 Middle Smash |m| [10] 2 after 1st kick - 3rd - 5th Cntr Drop Kick [Delayed] |m| [25] f,f+3+4 [3+4] Jail Kick |m| [30] f,f+4 Sattelite Jump Kick |h| [40] f,f,f 3+4 Flying Cross Chop |any-d| [15] f,f+1+2 Push |m or h| [0] f,f,n+1+2 Elbow Drop during high jump |m-d| [35] 2+4 Knee Drop during high jump |m-d| [40] 3+4 Smash Uppercut |m| [20] f,f+2 Dynamite Uppercut |m| [20] D,d/f+2 or WS+2 Elbow Drop |m-d| [15] d+1+2 Elbow Sting |m| [15] d/f+1 Side Swipe |m| [10] d/f+2 One-Two Punch |h,h| [6,15] 1,2 One-Two Uppercut |h,h,m| [6,15,10] 1,2,1 Straight Right & Uppercut |h,m| [10,12] 2,1 Straight Left & Uppercut |m,m| [5,15] d+1,n+2 Frankensteiner |m-d| [15] d/f+3+4 Savate Kicks |m,l-d| [15-20] d/f+3-4 Yakuza (Turn Around Kick) |h| [15] b+rk Quick Moonsault Press (WT)|all-d| [25] 1+4 (Unblockable) Clothesline (WT) |h| [50] 1+2 (Unblockable) Spinning Elbow |m| [15] 1+2 Turning Hand Knife (WT) |m| [21] 1 Clothesline (WT) |h| [50] 1+2 (Unblockable) Quick Moonsault Press (WT)|all-d| [25] 1+4 (Unblockable) Dashing Knuckle Bomb |m| [28] f,n,d,d/f+1+2 Stomach Smash |l-d| [6] f,f,n+2 Knuckle Bomb |m| [35] u/f+1+2 Break Neck Speed |h| [60] SS+3+4 Ankle Smash |l-d| [21] D/F~1 - D#,d/f+1 Straight Arrow |h| [30] SS+2 Black Shoulder |m| [40] f+2+3 Crouching Side Step [0] d,b+2+4 The Ali kick is your friend use it liberally against Eddie and Mashers of all types. If the ali kick counters, u can get 2 more kicks, if u counter a left kick, the ali kick will knock them down(go for a ground throw or WS+4) if you counter a right kick the 5th kick will stun if it connects, use your favorite combo. I usually don't use the jump kicks accept under long distance playing. The jail kick is very powerful but the time spent tapping forward you could do kings turnaround kick for more damage and better ground techniques. The flying cross chop can hit mid,low, or high depending on distance, use it and mix it up with a regular grab or ground grabs (when they start to get smart and try to duck the regular grab). The elbow drop is generally not used accept against Lei or other players who like to lie down a lot. The move comes out much faster than TK2. The side swipe should NEVER be used, it has no range, speed or juggles. The elbow sting is very quick and if it counter hits the opponent will be knocked to the ground. Look for the yellow flash of a counter and ground grab! The smash upper is used for keeping the opponent at medium distance. If it is blocked immediately d+2, hold d and go into the dynamite upper. I generally don't use the punches combos unless i'm against a player who reverses a lot (break up their tempo if you don't continue the 10 hit). Use the frankensteiner sparingly, it's very slow takes no damage unless it's a counter hit, otherwise stay away. The savate kicks are good combo breakers and do well against rising fighters. The Turn Around Kick is your second best friend..it's quick, it's hard to reverse, it takes mucho damage, keeps the opponent in a good zone, and has decent recovery time. Use the TA kick at medium to far range to turn around. A simple right kick while turned is a quick move with big counter damage, when turned you can go into a quick moonsault press or a Clothesline. A major counter TA kick will roll the opponent far, chase them down and punish. I don't generally use the clothesline, it moves you way off axis, is easily seen, has poor recovery. Don't use it. The spinning elbow is an interesting move in that king crouches down and under high attacks and will yield a big counter. Used during the side step will confuse the opposition. Generally