+++++++++++++++++++++++++++++++++++++++++++++++++++++ + ARMOR KING FAQ version 1.5 + + By The Blacksmith - oahfab@tin.it - ICQ# 60357620 + +++++++++++++++++++++++++++++++++++++++++++++++++++++ SECTIONS: + Disclaimer + Version history - In the next release + The purpose + A brief Armor King profile + Basics - Conventions - Get up from ground, sidestep and parry - Tagging + Moves - Throws and multiparts - Arts - Tenstrings + Use of the moves - Throws and multiparts - Arts - Tenstrings + Character strategies + Juggles + Credits DISCLAIMER: This Faq is property of The Blacksmith Workshop: therefore it can't be reproduced without the permission of the author. TTT and all characters are copyrighted by Namco. If you can't view correctly this FAQ, please use Wordpad, then open the "View" menu (alt+V) -> Options (O) -> "Text" and choose "wrap to ruler". VERSION HISTORY: 0.1 - First version ever. Inserted all the moves and names according to www.tekkentagtournament.com and to Catlord's move list at www.tekkenzaibatsu.com; 0.2 - Added the "Use of the moves" and "Juggles" sections and corrected grammar errors; 0.3 - Corrected grammar errors and completed sections; 0.4 - Completed the "Use of the moves" section; 0.5 - Added the Tombstone Piledriver trick and corrected "Multiparts" section; 0.6 - Completed "Basics" section; 0.7 - Found errors and corrected them. Added two more arts and added the damage amount of Double Shin Kick and Mini Spinning Headboot. Added another juggle, taken from Tekken Zaibatsu's arcade movie for Armor King; 0.8 - Corrected "Tagging" and completed "Arts"; 0.9 - Inserted Lee's note about Jumping Knee, corrected and completed "Credits" section; 1.0 - Inserted "The purpose" section to clarify my aim. Added juggles and Tag-In juggles either taken from Tekken Zaibatsu's Armor King arcade and PSX2 juggle movies; 1.1 - Made corrections, added comments in the "Arts" section and a juggle; 1.2 - Made corrections, added a juggle and the new Tombstone Piledriver trick, suggested by IluvMoMo; 1.3 - Made some corrections and added some strategy for the DDT; 1.4 - Added "Character strategies" section, tried a little format restyle, made many corrections, added three moves to the movelist and some juggles taken from Tekken Zone's Armor King video; 1.5 - Added "In the next release", arts' commands in "Use of the moves" section as suggested by Arola§er some combos taken from Kingfan's Armor King #3 video and from Catlord's combo compendium. + In the next release + - Add some more Character strategies (complete Lei and Bryan's first of all); - Add more juggles; - Correct errors, so please e-mail me if you find them. THE PURPOSE: The purpose of this Faq is to provide an help using Armor King in Vs battles: therefore I will not include methods of combat against CPU opponents as, and you'll have certainly noticed, CPU is not a hard opponent (even if Unknown can cause problems sometimes) and you don't need particular tactics to beat it as it uses the same fighting style over and over. Use the CPU to train yourself, try and discover juggles, learn tricks and understand arts' properties. Ok, let's start!!! A BRIEF ARMOR KING PROFILE: Armor King is back in TTT and he's quite changed. Now he's a more complete character with some multipart throws and an interesting juggle possibility. He's a well balanced fighter that has a lot of advantages (in fact you can use the Crouch Dash to confuse your opponent, have a good okizeme possibility, count on a mid/high move power, damaging juggles, quick punch strings to set up throws), and weaknesses that IMO are not so serious (Armor King lacks about power shots as he cannot count on monsters like Paul's Phoenix Smasher, he hasn't the great variety of multiparts that King the 2nd has). I use him a lot because I like his fighting style, having the possibility to pressure the opponent without too much trouble to suffer retaliation, count on a quite varied gameplay and, maybe it's strange to say, I like his armor (even if the one he wore in Tekken 2 was better), the mask and the red glowing eye on it. BASICS: + Conventions + 1 = left punch; 2 = right punch; 3 = left kick; 4 = right kick; 5 = tag in / out; 1+2+3+4 = Ki powerup. You inflict 1.5 times more damage during the powerup, guard damage if the opponent blocks and your first hit will be a Counter Hit, but you can't use block; f = tap forward; F = hold forward; b = tap backward; B = hold backward; N = leave the joystick neutral; ~ = press immediately after previous command or button; _ = you can choose how to perform the move using the command shown right before the symbol or the command that's after it; ! = unblockable WS = while standing; WR = while running; BK = when backturned; cc = crouch cancel; SS = Sidestep; df = down+forward; DF = hold down+forward; db = down+back; DB = hold down+back; u/d = sidestep right / left of your opponent; U = hop; Uf = hop forward; Ub = hop backward; f, f = dash forward; b, b = dash backward; f, f, f = run; HCF = half circle forward; QCF = quarter circle forward; Crouch Dash = f,N,d,df; Okizeme = attack a grounded opponent with techniques like Corporate Elbow, Stagger Kicks, Double Shin Kick to score one more hit and prevent him from getting up; H = high attack. Block it with standing guard; M = mid attack. Block it with standing guard; L = low attack. Block it with crouch guard; SM = special mid attack. You can block it either with standing or crouching guard. + Get up from ground, sidestep, parry + If you have played enough time to TTT you'll have certainly noticed that the game offers a lot of basic techniques that an average player must know and understand. It's important for example to know how and when get up from ground, how to use the sidestep, how and when, but IMO it's not fundamental, to parry. Speaking about "while-on-the-ground techniques": - you can perform a rising mid kick hitting 4, or a rising low kick using 3; - you can make a tech roll by hitting a button as soon as you hit the ground; if you tap a button after a tech roll you'll perform the corresponding while-standing-attack; - you can perform a Backflip (hits mid) if you tap f as soon as you hit the