~B
----------------------
Tekken 3
FAQ
for arcade and psx
----------------------
in
Letter Notation
by SurfBard
surfbard@nycap.rr.com
----------------------
Last Update - 5/1/98
Version 4.95a
New versions of this FAQ are availible at my web site, which is
located at http://home.nycap.rr.com/surfbard/ . Please stop by and tell me
what you think of the site.
If this is the first revision you've seen (or have seen in a while),
I HIGHLY reccommend reading the Notations section... you'll be in the dark
without it!
This is best printed in edit.com and best viewed in monospace format,
meaning use a font like Courier New.... or view from Notepad or edit.com!
Rumors are flying, and no one knows how many characters will be in
Tekken 3. So far, 18 characters have been released in my arcade. I will only
post moves for characters that are absolutely CONFIRMED.
If you have any moves or fixes for this FAQ, PLEASE e-mail me. Your
help is neeeded to complete the moves list!
No part of this FAQ may be reproduced and sold for profit. After
all, if I'm not making money off of this.... It may be redistributed ONLY
in its entirety by electronic format for personal and/or recreational
purposes. Please do not alter it in any way, shape, or form.
----------------------------------------------------------------------------
--------- Dedicated to the memory of Amy Diane Evernham (1975-1997) --------
----------------------------------------------------------------------------
*Notation*
Here are the notations I will be using in this FAQ -
lp - left punch
lk - left kick
rp - right punch
rk - right kick
ss - sidestep
f - tap forward
b - tap back
u - tap up
d - tap down
F - hold forward until otherwise noted
B - hold back until otherwise noted
U - hold up until otherwise noted
D - hold down until otherwise noted
B,360degCnterC - hold back, twist the joystick in a counter-clockwise motion
F,360degClkwse - hold forward, twist the joystick in a clockwise motion
(WC) - while crouching
(WS) - while getting up from a crouch
n - neutral joystick position
~ - immediatley following
^ - indicates the move links after the preceeding move
(NJ) - juggles
(HJ) - juggles high
(J*) - juggles on counterhit
(BJ) - bounce juggles
(BL) - juggles low or bounces low
(!) - unblockable
(*) - stuns
(*C) - stuns on counterhit
(*B) - stuns if blocked
(ru) - in juggle combos, run up and execute the hits after the notation
B - in juggle combos, begginer level
I - in juggle combos, intermediate level
E - in juggle combos, expert level
f,f - Dash Forwards or Offensive Push if Next to Opponent
b,b - Dash Backwards
D,df,ub - Backflip (at a distance)
u,n - Axis Shifting Sidestep
d,n - Axis Shifting Sidestep
lp - Throw Escape
rp - Throw Escape
df+lp - Uppercut
df+rp - Uppercut (NJ)
df+lk - Side Kick
df+rk - Front Kick
u - Low Jump
U - High Jump
u+rp - Quick Pounce
uf+rp - Quick Pounce
U+rp - Hard Pounce
f,f,f - Run
^B - Stop Running
^lp+rp - Flying Cross Chop
^lk - Flying Side Kick
^rk - Sliding Leg Sweep
lp+rp+lk+rk - Agression Charge
f+lp+lk - Left Limb Reversal Counter
f+rp+rk - Right Limb Reversal Counter
rp+rk - Ultimate Tackle Dodge
d+lp+rp - Ultimate Tackle Reversal
d+lp - Ultimate Tackle Punch Counter
d+rp - Ultimate Tackle Punch Counter
+Ground Moves+
~lp - Immediate Recovery Roll
~rp - Immediate Recovery
~lk - Immediate Recovery
~rk - Immediate Recovery
D+lp - Roll Over
lp - Roll Sideways
lk - Get Up With Sweep
rk - Get Up With Side Kick
D+rk - Ankle Kick
B - Roll Backwards
^b+lk+rk - Get Up
^f+lp+rp - Forward Pounce
F - Roll Forwards
^f+lp+rp - Forward Pounce
*Tekken 3 Basics - Explanations for the New General Maneuvers*
# Axis Shifting Sidestep (u,n -or- d,n)
The sidestep was a gift to a character in Tekken 2. In Tekken 3, every
character can now perform a sidestep. Mind you, sidestepping won't get you
out of many moves due to the fact that attacks automatically track (that is,
if you sidestep too early, your opponent will hit you anyway), but when
you use the correct timing, sidestepping is a great asset. Using sidesteps
to dodge the opponent's attack and then countering or initiating a juggle
is a major addition to Tekken 3's gameplay.
# Agression Charge (lp+rp+lk+rk)
The Agression Charge is another new addition to Tekken 3. Once the move is
used, your character will charge up for a moment (like the charge before
an unblockable attack), and their fists will begin to sparkle. Agression
Charges usually last about five seconds. During a charge, your character's
attacks will all be counted as counterattacks, so moves that do special things
when they hit on counterattack are most effective! Also, if your character's
attacks are blocked, they will still take off a small amount of damage (as
if the "Guard Damage" game option were turned on). Use the charge to your
advantage... do moves that normally take off alot of damage but are
frequently blocked.
# Reversal Counter (f+lp+lk -or- f+rp+rk)
Now even more characters have reversal moves. What was once a minor threat
has grown. Using the reversal counter is a tricky affair... it works best
when you KNOW that you are about to be reversed. Some reversal counters even
do a small amount of damage! It is rumored that not all characters have
reversal counters. The actual button combination for the Reversal Counter
depends on the limb that your opponent is grabbing... if you punch with your
right hand and your opponent reverses, the correct counter would be
f+rp+rk.
# Immediate Recovery (~lp or ~rp or ~lk or ~rk - after being knocked down)
One of the best (in my opinion) additions to Tekken 3 was the immediate
recovery. No more lying on the ground (unless you want to) after your
opponent pummels you! The only time immediate recovery doesn't work is after
being thrown or stunned. Be warned, though... immediate recovery isn't
always a good thing, especially when you bounce right back to take another
hit. Be careful!
# Ankle Kick (d+rk - after being knocked down)
Another addition to the list of options that you have after your opponent
knocks you down. This move gives a quick low shot to the enemy. Useful
for getting out of tight jams!
# Special Outfits
As of this writing, there are three characters that can use additional
outfits by pressing "START" to select them instead of a punch or kick
button. These are:
Jin Kazama -- school uniform with pinstripe pants and a purple shirt (*)
Forest Law -- the classic yellow and black Tekken uniform
Ling Xiaoyu -- school uniform with miniskirt and white shirt (*)
(*) -- these can only be selected after Mokujin becomes fightable
Also, additional characters can be used by pressing "START" on certain
basic characters:
Nina Williams -- Anna Williams (*)
Eddy Gordo -- Tiger (**)
(*) -- these can only be selected after Bryan Fury becomes fightable
(**) -- these can only be selected two weeks after Ogre II becomes playable
# Special Stages
As of this writing, there is one special stage that can be accessed.
High School -- you can fight here when either Jin or Xiaoyu is selected
with the start button as the challenger.
# Tiger Jackson
After Ogre II gets released, you must have beaten the game with all 18 base
characters to release Tiger. To select him, select Eddy with start.
# Anna Williams
Anna comes out via normal release between Mokujin and Bryan Fury.
# Dr. Boskonovich
To get Dr. B, win four games of Tekken Force, collecting the keys and then
defeating him in battle.
# Gon
To get Gon, defeat him in a game of Tekken Ball. Gon is selected offscreen.
# Special Outfits
There are a few characters that have special third costumes, these can be
selected with the start button after they are obtained. The numbers next
to the outfit descriptions designate the number of games the indicated
character must be used for.
