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Armor King by Domingo
Version: 3.0 | Updated: 11/02/2000
Domingo's Armor King FAQ version 2.0 for Tekken Tag Tournament for Arcade/PS2 (firstname.lastname@example.org) ############################### Purpose ############################## I realize there are several places you can get a movelist for Armor King and any of the other characters in Tekken Tag Tournament, but I've noticed that actual strategical FAQs have been slow in coming thus far. Knowing the moves and know how and when to use them are two totally different things, so I figured I'd do my best to shed some light on how to play Armor King effectively. I'm not claiming to be an expert or any kind of tournament champion, but I think I at least know what I'm doing pretty well and am at least a keen observer. ############################### History ############################## August '99 - First Revision Version 1.0: General Movelist, Move Analysis, Strategies, and Juggle sections added. October '99 - Second Revision Version 2.0 (and final until the home version arrives in '00): Added Bio and Characters sections, some new juggles, and made general corrections. October '00 - Third Revision Version 3.0: Added new Crouch Dash/Shoot move buffering technique and Ground throw Trap in Moves Analysis section, added PSX2 version specific details, and finally a few odds and ends. Note that this is the final version unless something crazy is found specific to the US PS2 version. To get the latest version of this and any other FAQ sheets you might need always check http://www.tekkenzaibatsu.com, http://www.gamefaqs.com, or at http://www.fighters.net ############################### Bio ################################## Armor King is a Mexican Lucha Libre style wrestler who was once a champion and greatest rival to the original King. He competed in the original and 2nd Iron Fist Tournaments (Tekken 1 and Tekken 2), but I've never seen any mention how either he or King did. In fact, their endings don't have anything at all to do with the tournament. All we know is that Armor King appears to have been hurt at some point earlier in his career and retired after the 2nd tournament because of the injury. When Ogre killed the original King, just after the 2nd Iron Fist tournament, Armor King was distraught by the loss of his friend and rival. Armor King vowed to get revenge. He then trained one of the orphans at King's orphanage to become King the 2nd. King the 2nd is the character wearing the King jaguar mask and fighting in Tekken 3 and Tag Tournament. Since there really isn't much of a plot to Tag Tournament, we really don't know any sort of background story or why Armor King has come out of retirement. King's ending in Tekken 3 leaves us with the impression that Armor King still feels able to fight, and TTT's backgrounds imply that it takes place after Tekken 3 chronologically, so we can only assume. Armor King wears a gray jaguar mask with a red glowing eye, which seems to be a reminder of a past injury alluded to in the endings for Tekken and Tekken 2. His outfits are wrestling gear made to look like suits of armor. You can select his black outfit with the punch buttons and his dark blue outfit with the kick buttons. In the PSX2 version of TTT you can actually select an all-new third costume (the one from his ending sequence) with the start button after completing the game with Armor King as the first character on your team. You can also make King wear Armor King's mask in Tekken 3 or TTT by using the kick buttons to select him. Armor King's fighting style is a mix of wrestling attacks from around the world. This includes Catch-As-Catch-Can (Western wrestling before it became fake), Professional (USA), Luch Libre (Mexico), Shooto (Japan), and Ju-Juitsu (Japan). Oh yeah - he's also very fond of shrugging :) ############################### Conventions ########################## These should be pretty standard to anyone who's ever read a Tekken FAQ sheet on the Internet before (I have no idea who started it, but it's all but official), but for those who don't know here is the key: f = Press forward on the joystick F = Press and hold the joystick forward b = Press backward on the joystick B = Press and hold the joystick backward u = Press up on the joystick U = Press and hold the joystick up d = Press down on the joystick D = Press and hold the joystick down d/f = Press diagonally down+forward on the joystick D/F = Press and hold diagonally down+forward on the joystick u/f = Press diagonally up+forward on the joystick U/F = Press and hold diagonally up+forward on the joystick d/b = Press diagonally down+back on the joystick D/B = Press and hold diagonally down+ back on the joystick N = Leave the joystick neutral (don't press) for a brief second W/S = Attack performed while your character stands up from a crouch B/T = Attack performed while you character's back is turned SS = Sidestep to either the left of right of your opponent 1 = Left Punch button 2 = Right Punch button 3 = Left Kick button 4 = Right Kick button 5 = Tag button *Okizeme* = Attacking a grounded foe while they're trying to stand up ############################### Basic Moves ########################## --Basic movements and attacks-- f,f - Forward dash b, b, - Backward bash f, f, f - Sprint forward (can now perform running attacks) => N - (close) Tackle => N - (opponent on ground) Trample => N - (far) Unblockable Shoulder Ram => B - Stop running => 1+2 - (medium to far) Flying Jaguar Dive => 3+4 - (medium to far) Satellite Dropkick => 4, 4, 4, 4 - (medium to far) Sliding Stagger/Ali Kick(s) u or u/f or u/b - Jump in the desired direction. U or U/F or U/B - High jump in the desired direction 1 - High left jab 2 - High right jab 3 - High sidekick 4 - High roundhouse kick d+1 - Ducking left jab d+2 - Ducking right jab d+3 - Ducking spin kick d+4 - Ducking round kick u+1 or u/f+1 or u/b+1 - Jumping left jab u+2 or u/f+2 or u/b+2 - Jumping right hand u+3 or u/f+3 or u/b+3 - Jumping spin kick u+4 or u/f+4 or u/b+4 - Hop Kick/Jumping front kick u, N+3 or u/f, N+3, or u/b, N+3 - Stomach Buster Kick (stuns) 5- Tag your partner *Notes on jumping attacks* Doing and attack during the short jump or "hop" results in a fast, but not overly damaging move delivered at head height. The main use for this is the Hop Kick, which is an excellent juggle starter. Attacking during the long jump must usually be done on the descent and will perform the same attacks, only they hit harder and do more damage. If you jump straight up, forward, or backward without attacking and hit a button once you hit the ground, you'll perform the W/S attack that corresponds to that button (see special moves for details), only it'll do about 20% more damage. --Movements and attacks while on the ground (on stomach or back)-- - Tech Roll - 1 or 2 or 3 or 4 IMMEDIATELY after you're knocked down - Tech Kip-Up - b, f as you're being knocked down (before you land) - Forward Roll - f - Backward roll - b - Side roll (back) - 1 - Side roll (front) - D+1 - Rising Mid Kick - 4 - Rising Low Kick - 3 - Cutoff Kick - D+4 (on your back with your feet forward only) - Flying Jaguar - f+1+2 (Must roll forward or backward first) - Kip-Up - b+3+4; leaves you B/T (Must roll backward first) *Notes on ground moves/attacks* You can roll in any direction you like before doing a Rising Mid or Low Kick but you CANNOT roll before doing a Cutoff Kick and you MUST roll before doing a Flying Jaguar or Kip Up. If you are sideways from your opponent then you CANNOT do the Kip up, Flying Jaguar or Cutoff Kick. Pay attention to what position you are in relation to your opponent as to what your options are on the ground. Also of note is the fact that you can use the Flying Jaguar as an entrance move from a tag by performing the motion f, f, F+1+2. That'll stop those people who like to get tag in kills! --Misc. techniques and escapes/counters-- Charge Up - 1+2+3+4 Stun Escape - f, b while in a double-over stun (not always effective) "Chicken" for left attacks - f+1+3 (do motion during a left attack) "Chicken" for right attacks - f+2+4 (do motion during a right attack) Reversal for tackle/Ultimate Tackle - d+1+2 Escape for tackle/Utimate Tackle - d+3+4 Reversal for mounted punches - 1 (left) or 2 (right) Escape to mounted armbar - 1+2, 2, 2, 2, 2, 2... Escape to mounted kneebar - 1+2, 1, 1, 1, 1, 1... --Tagging-- Press 5 to tag out. You can tag out at any time except when either throwing/being thrown (except for special tag throws) and when being hit or juggled. You can escape from the ground as well as from most instances of being stunned by tagging out. However, be aware that you can be hit while tagging out. Your character entering after a tag can enter by either blocking or attacking using any technique you wish. In fact, you can even enter using running moves by pressing forward 3 times before you hit a button. Bear this in mind when tagging in and out. Finally, beware of players who use unblockable attacks as you're entering - counter or avoid them...otherwise you're starting with quite a handicap and in some cases have already lost! ############################### Grappling Techniques ################# --While facing opponent-- --Escape-- - Coconut Buster: 1+3 1 - High Vertical Suplex (1): 2+4 2 => (2) Link into Jumping Piledriver: d, d, d+1+2 during (1) N/A - Jaguar Driver: d, d/f, f+1 1 - DDT: d/b, D/B+1+2 1+2 - Tombstone Piledriver: d/b, F+2 2 - Giant Swing: f, b, d/b, d, d/f, f+1 1 - Armor King Driver: D, d/b+2+4 2 - Ultimate Tackle (1): D, d/b+1+2 D+1+2 => (2) Mounted punches: 1,2,1,2,1,2 or vice versa during (1) 1 or 2 - Choke Sleeper (1): f, N, d, d/f+1+2 1+2 => (2a) Dragon Suplex: 2+4, 2+4, 1+2 during (1) 1 => (2b) Matte Leon: 3+4, 3+4, 1+2 during (1) 2 => (3a) Stretch Muffler: 3, 4, 1+2, 3+4 during (2b) 2 => (3b) Back mount punches: 1, 1, 1+2 during (2b) 1 - Frankensteiner/Hurricanrana: d/f+3+4 (On close/standing foe) N/A --Beside or behind opponent-- --Escape-- - (Left) Burning Driver: 1+3 or 2+4 1 - (Right) Inverted Brainbuster: 1+3 or 2+4 2 - (Behind) Inverted DDT: 1+3 or 2+4 None --Opponent on ground (head toward only)-- --Escape-- - Mount position (1): d/b+1+3 or d/b+2+4 D+1+2 N/A => (2a) Leaping Crossover (if they are out of position) N/A => (2b) Mounted punches: 1,2,1,2,1,2 or vice versa during (1) 1 or 2 --Tag Throws-- --Escape-- - Arm Drag: 2+5 2 *Only with King as partner* - Armor King Driver [Armor King](1): D, d/b+2+4 2 => (2) Tag Flying Lariat [King]: 5 during (1) N/A - Irish Whip [King](1): b+1+2 1+2 => (2) Power Slam [Armor King]: 5 during (1) N/A ############################### Striking Techniques ################## --Moves-- --Properties-- - 1-2 Punch Combo: 1,2 High, High - 1-2, Uppercut Combo: 1, 2, 1 High, High, Mid - Jab Uppercut Combo: 2, 1 High, Mid - Low Jab, Uppercut: d+1, 2 Low, Mid - Elbow Smash: d/f+1 Mid; Floors on counter - Body Shot: d/f+2 Mid - Mid Sidekick: d/f+3 Mid - Front Kick: d/f+4 Mid - European Uppercut: W/S+1 Mid; Stuns; Turns on counter - High Front Kick: W/S+4 Mid - High Spinning Hook Kick: W/S+3 High - Knife Edge Chop: b+1 High; Slight stagger on hit - Mule Kick: b+3 High - Low dropkick: d/b+4 Low; Recovers on hit/block only - Vertical Palm Uppercut: D, d/f + 2 Mid; Juggle starter - Insigiri Kick: f+3+4 High - Stagger/Ali Kicks: d+3+4, 4, 4, 4, 4 or D, d/f+4, 4, 4, 4, 4 Low; last 2 on counter only - "People's Elbow": d+1+2 Mid; Always recovers - Frankensteiner/Hurricanrana: d/f+3+4 Varies from High to N/A - Straight Arrow/Krazy Punch: b+1+4 High; Stuns on counter - Dark Shoulder: f+1+4 Mid - Convict/Jail Kick: f, f+4 Mid - K's Flicker: f, f+2 Mid; Juggles on counter - Delayed Dropkick/Exploder: 3+4 High - Fast Dropkick/Exploder: f, f+3+4 High - Jaguar Dive: f, f+1+2 Varies from High to Low - Gut Buster: f, f, N + 2 Low; Stuns on counter - Satellite Dropkick: f, f, F+3+4 High - Flying Jaguar Dive: f, f, F+1+2 Mid - Knuckle Bomb/Flying Axehandle: u/f+1+2 Mid - Crouch Dash/Shoot: f, N, d, d/f => Shadow Lariat: Crouch Dash + 1 High => Dark Uppercut: Couch Dash + 2 Mid; Juggle starter => Dark Knee: Crouch Dash + 4 High => Choke Sleeper: Crouch Dash + 1+2 N/A - Flying Elbowdrop: u/f+2+4 Mid - Flying Kneedrop: u/f+3+4 Mid - Sidestep Insigiri Kick: SS+3+4 High - Sucker-Punch: SS+2 Mid; Slight stagger on hit - Shameless Kick: B/T+3 Mid; Stuns briefly on hit ############################### Unblockables ######################### --Moves-- --Properties-- - Super Knuckle Bomb: f+1+2, D N/A; Seeks when done close - Hopping Moonsault: u+1+4 or u/f+1+4 or u/b+1+4 N/A ############################### Extended Strings ##################### --Moves-- --Block scheme-- - 10-String - 1, 2, 1, 1, 2, 4, 4, 4, 1, 3 H,H,M,H,M,L,L,L,M,H *Note* You can begin on the second hit to make it a 9 string. ############################### Move Analysis ######################## --Grappling Techniques-- - Coconut Buster: Your standard left throw. Opponent is left face up with his head nearest to you, but you aren't left with much initiative afterward. Leaves you with the opportunity to try a low left kick or Stagger/Ali kick, but otherwise nothing special. You can follow the "People's Elbow" depending on what they do, but it's far from guaranteed. Your best guaranteed follow-up is the Low Dropkick. Use this throw whenever you need to mix up your throws to avoid getting predictable. People tend to expect the stronger throws most of the time, so start off most matches with this one. - High Vertical Suplex: A good throw because of its ability to link into the slightly stronger Jumping Powerbomb. Without the link, it's a standard right throw that leaves you and your opponent both face up, opposite each other. You'll have faster recovery; so the rising low kick is nearly a guaranteed hit afterward. When you link into the Jumping Powerbomb you'll do more damage and generally have time to try for multiple Stagger/Ali Kicks, a Low Dropkick, or the "People's Elbow" afterward. The downside of the link is the fact that the throw is broken the same way regardless if you plan on doing the Jumping Powerbomb or not. Again, use this throw as a standard mix-up, but ALWAYS go for link unless you're simply tired of seeing it :) - Jaguar Driver: Again, a pretty average throw. It hurts more than a normal throw, but lacks the ability to link like King's can. Gives you decent initiative, but leaves your foe face up with his feet near you - so expect a Cutoff kick if you try anything fancy. Your best bet is to follow with Stagger/Ali Kicks, Low Dropkick, or maybe even tag out. More often than not, you'll only do this throw if you accidentally botch the Giant Swing motion. - DDT: Theoretically Armor King's best throw. It does good damage and is a double button escape (his only one other than the Choke Sleeper multipart starter). The only problem with this throw is the motion isn't exactly something that comes out fast without some practice, but it's still more versatile than King's. Beware that sometimes you'll accidentally sidestep if you aren't precise with your taps. Once you get the hang of it, use this throw whenever you can. One pretty cool trick I've found is that you can tag out almost instantly after executing this throw. If your partner has a damaging low attack or Okizeme attack - it's nearly guaranteed to work. Personally I tend to use King's Flying Body Press, Low Clothesline, or Moonsault after this one. Without tagging, you can usually land a ground kick, but otherwise you're left with little attack initiative in comparison to King's version of the DDT. - Tombstone Piledriver: Another very good throw with loads of damage, and like most of Armor King's other throws, leaves your foe on his back with his head nearest to you. This throw works almost just like the DDT, only it hurts more, gives you even more initiative, is easier to do, BUT is only a single button escape. Even worse is that the escape is the same as your High Vertical Suplex, or Armor King Driver. Try this one often because there is a huge payoff if it lands: it takes half their life or more, not counting your follow-up attacks. Also, the Tombstone can be landed off of "tick" from the Jab Uppercut combo much like the Giant Swing can, but you have to be very close and the second hit must land. Not something I'd try often, but it might be a lifesaver at some point. After it lands - you have a guaranteed ground attack of your choice, as they'll be unable to move for nearly a full second. Because of the tricky motion for this move and because many (read *most*) TTT arcade machines have questionable diagonal dead zones, an easier (but slower) way to perform this move is d/d, d/b, F+2. - Giant Swing: The easiest throw to land, even against good opponents. It hurts more than any of your other throws, has the longest range in the game, and gives you a change to land a running attack or charge up afterward. Downsides? First of all, it's a single button escape and it can be tech rolled just as they're landing so it only does half damage. Even with those downsides, the throw is easy to set-up using the Jab, Uppercut combo string and can be used as retaliation to a blocked or missed attack. It also has a different break than your other strong throws, so opponents will have to mix up their breaks as well. Learn to do the motion for this one quickly and you'll learn to love this throw. This throw is actually one hell of an Okizeme style attack as well. If you execute the throw on a rising opponent - you can grab from what seems like a mile away. After landing/attempting several ground hits, I guarantee you can nail someone with this. See strategical section for more details) - Armor King Driver: While this throw is very cool looking, it's not all that great. It's another single button escape throw, and like most of your other damaging throws it uses the same button. On top of it, you have to duck first to perform it. On top of that, if they escape they end up behind you - which is never good. While this throw does good damage and can lead into one of the Armor King/King special tag throws (see below), it's just not worth trying very often. Like seemingly all of Armor King's other throws, it leaves your foe on his back with his head nearest to you, so at least you have pretty good attack initiative afterward. The best use for this move is after ducking a high attack or blocking a low attack, much like King's DDT. - Ultimate Tackle: I'm telling you now, against 75% of all players don't ever try this. Not only is it really easy to escape your punches, you can be reversed completely and take a lot of damage from your opponent's punches or holds. You'd think that a wrestler (who taught King the 2nd no less) would at least know