ground; - you can roll forward or backward using the joystick or roll sideways using 1 (back) or D+1 (front); after a roll you can use a rising mid kick or a rising low kick; - with b,B+3+4 you can do a Spiral Lunge that leaves you back turned. Quite useful if you want to surprise the opponent that's running towards you to try an okizeme. Remember that the back turned position leaves you quite vulnerable; - with f,F+1+2 you can perform a Head dive. Use it when you are at a medium distance from the opponent. If you hit the opponent, he will be knocked down and you'll have the chance for okizeme; - with d+4 you can perform a quick Ankle Kick, good to interrupt an okizeme attempt. About sidestep, you have to learn to use it at the right moment and remember that you can't avoid every move easily as some of them like Mishimas' Thunder God Fists and some unblockables will "follow" you even during the sidestep, so you'll have to choose your time perfectly. Moreover the sidestep may prove useful to perform moves that don't have a "quick" command (like the DDT or the Tombstone Piledriver). Learn to use the sidestep at the right moment since Armor King can count on a quite wide ark while doing it and that's a very good thing, that allows to avoid many annoying attacks (for example Lei's Razor Rush) and get behind or at the side of the opponent and have the possibility to punish him. The parry it's not, in my opinion, a fundamental technique: all the characters can perform a low parry simply tapping df at the moment the low hit is going to strike. Some other character, like Law or Bryan, can use also an high/mid hit parry but, as Armor King has not this possibility I will not speak about it. Therefore if you want to use the low parry, try to use it to interrupt opponents that are trying tenstrings or others strings that you know have low hits at a certain point. You'll notice that sometimes is better to block the low hit and follow with a quick counter attack. + Tagging + Tagging in is another thing that's important to learn. For example, if you tag in at the wrong moment and the opponent is near, you'll take a guaranteed hit like a Phoenix Smasher, a Mach Breaker, an unblockable, or one of your opponent's juggle starters and you don't want this to happen. You have many different ways to tag in: with f,f,f,N,1+2 you can perform a Head Dive; with f,f,N,4,4,4 you can perform 3 Stagger Kicks: very useful as they hit low and quite quickly. MOVES: + Throws + Name Command Damage Escape °Knee Bash 1+3 30 1 °Suplex 2+4 30 2 °Reverse Death close to opponent's 40 1 Valley Bomb left side 1+3 or 2+4 or any other command throw °Heavy Fall close to opponent's 40 2 Reverse DDT right side 1+3 or 2+4 or any other command throw °Reverse DDT close to opponent's 55 No back side 1+3 or 2+4 or any other command throw °Giant Swing f,HCF+1 70* 1 °Pile Driver QCF+1 25 1_3+4***** °Tombstone Piledriver db,F+2 58 2 °DDT db,DB+1+2 45 1+2 °Jumping Pile Driver 2+4,d,d,D+1+2 35 No °Armor King Driver ** d,DB+2+4 32 2 °Ultimate Tackle *** D,DB+1+2 - **** °Mount Position ***** DB+1+3_DB+2+4 - on grounded opponent °Frankensteiner df+3+4 Variable No * Damage inflicted is halved if the opponent does a tech roll; ** If your partner is King you can link this throw into a Tag Flying Lariat hitting 5 during the Armor King Driver; *** Follow the Mount Position with Mounted Punches: 1,2,1,2,1,2; **** Reverse with d+1+2, escape with d+3+4; ***** Use this variant of the normal Mount Position only on grounded opponents; ****** Use 3+4 escape after the initial throw. + Multiparts + Name Command Damage Escape A) Choke Sleeper f,N,d,df+1+2 32 1+2 B) Falling Sleeper 3+4,3+4,1+2 15 2 Chain Throw C) Triple Mount Punches 1,1,1+2 20 1 D) Stretch Muffler 3,4,1+2,3+4 23 2 E) Half Nelson Press 2+4,1+2,1+2 25 1 Possible sequences Total Damage 1) A, E. 57 2) A, B, C. 67 3) A, B, D. 70 + Arts + Name Command Damage Hits °Hammer Strike * df+1 15 M °Gut Punch df+2 12 M °Left Right Upper 1,2,1 6,10,10 H,H °Shadow Lariat f,N,d,df+1 32 H °Left Straight d+1~2 5,15 M,M Light Upper °Water Parting Chop b+1 30 H °Lifting Elbow ** WS+1 10 M °Palm Upper f,N,d,df+2 21 SM °Crouching Uppercut *** D,DF+2 20 M °Uppercut SS+2 22 M °Jab Uppercut 2,1 12,12 H,M °K's Flicker *** f,f+2 20 M °Stomach Smash **** f,f,N+2 6 L °Capital Punishment f+1+2_uf+1+2 35 M °Head First Lunge f,f+1+2 15 H_L °Burning Knuckle f+1+2~D_uf,N,D+1+2 45 ! °Corporate Elbow ***** d+1+2 21 M °Toll Kick b+3 20 H °Blind Kick BK+3 25 M °Konvict Kick f,f+4 26 M °Jumping Knee f,N,d,df+4 25 M °Staggers Kicks ****** d+3+4,4,4_ 17,7,7 L,L,L D,DF+4,4,4 °Straight Arrow **** b+1+4 30 H °Black Shoulder f+1+4 36 M °Frankensteiner df+3+4 15 SM °Double Shin Kick db+4 16 L °Mini Spinning Headboot 3+4 42 H °Drop Kick f,f+3+4 32 M °Running Drop Kick WR 3+4 52 M °Jumping Roundhouse SS 3+4 H °Jump Moon Drop U,N,1+4_ 25 ! UF,N,1+4 °Elbow Drop U+2+4_UF+2+4_UB+2+4 35 M °Double Knee Drop UF+3+4 40 M * knocks opponent on the ground on counter; ** backturns opponent on counter; *** you can tag these moves only if you hit; **** stun on counter; ***** use on grounded opponents; ****** on counter you can perform two more kicks. + Tenstrings + Armor King has only a tenstring: you can change it in a ninestring starting with f+2. Tenstring 1, 2, 1, 1, 2, 4, 4, 4, 1, 3 Damage per hit 6, 10, 10, 6, 6, 5, 5, 5, 7, 24 H, H, M, M, H, L, L, L, M, M Ninestring f+2, 1, 1, 2, 4, 4, 4, 1, 3 Damage per hit 15, 10, 6, 6, 5, 5, 5, 7, 24 H, M, M, H, L, L, L, M, M USE OF THE MOVES: + Throws and multiparts + Knee Bash (1+3): follow it with some okizeme technique, like the Staggers Kicks; you can follow the throw with the Corporate Elbow too, but you have to be very fast. Other good follow-ups for this throw are the Double Shin Kick, or the Black Shoulder (on someone who's rolling forward or backward to get up) even if they are not guaranteed. Suplex (2+4): if you want to use this throw, always link it into the Jumping Pile Driver: it looks better, it inflicts more damage and favours okizeme. When the Jumping Pile Driver link starts, the throw is not escapable. Side throws (any normal or command throw performed close to opponent's left or right side): maybe it's strange to say but I don't use side throws often. They can be avoided easily as they have a one-button escape so I use the Uppercut, a Jumping Roundhouse or, best of all, use the Palm Upper to start a juggle. You can follow the Reverse Death Valley Bomb with the Mount Position, Mounted Punches. Reverse DDT (any normal or command throw performed close to opponent's back side): when your opponent is backturned, use this a lot as it is better of a juggle. 