Jin Kazama 50 - school uniform with pinstripe pants and a purple shirt
Forest Law na - the classic yellow and black Tekken uniform
Ling Xiaoyu 50 - school uniform with miniskirt and white shirt
Gun Jack 10 - classic Jack-2 skin
Anna Williams 25 - zebra stripe dress
-Face Up Feet Towards Position-
lp+rp+lk+rk - Agression Charge
f,f - Doctor Roll (FB)
^rk - Rolling Kick (*B)
^lk+rk - Flip Flop Kick
lp - Cough It Up (!)
rp - Cough It Up (!)
lk+rk - Hop Up
lk,lk - Rolling Kicks
rk,lk,rk,lk,rk - Roo Kicks
rk,rk,lk,rk,lk,rk - Trick Roo Kicks
-Play Dead Position-
lp+rp+lk+rk - Agression Charge
f,f - Doctor Roll (FB)
^lk+rk - Flip Flop Kick
lk+rk - Super Roo (EFB)
-Face Down Feet Away Position-
rk - Backwards Crescent Lunge
b,b~lk+rk - Rolling Super Roo (EFB)
+Obtaining Gon+
To select Gon, defeat him in a game of Tekken Ball.
lp+lk - Bite Toss
rp+rk - Bite Toss
(ss left)lp+lk - Multi Slam
(ss right)lp+lk - Giant Swing
(from behind)lp+lk - Tackle and Stomp
lp,lp,lp,lp,lp - Advancing Punches
b+lp - Roo Fist
uf+lp - Demon Gonfist (NJ)
(WS)lp - Uppercut (NJ)
F+lp+rp,lp+rp,lp+rp - Triple Headbutt
f,f+lp+rp,lp+rp - Sawblade -> Sky Headbutt
D+lp+rp - Grounded Gon
^lp - Roll -> Get Up
^u - Get Up
^f - Roll Forward
^b - Roll Backward
^lk - Tail Swipe
^rk - Tail Swipe
^d+lp - Face Down Position
^lk - Ankle Kickout
^f,lk - Roll and Boot Kick
^f,rk - Roll and Boot Kick
^b,lk - Roll and Roo Kick
^b,rk - Roll and Roo Kick
^rk - Ankle Kickout
^f,lk - Roll and Boot Kick
^f,rk - Roll and Boot Kick
^b,lk - Roll and Roo Kick
^b,rk - Roll and Roo Kick
uf+lp+rp - Backdrop
UF,lp+rp - Belly Flop -> Face Down Position
b+lp+rp - Foot Tossover
df+lp+rp - Offensive Push
f,n,d,df+lp+rp - Shoulder Uppercut (NJ)
f+rp+lk - Helicopter Attack
F+lk,lk - Twin Tail Sweeps
f+lk+rk - Dropkick
lk+rk - Center Headbutt
b+lk+rk,b - Sidestep Shuffle
^b - Multiple Shuffles (can be repeated)
df+lk+rk - Frankengon -> Face Up, Feet Towards
^lk - Mid Kickup
^rk - Mid Kickup
^d+lp - Face Down, Feet Towards
^lk - Sliding Kickback
^rk - Sliding Kickback
db+lk+rk - Sit Down
^f,lk - Roll and Boot Kick
^f,rk - Roll and Boot Kick
^b,lk - Roll and Roo Kick
^b,rk - Roll and Roo Kick
f,F+lk+rk - Dinoflipper Attack
u+lk+rk - Helicopter Tail Attack
UF,lk+rk - Helicopter Tail Attack
^uf+lk+rk - Flip, Stomp, Flop
uf+rk - Hopkick (NJ)
UF,lk - Buttflop
UF,rk - Buttflop
u+rk - Buttflop
D,db+lk+rk - Roo Kick (NJ)
D,df+lk+rk - Shin Charge
rk,rk,rk,rk,rk,lk+rk - Multi-Tail -> Fire Attack
d+rk - Tail Swipe
lp+rp - Fire Breath (!)
lp+rp~lp - Electric Guard (!)
^rp - Dual Shock -> Face Down Position (!)
lp+rp~rp - Electric Guard (!)
^rp - Dual Shock -> Face Down Position (!)
b+rk - Jurassic Fart (!)
f,F,(pause) - The Unguarded Headbutt (!)
lp+rk - Mega Dinoflipper (!)
(NJ)
B - lp,lp+rp
B - lp,lp,rp
B - lp,rp,rp
B - lp,rp,lp+rp
B - lp,d,df,f+rp
B - lp,f,n,d,df+rp
I - lp,rp,lp+rp
I - lp,f,n,d,DF+rk,rk,n,lp
I - f,n,d,df,n,rk,rk
I - lp,f+lp,b+rp,n~lp
I - lp,rp,lp,f,n,d,DF+rk,lp
E - lp,f+lp,b+rp,f+lp,f,n,d,DF+rk,n,rk~rk
(BL)
B - df+lp,rp
+Profile+
catch copy - king of the iron fist
nationality - Japanese (though the Japanese government denies it)
fighting style - mishima style fighting karate
age - 73
height - 179cm
weight - 80kg
blood type - B
occupation - leader of mishima financial empire
hobby - bathing, meditation
likes - ruling the world
dislikes - none
stage - Temple Entry Room
-Left Leg Forward-
lp,rp - One-Two Punches
rp,rk - Punch -> Jumping Back Wheel Kick
f+rp - Backfist -> Right Foot Forward
b+rp - Backfist
f+rp~F - Backfist
f+lk - Left Flamingo Stance
f+lk~lk - Stabbing Sidekick
f,f+lk - Crescent Kick -> Right Foot Forward
f+rk - Face Kick -> Right Flamingo Stance
f+rk,rk - Face Kick Combo -> Right Foot Forward
b+rk - High Kick -> Right Foot Forward
lk,lk,lk,lk - Machine Gun Kicks
lk,lk,d+lk,rk - Assailant Combo -> Right Flamingo Stance
lk,lk,d+lk,rk,rk - Insane Assailant Combo
lk,lk,lk,rk - Butterfly Attack -> Right Flamingo Stance
lk,lk,lk,rk,rk - Butterfly Combo
lk,lk,rk - Knife Foot Combo -> Right Flamingo Stance
lk,lk,rk,rk - Changeup Combo -> Right Foot Forward
lk,lk,rk,rk,B+rk - Wind Kick Combo
rk,rk,rk,rk - Hot Feet
rk,rk,rk,lk - Fourfooter
rk,rk,rk - Triple Right Kick -> Right Flamingo Stance
rk,rk,rk~B - Triple Right Kick
rk,rk~F - Right Hook Kicks -> Right Foot Forward
rk,lk - Double High Kick Combo
u+lk,lk,lk,lk - Sky Reacher Combo
u+rk - Right Sky Kick
lp,lp,lk,lk - 2x Punches -> 2x Kicks Combo
lp,rp,lk - 2x Punches -> Kick Combo
lp,rp,rk - 2x Punches -> Kick Combo
lk~rk - Flying Eagle
(WS)+rk - Reverse Roundhouse
-Right Leg Forward-
rp,lp,lp - Triple Punch
f+rk - Right Flamingo Stance
b+lk - High Kick -> Left Foot Forward
b+rk - Sidestepping Roundhouse
f+rk~rk - Lifting Leg (NJ)
rk~lk - High Roundhouse -> Right Foot Forward
rk,lk - Chainsaw Kick
f+lk - Hook Kick -> Left Flamingo Stance
f+lk,lk - Hook Kick -> Axe Kick -> Left Foot Forward
f+lk,n,lk,lk,lk - Hook Kick -> Machine Gun Kicks -> Left Foot Forward
f+lk,n,lk,lk,rk - Hook Kick -> Triple Kick -> Right Flamingo Stance
f+lk,n,lk,lk,rk,rk - Hook Kick -> Changeup Combo -> Right Foot Forward
f+lk,b+lk - Hook Kick -> Sidestepping Roundhouse -> Left Foot Forward
f+lk,d+lk - Hook Kick -> Shin Kick -> Left Foot Forward
f+lk,rk - Bad Dancer
f,f+rk,lk - Screw Kick
lk,lk - Teaser Combo
rk,rk - Double Hook Kicks
-Left Flamingo Stance-
lp - Left Jab
rk - Spin Kick -> Right Flamingo Stance
f+lk - Axe Kick -> Right Foot Forward
b+lk - Left Sidestep Roundhouse
d+lk - Shin Kick
d+rk - Right Leg Sweep