something else besides punches. If you do try this one, at least familiarize yourself with the punch and hold escapes for when you get reversed :) On a side note if you do this to someone who has their back to you, you cannot be reversed; but then again who turns their back to you long enough for you to do this move? - Choke Sleeper (Multipart Throw): A pretty good move overall. Considering Armor King is the master of mix-ups from the crouch dash leading to this move, you should be able to land this one easier than King's multiparts. On top of it, the Choke Sleeper itself requires a double button escape. The best way to go about this multipart is to usually go for the Matte Leon and finish with the Back Mounted punches. For some reason the Stretch Muffler escape is ungodly forgiving. Mix it in when they don't expect it, because it does do more damage and leaves you with some degree of initiative afterward. Since you have so few options, you will need to try the Dragon Suplex on occasion if they know the Matte Leon break. This move hurts more than the Matte Leon, but ends the multipart and can't be followed up (i.e. unavoidable hit) with anything I've seen yet. I usually just try to mix up the Knuckle Bomb/Flying Axehandle and Flying Elbowdrop - the range is similar to that of King's Tornado DDT. Overall, the Choke Sleeper Multipart is a good way to get some damage and inspire a little fear, but isn't nearly as damaging or tough to escape as most of King's Multi's. - Frankensteiner/Hurricanrana: This is actually half strike, half grapple. If you do this one to a standing opponent while reasonable close (think range on the Giant Swing), this move works like a throw and does a large amount of damage. If done farther away it can hit them as a mid level attack, and even hits people on the ground. If it hits as a throw, you can sometimes follow with the Super Knuckle Bomb or Hopping Moonsault on surprised foes, but there are no guaranteed follow-ups. As a strike it's best used as Okizeme or as a deterrent to people who crouch too much :) - Burning Driver: A standard side throw. Good damage, and they usually won't escape because they were likely attacking before you sidestepped and threw them. Looks very cool to win with as well. Average initiative afterward, but they're stomach down. This can lead to some nice Okizeme possibilities including the dreaded (irreversible) ground throw from behind. Not the most damaging side throw in the world, but still quite good. This one is one of the biggest crowd pleasers in the entire game; so feel free to gloat while this one is going on :) - Inverted Brainbuster: Another standard side throw. Like the Burning Driver, leaves your foe stomach down and looks cool. Yet again, another crowd pleaser, but you don't have as much time to trash talk during this one. - Inverted DDT: Pretty unimpressive for a back throw, but still inescapable and damaging. Not as strong as King or Yoshi's, but still worth trying. It's really quick and you're almost guaranteed a Low Dropkick afterward. You'll mainly find yourself going for this one after you land a European Uppercut on a counter hit. - Ground Throw (Mounted position): See section on the Ultimate Tackle, only you cannot be completely rolled over and counter attacked. Of note is the fact that you can only punch your foe if his head is nearest to you. Otherwise your hands will either pass through your opponent, or Armor King will do a leaping crossover, giving you a chance to either try the ground throw again, or attack your foe while he's getting up. This may be worth doing just to score some Okizeme hits, but I haven't seen anyone try it. The best time to do this throw is when someone is face down with their head nearest to you. At that time the punches are more difficult to escape and do quite a bit of damage. The moves that tend to leave foes in that position are the Shadow Lariat, both side throws, and a counter hit Elbow Smash. *NOTE* (ARCADE ONLY)- A top-secret use for Armor King's Ground throw is actually an endless trap! If you grab someone who's stomach down (where Armor King climbs onto their back) and don't punch them - Armor King will get back up and have complete initiative to grab them over and over again. While this won't do any damage, it's irreversible and can be used as a frustration or time-out victory based tactic. If you're not interested in receiving death threats from your friends or the patrons of your local arcade - this tactic can also be used in a more "honorable" manor. Whenever you're in position for the endless ground throw trap, simply execute the ground throw once without punching and then follow with the "People's Elbow." They won't be able to move out of the way and it'll hurt them more than the punches (something that still annoys me - why does Armor King's Ground throw hurt so little?!?!). - Tag Throw: Nothing amazing, but the damage varies on who your partner is. Some hurt more than a normal throw, while others hurt very little at all. Armor King's Tag throws are an Arm Drag throw with his partner attacking the downed opponent, or his partner throwing his opponent and Armor King doing a Flying Kneedrop on the downed foe. Use this whenever you would ordinarily tag out, but are in position for a throw. Keep in mind that this isn't really a good thing to try in a pinch because the break is the same as 3 of your other strong throws, the High Vertical Suplex, Tombstone Piledriver, and Armor King Driver. Honestly, unless you're just being flashy, you're usually better off just tagging out normally. - Tag Flying Lariat: This is simply a way to tag out to King during the Armor King Driver. The damage is the same, the escape doesn't change (although they cannot escape after you've started the throw), and King is left in almost the exact same position Armor King would be if he'd simply done the Armor King Driver without the tag link. Why do this move? Well, first of all it looks REALLY cool - and because of King's quick Moonsault and Flying Body Press you can usually do some pretty rough things afterward. While like the Armor King Driver the throw isn't overly easy to do and isn't that damaging, this link makes the throw a little more worthwhile. On top of it, sometimes it can set up a strategical tag out as well. - Power Slam: This is simply a way to tag Armor King in during King's Irish Whip throw. Because the Irish whip has numerous finishes that all tend to have very different results (usually involving a ground or back throw) this is a pretty cool thing to do. On top of it, the Irish Whip requires a 2 button escape and has good range, making this the equivalent of yet another tough to break, good payoff throw for King. After the Power Slam, your foe will be left beside Armor King, facing up. You can follow with any Okizeme of your choice, including the People's Elbow, Low Dropkick, Stagger/Ali Kicks or even a ground throw if you wish. --Striking Techniques-- - 1-2 Punch Combo: Your standard double high poke string. If the first hit lands, so will the second. Not intended to hit your opponent so much as it is intended to make them react. Throw this out to gauge the enemies defensive reactions and counter accordingly. This is also the start of Armor King's 10-String, so if your opponent takes the first hit(s), you have the option of continuing the entire string. This is also a very nice juggle bouncer before your finish. A nice follow up to the 1-2 is the Front Kick or Elbow Smash. You can also use this as an alternate "tick" for the Giant Swing when your opponents catch on to your other set-ups. This sequence also makes a nice juggle filler when your opponent is unexpectedly airborne and you need damage. Just use the 1-2 Punch Combo and follow with a Mule Kick for easy, solid damage. - 1-2, Uppercut Combo: This is the same string as above, but with the mid hitting uppercut tagged on. This adds a little more "oomph" to this series and makes it so an opponent can't duck after blocking the first 2 hits. Again, don't try this on someone who's already crouching but on standing or attacking opponents. If they block this string, you'll still be safe from retaliation. The next hit of Armor King's punch string has a slight delay, so be wary of continuing the string if your opponent has a fast move or attack reversal. A good follow up is to wait a second after the 3rd punch and follow with the Elbow Smash or Frankensteiner/Hurricanrana. - Jab Uppercut Combo: One of your main poking moves. This is just like the last series, only without the first high hit. This series is fast, has good priority, leaves you safe from retaliation, and makes and excellent set-up or tick. You mainly want to Jab Uppercut, wait, and then attack with some sort of quick power shot. This will counter most retaliation attempts and will set up your next strategy, the tick. If you do the Giant Swing motion right as the 2nd punch of the Jab Uppercut is blocked, the throw will grab them before they can do much of anything. If the second punch lands, the throw is unavoidable. While they can still break the throw by knowing the escape or tech roll the landing, there is still a HUGE payoff of this tick. Mix up doing the Giant Swing and the Elbow Smash after the Jab Uppercut Combo and you'll be amazed at the results. (See strategical section for more details) It has also come to my