if you use the elbow use the hand knife also, it has the same recovery time and will always hit if the elbow connects. The dashing knuckle bomb is your third best friend. If it connects closely with a counter it will bounce them high for a juggle combo. If it connects for a regular counter they will be sent flying, hunt them down. If it does not hit, it has medium recovery time, go into d+2 as described for the smash upper. The stomach smash should only be used between medium and far distance, the neutral aspect of the motion will kill you during close fighting. If you get the smash ALWAYS press 1+2 afterwards regardless if it was a counterhit or not. If it was a counter you grab them, if it wasn't you go into the spinning elbow. The break neck speed is generally used for the same distance as the stomach smash. It has excellent damage, is fairly quick, and if is blocked you will roll out of range for minimal risk. It seems to have low priority against other moves. The ankle smash is a decent move but i generally only use it when they are already grounded. Get the feel for tapping d/f and pressing 1 just as he gets into a full crouch. With practice you won't need to crouch and wait to get the move, his dynamite upper and ali kicks can be done the same way. Use the Straight Arrow against players who love to go into strings. They generally are concentrating on hitting the correct sequences. If used at medium fighting distance they will race by you and this move has major counter damage. I generally use the Shoulder sparingly, it has a slow recovery time, use it at medium to far distances as the opponent is trying to close the gap. The crouching sidestep is essentially King's double Mexican multi part but without King standing up to do the grab. Why would you want the animation for that move you ask? Good players will NOT try to strike you if they see King do the animation for the SS Grab, it's too easy for the strike to miss and then be punished by King for all their health. Good players tend to duck when they see the animation, simply tap forward and d+1+2 to crouch grab! By contrast, if YOU see king SS Grab d+2 will break him out of it. UNBLOCKABLES Moonsault Press [25] f+1+4 Jaguar Impact [50] f+1+2 Clothesline (WT) [50] 1+2 Offensive Power Up 1+2+3+4 The Moonsault Press is another of your party of friends. I use it out of range to purposely have the opponent come close. As they get close rise and kick with left kick (hold down) they will be knocked off their feet and you can hit with a WS+4, go into another press and start over again. The Jaguar Impact is a move to be used at medium distance. It's slow easily ducked but takes horrendous damage. Use it sparingly. The Offensive Power Up lasts 5 Seconds or until you are struck. Gives guard damage and any hit will be a major counter. You can't block though!! REVERSALS (Can't Reverse Punches) Spinning Achilles Hold (Left Kick) b+1+3 - b+2+4 Dragon Screw (Right Kick) b+1+3 - b+2+4 Chicken-Out (Counters a reversal) f+1+3 Reversed Left Punch/Kick Chicken-Out (Counters a reversal) f+2+4 Reversed Right Punch/Kick Low Combo Escape (No Damage) d - d/b+1+4 - d - d/b+2+3 Damage for reversals is as follows: 150% of the normal damage amount for the opponents move you reversed. After the Spinning Achilles Hold tap f~d+1+3-d+2+4. The reversal usually gives you enough time to get a ground grab. The Dragon Screw will leave the opponent face up, so you must do one ground grab to bring them face down, and another quick ground grab. I have used the Chicken succesfully against reversal happy players. Generally