rp,rp - Spinfist -> Right Jab
lk,lk,lk - Machine Gun Kicks
lk,lk,rk - Left Kicks -> Spin Kick -> Right Flamingo Stance
lk,lk,rk,rk - Changeup Combo -> Right Foot Forward
lp+rk - Power Blast (!) -> Left Foot Forward
^b,b - Cancel -> Left Foot Forward
rp,rp,lk,rk,lk,rk,rk,rk,rk,lk - Tenstring
-Right Flamingo Stance-
lp - Left Spinfist -> Left Foot Forward
rp - Jab -> Right Foot Forward
lk - Spin Kick -> Left Flamingo Stance
rk - Side Kick -> Right Foot Forward
f+rk - Axe Kick -> Right Foot Forward
d+lk - Left Leg Sweep -> Left Foot Forward
d+rk - Low Kick
lp,rp,lk,rk,lk,rk,rk,rk,rk,lk - Tenstring
+Juggles+
(NJ)
B - rk,rk,rk,rk
B - lk,lk,lk,lk
B - lk,lk,lk,rk~lk
I - lp,lp,lp,rp,rk
I - lp~rp~rk
(HJ)
B - lk~rk,db+lk+rk
B - lk~rk,d+rk,rk
B - uf+lk,rk,lk
I - db+lk+rk
E - lp,uf+lk,rk,lk
E - lk+rk,f+lk,n,lk,lk,lk
E - lk+rk,f+lk,n,lk,lk,rk,rk
+Profile+
catch copy - blood talon
nationality - Korea
fighting style - Taekwondo
age - 19
height - 181cm
weight - 68kg
blood type - O
occupation - leader of street swindler gang
hobby - sailing (his athletic ability is exellent)
likes - rock 'n roll and fighting (he is also good at arguing)
dislikes - Mishima style Fighting Karate, Jin Kazama
stage - Mountain Dojo
(NJ)
B - lp,rp,rp
B - lp+rk,rp,rk
B - lp,rp,rk
B - lp,df+rk,rk
I - lp,rp,rk,f,n,d,df+rk,rk
I - b,f+rp,lp,d+rp
I - lp+rk,lp,lp,rp
I - b,F+rp,lp,d+rp,f,f,rp
E - lp,rp,b,f+rp,lp,d+rp,f,F+rp
E - lp,rp,rk,(ru)lp+rk,rp,rk
E - f,n,d,df+lp,lk
(BJ)
B - lp,rp,rp
B - lp,lp,rp
I - f,n,d,df+rp
+Profile+
catch copy - fatal lightning
nationality - Japan
fighting style - advanced Mishima style Fighting Karate and Kazama style
of self-defense (It is the mixture of learning from his
mother and also his own style)
age - 19
height - 180cm
weight - 75kg
blood type - AB
occupation - martial artist
hobby - forest bathing
likes - mother's precepts
dislikes - deceiving others
stage - Tiger Dojo
-multipart throws-
f,n,d,DF+lp+rp - Ultimate Tackle
^lp,rp,lp,rp,lp - Mounted Punches
^lk+rk,d,n,lp+rp,lp+rp - Ultimate Bonesplitter
^lp+rp - Arm Break
^lp+rp - Double Arm Break
^lk+rk - Leg Break
^lp,rp,lp,lp+rp - Mounted Punches -> Arm Break
^lp,rp,lp,lk+rk - Mounted Punches -> Leg Break
b+lp+rp - Irish Whip
^lk+rk - Spinning Ground Smash
^rp+rk - Quick Slam
^lp+lk - Spin & Let Go
^lp+rp - Turn Around & Let Go
d,df,f+lp - Jaguar Driver
^lp+rp,lk,rk,lp+rp - Boston Crab
f,n,df+rp+lk - Standing Achilles Hold
^lp+rp,lk,lp,lp+lk - Scorpion Death Lock
^lp,rp,lk,lp+rp - STF
^lp+rp,lp,lk,lp+rp,rk - Indian Death Lock
^lp,lk,rk,lp+rp,lk+rk - Romero's Special
f,n,d,df+lp+rk - Single Arm Hyperextension
^lp+rp,lp+rp - Double Arm Hyperextension
^lp+rp,rk,rp+rk - Russian Leg Sweep
^rk,lk,rk,lk+rk,lp+rp - Arm Crucifixion
^rp,lp,lp+rp+lk - Chicken Wing Face Lock
^rp,lp,lk,lp+rp+rk,lp+rp+rk - Dragon Sleeper
^lp+lk,lk+rk,rp+rk,lp+rp,lp+rp+lk - Rolling Death Cradle
#-multipart tree-#
A---> C---> D--> E--> F
| |
| --> J
|
B---------> G--> E--> F
| |
| --> J
|
--> H--> I--> F
|
--> J
A) df~lp+lk - Reverse Arm Clutch
A) df~rp+rk - Reverse Arm Clutch
B) df~lp+rp - Reverse Full Nelson
B) ss,rp+rk - Reverse Full Nelson
C) rp,lp,lp+rp - Backdrop
D) lk+rk,lp+rp - German Suplex
E) lp,rp,lk+rk - Powerbomb
F) rp,lp,lk,rk - Giant Swing
G) rp,rp,lp+rp - Cannonball
H) lk+rk,lp+rp,lp+rp+rk - Manhattan Drop
I) lp,rp,lk+rk,lp+rp - Super Freak
J) lk,lp,rp,lk+rk,lp+rp+lk+rk - Split Powerbomb
(NJ)
B - lp,(ru),d+lk+rk,rp
B - lp,rp,d+lk+rk
B - lp~rp,d+rk+lk,rp
I - rp,lp,lp+rp,lp
+Profile+
catch copy - anger of beast
nationality - Mexico
fighting style - wrestling
age - 28
height - 200cm
weight - 90kg
blood type - A
occupation - professional wrestler, management of an orphanage
hobby - pleasing children
likes - drinking beer in victory with Armor King
dislikes - tears of children
stage - Wrestling Ring in the Sky
(NJ)
B - db+rp,rk
B - b+lp,rp,lp
B - f+rp~lp
B - b+rp,lk,rk
B - lk,rk
B - lk,lk,rk
B - df+rk,lk
B - d+rp,lk
B - lp,db+rk
B - lp,db+rp,rk
B - lp,b+rp,lk,rk
B - lp,d+rp,lk
I - lp,rk,u+lk
I - lp,rp,db+rp,rk
I - lp,rp,b+rp,lk,rk
I - lp,rp,b+rp,d+rp,lk
+Profile+
catch copy - flaming dragon has come back
nationality - USA
fighting style - Chinese martial arts
age - 25
height - 177cm
weight - 66kg
blood type - B
occupation - the second master of Marshall's dojo (maybe)
hobby - shopping
likes - credit cards (he was made to shoulder Paul's participation fee of
the tournament as well as all the gasoline expenses)
dislikes - riding on the bike with Paul (he is afraid of Paul's driving)
stage - Marshall's Hilltop Dojo
-Crane Stance-
rp - Backfist -> Back Turned Position
lp - Rush Punch (Back Turned Postition on Block)
rk - Hop Forward -> Low Kick
lk - Hop Forward -> Mid Kick
lk,rk,rp,lk - 4 Hit Combo (NJ)
(ss left) - Panther Stance
(ss right) - Snake Stance
+Juggles+
(NJ)
B - uf+rk
I - lp,f,n,lp,rp,lp,rp,rk
I - rk~rk,lk,lk
I - uf+rk,uf+rp,lk
I - rk,rk~rk,lk,lk
+Profile+
catch copy - super police
nationality - China
fighting style - various martial arts (cored Wu Xing Fist)
age - 45
height - 175cm
weight - 65kg
blood type - A
occupation - policeman
hobby - movies, naps
likes - SONY products (he has appeared on a SONY commercial film)
dislikes - crimes, villains
stage - Quiet Street
Mokujin randomly imitates one character per round. Moves lists are
respective to the character that Mokujin is imitating. Pay attention to
the taunt Mokujin does at the start of the round. The taunt and his
fighting stance will indicate which character Mokujin is imitating.