attention that you can do the Tombstone Piledriver instead of the Giant Swing as a tick if you land the punches and are close. Not something I'd bet the farm on, but something to try once in a blue moon, especially if your opponent knows to break out of the Giant Swing. - Low Jab, Uppercut: Another very useful poking attack. It works much like its standing counterpart, only it moves you forward a few steps very quickly. The first punch also hits mid, so you can mix it up with it's high counterpart to tic-tac away at your opponent and frustrate them. While ticks aren't as effective, you'll find that you can often do the Low Jab, Uppercut series just out of range to put yourself close enough for a throw like the Tombstone Piledriver or DDT. In a poking war with characters like Heihatchi, Jin, or Yoshi - this is the best way to create some room to work and get them off of your back. Again, when your trying to set-up the Giant Swing and your opponent knows it, this makes another sequence that makes the escape tough if it lands or is blocked close. - Elbow Smash: Your best speed counter. If you ever need to bust up an opponent's pokes or strings, this if your tool of choice. It's fast, strong, has VERY high priority, can be used as Okizeme, and will floor your opponent (face down no less) on a counter hit. Can also be used as a retaliatory hit to a blocked or missed attack, but you'll usually want to use something stronger. If it's blocked you can usually repeat it to score against overzealous retaliators. If you land it as a counter hit, follow with a Low Dropkick, Frankensteiner/Hurricanrana or "People's Elbow" for maximum results. This is also one of the few instances that the ground throw is worth trying, but you have to be FAAAAAST... - Body Shot: A standard mid level punch poke. It's kind of like an inferior version of the Elbow Smash, but has a different opening animation that slightly resembles a ducking throw (which Armor King doesn't have - but most players won't notice) animation. Throw it in as an occasional poke just to throw off your opponent's timing. - Mid Sidekick: A standard mid level poke. Slower than the Front Kick, but has more range. Mix in with your punch strings and mid punches for maximum effectiveness. - Front Kick: Another standard mid level poke. Faster than the Mid Sidekick, but has less range. Mix in with your punch strings and mid punches for maximum effectiveness. - European Uppercut: A surprisingly VERY good move. This move will knock an opponent down after a quick stagger if it hits, and you have all day to follow up - usually with the irreversible Ground Throw. You might even want to go for the Super Knuckle Bomb as it's a guaranteed hit if they roll backwards. If the European Uppercut lands on a counter hit it'll turn your foe around completely, leaving them totally open to anything you might try including the dreaded throw from behind. Doing a juggle starter on an opponent with their back turned even tends to make them bounce closer to you. Another excellent follow up against good players is the Dark Shoulder, as most good players duck quickly when turned around. Since the European Uppercut is a W/S attack and has very little range, it's best used as a defensive move. Throw a standard low attack and use it when your opponent tries to retaliate. Another great use is after blocked Stagger/Ali Kicks. After blocking them, many people try to run up and throw you or counter with something strong, but slow. If you start hitting the button right after your kicks are blocked, you have a chance to get the European Uppercut off and counter many retaliation attempts. This will also allow you to freely throw out more Stagger/Ali Kicks because people will be very careful about retaliating after them :) - High Front Kick: Use it whenever you would use the European Uppercut, but keep in mind that it comes out faster and has more range. The major draw back is that it also does far less damage and leaves them standing and un-stunned. Note that despite the kick being high (head/chest level), it hits mid. Its best use is after blocking a low kick - it's a 100% guaranteed hit. Another good use is after doing a low jab. This is a nice double mid-level poke and in some cases works as a juggle on an opponent very near to the ground. You can also stop your 10-String after the 3rd Ali/Stagger kick and follow with the High Front Kick. A versatile retaliation to low attacks, High Front Kick is fast and has good range. - High Spinning Hook Kick: A more damaging variation on the High Front Kick, but it hits high. Its main uses are in retaliation to blocked low attacks and in odd situations where you and your opponent have both missed attacks in sequence. Not as useful as his other W/S attacks, but does good damage, is fairly quick, knocks down, and has good range. - Knife-Edge Chop: The good 'ole fashioned professional wrestling chest slap! A good move to stick out and attempt to score counter hits with. It's also fast enough that someone can't retaliate if it's blocked or duck and counter attack on reaction. The chop has good priority against other high attacks and produces a slight stun/stagger when it lands. That brief second is enough time to go for a run up throw or a Crouch Dash mix up, but it won't be a combo and is totally avoidable. One odd property of the move is that it involves a slight axis change, similar to the Straight Arrow/Crazy punch, but much less profound. This will help you to dodge and counter certain high moves. Finally, the Knife-Edge Chop is also decent juggle ender as well. An overall very versatile and useful move, but shouldn't be overused or you'll be eating W/S attacks in no time. - Mule Kick: This is Armor King's equivalent to King's Disgraceful Kick, only better. This is a high move that has LONG reach, high priority, good damage, speed, and recovery. If you ever find yourself wondering what to do, it's usually a safe bet to do this move! It works very much like the Knife-Edge Chop, only it hits a wider area, hits faster, and sends your opponent flying head over heels on a counter hit. This gives you a chance to go for some devastating running attacks. If you ever block anything, this is THE retaliation move of choice. Again, like the Knife-Edge chop it's also a great juggle ender. A great use for this move is after landing a standing right kick on a counter hit. Possibly Armor King's best overall move... - Low Dropkick: Yet another contender for best move in your arsenal. Armor King executes a nice, fast dropkick that hits opponents right about knee level. It hits low, so it's definitely something you want to mix in your attack patterns just to keep people from standing up all of the time. The only real weakness is that it doesn't hurt a ton, but the damage can pile up after several per round. You'll also have them ducking into juggle starters in no time. If it hits or it's blocked you'll recover pretty quickly to your feet, but if it misses you'll stay on the ground on your back, with your feet nearest to them. Be ready to go for a Cutoff Kick or Flying Jaguar to stop Okizeme attempts. Speaking of Okizeme, that's one of the best uses for this move. You can usually do it after any knockdown move and after most throws as well. - Vertical Palm Upper: Works much like the K's Flicker (and has about the same range), but is a high juggle starter rather than stun inducer. Since you need to be crouching first it's not something you can do quickly, and I've found on the PS2 version of the game it simply doesn't activate consistently at all. An excellent move when it works, it's Armor King's only major tag combo launcher (besides a counter hit K's Flicker), comes off quickly, and can set up some mean damage. If you're playing in the arcade, I'd advise going with it whenever possible, especially against people who are open when you block their low attacks (Eddie, Law, Paul, Lei, etc.). On the PS2, if someone knows a more consistent way to do this one, let me know. - Insigiri Kick: Armor King's "home run ball." Use this whenever you need damage or can read your opponent's intentions. If you're familiar with King, this move is very similar to his Flying Death Kick/Deadly Boomerang only with almost no range, but a faster start-up. It hits unusually high, so it's not a guaranteed hit against any type of move where your opponent is hunched over or not standing upright, but it's a terrific counter move to power shots like Paul's Phoenix Smasher or Bryan's Mach Breaker. It's also an excellent counter to pokes done from close to mid range. The downside of this move is that it's not instantaneous (it has a very slight wind-up time), it lacks King's range, and that it always leaves you stomach down/sideways on the ground. On a counter hit this single attack can take nearly half of their life, so the payoff is often worth the risk. If you're losing a tight match, this move can make the difference between a win and a loss. - Stagger/Ali Kicks: The old reliable attack for all purpose low hits. You can substitute this for just about any instance where you'd normally use a normal low kick. Excellent for Okizeme or players who like to lay down a lot (Lei and Eddie), these fast low kicks can be thrown in several combinations. You can do anywhere from 1 to 5 depending on whether the first kick lands as a counter-hit. You can also