reversal characters reverse you out of slow points in the 10 hit. The points are the 4th hit the 6th hit and the 9th hit. All the ten hits have the same 4th hit: 1,2,1,1 the player will usually reverse the 4th hit which is a left punch. Simply hold forward just after you begin your ten hit (won't change the combo) and if they reverse the 4th hit tap 1+3 together. Use the low combo escape against low kick attacks. For instance, Paul's falling leaf combo is d+1,4,2 which is a tile splitter followed by a spinning sweep followed by a death fist. Just as you see the tile splitter, tap d+1+4 and you will push Paul out of his sweep. King's low escapes are powerful in that they push the opponent to their knees, which can be followed by a crouch grab. Low cancelled kick moves do not give enough time for them to recover, low cancelled punch moves can be followed with a low grab, but the timing is a lot less forgiving. GRAPPLES FRONT THROWS Swinging DDT [35] 1+3 {1} Brainbuster Suplex [35] 2+4 {2} DDT [55] D#~d/b~d/b+1+2 {1+2} Tombstone Piledriver [58] d/b,f+2 {2} Coconut Crush [30] d/f+2+3 {2} Giant Swing [70] f,b,d/b,d,d/f,f+1 {1} Figure 4 Leglock [32] d/b+1+2 {1+2} {3+4 revenge [-26]} Jaguar Driver [25] d,d/f,f+1 {3+4} Flying Press [30] d,d/f,f+1~1+2 {3+4} Frankensteiner (Counter-Hit) [45] d/f+3+4 T-Bone Powerbomb [50] d,d/b,b+1+2 {1+2} SIDE THROWS Atomic Knee Buster (Right Side) [42] 1+3 - 2+4 {2} Argentine Backbreaker (Left Side) [40] 1+3 - 2+4 {1} BACK THROWS Cobra Twist [60] 2+4 Half Boston Crab [60] 1+3 Octopus Slam [75] b,f+1+2 CROUCHED THROWS Powerbomb {does not multi} [45] d+1+3 - d+2+4 {1+2} Double Mexican {multi's} [28] d/f,d/f+2+4 {2} GROUND THROWS FACE UP/FEET TOWARDS Mini Swing [30] d/b+1+3 {1} Crotch Headbutt [30] d/b+2+4 {2} Figure Four [33] D/B+2+4 {1+2} FACE DOWN/FEET TOWARDS Camel Clutch [30] d/b+1+3 - d/b+2+4 {3+4} FACE UP/FEET AWAY Crucifixion [28] d/b+1+3 - d/b+2+4 {1+2} FACE DOWN/FEET AWAY Chicken Wing [32] d/b+1+3 - d/b+2+4 {1+2} FACE DOWN/SIDE Flip Over Left Side [0] d/b+1+3 - d/b+2+4 {1} Flip Over Right Side [0] d/b+1+3 - d/b+2+4 {2} FACE UP/SIDE Bow Break (Right Side) [37] d/b+1+3 - d/b+2+4 {2} Strangle (Left Side) [35] d/b+1+3 - d/b+2+4 {1} SIDE STEP GRABS (Cancel the Grab by Sidestepping again) FRONT Double Mexican {multi's} [28] SS+2+4 {1+2} SIDES OR BACK Cannonball {multi's} [18] SS+2+4 {ss left 1}{ss right 2} MULTI-PARTS Irish Whip [0] b+1+2 Spinning Ground Smash [10] 3+4 {3+4} Quick Slam [8] 2+4 {2} Spin & Let Go [0] 1+3 {1} Turn Around & Let Go [0] 1+2 {1+2} Jaguar Driver [25] d,d/f,f+1 {3+4} Boston Crab [25] 1+2,3,4,1+2 Grand Smash (Counter-hit) [6] f,f,n+2 Jaguar Backbreaker [30] 1+2 {1+2} Jumping Powerbomb [60] 1+2,u,d,n+3+4 {1+2} Standing Achilles Hold [30] f,n,d/f+2+3 {2} Scorpion Death Lock [40] 1+2,3,1,1+3 {2} [-10] STF [35] 1,2,3,1+2 {1} [-10] Indian Death Lock [30] 1+2,1,3,1+2 {1+2} [-10] Romero's Special [50] 1,3,4,1+2,3+4 {None} Single Arm Hyper Extension [20] f,n,d,d/f+1+4 {1} Double Arm Hyper Extension [25] 1+2,1+2 {1} Reverse DDT [20] 1+2,4,2+4 {2} Arm Crucifixion [25] 4,3,4,3+4,1+2 Chicken Wing Face Locke [30] 2,1,1+2+3 {1+2} Dragon Sleeper Hold [30] 2,1,3,1+2+4,1+2+4 {1} Rolling Deathe Cradle [75] 1+3,3+4,2+4,1+2,1+2+3 {2} Note: Escapes for the Standing Achilles Hold extensions are the ONLY escapes to return damage. Reverse Arm Clutch/Double Mexican Multi-Part Chart AC-> BD--> GX-> PB-> GS | | | --> TB | DM--------> CB-> PB-> GS | | | --> TB | --> MD-> SF-> GS | --> TB AC) Reverse Arm Clutch [25] d/f~1+3 - d/f~2+4 DM) Double Mexican [28] d/f~1+2 BD) Backdrop [18] 2,1,1+2 GX) German Suplex [18] 3+4,1+2 