Execute moves and techniques accordingly.
Here is a guide of character warm-up stances to help you -
Bryan Fury - Walks up to you with his hands behind his back.
Thrusts his fists around like a boxer.
Eddy Gordo - Walks up and points at you... "you're next!"
Flips and dances a bit before starting his standard dance.
Gun Jack - Swings his arms left and right on the outside.
Arms pop in and out of his sockets rapidly.
Hwoarang - Warms up using some extremely high kicks.
Tilts his head over, and scratches his hair.
Heihachi - Stands there stiffly, then is surrounded by sparks.
Starts sitting indian style, stands up, and turns around.
Jin Kazama - Dons his gloves and gets into his stance.
Puts his hand on his hip, then tilts his head back in
a "Let's Go" gesture.
Julia Chang - Puts on her headband, then pats her cheeks.
Prays briefly before the fight.
King - Starts kneeling with his back turned, stands up and turns.
Tilts his head back and holds his arms out a little to
his sides as if roaring.
Kuma / Panda - Starts sitting indian style, then rolls into place.
Lifts his hands above his head as if he was roaring.
Forest Law - Squares off in concentration, hands in front of his face.
Jumps around, keeping his body moving.
Lei Wulong - Stretches within panther stance.
Crosses his arms and nods his head, "Let's go!"
Nina Williams - Gestures with her hand, pretending to slice her throat.
Shakes her head with her hand in her face.
Paul Phoenix - Mashes his fists together, rolls his neck into place.
Moves his hands around his head, as if he is using a comb.
Ling Xiaoyu - Hops up and down happily.
Puts her hands together and bows politely to her opponent.
Yoshimitsu - Teleports all over the place.
Starts facing away, then does a slow flip into place.
Here is a guide of character fighting stances to help you -
Bryan Fury - Almost nondescript, but one hand is at a right angle above
the other.
Eddy Gordo - Ginga dance, very noticeable.
Gun Jack - Low set, knees bent more than Jin or Paul.
Hwoarang - Hops up and down, starts with his left foot forward.
Heihachi - Nondescript.
Jin Kazama - Nondescript.
Julia Chang - Low set, arms guarding farther out than Jin or Paul.
King - Hops forward and back, leaning in and out.
Kuma / Panda - Arms bent down in front of him, hunched over.
Forest Law - Keeps on moving, hopping around all over the place.
Lei Wulong - Sidesteps left and right constantly.
Nina Williams - Almost nondescript, but hands bob up and down.
Paul Phoenix - Nondescript.
Ling Xiaoyu - Higher set, arms farther out than Jin or Paul.
Yoshimitsu - He has a sword! Geez!
To determine between nondescript characters : Dash back, then tap f,f+rp.
Straight Punch - Jin
Rushing Uppercut - Heihachi
Dashing Elbow - Paul
+Profile+
catch copy - wooden person
nationality - ???
fighting style - mimicry
age - ???
height - 178cm
weight - 95kg
blood type - sap
occupation - training dummy
hobby - mimicry
likes - mimicry
dislikes - mimicry
stage - Serene Forest
(NJ)
B - lp,df+lk,rp,lk
B - lp,df+lk,rp,rk
B - lp,db+rk,lk
B - db+rk,lk
B - d+rk~lp,rk
B - lp,rp,lp,rp,lp+rp
I - lp,lp,B+rp,rp
I - db+rk,lk,lp,db+rk,lk
I - db+rk,lk,uf+lk,db+rk,lk
I - db+rk,lk,db+rk,pause,lk
E - b+rp,rp,d+rk,lp,f,f+lk
E - lp,rp,d+rk,lp,d+rk,lp,f,f+lk
E - uf+lk,d+rk,n,lp,f,f+lk,f,f+lp+rp,f,f+rk
+Profile+
catch copy - silent assassin
nationality - Ireland
fighting style - assassinating martial arts based on Bone Martial Arts and
Aikido
age - 22
height - 161cm
weight - 49kg
blood type - A (but changed while cold sleeping)
occupation - assassinating Kazama (under control)
hobby - retracing memories
likes - not remebered (maybe tea with milk)
dislikes - not remebered (maybe Anna)
stage - Laboratory Courtyard
(NJ)
B - d+rk,rp
B - lp,rp,d+rp
B - lp,rp~lk
B - lp,uf+lk~rk
B - rp,uf+lk~rk
I - lp,rp,d,df,f+rp
I - lp,lp,lp,d,df,f+rp
I - uf+rk,lp,rp,uf+lk,rk,f+lk
E - lp,f,f+lk,rk,f,f+rk
(BL)
I - d+rk,rp,d+rp
E - d,db,b,n,lk,rp,lp
+Profile+
catch copy - hot-blooded martial artist
nationality - USA
fighting style - combined martial arts based on Judo
age - 46
height - 187cm
weight - 81kg
blood type - O
occupation - none (still training with the intention to be No.1 in the
universe)
hobby - riding on a motorbike
likes - pizza, smell of gasoline
dislikes - freeways in Japan (he was caught in a traffic jam at the previous
tournament)
stage - Punk Alley
(NJ)
B - D,lk,rp,lp,rk
B - D,lk,rp,rk
B - lp,rp,db+lp
I - lp,D+lp,f+rk,rk
E - lp,lp,db+lp,D,df+rk,rk
E - lp,lp,db+lp,d+lp+rp,f+rk,rk
E - lp,u+lp+rp,rp,D,df+rk,rk
+Profile+
catch copy - High-Spirited
nationality - China
fighting style - various Chinese martial arts based on Bagua Fist
age - 16
height - 157cm
weight - 42kg
blood type - A
occupation - 10th grade student, looking after a panda
hobby - visiting amusement parks and theme
parks all over the world, sight seeing
likes - pork siubao, sweet siubao (sweatened small red beans inside),
shrimp siumai, Beijin duck, takoyaki (grilled octopus), etc...
dislikes - math teacher
stage - Namco's Wonder Egg
(NJ)
B - b+lp,f+lp,db+lp
B - b+lp,f+lp,uf+lk+rk
I - lp,lp,lp,f,f+rk,db+lp
I - b+lp,f+lp,u+lp+rp,uf
I - df+lp,d+rp,(ru),u+lp+rp,f,f
E - df+lp,d+rp,uf+lk+rk,b+lp,uf+lk+rk
E - lp,B+lp,lp,lp,n,lp,B+lp,lp,lp,d,n,rk
E - df+rp,lp,f,f+rk,DB+lk,lk,lk,lk,lk,f+rk,db+lp
(HJ)
I - b+lp+rp,lp,lp,f,f+lk,lp
I - b+lp+rp,lp,lp,B+lp,lp,n~f,f+rk
+Profile+
catch copy - mechanized space ninja
nationality - none (ex-Japan)
fighting style - "Manji" ninja arts
age - ???
height - 178cm
weight - 63kg
blood type - O
occupation - leader of "Manji" party
hobby - watching Sumo games, net surfing
likes - arcades (especially in Shinjuku)
dislikes - villains, game players with bad manners
stage - Serene Forest
Tekken 3 sees a new era in 3D Fighting Games... an era in which you can
easily counter your opponent's attacks. This is a big step towards more
realistic fighting, obviously... and an interesting twist to classic
gameplay. While reversals and counters are tricky to learn and pull off
sometimes, this section will give you some ways in which to escape the most
damaging attacks in Tekken... throw and grapple techniques.