stop at any time and your next button press will be a rising attack. Don't overuse them as you can be punished if they're blocked, but you can sometimes lure opponents to block them in order to set up a counter with your W/S attacks. While Armor King lacks King's ability to add a Spinning K's Flicker to the end of the kicks, you can still use them in most of the same instances. Probably one of the absolute best uses for these kicks is as a tag buster. If you hit someone who's trying to tag out with them, you'll land all 5 kicks and likely knock them down as well. Even if they're tagging while on the ground you can usually land at least 2 kicks before they're able to tag out - often that's all you need to secure a win. On a final note, you can execute the Stagger/Ali Kicks after performing a hop simply be hitting both kick buttons. Not really overly useful, but I figured I'd mention it. - "People's Elbow": A move taken from "The most electrifying athlete in sports entertainment today," the Rock. A very fast elbow drop that instantly recovers you to a standing position and does good damage. It has a slight wind-up time, but you can use it to tack on damage after most throws, close knockdowns, and as an Okizeme tactic. It's nice to use if you know someone will be ducking. You can also use it simply as a poking tool. Since you fall down afterward, it's not as easy to punish as you might think. A definite crowd pleaser if you can finish someone with it. Recently, Mike 'MIC' Nappi used this move as a juggle ender to do some massive damage at the TTT world tournament. - Frankensteiner/Hurricanrana: See Grappling Section. Since it's primary use is a throw I included it there, but with all of it's uses. - Straight Arrow/Krazy Punch: A decent move in Tekken 2 that has been weakened a by Tekken 3/TTT's sidestepping and tracking moves. In Tekken 2 there were VERY few sidesteps, so doing this move would pretty much stop any type of string or move pretty easily as moves weren't programmed to track it. Unfortunately, in TTT most moves like the Phoenix Smasher will actually track you unless you do this at the last second, hurting its worth. It's still better than King's as you don't have to do a complete sidestep first, but it's still not something you want to do all that much. Use it against characters like Law and Nina who use attack strings too much. It can also be used as a quick defense against throw attempts as well. It will stun on a counter hit and does good damage on a regular hit, so it's worth attempting at least once per match. Try to follow a normal hit with a running attack or flying drop and a counter hit with a throw or juggle starter. - Dark Shoulder: This looks identical to the shoulder ram all characters can perform when running, only it's blockable. The move has INSANE priority and hits pretty hard, especially on a counter hit. I used to think it sucked, but I played a guy the other day that was landing it left and right just by doing it at odd times. It'll overpower pretty much any move in the game 1 on 1. It can also be used at a retaliation to blocked slower moves, but pick and choose which attacks you try it after. If the Dark Shoulder is blocked, unlike King's, you'll actually push the opponent sideways somewhat, leaving you with your back turned, and them nearly sideways. Kind of an awkward position, but you can usually press d+1 to turn very quickly without worry of retaliation. You can also bait players into trying their side throw and nailing them with the Shameless Kick or a standard back kick. There is a slight wind up time on this move while Armor King starts running, so plan accordingly. A nice trick is to use this on opponents who like to roll backwards when knocked down. You'll take nearly 1/3 of their life for their efforts :) - Convict/Jail Kick: A hard-hitting, high priority move that should be thrown out at mid range rather freely. It hits mid so you can't duck it, it comes out fast, and it has no recovery time. This is the best poke or standard attack in your arsenal. It's also a very solid retaliation attack. Its only downside is the slight start-up where a faster attack can sneak through, but you shouldn't be using it in range for anything that fast. Honestly, you could be an average player right away just by learning to block and use this move a lot. This move is essential to any Armor King player's arsenal. While nothing amazing, the move has so many uses and works so well that it's one of the moves you'll probably doing the most. - K's Flicker: A fast right hand punch that has good range and priority. When it lands on a counter hit, it launches foes up into the air high enough to start a tag or high juggle sequence. Use this to counter oncoming attacks, as it'll overpower most attacks 1 on 1, and will start a juggle on a counter hit. You can also use it as retaliation to most blocked attacks as well. While it has a slight recovery time and can't be thrown out recklessly, use it when you would the Jail/Convict Kick. A nice pressure tactic is to approach with a high poking attack, follow with a low jab, and then K's Flicker afterward. Mix in High Front Kicks (WS+4), multiple low jabs, as well as the Low Jab, Uppercut sequence for a good rush series with launching potential. Unlike King's, Armor King's K's Flicker cannot be done as a W/S attack. You must instead perform the Vertical Palm Upper, which is covered above. - Delayed Dropkick/Exploder: Something to do on occasion just to keep your attacks fresh and varied. Not a great attack, but has decent range and does plenty of damage. It hits really high and often simply misses to the left for no reason at all. If your foe has good reflexes for ducking or moving to the right I wouldn't use it much. Try this one when you're just out of range for any kind of standing attack and think your opponent might try something big, or likes to sidestep to the right. There is a slight delay on the start-up for Armor King to move forward and jump up, so plan accordingly. One of the main differences between King and Armor King's moves, you'll find that Armor King's Dropkick/Exploder will actually leave you turned sideways on your stomach if it's blocked or misses. While it sounds bad, it slightly staggers foes if they block it, so you'll have equal attack initiative afterward. You may simply want to roll away form your foe as you'll be relatively safe, or you might want to try for on of your rising kicks which work pretty well from the position you'll be in. Be aware that you usually won't be in position for a Shameless Kick, but sometimes you will. - Fast Dropkick/Exploder: Exactly the same as the above move, only there is less of a start-up lag time, but you have to have time to tap forward twice. Generally you'll be doing this version just because it's faster. Otherwise, it's the same as the Delayed Dropkick/Exploder. - Jaguar Dive: A relatively useful move that not only requires that you block it differently depending on how far away it was done, but also hits people on the ground quite well. It can be used at just about any range you wish and will stop 99% of all attacks done 1 on 1. The move also staggers opponents slightly if blocked, giving you equal attack initiative afterward. Scrub law #86: If you Hop Kick after someone blocks your Jaguar Dive, it'll hit pretty much every time. The only real problem with the Jaguar Dive is that it can be easily ducked if done close or somewhat close, leaving you with your back turned briefly. The Shameless Kick helps remedy the situation somewhat, but many players will assault you before you can get anything off. Use with caution when done close, and generally try and use it as a 1 on 1 counter hit or Okizeme attack. - Gut Buster: A somewhat underrated move that hits low and will stun on a counter hit. While Armor King doesn't have the Backbreaker/Powerbomb sequence that King does, you can use this stun do go for a juggle starter, a big throw, or just a simple power shot. If you're just looking for safe damage, go with the Mule Kick or "People's Elbow." There's a slight recovery time if the Gut Buster is blocked or misses, so don't throw this one out unless you're pretty sure of a hit. On a side note, this is a GREAT move for getting rid of annoying Lei players. Not only will it hit him while he's lying down, but it will snuff almost all of his rising attacks and can give you the counter hit you want. Use it whenever Lei is on the ground at medium to long range. - Satellite Dropkick: This is actually your strongest single hit attack, taking half of their life or more, but you have to be running beforehand and it hits VERY high and will tends to miss anyone who isn't standing straight up or attacking high. Use this when players are trying something stupid from long range, or when you just need big damage. Otherwise, the move works very much like your normal Dropkick/Exploder only you're doing a cool looking corkscrew while you're in the air. Even if this one is blocked, you'll be on your back with your feet forward, just like you'd be if King's Dropkick/Exploder was blocked or missed. Be ready with a cutoff kick... - Flying Jaguar Dive: Use this any time your foe is on the ground or is standing up from being knocked down at long range. Mix it up with the Trample for maximum effectiveness. This move has great priority and is also an excellent tag snuffer as well. If your foe is at a distance and is about to tag out, start running and the second part of his body is about to leave the screen, hit the buttons to do the move. You should hit them in the back before they can tag. Follow with Stagger/Ali kicks to finish the job. Due this move requiring running room it's uses are usually limited; but you'll find that with the wide-open gameplay of TTT you'll be at that range more than you might expect.