CB) Cannonball [18] 2,2,1+2 PB) Powerbomb [22] 1,2,3+4 MD) Manhattan Drop [17] 3+4,1+2,1+2+4 SF) Super Freak [20] 1,2,3+4,1+2 GS) Giant Swing [27] 2,1,3,4 TB) T-Bone Powerbomb [32] 3,1,2,3+4,ALL Ultimate Tackle [5] D#,1+2-d~1+2 -f,d,d/f+1+2{2+4-1+2} Bunches of Punches [@5] 2,1,2,1,2 - 1,2,1,2,1 {d+1-2} Single Arm Break [25] 1+2 Double Arm Break [10] 1+2 Leg Break, (Double) [20] 3+4 Arm Locking STF [40] 1+2 (Critical Timing) Leg Break [20] 3+4 Arm Locking STF [40] 1+2 (Critical Timing) Punches to Arm Break [40] 1,2,1,1+2 - 2,1,2,1+2 Leg Break, (Double) [20] 3+4 Arm Locking STF [40] 1+2 (Critical Timing) Punches to Leg Break [35] 1,2,1,3+4 - 2,1,2,3+4 Arm Locking STF [40] 1+2 (Critical Timing) Timings For multiparts - Timing (when you do the next part) is not as important as tempo (the amount of time in between each group of presses). Assuming /= 1/4 second pause: 3//1//2//3+4//all MAY work, 3/1//2///3+4~all WILL NOT. In general from the time King BEGINS the first part and up until the break and damage of the first part connecting is the window. Plenty of time is given. Notes: if you are doing the jaguar driver > Boston Crab, you must wait until the opponents feet leave the ground to tap 1+2,3,4,1+2 otherwise the 1+2 of the first part of the BC will count as the Jaguar press. Once their feet leave the ground you can input the next part at ANYTIME before the apex of the driver. Note2: the rolling deathe cradle must have correct tempo, and has no room for sloppiness. All the buttons must be inputted within 3/4 of a second with no oopseys. The timing (when) is not important, there is enough time to input the string almost 2 1/2 times! Practice: left buttons (thumb and 1st), kicks (1st and middle), right buttons (thumb and 1st), punches (1st and middle), 1,2,3 (thumb, first, middle) Critical Timing: the 1+2 needs to be pressed at the exact instant king's back touches the ground from breaking the legs, after you press 3+4 for the leg break, hold button 1 and tap 2 just as before you hear the crunch! MULTIPARTS & THROWS EXPLAINED The multi-part, the most sought after and fun items in the Namco games arsenal. In general don't expect to get off a whole lot of ground grabs during the heat of battle, know the correct times for ground throws. Lei and Eddie have a habit of lying down in front of you, otherwise don't bother to memorize moves.. they're all the same control, just dependent of the victims position. The crouch throws are good to use against King after you block his last ali kick, or against Xiang Lou (it will grab her out of the Art of Phoenix), other players have a tendency to crouch when you get close, punish them. Nothing better than a turtling fool that you grab with a Reverse Full Nelson (this can be multied from, the powerbomb can't). For King's arm clutch multi: you must follow the arm clutch with the backdrop, the german suplex & cannonball can be interchanged & the Giant Swing & T-Bone Powerbomb can be interchanged, you must use the powerbomb to GSwing/Tbone if you used the German Suplex, the GSwing/TBone can follow the Powerbomb or Superfreak, the Cannonball can be followed by the Powerbomb or the Manhattan Drop, the Superfreak can only follow the Manhattan Drop. This applies to the Reverse Full Nelson except you cannot backdrop or German Suplex. If you Side Step Grab with 2+4 and you grab the opponent head on, you will get the Reverse Full Nelson which you can follow the same multi-part. If the opponent is slightly off axis, you will get the Cannonball which can be multi-parted also, albeit smaller. King can now pull of some