55 pts of damage are a considerable amount of damage. Giant Swing (f,HCF+1): a good throw, easy to perform and to setup after a punch string that has a drawback: it can be tech rolled and the damage halved. Nevertheless, after it you can try a running attack. You can do it immediately after the Blind Kick: on a backturned opponent you'll have much more possibilities to land the throw (for example tag with Hwoarang's Sky Rocket (f,N,d,df+4) do a Crouch Dash to go under the opponent and when he hits the ground and tech rolls do the Blind Kick). Pile Driver (QCF+1): I don't use it a lot as it's only 25 pts damage, even if you have 3 Staggers Kicks granted after it. Tombstone Piledriver (db,F+2): the strongest throw in Armor King's arsenal (remember that the Giant Swing can be tech rolled). Plus, you can try an okizeme after it. The great drawback of the Tombstone Piledriver is the command: there aren't a lot of joysticks with good diagonals. Lately I learnt (thanks go to "invincible" Bax for this) a very simple trick that allows you to perform the Tombstone every time you want: simply tap db twice, then f+2. You can follow the Tombstone with the Mount Position, Mounted Punches. Another great way to perform the Tombstone, and this method is better than the 2 x db method, is d~db,F+2 (I removed the version suggested by IluvMoMo as we have discussed about it on ICQ and discovered that the last method is better than doing QCB,F+2). DDT (db,DB+1+2): interesting, the motion is easier and faster than King's version but, as I said for the Tombstone Piledriver, there's the problem of the diagonals. Good amount of damage and rising low kick guaranteed after it. In terms of strategy, I think that the DDT has a best retaliatory meaning when used by King, as the command to perform involves a crouch (d,db,d,DB+1+2) and so it can be used after avoiding an high attack or after a crouching punch. With Armor King, as the command it's quite different, a good use of this throw is during a sidestep game or after a quick punch string (like the Left Straight Light Upper or the first two punches of the tenstring). I recommend to use this throw a lot to pressure the opponent alternating it with other throws, as it has a 2 button escape and a guaranteed okizeme after it as I stated before. Armor King Driver (d,DB+2+4): use it only if you have King as a partner, and you want to tag out in a different, and spectacular, way. Mount Position, Mounted Punches (DB+1+3_DB+2+4, then 1,2,1,2,1,2): I use this move only after the Shadow Lariat or the Lifting Elbow, as after being hit by these moves the opponent is face down, and the Punches that follow the Mount Position done as a ground throw on a BK opponent cannot be reversed (the first punch that follows the Ultimate Tackle on a backturned opponent can be reversed with 1 if it's a left punch, with 2 if it's a right punch. The second, third, fourth and fifth punches cannot be reversed). You can use the Mount Position infinite times on an opponent that's face down as after every mount he will be stunned for enough time to allow you to do another mount and so on. This glitch (known as "Armor King cuffs") is possible ONLY when the opponent is face down and only on the arcade version of TTT. Therefore, don't use this "bastard variant" if you don't want your opponent to kill you because you won with such a cheap move. You can follow the Mount Position with the Elbow Drop or the Corporate Elbow instead of the Mounted Punches. Frankensteiner (df+3+4): if it connects properly (near the opponent), it becomes a throw that inflicts a good amount of damage. Use it when the opponent tags in and you are at close distance. Another good use of this move is after a blocked Jumping Knee: immediately after getting blocked, try the Frankensteiner. You can also tag out after this move. Multiparts (see +Multiparts+): use them as a part of your Crouch Dash confusing strategy. Remember that Armor King has only a multipart starter, that can be easily escaped with 1+2, but multiparts remain a good opportunity of damage. If the starter lands, feel free of follow with the sequence you prefer; even if 2) and 3) are the most damaging, their enders are both preceeded by the Falling Sleeper Chain Throw, that's easy escapable with 2, so use also 1) sequence: you'll be less predictable and your multipart will be harder to interrupt. + Arts + Hammer Strike (df+1): use this when the opponent is trying a combo: you will knock him on the ground and have an okizeme possibility with the Double Shin Kick. Use it also on grounded opponents that are trying to getting up rolling. Gut Punch (df+2): even if this move has the same name as Kazuya's, it's completely different and quite useless. Left Right Upper (1,2,1): use them a lot like a counter, because they are fast and damaging. Shadow Lariat (f,N,d,df+1): a very good move: fast, damaging and allows you to perform a granted Mount Position, Mounted Punches; plus, if you don't want to follow the Mount Position with the punches, you can try a granted Elbow Drop or a Corporate Elbow. If blocked, this move lets you recover without problems. You can use it also during juggles, even if you have to be very fast. It's very good against tag-ins if you are at a distance that doesn't allow you to try a Palm Upper. Left Straight Light Upper (d+1~2): a fast and useful string that you can use to stop an opponent that's trying to attack or also when the round starts. Very useful to stop all kinds of strings and to setup the DDT or the Giant Swing. Sometimes I use only the first punch, that hits mid and leaves Armor King in crouch position, to trap the opponent doing after it a Lifting Elbow and have more possibilities