E - Escape
R - Reversal
Throw Counters
--------------
* General - Left Throw (lp+lk) E lp
Right Throw (rp+rk) E rp
* Bryan - Messanger of Death E lp+rp
* Eddy - Spiraling Hip Toss (b,db,d,df,f+lp+rp) E lp+rp
* G-Jack - Lifting Choke and Toss (uf+lp+rp) E lp+rp
Face in the Dirt (db+rp+lk) E rp
Death Heave (df+rp+rk) E rp
Modified Death Heave (df,DF+rp+rk) E rp
Stone Knee (d,db,b+rp) E rp
Pyramid Driver (d,df,f+lp) E lp
Choke Slam (f,f+lp+rk) E rp
Piledriver (db,F+lp+rp) E lp+rp
* Hwoarang- Jawbreaker (f,F+rp) E rp
Boot to the Head (d,db,b+lk) E lp
Trip Takedown (d,DB+lp+lk) E lp+rp
* Jin - Striking Fist (df+rp+lk) E rp
Stone Head (f,f+lp+rp) E lp+rp
Tower Breaker (d,db,b+lp+lk) E lp
* Julia - Full Nelson Suplex (df+lp+rp) E rp
Front Suplex (d,db+lp+lk) E lp
Triple Strike Grapple (d,db,b,F+rp) E rp
Cyclone Suplex (D,db,d,DB+lp+rp) E lp+rp
* King - DDT (D,db,d,DB+lp+rp) E lp+rp
Tombstone Piledriver (db,f+rp) E rp
Coconut Crush (df+rp+lk) E rp
Giant Swing (f,b,db,d,df,f+lp) E lp
Figure 4 Leglock (db+lp+rp) E lp+rp
Split Powerbomb (d,db,b+lp+rp) E lp+rp
R lk+rk
Low Powerbomb (d+lp+lk) E lp+rp
Low Powerbomb (d+rp+rk) E lp+rp
Spinning Ground Smash (Irish Whip, lk+rk) E lk+rk
Quick Slam (Irish Whip, rp+rk) E rp
Spin & Let Go (Irish Whip, lp+lk) E lp
Turn Around & Let Go (Irish Whip, lp+rp) E lp+rp
Jaguar Backbreaker (Middle Smash, lp+rp) E lp+rp
Jumping Powerbomb (Middle Smash, lp+rp,u,d,n,lk+rk) E lk+rk
Standing Achilles Hold (f,n,d,df+rp+lk) E rp
Scorpion Death Lock (SACH, lp+rp,lk,lp,lp+lk) E rp
STF (SACH, lp,rp,lk,lp+rp) E lp
Indian Death Lock (SACH, lp+rp,lp,lk,lp+rp,rk) E lp+rp
Single Arm Hyperextension (f,n,d,df+lp+rk) E lp
Double Arm Hyperextension (SAH, lp+rp,lp+rp) E lp
Russian Leg Sweep (SAH, lp+rp,rk,rp+rk) E rp
Chicken Wing Face Lock (SAH, rp,lp,lp+rp+lk) E lp+rp
Dragon Sleeper (SAH, CWFL, rp,lp,lk,lp+rp+rk,lp+rp+rk) E lp
Rolling Death Cradle (SAH, CWFL, lp+lk,lk+rk,rp+rk,..) E rp
Left Reverse Arm Clutch (df~lp+lk) E lp
Right Reverse Arm Clutch (df~rp+rk) E rp
German Suplex (Left RAC, BD, lk+rk,lp+rp) E lk
German Suplex (Right RAC, BD, lk+rp,lp+rp) E lp
Giant Swing (Left RAC, BD, GX, PB, rp,lp,lk,rk) E rp
Giant Swing (Right RAC, BD, GX, PB, rp,lp,lk,rk) E lp
Giant Swing (RFN, CB, PB, rp,lp,lk,rk) E rp
Giant Swing (RFN, CB, MD, SF, rp,lp,lk,rk) E lp
Split Powerbomb (RAC, BD, GX, PB, lk,lp,rp,lk+rk...) E rp
Split Powerbomb (RFN, CB, PB, lk,lp,rp,lk+rk...) E lp
Split Powerbomb (RFN, CB, MD, SF, lk,lp,rp,lk+rk...) E rp
Powerbomb (RFN, CB, lp,rp,lk+rk) E lp
Manhattan Drop (lk+rk,lp+rp,lp+rp+rk) E rp
* Kuma - Stone Head (f,f+lp+rk) E lp+rp
Circus Roll (f,df,d,db,b,f+lp+rp) E lp+rp
* Law - Chastisement Punch (df+lp+rp) E lp+rp
Dragon Knee (f,f+lk+rk) E lp+rp
* Lei - Trip (f,f+lp+rp) E lp+rp
Trip & Elbow (uf+lp+rp) E lp+rp
Neck Shake Throw (Dragon Stance, lp) E lp
* Nina - Embracing Elbow Strike (df,df+lp) E lp+rp
Chin Bash (d,df,f,lp+rp) E rp
Standing Reverse Arm Lock (CB, lp,lk,rp,lp) E lp
Rear Gatelatch Falconwing Squeeze (SRAL, lk,lp,rk...) E lp+rp
Falling Reverse Arm Lock (SRAL, rp,lp,lk,rk,lp+rp) E lp
Knee Bash -> Neck Snap (CB, rp,lk,rk,rp,rp) E rp
Octopus Special (lp,rp,rk,lk,lp+rp+lk) E lp+rp
Falling Neck Snap (CB, KB, lp,lk+rk,lp,rp,lp+rp) E lp
Crab Claw (d,df,f+lk+rk) E lp
Rolling Arm Bar (CC, lk+rk,lk,rk,lp+rp) E lp+rp
Achilles Tendon Lock (CC, lk+rk,rk,rp,lp+rp) E rp
Knee Cross Lock (CC, ATL, lk,lp,rk,rp+rk) E lp
Rolling Achilles Tendon Lock (CC, ATL, lp,lk,rp+rk...) E lp+rp
Twisting Shoulder Break (rp,lp,lp+rp,lp+rp+lk) E rp
* Paul - Striking Shiho-Nage (df+lp+rp) E lp+rp
Shoulder Ram (f,f+lp+rp) E lp+rp
* Xiaoyu - Human Hurdle (f+rp~lp) E lp+rp
Over-Shoulder Throw (d,db,b+rp) E rp
* Yoshimitsu - Skydiver (d,db,b+lp+rp) E lp+rp
Reversal Counters
-----------------
* General - Left Limb Reversal R f+lp+lk
Right Limb Reversal R f+rp+rk
What use is there to knowing the moves if you don't know when and how to
use them? The single most important thing in any fighting game, without a
doubt, is the strategy that you use to win. In this section, I will try to
touch upon the basic aspects of gameplay and strategy in Tekken 3, and then
move on to some basic character strategy.
-GENERAL-
# Blocking
To say the least, blocking is rather important. Your opponent's attacks will
be rendered useless, you won't sustain damage, and you'll get a small
opening for a counterattack. Remember that attacks in three basic levels,
High, Middle, and Low. High attacks are generally the easiest to see coming.
They are easily blocked standing up, and can even be ducked under. Middle
attacks cannot be ducked under, but can also be blocked while standing up.
Low attacks can be blocked low or hopped over. Keep in mind that there are
unblockable attacks in the game, and that throws cannot be blocked!
# Throwing
A valuable move in any character's arsenal. Once you have a hold on your
opponent, your character will perform some type of damaging close attack.
Throws can only be initiated while you are very close to your opponent,
otherwise your character will appear to be "grabbing air". Keep in mind
that throws can be countered, reversed, ducked, and dodged.
# Juggling
Another aspect of Tekken 3's complex gameplay is the juggle system. Once
you get your character in the air (many moves do this, in my FAQ moves that
juggle your opponent are denoted by (NJ) after the move's name), you
can hit them using punches, kicks, and strings. A chain of moves that hits
your opponent once they are in the air is known as a "juggle combo". Juggle
Combos are very valuable because every single hit that connects while your
opponent is airborne is effectively unblockabe. My advice : try to get your
opponent in the air as much as you can, and learn a few different juggle
combos. Know your arsenal!