very hateful breaks after the tackle. After the 3+4 Tackle/Leg Break, begin tapping 1+2 quickly for the Arm Locking STF..the exact timing is not yet known. The Rolling Death Cradle has no breakout after it begins, the rolls continue to take off health...I rolled 8 times and killed the cpu with this 1 multipart! THE ART OF ESCAPING Counter those throws!! If you don't like being thrown, then don't be thrown. All normal throws (throws that don't require a joystick motion) can be countered simply by pressing either left punches or right punches. If you get thrown otherwise, well.. you shouldn't have been standing around long enough for your opponent to tap the joystick for a power throw. THE accurate way to escape most multiparts is to tap 2~1(hold)~2, this will escape almost all of kings grabs (special thanks go out to Might Mort on IRC). Reverse Arm Clutch/Double Mexican Multi-Part Escape Chart AC {1-2}--> BD{1}-> GX{1}-> PB {None}--> GS {1} Note 1 | | Note 2 Note 5 | ---------> TB {2} | DM--------> CB {None - 2}-> PB {1}-> GS {1} | Note 3 | Note 5 | -----> TB {2} | --> MD-{2} -> SF {None}-> GS {2} | Note 4 Note 6 --------> TB {1} AC) Reverse Arm Clutch DM) Double Mexican BD) Backdrop GX) German Suplex CB) Cannonball PB) Powerbomb MD) Manhattan Drop SF) Super Freak GS) Giant Swing TB) T-Bone Powerbomb Note 1: The breakout can be either 1 or 2, doesn't matter. Note 2: The Powerbomb following the German Suplex can't be broken. Note 3: The Cannonball following the Double Mexican can't be broken. Note 4: The Superfreak can never be broken. Note 5: Following a Powerbomb, the Giant Swing escape is 1, the Tbone is 2. Note 6: Following a Superfreak the Giant Swing escape is 2, the Tbone is 1. 10 HIT COMBOS 121:1::3:3:4:3:2:1+2 {1+2} 6,15,10,6,8,10,5,5,6,30 hhm m h m l l l throw 121:1::3:3:4:4:1:1 6,15,10,6,8,10,5,5,7,23 hhm m h m l l m m 121:1::3:3:4:4:1:3 6,15,10,6,8,10,5,5,7,30 hhm m h m l l m m 121:1::24:4:4::1:1 6,15,10,6,6,5,5,5,7,23 hhm m h l l l m m 121:1::24:4:4::1:3 6,15,10,6,6,5,5,5,7,30 hhm m h l l l m m Note: All combos can be begun on the second hit by holding forward, the damage will then be 12 instead of 6. JUGGLES Juggles can be begun by a Dynamite Upper (D#,d/f+2), a short jumping right kick (u/f+4), or the Knuckle Strike (f,n,d,d/f+1+2) close counterhit. Air, Left Jab, Jail Kick; Air,1,f-f+4. Air, One-Two Punch, Jail Kick; Air,1,2,f-f+4. Air, One-Two Punch, Smash Uppercut; Air,1,2,f-f+2. Air, One-Two Punch, One-Two Punch; Air,1,2,1,2. Air, One-Two Punch, Frankensteiner; Air,1,2,d/f+3+4. Air, One-Two Punch, Knuckle Strike; Air,1,2,f,n,d,d/f+1+2 Air, Ali Kicks; Air,d+3+4,4,4. Air, One-Two Punch, Ali Kick, Spinning Smash; Air,1,2,d+3+4~2. Air, One-Two Punch, Ali Kicks; Air,1,2,d+3+4,4,4. Air, Left/Right Jab, One-Two Punch, Ali Kicks; Air,1/2,1,2,d+3+4, 4,4. Air, One-Two Punch, Ali Kick, Spinning Middle Smash; Air,1,2, d+3+4~2. Air, One-Two Punch, Turn Around Kick, Moonsault Press; Air,1,2,b+4, 1+4. Air, One-Two Punch, Ali Kick, Spinning Middle Smash, Ali Kicks; Air,1,2,d+3+4~2,d+3+4,4,4. HELPFUL HINTS Know the machine you are playing on. I don't mind losing to someone who is better than I am, IF they win with skill, not constant knock-down-footsweep- pounce or DEFECTIVE CONTROLS. I've seen some games where the right punch works, the right kick works, but push both at one time and NOTHING happens. I've played on games that only have 4 directional (made that way, or just dirty) joysticks. Hold the joystick down, slowly move the joystick to the down/for position and NOTE exactly when the character begins crouching forward. This is the