to score a counter hit. Water Parting Chop (b+1): I don't use it a lot because it has a quite long recovery time and because it hits high; you can try to use it when the opponent tags in and you are at close distance or during juggles, right after a Palm Upper. If you hit the opponent he will be stunned and you'll have the opportunity to get closer and start a guessing game, choosing between a good throw or a power hit with Palm Upper or Jumping Knee. Lifting Elbow (WS+1): a strange move, that can cause problems to the opponent if it hits on counter: he will be backturned, and you'll have the opportunity of starting a juggle with a Palm Upper; you can also try a Konvict Kick or a Shadow Lariat. The Reverse DDT is not granted as you need time to get near the opponent. If the Lifting Elbow doesn't counter, the opponent will be face down head towards so you can follow it with Mount Position, Mounted Punches; otherwise you can start some good juggles (see the section). If you hit a backturned opponent with the Lifting Elbow, the move will become a juggle starter. Palm Upper (f,N,d,df+2): the best juggle starter in your arsenal since you'll be safe from retaliation if it's blocked and be able to cause great damage if you hit. Don't use it always, but mix it with the other moves that start with a Crouch Dash or you'll eat a reversal. You can tag out after this move. A note about its hitting property: special mid, so the opponent can block it even while crouching. Use this fact to take advantage and alternate it with the Jumping Knee, that needs standing guard to be blocked. Crouching Uppercut (D,DF+2): an interesting move. Use it to stop an high attack or after avoiding a throw attempt and juggle at the same time. Uppercut (SS+2): try to use it to stop an opponent that is getting near to try a throw or that has started a string. I use it more than the side throws, as throws are easy to escape. Moreover it is a quite damaging move, stuns on hit, interrupting well an attacking strategy and allowing you to start some pressure with a Crouch Dash mix up or a low attack like the Double Shin Kick. A note about hitting backturned opponents: they will be pushed away a little and I think that the Konvict Kick will be guaranteed (maybe the Shadow Lariat, thanks to its speed and range, or the Palm Upper too, but I'm not sure). Jab Uppercut (2,1): use it only during a juggle. In close combat it's too easily reversable and slow. K's Flicker (f,f+2): use this move as a counter. If you're smart, you can learn to use it as a counter adding another juggle starter to your arsenal. Like the Konvict Kick, you can perform this move after a Crouch Dash, tapping f,N,d,df,F+2. Stomach Smash (f,f,N+2): You can't link it with an "automatic" throw like King, but if you manage to stun the opponent, you can try to follow it with a Tombstone, even if it's quite hard to do correctly and quickly the command. You can follow the Stomach Smash with a Toll Kick or a Konvict Kick if you can't perform consistenly the throw follow up. Capital Punishment (f_uf+1+2): I use this move after juggles or after sending the opponent to the ground. You'll get a granted and quite damaging hit if the opponent tries to get up except for side roll get ups: in the last case in fact, you'll be open to a side throw or any other type of attack. When you use this move try to "foresee" how the opponent gets up. Head First Lunge (f,f+1+2): when I do this move, if I get blocked I try a Left Straight Light Upper string. Therefore, you don't have a very fast recovery after the move and often you will be thrown or hit. Don't use this move, it's better. Burning Knuckle (f+1+2~D_uf,N,D+1+2): this unblockable has to be used carefully: it can surprise almost every opponent, even experts but it can be prevented and avoided easily with a simple sidestep. When you use this move try to calculate distances: if you land close to your opponent but you don't hit him, you will be completely vulnerable. A plus of this move is that if you jump behind the opponent Armor King will turn and still hit. Corporate Elbow (d+1+2): I use it after the Knee Bash, or to finish a juggle when the opponent is on the ground (see "Juggles" section). Can be also a good follow up after a Mount Position done on an opponent that has head down. Toll Kick (b+3): excellent as juggle ender (but not so powerful) and as a counter move. Its good priority gives you the opportunity to take away the opponent if you are under pressure or tag out if in trouble. Remember that it's high so don't abuse it if you don't want to suffer WS counter hits and remember to buffer chicken (f+1+3) in case of a reversal . Blind Kick (BK+3): very good to surprise and stun someone who wants to attack when you are back turned. You can try this move also after the Frankensteiner (throw). However it's not very fast and remember that the back turned position is not very safe as you can't count on other specific moves like Lei or Xiaoyu. Konvict Kick (f,f+4): use it to hit at mid/long distance, to finish juggles or hit an opponent when he tags in. Don't use a lot on players that use reversals or you'll have to regret. You can perform this move even after a Crouch Dash, simply tapping f,N,d,df,F+4. Jumping Knee (f,N,d,df+4): a very good move, maybe Armor King's best Crouch Dash move. It can't be reversed so alternate it with the Shadow Lariat, that hits high, and the Palm Upper. If the opponent crouches he will get the hit and a good amount of damage. You can use this move to hit big characters like the Jacks or Kuma when they are on the ground and try to get up rolling forward or to hit them during a juggle (thanks go to Lee for this). Stagger Kicks (d+3+4,4,4_D,DF+4,4,4): use this move as an okizeme or when opponent tags in and tries an attack: you'll crouch, avoid the attack and hit. Plus if you hit on counter you can perform 5 kicks instead of the standard 3. Good as juggle finishers too. Straight Arrow (b+1+4): use it only with beginners and with computer in the first stages. It's too slow and even an intermediate fighter will punish you. Therefore, if you manage to hit on counter, follow the move with a Palm Upper to