- Knuckle Bomb/Flying Axehandle: A move that goes nicely over low attacks and hits foes quite well at medium range. It's also gifted at Okizeme and makes a nice attack to enter with after a tag. Its best use tends to be right after you've done an attack that knocks you foe out of standing attack range and they think it's safe to roll backward or simply stand up. Due to this move being the link to Armor King's unblockable, sometimes players will expect the slower and higher super version and eat this move right in the chops. If you like to do the unblockable, try using this one to confuse them. Watch how often people start trying to jab you out of it and end up eating counter hit damage. If you like this one, try the opposite and see how many people eat the Super Knuckle Bomb thinking they just have to block it :) - Flying Elbow Drop: A Long Range attack that will pretty much snuff anything anyone does, but is kind of easy to see coming. In the case of Armor King, the unblockable Super Knuckle Bomb has the identical same arc, so you'll be shocked how often people try to knock you out of the sky (very tough to do) when you try this. Very good for any type of medium to long range Okizeme as well. Because Armor King's arsenal revolves around mix-ups so much, this is yet another way to help you land the Super Knuckle Bomb. You'll be lying on your back with your head near them if this is blocked or misses, so be ready with either a roll or rising attack. Lastly, this can also be used as a "get outta Dodge" move. If you need to get away from somebody and fast, you may want to use this just to fly over their head and get some breathing room. - Flying Kneedrop: Almost identical to the Flying Elbow Drop, only instead of landing on your back if it's blocked or misses, you'll have a slight recovery and regain your feet after sliding on your knees a little. You're wide open during this, BUT when you're mixing in your other flying arc moves I doubt they'll be ready to attack you and you'll usually have time to block. I'd probably only try this one on someone who's certain to be on the ground or rising, though. If they run under you - prepare to eat a back throw! - Crouch Dash/Shoot + Crouch Dash attacks: THE key to Armor King. You can win without being able to do this motion, but it won't be easy. The Crouch Dash will not only slide under high pokes and cover distance quickly, but can lead to any number of attacks during or afterward. Learn to do the Crouch Dash well enough to where you can do the motion and decide what you want to do while you're dashing. Whenever you have the chance, Crouch Dash at medium range and attack or wait based upon how your opponent reacts. Use the Shadow Lariat as a retaliation or attempted counter hit to a high or mid level move. It has insane priority against other power shots and you can almost always land a follow up to your grounded foe after it hits. It's also one of the few moves that you can follow with the ultra-cool rear mount ground throw. The Dark Uppercut should be used if your foe ducks a lot or takes a "wait and see" attitude when you're Crouch Dashing. You're fairly safe afterward, so this is the best default action out of a crouch dash. If it lands, be ready with the juggle of your choice. The Dark Uppercut can end juggles, too. If they like to stick out normal or low attacks to beat your Crouch Dash, go with the Dark Knee. It overpowers low and normal attacks of all sorts and can be used as a high juggle ender as well. On top of that, you're totally safe if it's blocked, and the Dark Knee has insane priority. Once you've lulled them into blocking high to stop your crouch dash, it's time to start pulling out the Choke Sleeper multipart. While not as damaging as King's, they're far more likely to stand up and take it because of Armor King's other Crouch Dash attacks. Finally, you can simply crouch dash forward and do nothing. This often inspires players to attack or duck. Be ready to block any type of attack and follow up with an attack of your own, or another Crouch Dash. You may also want to go for a Hop Kick, which will overpower most attacks. (See strategical section for more details) *Update* - Recently I found that you can actually use the Crouch Dash/Shoot as a buffer for any type of move that involves pressing forward twice in the motion. All you have to do is perform a Crouch Dash/Shoot and press F+XX, [with XX being the button(s) used in the move] after the motion. For example, you can Crouch Dash into the Convict/Jail Kick by pressing f, N, d, d/f, F+4. This adds a new dimension to the mix-ups Armor King can perform. There are now a total of TEN different attacks he can seamlessly Crouch Dash into. Here's a quick list: Shadow Lariat, Dark Uppercut, Dark Knee, Choke Sleeper, K's Flicker, Convict/Jail Kick, Jaguar Dive, Fast Dropkick/Exploder, a low left kick and the Hop Kick. To be quite honest, this is a bit of a "secret technique" and I'll guarantee this can be a major game breaker against people who've never seen it before, and even those that have! Be aware that this technique works for any character with a Shoryuken style (f, N, d, d/f) crouch dash motion and makes Jin even MORE overpowered! - Sidestep Insigiri Kick: This is exactly like the regular Insigiri, only it's preceded by a sidestep. A terrific time to use this move is right after your opponent has gotten up from a knockdown. For some reason it's just really deceptive looking. - Sucker-Punch: A funny looking sidestepping punch where Armor King gives a throat level uppercut underneath his opposite hand. Tough to describe, but you'll know it when you see it. Surprisingly has an interesting hit aura that will allow you to hit people even though they don't actually make contact with your hand. If the move lands, it produces a very slight stun similarly to the Knife Edge Chop, so you can try for a follow up. You can't combo with it, but you can try for a throw or Crouch Dash mix-up. Use when an opponent is rushing hard at you. Against pitbull style players, this move is a lifesaver. I still have yet to see any move overpower this move head on - it seems to at least exchange clean with pretty much anything. After playing for a few months - I've made up my mind that this move can be thrown out liberally against string happy characters like Law, Nina, and Hwoarang. Use this attack much the way you would use the Straight Arrow/Krazy Punch in Tekken 2. - Shameless Kick: This move is more or less a quick save technique if you have your back turned for one reason or another. It hits mid, so your opponent can't simply duck to avoid the predictable retaliatory kick either. Don't use this every time, and don't intentionally give up your back (you're not Ling or Lei...); but it's a good move to use if you're ever unfortunate enough to be stuck turned around. Mix this with the standard high back kick as well as d+1, which will turn you around quickly and safely. Be aware that you have to be COMPLETELY turned around for Armor King to do this move. Whereas King can do this his Shameless Kick even if he's sideways - Armor King has to be a full 180 degrees. The main time this happens is after you've missed a Flying Kneedrop, Super Knuckle Bomb, or Kip-Up. A new use I've found for this move is after doing a Dark Knee while an opponent is getting up. If they stay down, you'll fly over them and can drill 'em with the Shameless Kick in the back of the head. It's a great crowd pleaser! - Hopping Moonsault: Identical to King's but with one major problem - you have to hop first. This kills most of the speed and "deer in the headlights" hits that King is able to score with his Moonsault. Use this on players who like turtle up or stay on the ground too much, otherwise I haven't seen much use for it. - Super Knuckle Bomb: A very nice unblockable that makes a fine mix-up when used in conjunction with the Flying Knee and Elbow Drops, as well as the normal Knuckle Bomb/Flying Axehandle. He starts to do the normal Knuckle Bomb but his arc changes and he goes much higher and further, but it's a little slow. Most characters will reverse this with standing jabs or right kicks, but some of the slower characters actually have a tough time getting out of the way. This move oddly enough will follow foes that run under it if you performed the move close enough. This is an even bigger problem for slower characters. Use this move as a tag entrance or after a stun hit for some surprising hits. - 10-String: I figured I'd add this so you know a little bit about when to try it. This string is identical to Armor King's from Tekken 2 as well as one of King's strings as well. The downside is that it's the only one you have, and it's been around forever. The best time to use this string is against players who don't know how to block it. You might want to test them by starting the punches at the beginning and judging by