# Countering
Countering, to make a long story short, is the act of attacking your
opponent while he/she is attacking you. This may be difficult at first, but
is essential to winning in Tekken 3. Attacks that connect on counterhit
even do more damage than normal! Try axis shifting before countering,
especially when you know that your opponent is performing a long, drawn
out combo that is difficult to break out of once started! Once you become
more comfortable with countering, you can start to use more of your
character's arsenal (some moves do certain things on counterhit, such as
juggle or stun). Add countering to reversing tactics, and you have a very
good way to play defensively.
# Reversing
Reversing is similar to countering. When your opponent attacks, you can
perform a move that catches your opponent's arm or leg and gives a shattering
counterattack. Mind you, not all characters have reversals, but some
characters that don't have reversal moves have "combo breaking" moves
instead. Combo Breaks are moves that reverse an opponent's attack, but
don't do any damage. Reversals and Combo Breaks are very difficult to time
correctly at first. Don't get discouraged though... reversing is a VERY
important skill to learn.
-BRYAN FURY-
# General
Bryan's greatest asset is the mix of numerous small strings (all composed of
three or four hits, ranging in attack levels) and powerful one-hitters.
Dazzle the opponent with quick, varied strings for a while and then blast
them with the power moves!
# Quad Attack (lk,rp,lp,rp) - M,M,M,M
One of Bryan's many small strings, this string is a variation on Bruce's
old Gattling Attack (lk,rp,lp,rk) combo, which hit M,M,M,L. I suggest, if
you liked the Gattling Attack combo, do it a few times during the match,
and then use the Quad Attack... the hard swipe at the end is almost a sure
hit (unless the opponent never blocked the low hit at the end of the Gattling
Attack combo, which you should be wary of).
# Straight Fist (f,F+rp) - H
One of Bryan's power move arsenal, the Straight Fist blasts the opponent
away quickly and efficiently. It is very powerful for what it is, and is
best executed after a small string (like the Quad Attack or Southern Cross).
# Double Punishment (d,df,f+rp,B+rp) - M,!
This can only be completed if the Gutpunch (d,df,f+rp) connects... but the
results on completion are monstrous. Not only does it look cool (Bryan
laughs like a madman during the second hit as well), but it does a ton of
damage and can be followed up with a juggle! The best thing to do here is
the Spinning Punches -> Spinkick (B+rp,lp,rk) combo... all it takes is the
Gutpunch to connect and the opponent suffers a good 80+% damage!
# Phantom's Claw (ss,lp~rp) - M
Another powerful addition to Bryan's arsenal, the Phantom's Claw is a rapid
fake-out version of the Straight Fist... and it comes off of a sidestep!
Think of the look on your opponent's face when he/she is pummeled out of
a string from the side... savor that...
-EDDY GORDO-
# Vault Sweep (lk~rk) - L
The Vault Sweep is one of Eddy's most important moves. It hits low twice,
can be linked to the Hanstand Position, Rolling Kicks Combo, Crying Needle,
Grounded Position... possibilities are endless. Keep in mind that the Vault
Sweep takes some time to get off, and should be used from about two steps
away.
# Flapjack Kick (lk+rk) - M
The Flapjack Kick is a good move to follow up the Aggression Charge with.
It does good damage, and hits from above. However, the best part about this
move is that it can be used to fake out the opponent for a quick trip to
Hanstand Position! Holding back after initiating the move will start Eddy
into the move, and just before he hits the opponent, his legs split and
he breaks into the Handstand Position. This should be used in moderation,
though... and don't overuse either the kick itself or the fakeout.
# Arching Crescent (b+rk) - H
Although the Arching Crescent can be easily ducked or avoided, its main
value lies in its chaining ability. It can be chained to two flip kicks or
a long, low sweep combo. Try mixing it up a little... it's easy to forget
one move when you only do the other!
# Handstand Position (f+lk) - M
One of Eddy's secondary attack modes. From here, Eddy has a whole slew
of moves in his arsenal, from the Vault Sweep (this can be used for infinite
strings... Vault Sweep, Rolling Kick Combo, Handstand Position, Handstand
Kick, Vault Sweep, etc...), the Rollout Punch (and all the combos that go
with it), Grounded Position, Inferno Kick... Also, don't forget that Eddy
can move and dodge while in Handstand Position.
# Grounded Position (ss,lk) - L
Grounded Position is accessible after some moves by holding down, and is
signified by Eddy holding his head up before lying down. This only lasts
a second or two, so use one of his sweeps fast, then link to a spinning kick
to get back into Handstand Position.
-GUN JACK-
# General
Gun Jack's biggest advantage is in the sheer power of his moves. One of the
slowest characters in the game (if not the slowest), Gun Jack absolutely
needs this power to survive. Use his stronger moves as much as possible
without leaving yourself open!
# Reverse Mega Hammer Strike (d+lp+rp) - H
This is one of Gun Jack's strongest blockable hits... and puts the opponent
up for a low juggle. Follow it up with a Double Hammer Strike (lp+rp,lp+rp)
for a quick, easy, insanely damaging combo. Note the time that it takes
for Jack to wind up for the move, though... take into account that the
opponent can easily duck and counter.
# Jack Hammer (lp,lp,lp) - H,H,M
Just what the opponent needs to get ahead... two slow-as-mud swipes that
hit high. Be wary of the ducking opponent, and steer clear of using this
string at all!
# Windmill Punches -> Left Power Swipe (D,df+lp,rp,lp,lp) - M,M,M,H
These come off quick, provided you can get away with the crouch first.
The swipe at the end does alot of damage and stuns if blocked, but has a
nasty recovery time and can be ducked. My advice is to abort the swipe (lp)
at the end and go for a Double Hammer Strike (lp+rp,lp+rp) if possible!
# Cross Cut Saw (f,f+lp+rp) - M
Quick, powerful, and comes off a dash (try buffering...)! One of the nicer
parts of this move is that it can be followed up with a Low Cross Cut Saw
(lp+rp) or a Megaton Punch (df+rp) to make a string... one hits M,L and the
other M,M... try mixing it up. The Megaton Punch takes longer to execute,
so the experienced player (knowing this) will block the first hit, then
crouch. The Low Cross Cut Saw would be blocked, but you go for a Megaton
Punch... and the opponent realizes that the Low Cross Cut Saw won't come out
because of the delay. The opponent then blocks high. Be wary of this...
if it happens once, don't use the Cross Cut Saw again.
-HEIHACHI MISHIMA-
# General
Heihachi, without a doubt, is the most powerful character in the game
because of his unfair blend of speed, power, and juggle combos. However,
it is still very easy to lose with him due to the balanced nature of the
game. Keep this in mind, and don't lower your defense for a second!
# Wind Godfist (f,n,d,df+rp) - M
Yes, friends, the Wind Godfist is back (sorry Jin players)! Heihachi's
hits middle level, and juggles every time. It can be delayed incredibly
long, because it can be executed any time during the crouch dash (I suggest
reading Slikatel's articles on dash buffering and delays at TWP). Look at
Heihachi's juggle selection under (NJ) for a list of the crushing follow-up
possibilities!
# Chi Fists (lp+rp) - M
The only thing that could possibly make Heihachi more formidable than
he was in Tekken 2 would be the addition of a quick, almost invisible attack.
He got it. Also try the Delayed Chi Fists (f+rp~lp+rp) for added enjoyment.
Sidestepping during a tenstring or other non-tracking string and then using
the lightning-fast attack is another highlight. As always, don't overuse ;
there are plenty more crushing attacks in Heihachi's arsenal!
# Twin Pistons (df+lp,rp) - M,M
As dangerous as ever, the Twin Pistons remain high on Heihachi's priority
list because of the time it takes to execute the first hit... virtually
none. Both uppercuts hit middle level, and the second uppercut floats the
opponent for a (BL) juggle... just Twin Piston again for some easy damage.
This is an ideal minor counter move (or major counter for that matter, but
it is riskier).