start a juggle. It can be used, with good timing, to avoid and counter some strings but I have to practice it before being more precise. Black Shoulder (f+1+4): the great advantages of this move are priority and good damage. Use it mainly on opponents that try to get up rolling away, that are charging an unblockable attack, or that are tagging in. Double Shin Kick (db+4): (wé!) I use it to surprise the opponent and hit low, or as an okizeme. The great drawback of this move is the very low damage it inflicts. Use a lot this move when you want to be aggressive and pressure your opponent, alternating it with the Jumping Knee. Mini Spinning Headboot (3+4): use it when you want to hit high and your opponent is at mid distance. It's quite quick and damaging, very good to hit opponents who rely a lot on throws. Drop Kick (f,f+3+4): I don't use this move because it's slow, and Jumping Roundhouse and Mini Spinning Headboot are much better alternatives. Running Drop Kick (WR+3+4): can inflict high damage but you will hit the opponent with this 0,00000001 times you'll try it. The only moment that comes to my mind when you can use this move is after the Giant Swing: throw the opponent than start running, if he tags out you'll hit the other character that's just come in. Jumping Roundhouse (SS+3+4): use it as an alternative to side throws or when opponent is not at throw distance. I think this move is better than the Mini Spinning Headboot: the sidestep position is better for this move as leaves you recover with less risk to suffer okizeme from your opponent. Jump Moon Drop (U,N+1+4_UF,N+1+4)): it's the same as King's but, because of its stupid command, you'll have to wait centuries before hitting someone with it. Elbow Drop (U+2+4_UF+2+4_UB+2+4): I use this move only as an alternative to Mounted Punches done after the Mount Position as a ground throw; moreover, note that the Elbow Drop is quite more damaging than the punches so... Double Knee Drop (UF+3+4): I don't think you'll never use this move: if you do, maybe you want your opponent to beat you with no problems during the recovery time. Tenstring (1,2,1,1,2,4,4,4,1,3): use the complete string only with beginners as they will take it all; with other players simply use the first 2,3 punches as they are quite quick. The rest of the string is easy to block and during the 3 Stagger Kicks, the opponent can parry and follow with guaranteed juggle starters, so be warned. CHARACTER STRATEGIES: In this section I'll try to explain a possible strategical behaviour against human opponents, suggesting the possible moves that will be used. I want to make clear that everyone uses in a different way a particular char or team so think about this part of the Faq as an explanation of my fighting experience with people that have their own styles. Bryan Fury: Bryan can be a very hard opponent as he can make great pressure and count on good power. In TTT he gained a new and very useful tool: a punch parry (b+1+2 to parry, then 2 to reverse) that automatically reverses left punches with a Mach Punch and right punches with a df+2 punch that I think has a guaranteed f,f+4 kick follow up. Beware from his left standard throw (1+3) since after it Bryan has the opportunity to hit you with a Snake Edge (df+3) if you remain on the ground or try to roll sideways or hit you with a f,f+3 kick if you try to roll forwards or backwards. Bryan has a good while-standing game, thanks to his left knee strike (WS+3) that can cause stun on counter hit and followed with a WS+1 punch to start juggles (you MUST escape the knee stun hitting 5 immediately after being hit if you don't want to lose lots of energy), the Chains of Misery (D,df,d,df+1+2), one of the best looking throws IMO, that requires a 2-button escape (1+2). A good strategy against him is to use a lot short punch strings, Left Straight Light Upper above all, to interrupt his attacks without too many risks about the punch parry. Try to keep Armor King at mid distance as long as possible, to prevent throws and to have more opportunities to see his 3,2,1,2_4 mixups start and interrupt them. Alternate a lot your Crouch Dash techniques, mainly the Palm Upper and the Jumping Knee, and learn to block on reaction the Snake Edge (fortunately Bryan has not many other low hit possibilities). Use the Konvict Kick to keep the distance during the match and sometimes make a rapid rush to try one of you throws (DDT is the best choice). Ganryu: a great character, maybe the best big character in the game together with Gunjack (IMO). He gained a punch parry that allows him to get behind you and have free and powerful hit with a Rushing Back Grab (1+2) or Quick Sumo Rush (f+1+2); he has also the new Low Leg Swipe (df+3) that is surprisingly strong and fast (granted after 1+3 and F+2+4 throws) and his old (but now very useful for damaging tag combos) Megaton Float (b,db,d,DF+1). But during the fight, the best weapon he has it's the Stunning Push (d+1+2_SS+1+2) that is fast, interrupts easily strings and stuns for a short period of time and improves a lot his sidestep game; the Palm Lift (D+1+2) that can fool as it hits low and NOT mid. Against him some of Armor King standard juggles may be a little more difficult as he will not fly high like normal sized characters, but you can try some "special" combos that work only on big characters. Therefore against Ganryu you'll have to face a good variety of attacks and must have a good blocking timing (for example to block the Palm Lift), try short strings to set up throws (sometimes I try the Frankensteiner after a blocked string), use a lot the Jumping Knee to hit crouching and parry-happy opponents and don't forget the Double Shin Kick for a quick and unexpected low hit. Lei Wulong: this char can be a real problem in the hands of an expert player as it has power combined with good speed and guessing game. The most famous thing about Lei are obviously his animal fighting stances, that can be activated in various ways, but mainly during his Razor Rush (f,N,1,2,1,2) and after the Rave Spin (DB+4). When in a particular fighting stance, Lei can count on specific moves: I'll try to discuss every one of