reaction. If more than one punch lands, finish the string. There is a slight pause between the 3rd punch and the 4th (or 2nd and 3rd if you're doing the 9 string) so EXPECT AN ATTACK REVERSAL. If you're fast/good you might want to try to buffer a left Chicken in right here. Otherwise, if they counter you here once, you're likely going to get countered every time. If they don't have an attack reversal, continue the string until you get to at least the 2nd kick. The next major break is after the 3rd kick. This is THE best time to stop. Mix up how many kicks you do before you stop and actually finish with the last 2 hits on occasion. The European Uppercut can be used after the second kick, so give it a shot. The High Front Kick is best used after the 3rd. Finally, if the next to last hit lands, so will the final hit. ALWAYS do the final hit if the preceding hit landed as it does the most damage in the entire string. One use for this combo many people forget is after you land a juggle starter. More often than not you'll land 4 of the 5 starting punches and the Ali/Stagger kicks if they don't tech roll to the side. In fact, you can land the entire thing if they try to roll forward or back after hitting the ground. Not the string's best use, and not the best juggle in the world, but it can be a game breaker if your foe doesn't expect it. ############################### Strategical Section ################## The first things to know when playing Armor King in Tekken Tag Tournament are your goals. You want to defeat your opponent(s) and take as little damage as possible in the process. You can do this by either defeating one of them before he can tag out, defeat one of them after putting both of his characters so low on life that he can't/won't tag out, or by having more life for your two characters than your opponent's two when time expires. As a general rule Armor King is an offensive character, as he tends to fight better while on the attack rather than countering an opponent's attacks. That's not to say he's a poor counter character, but that you'll find yourself having an easier time if you push the action. Many of Armor King's moves have very high priority against other attacks, and therefore you can often get counter hits and improved damage while on the attack. What's does Armor King's offense revolve around? Unlike his student, King, Armor King's main goal is not necessarily to grapple his opponent to death although he is very capable of it. Armor King only has one real multipart throw and its damage is fairly mild compared to King's. He also has fewer 2 button escape throws so he can't always count on a throw for big damage in a pinch. The main secret to Armor King is his Crouch Dash technique + the moves that follow, long range arc attacks, and his powerful poking game. Oh yeah - he has some grapples, too :) From the Crouch Dash, He is capable of doing a Shadow Lariat, Dark Uppercut (+juggles), Dark Knee, the Choke Sleeper as well as any F,F buffered moves. If you mix up which attack you do out of the crouch dash, you can confuse opponents and score big damage when they guess wrong about which attack you plan to do. The Shadow Lariat hits high and can be ducked, but has amazing priority against almost any high or mid attacks, does big damage, and leaves you completely safe if it's blocked. The Dark Uppercut hits mid (so people won't automatically duck when they see a Crouch Dash), is a good juggle starter, and has good recovery. The Dark Knee hits high and can be ducked, but has great priority against any close range attacks. It's also a nice juggle ender. Finally, the Choke Sleeper is the first throw in Armor King's multipart and requires a 2-button escape - so you usually won't have people "accidentally" getting out of it. Armor King also has the option of Crouch Dashing and not doing or delaying an attack as well. Players sometimes get antsy and will throw out a move to stop your attack and leave themselves open when you don't do one. A Crouch Dash followed by a Hop Kick juggle is a nice trick to learn. *Update* - See Move Analysis section on even more attack confusion from Armor King's Crouch Dash/Shoot! When Armor King isn't Crouch Dashing, it's a good idea to be throwing out some poking moves to counter attacks and gauge an opponent's reactions. Generally short punch strings as well as low and mid level punches and kicks are great for this purpose. The Elbow Smash, Front Kick, and Mid Sidekick are your main poking tools. Occasionally you need to try something stronger with a bigger payoff. The Convict/Jail Kick, "People's Elbow", Knife-Edge Chop and Mule Kick are great for this. Since most power hits are mid or high, most players stay standing by default. These moves are too fast to duck+counter on reaction and they don't leave you open if they're blocked. Don't get predictable and you should be fine mixing these in with your standard pokes. If you notice that your opponent is always blocking high, use the Stagger Kicks and Low Dropkick in your poking game to deal some punishment and keep them honest. Sidestepping occasionally before you attack as well as mixing up how many attacks and their order are also vital. Also, when you're poking at an opponent it tends to make them fight upright and either moving backward or blocking. This is the time to go for the infamous run up and throw tactic. Rushes? While Armor King will never be the stringer that Jun, Baek, or Nina is, he can put together a nice series of offensive strings. The best way to Armor King to sustain an offensive rush is to start with the standard 1,2 Punch sequence and follow with a low jab. From here you have access to Armor King's good rising attack repertoire. Generally you should follow with the High Front Kick then with a crouch dash attack (probably the Dark Uppercut). Once you get use to the flow of attacks in this sequence, try using the Vertical Palm Upper instead of the High Front Kick, or use the Low Jab, Uppercut in place of the 1, 2. Armor King has a good set of moves that are all used right outside of standing high kick range, so mix in your choice of follow ups to the rising attack. Once you get used to the timing, you can insert pauses in your rushes (to bait players for CH's) or keep a constant flow of high/mid attacks interspersed with low jabs to pester opponents. Throws? Since he only has one 2 button escape throw (the DDT is NOT easy to do in a pinch either), mix your throws up as best you can so people won't have an easy time escaping them. If possible, go for the DDT, Tombstone, Giant Swing, and Armor King Driver. They do the most damage and give you plenty of ground attack possibilities afterward. The Giant Swing is a great throw if mastered. It has the longest range of any throw in the game and if you get good at the motion it'll look like they warped into your hands. Even if they tech roll, it still hurts slightly more than a normal throw. Learn to tick with the Jab, Uppercut Combo series followed by the Giant Swing. Buffer the Giant Swing motion right as Armor King (or King) is finishing the second punch. If done properly, the Giant Swing is VERY tough to avoid. It's still escapable, but all but impossible to avoid being grabbed altogether. If your opponent is able to duck (i.e. you messed up your timing), mix in Hop Kicks and Elbow Smashes in the future. After you land a Giant Swing (and they don't tech roll), start running at them. Scrub Rule #69 clearly states that 90% of all scrubs will try to tag out, and if you start running immediately - they won't be able to leave the screen. Do the Flying Jaguar Dive when you get close enough followed by the Stagger/Ali Kicks to finish them without them ever tagging. A good player will generally continue to lay there and side roll or attack when you get close. This is a good time to use the Charge Up. After you've charged, start running and when you get close enough, do the sliding Stagger/Ali Kicks. Since you're charged they will hit as though they were a counter hit (+the added charge damage) and you'll likely end the round right there. I'd like to state for the record that making your offense revolve around landing the Giant Swing between attacks is actually fairly effective. The range on the throw is absolutely amazing, and with so many attacks that can be performed within range of the throw - the option is almost ALWAYS available. While the escape may be simple, bare in mind that you can double up with the throw (do it again immediately after the escape), use another throw, or simply insert a juggle starter. Even when tech rolled, the damage is good. If they don't tech roll - it's a game breaker bar none. Ground hits? The Low Dropkick, "People's Elbow," Frankensteiner/Hurricanrana, low left kick, and Stagger/Ali Kicks are your main tools for close opponents. At longer distances, go with the Knuckle Bomb, it works better than people give it credit for. Mix in the Super Knuckle Bomb at weird times and you'll be shocked how often it works. Don't overuse it and it can be a valuable tool. At long distance, don't forget the flying drop moves. Being pressured? If someone won't give any breathing room, try using one of the flying drop moves or even the Super Knuckle Bomb just to get away from someone. If you need a quick counter-hitting move, the European Uppercut and Sucker Punch are good choices. If