# Hell Sweeps (f,n,d,DF+rk,rk,rk) - L,L,L
The most sickening thing to the opponent about the Hell Sweeps as that
they can branch off into five different attack routes after any of the
three sweeps. You can use a Dragon Punch (lp), a Rushing Uppercut (rp),
Tsunami Kicks (n,rk~rk), another Hell Sweep (rk) or juggle (n,rk usually).
All five hit middle level, which is extremely dangerous for the blocker.
Mix your attacks up... never use a mid-level move after the same number
of Hell Sweeps twice!
-HWOARANG-
# General
As always, and now more than ever, my advice to you... mix it up. Know
everything in Hwoarang's arsenal, and don't let up for a second. Use
all of his stances. Use tenstrings (or fragments of them) frequently.
Don't let up for a second.
# Leg Switch (lk+rk) - N/A
In my opinion, the Leg Switch is useless unless you know which leg is
forward (DON'T LOOK! It takes too long, leaving you open.). Hwoarang's
best combos can be done regardless of what stance he's in (or with his
left leg forward, which is the default usually).
# Bird Hunter (d+rk,rk) - L,H
This is one of Hwoarang's easiest jugglers. It changes attack levels, too...
for some reason, some find it difficult to block! Knock the opponent up
in the air for a good four- or five-kick volley.
# Hunting Hawk (uf+lk,rk,lk) - H,J,J
Provided you can get the first hit off, this is a damaging and fun-to-watch
combo. Provided you can get the first hit off. If the first hit is blocked,
only the second hit comes out, not the third... two hits, easy to reverse.
Only use once or twice a round... at the most.
-JIN KAZAMA-
# General
Jin, keeping in the Mishima juggle tradition, can hold his own, without a
doubt. Alot of his moves have been toned down or are harder to use (?) than
Kazuya's, but let's keep this in perspective.... Kazuya was a boss in Tekken
2. The key here is still in the juggles and unorthodox stun punch combos.
Keep going at the opponent, and don't forget that Jin has reversals.
# Tsunami Kick ([WS]rk,rk) - M,M
Nothing is more annoying than knowing that Jin can pop up for a double hit
after a crouch. Effective after going down with a d+lp to counter, Jin's
Tsunami Kick is a great weapon. Nonetheless, this one should only be used
while close, since it leaves Jin quite open.
# Demon Scissors (rk~lk) - M
The one good use for this move is as a follow-up for juggle combos.
Otherwise, it's useless because of the time it takes to execute.
# Demon Godfist (b,f+rp) - M
This one only stuns on counterhit... risky business for some. It is,
however, a vital move if you want to start a good, damaging combo. It
can be followed up with almost anything, so keep a few combos in mind before
you start... split-seconds count.
# Wind Godfist (f,n,d,df+rp) - H
Contrary to popular belief, the WGF is still one of the best, most efficient
ways to start a juggle combo. It only juggles on counterhit, though...
otherwise, it knocks your opponent too far away for you to do anything
useful.
# Rising Sun -> Hell Sweep -> Roundhouse (uf,n,rk,rk,rk,rk) - H,L,L,H
Annoying at best. Remember that this pre-canned combo tracks, so don't
abandon it if your opponent steps (or rolls) out of the way. Be wary,
though, about using this move against a character that has reversals.
A skilled opponent will put you down in no time. To be safe, get ready
with the right limb reversal counter (f+rp+rk).
-JULIA CHANG-
# General
Julia's greatest strength lies in the variety of her strings. The key here
is to keep at it, and never use the same combo more than twice! Her
best throw, in my opinion, is the Cyclone Suplex (D,db,D,db+lp+rp) because
it is difficult to escape. The only bad point to it is that it is sometimes
difficult to pull off (especially for new players). Try sidestepping before
starting some of her strings... that should increase your chances of hitting.
# Cannon Blast ((WS)rp or lk~rp) - M
This move is very important for starting Julia's multiple strings. Some
strings to try are (WS)rp,lp,lp (which juggles... tack on a d+rk,lp for
quick damage), and (WS)rp,lp,rk,lk (the Cannon Blast linked to the Buffalo
Arrow Combo). There are many other possibilities as well... some come
of quicker than others (check the moveslist!). The only down side to the
Cannon Blast is the time it takes to come out and the recovery time, one
of the worst in her arsenal.
# Buffalo Arrow Combo (df+lp,rk,lk) - M,L,H
This one is slow, but varies in attack level. I suggest using it every so
often, but don't make it a habit. It can come off of a Cannon Blast, making
it a little less predictable.
# Cyclone Suplex (D,db,d,DB+lp+rp) - Throw
This throw is superior to all of Julia's other throws because it is simply
the most difficult to escape. As opposed to the easier throws (which are
broken by tapping lp or rp at the right time, see the Throw Escapes section
for details), this throw is broken with lp+rp. The animation is pretty cool,
too.
To initiate a specific winning stance, hold down the indicated button after
you win a round. Credit goes to WLSociety for writing this section.
* Anna Williams
-lp Shakes her hands over her chest, turns, and poses with her hands out.
-rp Shakes her hands over her chest, turns, and poses with her hands out.
-lk Shakes her hands over her chest, turns, and poses with her hands out.
-rk Shakes her hands over her chest, turns, and poses with her hands out.
* Bryan Fury
-lp Gives two spinkicks, then goes into a flamingo-type stance.
-rp One of Bruce's old sequences. Here Bryan throws two jabs, executes
a spinkick, and then ends in a winning stance.
-lk ???
-rk Bends backwards, laughs, and motions to his opponent, "bring it on!"
* Eddy Gordo
-lp Here Eddy starts out by doing his normal dancing fighting stance,
does a spin as he then goes back to his stance and is laughing.
-rp For this one he starts with a head spin, goes into a break dancing
backspin move, and ends up in his normal dancing stance again.
-lk Eddy does his 2 footed arial assault into some type of taunting laugh.
-rk For his final win stance, he goes from a cartwheel directly into a
flip, then back to his fighting stance.
* Gun Jack
-lp In this sequence, Gun Jack bends his arms as if he is shooting an
arrow, and then turns and does it on the other side.
-rp Here Gun Jack puts out his arms and lifts off into the sky.
-lk In this classic sequence, Gun Jack rapidly beats his stomach with his
fists, subsequentially falling down due to lack of AI. Honestly, you'd
think that this problem would have been corrected after 19 years of
technological advancement! :)
-rk In this sequence, Gun Jack poses with his right arm bent, and then
steps forward and flails his arms toward the sky.
* Heihachi Mishima
-lp Heihachi does a double pose with two long blocking stances.
-rp Here, Heihachi stomps on the ground, squaring off with lightning
engulfing him.
-lk He thrusts his arm down below his knees, lightning sparking from his
lowered hand.
-rk He bends down into a crouch, with his legs bent under him, then crosses
his arms.
* Hwoarang
-lp In this stance, it starts with him doing an upward kick and then
into 2 powerful spinning round houses.
-rp He starts this out by doing some type of fighting stance where his
arms almost in a circular shape by his head. Then he goes into a low
kick and a spin and ends it off with that same stance again.
-lk This one is done very quickly. He first turns his back toward the
camera, crosses his arms and will eventually end up in a totem pole
like stance with his hands in the air.
-rk Here Hwoarang does 3 jabs, goes into the same stance as the first
one, crosses his arms and then raises and extends his right arm
forward.
* Jin Kazama
-lp Jin does a quick 4 punch combo into a defensive fighting stance.
-rp Jin displays his skills by doing a 3 hit 1,1,2 combo if front of the
camera.
-lk Jin shows his true Mishima roots by imitating the Devil Kazuya stance
from Tekken 2 where he stands straight up with his arms folded and as
the camera zooms in he looks away.
-rk Here Jin does a small uppercut and then comes back with a leaping one
directly toward the camera.
* Julia Chang
-lp Here Julia does a forward flip and puts her hands on her hips.