them and try to explain a possible behaviour. Snake stance: has only high block [...] Panther stance: [...] Dragon stance: [...] Crane stance: [...] Tiger stance: [...] Drunken stance: [...] But Lei has not only stances, he has the Razor Rush that has great priority and inflicts high damage, the Cannonball headbutt that's incredibly useful for avoiding throw attempts. A good way to face the "supercop" is to improve your sidestep game, as the Uppercut is a very good tool to stop his rush, moreover if you manage to get behind him with a sidestep you can punish him with your Palm Upper and follow with a good juggle: if you see that he's starting to use animal stances don't be hurried as by switching them using up or down taps Lei can count on a wide sidestep angle that allows deadly counterattacks, so if you are at good distance and don't want to risk use tag-in attacks, mainly the Stagger Kicks, or the Konvict Kick that has long and safe range. Forest Law: one of the quickest characters in the game, very well balanced, with a good and powerful counter hit game, that can start damaging juggles. Don't try to hit him if you are not sure that he can't face your attack or you will eat one of his counter techniques (remember that he can delay his B+1,2,1 punch string to trap you on counter and juggle) like his Flip Kick strings (d+2~3 is a very dangerous counter against your high punch strings so press him with Left Straight Light Upper or simply with d+1). Pay attention to his Dragon's Tail sweep (db+4) as some Law players will alternate it with Flip Kicks during pressing strategies causing you some trouble, but remember that the sweep is slow enough to see it coming and then block low. Concerning WS game, Law can count on Flip Kicks and on a new "Mortal Kombat"-like uppercut (WS+2) that juggles quite high. About sidestep, you have to worry about the Bicycle Kick (SS+3+4) that's very powerful and can be used effectively to hit people that tries to get up from ground rolling forward or sideways, and in terms of Armor King's moves, the Konvict Kick, Palm Upper, the Jumping Knee can be easily sidestepped if used in a predictable way; the Gut Punch Massacre string will be dangerous only on counter as all the hits will be guaranteed, but this fact happens rarely if you are carefully enough (moreover, Law players will always use the Bicycle Kick as it is much safer). To face Law, I suggest not to be static, make good use of the sidestep and Uppercut, use the Hammer Strike as it has good priority and allows you to try a Double Shin Kick if it hits on counter; I also reccomend to avoid mad rushes as Law can counter easily and punish you. Kazuya Mishima: Kazuya is back in TTT, and you can have an idea about him simply using a word: EFFECTIVENESS. He's probably one of the chars that has a not-so-long movelist, but each move can have a specific role in his combact strategy. He has lost the most useful version of the Twin Pistons (df+1,2), but can use them as a good WS technique and his WS+2-stun-power has been reduced significantly by the introduction of the stun escape (press 5 immediately after being stunned); however he still has the possibility after some stunning moves like the Glory Demon Fist (f+1+2) and the Demon Gutpunch (df+2) to inflict addictional damage using the ultra famous, powerful, too useful juggle starter WGF [(f,N,d,df+2)_(f,N,DF+2)] for those who passed the last 3-4 in space and never heard about Tekken, Axe Kicks [(df+4,4)_(WS+4,4)_(QCF+4,4)], Hell Sweeps [(f,N,d,DF+4,4)_(f,N,DF+4,4)]. IMO Kazuya has another great tool: the Mist Step (f,N) that allows him to do a little sidestep and perform some of his moves (WGF, TGF and Hell Sweeps) in a faster and less predictable way. WGF and Hell Sweep seem to be the moves that take the major advantages: the former gains even more priority and speed, the latter an higher usefulness (good okizeme possibility and unpredictability). About other moves Kazuya can count on Mishima's trademark punch string (1,1,2 the last hit is delayable) that's guaranteed when the first punch hits and a very good new string, the 1-2 Punches-Stature Kick (1,2,4) mainly for the last kick that hits low and can be alternated with the Axe Kick to create confusion. You have to keep clear in your mind that Armor King is a bit slower than Kazuya (mainly because Kazuya can use the Mist Step cancel to speed up some of his moves), so you won't score a lot of counter hits, but maybe suffer them, so master the stun escape if the opponent uses a lot WS Kazuya Gutpunch instead of Twin Pistons and never abuse mid distance attacks. You can count a lot on throws (set up them in your punch strings and alternate them a lot, DDT, Jumping Piledriver and Piledriver are good choices) and on the hop kick (UF+4) that's quite useful to stop crouch dash attempts and start some juggle. Lee Chaolan: Lee gained a lot of new moves for his return in TTT, giving him a particular style. The most notable improvement is the Hitman Stance that can be activated pressing 3+4 or buffering it after some combos: the first thing to notice is that Lee will automatically block high and mid attacks so you'll have to pay attention; moreover, while in Hitman Lee can count on a wide sidestep simply tapping up or down, still remaining in stance and having the possibility to attack you safely. About the attacks that come out from the Hitman, pay attention to quick punches (1,1,1,etc) that have very good priority and are extremely annoying as they can interrupt and force you to retreat and restart with your attack; the Uppercut (2) hits mid, juggles you allowing a granted and quite damaging Silver Sting (f+3+4) follow up; the Snake Edge (4) hits low and has granted follow ups too, but it's quite slow, so you shouldn't have problems about blocking or low parrying it and counter as Lee will be staggered after getting blocked; the last move during the Hitman is the Scatter Kick that hits high, not a great threat. Against the Hitman, I haven't a lot of hints: usually I try quick punches if I am at close distance to interrupt Hitman Stance attacks or use the Double Shin Kick to surprise the opponent, if I'm at long