exact joystick position needed for certain power moves: Ali Kicks, Ankle Smash. DO NOT CROSS THE D/F POSITION. You may also get these moves by tapping (and Holding) in the d/f position and tapping the corresponding button JUST as you crouch. Practice the Dragon Punch. You know, the SFII Dragon Punch motion f,n,d,d/f and punch. You can hold in the D/F position (you have up to @ 1/2 second to perform the next motion, use this to your advantage to be unpredictable). The tighter and more precise the circle, the easier it is to get multi-part holds or the knuckle strike. EXTRAS OPENING STANCES (May be controlled, not sure yet) On knees with back to opponent rise, turn and face to begin round. (I believe it is chosen on odd rounds with punches if king has original mask, kicks if King has Armor King's mask, even rounds it is opposite.) 1-2 punch and elbow smash then begin round. (I believe it is chosen on even rounds with punches if king has original mask, kicks if King has Armor King's mask, odd rounds it is opposite.) WINNING STANCES 1- Jump Forward with a Raised Arm 2- Slash Motion Across Throat, Thumbs Down while Growling 3- Three Cheers for King 4- Howling at the Moon UNIFORMS 1-2 Kings old mask, bare chested, blue tights with gold piping and gold wrestling shin boots, 3-4 Armor Kings mask with red eye, muscle shirt with "Evil Mishima Product" on back (in Chinese), blue breaker pants, chain belt, studded wrist guards, and it looks like Pumas for shoes :) Contributors Catlord Gamest Magazine Wangel Jon Decausemaker Darmash Topiwala Marcel Michaud Dakine Pinoy DragonLee Scott Brewer Very Special Thanks To Shinichi Nakada Surfbard Slikatel Extra Special Superlative Thanks To Tragic (may your ego never outstrip your skills) All The Guys on IRC VERSIONS 1.00 - An early shell with most moves and multi-parts corrected. 2.00 - Shaping up to be a better faq. a.Re-aligned margins to help with better printing. b.Fixed aignment on multipart strategies so powerbomb DOES NOT follow the manhattan drop. c.Confirmed the falling backdrop after the arm hyperextension. d.Added several other sections. e.Confirmed the Half Nelson Face Lock, Figure 4 to sleeping opponents, and the Rolling Death Cradle. Thanx Darmash! 2.05 a.Re-named Half Nelson Face Lock to Chicken-Wing Facelock. Trying to use Japanese names as much as possible (phonetics-problems) b.Found the actual motions for the Indian Death Locke, Romero's Special, Manhattan Drop, and Reverse DDT. Getting closer to finding most of the movements. 2.06 a.Added ability to follow a single arm break with the leg break after the ultimate tackle. Thanx Scott. b.Added new motions for the T-Bone Powerbomb. Not confirmed yet! 2.10 a.Added confirmed T-Bone Powerbomb motions. Added unconfirmed Dragon Sleeper following the Chicken-Wing Face Lock. 2.15 a.Added many new escapes. b.Left off extraneous motions for the Romero. c.Added forgotten section on reversals. 3.00 a.Added Juggle Section b.Added Escape Section c.Added Juggle Section d.Added Helpful Hints Section e.Added The Art of Escaping Section 3.25 a.Expanded the Arm Clutch/Half Nelson Mutlipart section b.Added new theories to the Escape Section c.Added confirmations for the Dragon Sleeper and the Crucifixion 3.26 Fixed typo for the Rolling Deathe Cradle 4.00 Added a strategy section for regular moves. a. Added more things to the hint section b. Confirmed escapes. 5.00 Added even more escapes a. Added damages b. Added attack levels 5.05 Added winning stances a. Added opening stances b. Added uniform choices c. Added low cancel notes d. Added timing section for multi's