-rp Here Julia jumps off to the side, gets down on one knee, and puts
her hands together as if she was in prayer.
-lk In this sequence, Julia does a backflip and puts her hands on her hips.
-rk Jumps up in action, then stands and goes into prayer.
* King
-lp Here King leaps forward at you and raises his right arm a la
Tekken 2.
-rp King simply does a left backfist into a downward slash as he growls.
-lk For this one, King raises his fist 3 times kind of like "Three cheers
for King!!"
-rk King drops his arms as he looks up and growls at the moon.
* Kuma / Panda
-lp Here the bear mocks her nemesis Paul Phoenix by imitating Paul's
"Cop a squat" win stance.
-rp Classic Tekken 2 Kuma where she walks around waving her hands in
the air.
-lk The bear continues her theiving ways by stealing Marshall Law's old
school pose from Tekken 1. Here she rises up and leans back throwing
her hands above her head.
-rk This one is by far the funiest one of them all. After finishing
off her opponent, Kuma does her newer dancing bear routine.
* Forest Law
-lp Here Forest square's off his body as he brings his arms in and
concentrates his chi energy.
-rp He starts this one by going into a chi concentration and now that he
is ready for combat he then moves into his fighting stance.
-lk This is one of his more active win stances where it starts by him
doing 2 spinning round houses and then going into 2 jabs.
-rk For this pose, Law does 2 jabs then rises his right leg slowly from
forward to back and then holds it there showing off his balance and
skills as a fighter.
* Lei Wulong
-lp Here Lei starts out by doing his own rendition of his of a Can-Can
kicks, does 5 punches and then ends up in his Lion stance (I think...).
-rp Lei does a simple pose with both his arms extended in the air.
-lk Lei shifts back and does his drunken dance a la Tekken 2.
-rk Lei completes 4 stance changes as he displays his versatility as a
fighter.
* Nina Williams
-lp Nina uses her slutty walk to move toward you, do a backhand swipe,
and then laugh.
-rp In this one, she does a forward cartwheel into her trademark backhand
swipe.
-lk Nina does spins in a circle and instead of a backhand swipe, we see a
downward slash.
-rk This stance starts out with her now trademarked backhand swipe into
her deviant laugh.
* Ogre I
-lp Flies toward the camera, chanting.
-rp Raises his hand in the air, chanting.
-lk ???
-rk ???
* Ogre II
-lp Flies toward the camera, chanting.
-rp Raises his hand in the air, chanting.
-lk ???
-rk ???
* Paul Phoenix
-lp For this one, Paul brushes his hands off 3 times like he just took
out the trash and then raises his right arm in the air as a symbol of
victory.
-rp Paul starts off by dropping a devastating hammer punch into some form
of deep concentration.
-lk Paul simply does 3 salutes to show off his patronage.
-rk Here Paul squats down while looking at his opponent and starts
taunting them.
* Ling Xiaoyu
-lp This is the one that I see all the time. It is her handstand into
the splits (reminds me of Chun Li) then she falls back down onto her
knees.
-rp Here she calmly folds her hands together and bows to her opponent
similar to a Chinese greeting.
-lk Ling apparently has the happy feet in this win stance as she very
enthusiastically hops around flailing her arms showing off her
fighting skills.
-rk Ling waves her arms in a circular motions and then gets into a
defensive stance ready to take out her next victim.
* Yoshimitsu
-lp Here Yoshimitsu draws his sword and waves it back and forth as he
then pulls it back and is ready to strike.
-rp Yoshimitsu does a back flip into his sit down stance as he then
draws his draws his sword and holds it in front of him.
-lk This Stance begins by him doing his forward double somersault then
ends with him drawing his sword and is ready to strike.
-rk Ahh...the classic Tekken 1 win stance where bends his knee and hops
on one leg, then wiggles his head back and forth and goes into a stiff
arm motion.
- Catlord, for keeping me posted and constantly on guard.
- Slikatel, for helping me start out as a FAQ writer.
- Ben Cureton, because he has a bigger ego and a great moveslist.
- Richard "Dick" Luk, for providing my FAQ's first mirror.
- Justin Pierce, for keeping me in line.
- Douglas Rosengard, for cracking the update whip and scouting out moves
in odd places.
- MG, for releasing most of Lei's moves and scouting out the fixes for the
95% version of Tekken 3.
- WLSociety for writing up part of the win stance guide.
- Yuji Higaki for releasing some Xiaoyu moves and Paul moves.
- Dan Mueller for releasing Lei's 9-string and other combos.
- J.J. Sevilla for supplying some of Jin's throws and juggles, fixes for
Jin, and Xiaoyu's juggle combos and other various moves.
- Nogard for supplying moves for Eddy and Hwoarang.
- Mario Xavier for supplying Nina's moves.
- Davide Pasca for supplying Law's Triple Fist Strike Combo.
- Beamer for supplying fixes for King.
- Bishop for sending in fixes and moves for Xiaoyu.
- jizz-monkey@usa.net for sending in throw techniques for Eddy.
- Jon DeCausemaker for contributing moves and fixes for Eddy, Hwoarang,
Xiaoyu, Yoshimitsu, and King.
- Wangel for contributing some of King and Julia's moves.
- Dharmesh Topiwala for contributing some of King's throws, and strings
for Hwoarang and Jin.
- Marcel Michaud for contributing some of King's throws.
- Tim Simstad for contributing some of Xiaoyu's moves.
- Brett de Jesus for contributing some of Eddy's moves.
- Mike Unger and Jay Brewer for contributing some of Eddy's moves, Law's
moves, Hwoarang's moves, and Yoshimitsu's moves.
- Brady Prigge for contributing some various moves.
- Nozedive, for providing a mirror of this FAQ and contributing some of
Paul's moves.
- William Knight for contributing various moves and fixes.
- Chris Caniano for contributing some of Yoshimitsu's moves.
- tomess1@aol.com for contributing some of Nina's moves.
- Davey Schmitt for contributing some of Eddy's juggles.
- Steve Valenzuela for contributing some of Nina and Kuma's moves.
- David "Ryoga" Barney for contributing moves for King, Paul, and Xiaoyu.
- Bixby141@aol.com for contributing moves for Xiaoyu, Jin, and Yoshimitsu
- Samslara for contributing moves for Yoshimitsu and Lei.
- Uncauzi for contributing moves for Eddy.
- Han Joon-kyu for contributing juggles for Hwoarang.
- Gamemaster Ian for contributing one of Eddy's tenstrings.
- Mike "K.O.F." Mallari for contributing various juggles and moves.
- Tanner Owen for contributing moves for Yoshimitsu.
- Ploof for contributing various moves and fixes.
- Paul Gullas for contributing some fixes.
- Bruce Tsu-Lieh Chen for contributing various moves and fixes.
- Erol22 for contributing fixes for King.
- Sung-Nyung Lee for contributing moves for Xiaoyu.
- John Apenbrink for contributing fixes for Law.
- DirkSJ for contributing moves for Eddy.
- Farl for contributing moves for Eddy.
- Tadarich for contributing moves for Julia.
- UrbnKnite for contributing moves for Eddy.
- James Cook for contributing moves for Julia.
- Captain M for contributing moves for Julia.
- The Hoang Le for contributing various moves.
- Cryadis for contributing moves for Gun Jack.
- Jeremy970 for contributing moves for Julia.
- Jeong Jae Lee for contributing moves for Julia.
- Blacktimms for contributing moves for Bryan, Heihachi, and Ogre I.
- Song Dae-kyu for contributing moves for Bryan.
- Sentares for contributing fixes for Jin.
- Eternam for contributing juggles for Lei.
- Zebra711 for contributing juggles for Heihachi.
- Richard Jordan for contributing moves for Ogre II.
- jalper01@fiu.edu for contributing various moves and fixes.
- Nathan Ryan and The Ozman for contributing various fixes.
- phazedoubt@hotmail.com for contributing various moves and fixes.
- ZenFox for contributing various moves and fixes.
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