distance I use a Stagger Kick or two to get near and try to hit. About blocking against a Hitman Lee I usually keep blocking high since, as I said before, the only low move that comes from the stance is quite slow. Besides, Lee has a good variation of attacks: the Flash Kicks (f+4,4,4,4) that, as their name suggests, can be quite annoying since they have very high speed and interrupting properties; the Silver Tail (d,df+4) that's a low and quite fast sweep that can force you to expose your side if it hits on CH, quite good for okizeme and the very deceptive Slice Kick (db+3); Lee has also the Mist Trap (b+3~3 blocked, and immediately followed with 4) that can cause you some problems if you keep defending, but it's quite hard to do consistently, so you won't suffer it a lot; the last kick move that you have to face carefully is the Lee Cutter (b,b+4) a high kick with good range that can be followed with the Hitman Stance. Beginners abuse the Razor Edge Kick Combo (d+4,4,4,4 then 3 for the Hitman Stance) that consits of three low hits and a mid kick that can activate the Hitman: I suggest to parry the second or third kick so you wan't have to guess what move the opponent will perform while in stance; the move can be much more annoying if the kicks are delayed, in that case don't be hasty and block the combo without trying to counter the kicks or you may risk to get confused and get hit by the final mid kick. Speaking about punches, the Triple Fang string (b+1,1,2 the Hitman Stance can be entered after the second hit -> b+1,1,3+4) has good evasive properties as Lee will retreat a little before starting it and thanks to the possibility to cancel the third hit with the Hitman can trap you sometimes. Lee hasn't a lot of effective juggle starters: his famous Blazing Kick (d,DB+4) that will launch you very high and start damaging combos can be a dangerous attack if you don't know how to tag in safely so don't change character if the opponent is attacking, try to hit him with a knock down blow and then tag out; when it is used during normal combats it can be sidestepped quite easily, and you can punish with a Palm Upper to start juggles or a Jumping Roundhouse for a quick and damaging hit; the hop kick (uf+4) can be dangerous if you duck a lot or if you use continuously the Crouch Dash without paying attention. Bruce Irvin: one word of advice: BE CAREFUL. Bruce can inflict ridicolously high damage simply hitting you with a CH standing left kick to start his famous 3,2,1 Gatling string; after juggling with it he can perform his Triple Knee Combo (b+4,3,4) and cause great damage: moreover the knees are linkable to all Bruce's juggle starters, like Face Buster (df+2), the Hopkick (uf+4), the Nightmare Low Heel Kick (b,b+4) and the Rising Knee (b,f+4) and grant a minimum damage of 50 pts. Juggles aren't the only menace that you'll have to face against Bruce since he has also a good amount of strings that can inflict great damage if done as counter hit: his 1-2 Punches (1,2) have great interrupting properties and, on CH, allow a guaranteed 2,f+4 follow up; after 1-2 Punches you'll see often the front kick (4) ending, since it's quick, hits mid, inflicts good damage and is safe if blocked; another CH string is the Southern Cross (1,4,3) that has great range, a high amount of damage, guaranteed if the first jab connects on counter. Concerning throws, please note that Bruce's multipart has two main links, the Tumbleweed (1+2,1+2,1+2 that ends the first possible sequence) and the Left Knee Strike (3_4, 1+2+3), the former escapable with 1 the latter leads to an unescapable and very damaging ender, the Rising Knee (2,4,1,1+2+3) after the Tourning Knee (1,3,1+2+4); however the multipart is the only special move that starts with a Crouch Dash, so you shouldn't have problems about seeing it. Bruce can be very aggressive starting pressure, force you to attack and punish if you whiff or are hit on counter or adopt a defensive behaviour, waiting for a mistake and strike on counter; so you can decide the kind of strategy to adopt: for the first type of opponent I suggest to use punch strings a lot, to face his great interrupting power and "counter pressure" effectively mixing the Double Shin Kick with the Konvict Kick, then restart with punch strings, try a throw, crouching jabs to Lifting Elbow traps or Stomach Smash, you have lots of alternatives, so don't get afraid if you are facing an aggressive Bruce player, since you have a lot of weapons to react properly. I think that you'll find a formidable help in throws and sidestep, as Bruce will be often close using his strings and try to juggle you, allowing to choose between a good DDT or an evading sidestep to gain a little space and strike. The second "type" of Bruce can be more dangerous than the first, since a predictable move will open your defence and allow the opponent to score a counter hit and all the follow ups that Bruce has (I'm referring to juggles and guaranteed strings mentioned above) and even multiparts if you whiff moves that have long recovery time like the Double Shin Kick or basic throws, even if it's the minor threat. Try to play defensive too, trying to stimulate a reaction and find a possible opening to strike with a good juggle, then rush and do a Giant Swing: the opponent maybe won't foresee a similar behaviour, will have to try to tech the throw to halve the damage, prepare for your following attack, being always subdued to your gameplay. I find this strategy quite useful and easy to adopt, I hope you'll have good results with it. Kunimitsu: a very original character, no more a clone of Yoshimitsu. She gained a lot of evasive moves that can punish you if you attack recklessly, but however you won't suffer great damage in any case. When fighting against Kunimitsu, pay attention to her df+2 uppercut that, even if not as good as Yoshi's, has good priority and can juggle you. Moreover, there are a couple of techniques that I've seen used by one of my friends at the arcade: the first involves the Spinning Hilt Strikes (b+1,1,1,1,1,1) "cancelled" into the Jumping Headthrow (f+1+4) or Jumping Spinkick (uf+4), Growling Jewel (f+3+4), the last involves the Reverse Flipkick (BK+3); after doing a brief Spinning Hilt Strikes (for example b+1,1) Kuni stops and immediately grabs the opponent with the Jumping Headthrow or hits with one of the above mentioned moves to punish crouching attempts, and this can be a very annoying strategy since the throw has not a "conventional" button escape (you have to tap df right after being grabbed) and if you try to crouch to avoid it you have always the risk to suffer a hit: I suggest to use the standing guard in any case and practice the throw escape (usually I rotate the joystick clockwise, since I find this way more useful); about the second technique, you have to pay attention when you are on the ground and Kuni is close: my friend sometimes jumps over me a moment before I do a get up attack and gets behind me, does a Reverse Flipkick and then hits me one more time with a granted BK 4: there isn't a proper way to face a similar tactic, simply don't get up from ground trying at all costs to hit. About other moves, the Fairy Wax (d+3+4) can be annoying as its initial animation (a crouch followed by a jump) can evade attacks made from mid/close distance and lead to a granted double hit, so don't use punch strings or moves like the Toll Kick or the Konvict Kick if you aren't sure to force at least a block; the Kunai Skyfall (u+1+2) it's not a great threat, a well timed standing jab will interrupt it and even allow you to use a little juggle (for example, after the first jab, f+1, Palm Upper); the Dashing Uppercut (f,f+2) is her second juggle starter of choice (after df+2), but it's quite slow and has quite long recovery time if blocked so you can choose to interrupt with a good Left Straight Light Upper or block the move, and decide for a proper retaliation (the Giant Swing can be good thanks to its quickness or, as usual, the Palm Upper); finally the Jumping Knee (f,f+4) that's maybe Kuni's best option if you start pressure and she tries to interrupt your attacks. JUGGLES: Arts mentioned in the juggle list: Hop Right Kick: UF+4; Konvict Kick: f,f+4; Palm Upper: f,N,d,df+2; Lifting Elbow: WS+1; Toll kick: b+3; Straight Arrow: b+1+4; Jumping Knee: f,N,d,df+4; Left Straight Light Upper: d+1~2; 1 Stagger Kick: d+3+4 2 Stagger Kicks: d+3+4,4; 3 Stagger Kicks: d+3+4,4,4; Shadow Lariat: f,N,d,df+1; Double Shin Kick: db+4; Mount Position: db+2+4; Corporate Elbow: d+1+2; Uppercut: SS+2. - Hop right kick, 2, 1, Konvict Kick; - " , Palm Upper, Palm Upper; - " , 1, 2, f+1, f+1, Palm Upper; - " , Palm Upper, Left Straight Light Upper, Stagger Kick; - " , f,f+1, f,f+1, f,f+1, Palm Upper; - Counter hit with Lifting Elbow, Palm Upper, 1, 2, 1, 2, Toll Kick; - Counter hit with Straight Arrow, Palm Upper, Jumping Knee; - Lifting Elbow, d+1, cc, 1, 2, Toll Kick; - " , Gut Punch, Left Straight Light Upper, Stagger Kick; - " , Palm Upper, Left Straight Light Upper, Stagger Kick; - " , Palm Upper, 3 Stagger Kicks; - Counter with Lifting Elbow, Palm Upper, Shadow Lariat; - " , Palm Upper, 1, Shadow Lariat, 3 Stagger Kicks; - " , Palm Upper, Jumping Knee; - " , Palm Upper, Palm Upper, 3 Stagger Kicks; - (Against a big character) Palm Upper, 1, Palm Upper, 1, Toll Kick; - Counter hit with Straight Arrow, Palm Upper, 1, Palm Upper, Double Shin Kick; - Palm Upper, Palm Upper, 1, Palm Upper, Double Shin Kick; - " , Palm Upper, Palm Upper, Corporate Elbow, - " , Palm Upper, 3 Stagger Kicks; - " , F+1, 1, Palm Upper; - " , F+1, F+1, Palm Upper, 2 Stagger Kicks; - " , Water Parting Chop, 3 Stagger Kicks; - " , Palm Upper, 1, 2, Toll Kick; - " , Palm Upper, Left Straight Light Upper, Stagger Kick; - " , Shadow Lariat, 2 Stagger Kicks; - " , Left Straight Light Upper, Palm Upper, Double Shin Kick; - (Only on True Ogre) Palm Upper, Palm Upper, Palm Upper, Palm Upper; - " Palm Upper, Shadow Lariat, Palm Upper, Palm Upper; - " , Jumping Knee, Mount Position, Corporate Elbow; - (Against a big character) Palm Upper, Palm Upper, 1, Shadow Lariat, Left Straight Light Upper. Tag-In juggles: - Michelle's Tigers's Claw (df+3+4) ~5, 1, Jumping Knee; - Heihachi's Wind God Fist (f,N,d,df+2)~5, f,f+1, f,f+1, f,f+1, f,f+1, Palm Upper; - Yoshimitsu's Kangaroo Kick (4~3)~5, 1, Konvict Kick; - " , Jumping Knee, d+1, WS+4; - Hwoarang's Sky Rocket (f,N,d,df+4)~5, Straight Arrow; - " , 1, Palm Upper; - Kuma's Demon Bearfist (f,f+2)~5, Uppercut, 3 Stagger Kicks. Please note that all juggles starting with a Palm Upper can be opened by a CH Straight Arrow. CREDITS: - Namco, guess why? - www.tekkentagtournament.com for the names of all the throws, some art names, hit damage and properties; - Catlord for his movelist (catlord@tekkenzaibatsu.com) for other art names, mainly other chars' mentioned in the "CHARACTER STRATEGIES" section and his combo compendium; - www.tekkenzaibatsu.com for juggle movies and other great stuff like its forums. Check this site because there you can find all you need about Tekken; - Castel (castel@tekkenzaibatsu.com) for his movies and for his whole site, Tekken Zaibatsu, the BEST Tekken site on the net with no doubt; - www.tekkenzone.com for its great vids, including a super long and impressive tribute to Armor King (26.25 MB but worthy download); - www.coara.or.jp/~kei666 that opened a useful English section where you will find a lot of "extreme juggle" videos; - My friend Bax for the Tombstone Piledriver trick, and all other people who play Tekken with me at the arcade (Imp, Ka, Murgia, Tores, Mauriz, Bruno, ecc.); - Lee for his note about juggle possibility to use Jumping Knee against big characters; - Lee Kian Chong (ex IluvMoMo) for his new Tombstone Piledriver trick, lots of hints and corrections he mailed me and pleasant ICQ discussions, too bad he retired from Tekken world. Check his Kazuya and Julia (with Dayful) Faqs since they are very good; - All the people who posted in my topics in Tekken Zaibatsu's forums. That's finished! It was my first Faq, I hope you will find it useful. I apologize for grammar mistakes but I'm Italian so I can't write in English perfectly. If you find errors or have hints, please e-mail me, and I'll give you credit. Remember that you can find me with ICQ too. 15/03/2001 - The Blacksmith