you need something with priority and speed to retaliate with, look no further than the Mule Kick. If you simply want to keep someone away, the Jail/Convict Kick is terrific at medium to close range against an opponent who's closing in on you. Lastly - Armor King's Hop Kick (along with Ogre's and King's) is one of the highest prioritized moves in the entire game. Do it forward to overpower attacks and start juggles. Do it backwards to safely create distance for your next attack. Finally, don't neglect the simple standing right kick. It has good priority and will launch your foe on a counter hit. You follow with a Mule Kick for a simple juggle and easy, guaranteed damage, but you can also do some more advanced juggles involving the Dark Uppercut as well. Mix-ups? Mixing up similar attacks are Armor King's bread and butter. Besides the Crouch Dash confusion, he has 4 different flying arc moves that all revolve around landing his unblockable Super Knuckle Bomb. If you mix them up, it's actually pretty tough to recognize them on reaction every time. There's also a simple mix-up between the Coconut Buster and High Vertical Suplex normal throws. Armor King is good at run up throws and these are easy, damaging, and frustrating. Power shots? What if you need some big damage in a hurry? The Insigiri (both normal and sidestep variations) is more than likely your power shot of choice. It's fast, hits hard, and does BIG damage on a counter hit. The Shadow Lariat is also a good choice. Surprisingly the European Uppercut is also a good "comeback starter" as it'll turn your foe around on a counter hit, setting them up for either a juggle starter, power shot, or an inescapable back throw. All equal big damage, and fast. Even if the European Uppercut doesn't land on a counter hit, it still knocks your foe down, and they tend to fall slowly. Use this time to try and sneak in the Super Knuckle Bomb or the inescapable Ground Throw. Another high damage move that tends to work in a pinch is the Frankensteiner/Hurricanrana. Get close to your foe and throw a high punch or two that will miss. Dash up again and this time, go for the Frankensteiner/Hurricanrana, but be sure you're close enough for it to act as a throw. If it lands as a throw, it does hefty damage and puts you in position to deliver more. Lastly, don't forget the Ali Kicks. If they land as a counter hit, you get 5 kicks and attack initiative. Sometimes that's all you need. Tagging? If someone is entering from a tag out, they tend to come in with some soft of attack or blocking high. The Fankenstainer/Hurricanrana is ideal if they're close. A Crouch Dash mix-up is also nice to try, with your main intent being to land the Shadow Lariat if they're attacking or Choke Sleeper if they're blocking. If they're a little further away, go with the Mule Kick or Low Dropkick. If YOU'RE the one entering from a tag, be aware of your opponent. Don't always attack or defend the same way. Try and see how far your opponent is and keep in mind of what he might try. If he's close and attacking, give him the Mule Kick. If he's at mid range - try the Super Knuckle Bomb. Some players go for their unblockable, so be ready by either hop kicking them, Jail/Convict kicking them, trying a sidestep (+Insigiri if it looks like it'll land), or some move that leaves you on the ground. Also, be ready to block against some characters. You don't want to match priority with someone like Heihatchi or Jin when their move is out before yours is. What if you like to pressure grounded opponents? Armor King is actually pretty good at this. The Low Dropkick and People's Elbow are both solid moves that over-prioritize most rising attacks and are fast enough where you can't stand on reaction. For longer ranged foes the Knuckle Bomb/Flying Axehandle is a good choice. It won't hit downed foes, but it's got great priority and people tend to thing they're safe from Okizeme hits while in it's range. A new tactic I've been using is to use the Dark Knee as people are getting up. It stops all rising hits and will hit anything except a side roll. If your opponent just stays down, you'll fly over them - BUT you'll be turned around and can perform the Shameless Kick on them. It's a pretty neat trick that works pretty well. After doing it 1 or 2 times, just give them the People's Elbow instead. What about partners? It depends on who you're good with. King is the obvious choice as his nature of using set-ups and lots of throws really compliments Armor King's style as well as anyone could ask for. He's certainly my recommendation. Other teammates I use are Bryan, Yoshi, Jack (any), Kazuya, Bruce, Ganryu, and Ogre. It's an issue of preference, but I think you're probably better off using characters people aren't used to seeing pop up every other match. People are pretty used to fighting against Paul, Jin, Law, and Lei but how many of them know how to deal with an effective Roger, Ganryu, Kuma, or Jack-2? Keep in mind that you don't have to play the same characters as everyone else. The characters are all *reasonably* balanced so that any of them can be effective. Not all characters match up evenly against each other, but any can be deadly in capable hands. ############################### Juggles ############################## It would take forever to list all of the various juggles you can do with Armor King, so here are some basics to juggling effectively. You want to start with some type of move that launches your foe into the air (a hop kick or Dark Uppercut for instance), usually followed by a move or moves that keep your foe airborne, and ending with a stronger move to finish. I've tried to list all of the moves that can start juggles in the movelist, but keep in mind that the right hop kick is a GREAT starter that hits ducking foes as well. The best moves to keep a foe bouncing after your juggle starter are punches. These are best kept to a minimum with Armor King as many of his juggle enders need your foe to be rather high in the air. A standing left punch or two is best, although sometimes you can do either of the Jab Uppercut combos instead. You can also simply use a low left jab to keep them bouncing and initiate rising attacks. A standing right kick works in some rare situations, but the only follow-ups are the Mule Kick or a Stagger/Ali Kick. To finish the juggle you want to use some type of fast hitting but more damaging move that will knock your foe away. Some examples are the Dark Knee (usually against big characters), Dark Uppercut, Mule Kick, Knife-Edge Chop, Low Dropkick or a simple standing right kick. You can also tack on a Stagger/Ali Kick to the very end of many juggles to squeeze out that last little bit of damage. Another nice way to add damage and set-up your juggle launchers is through a stun-inducing move such as the Straight Arrow/Krazy Punch or the European Uppercut (normal or counter). All of the combos can begin with one of these moves before your juggle launcher and still work, BUT you must perform your juggle launcher before they begin to fall down from the stun move. If they begin to fall, you need to skip the launcher move and go straight into your bouncing attacks followed with a quick finisher - usually a Mule Kick or Stagger/Ali Kick. New to TTT are tag juggles. These involve tagging your partner while your opponent is being juggled and having your tag partner continue to attack your foe. To do these you generally want to tag your partner right as your juggle starter is hitting your foe. When your partner character enters, you can either finish the juggle right away with a strong, fast hitting move (best choice if you hit your foe more than once before you tagged), or to try and land a punch or two before your finisher. A stun inducer is helpful in getting these to work, but you can get some of them without it. Armor King can do some basic tag juggles with the Dark Uppercut (Okizeme and ground hit type stuff), but his main tag juggle launcher is a counter hit version of the K's Flicker and the Vertical Palm Upper. Depending on your opponent, what he's been hit with, and your distance you might be able to land only a hit or two, or possibly bounce your foe across the screen mercilessly. Some good regular juggles are: *Note* You can precede each of these with a stun inducer as well - Hop Kick, 2, 1, Dark Uppercut, Stagger/Ali Kick - Dark Uppercut, Dark Uppercut, Stagger/Ali Kick - Dark Uppercut, Dark Knee - Dark Uppercut, Knife-Edge Chop, Stagger/Ali Kick - Dark Uppercut, 1, 1, 1, Mule Kick - Dark Uppercut, Hop Kick, 4 Stagger Kicks (+ they land head toward/stomach down) -- Credit goes to Alan Larson for this one - Dark Uppercut, 1, Dark Uppercut, People's Elbow (This is the one MIC used in the TTT world tournament - so it's championship material!) - Dark Uppercut, 1, Dark Knee, People's Elbow or Low Dropkick (*Note* this only works on large characters) - Dark Uppercut, Dark Uppercut, 1, Dark Uppercut (The timing is tough, but it IS possible) - Dark Uppercut, 4, Convict/Jail Kick (Surprisingly tougher to time than it sounds) Some good tag juggles started by Armor King are: - European Uppercut, Dark Uppercut, 5 (King as partner), Flying Body Press - CH K's Flicker (or Vertical Palm Upper), 5 (King as partner), 2, 1, Top Spinner Tag Juggles finished by Armor King are: - (High Launcher), Dark Knee or Dark Uppercut, 1, 2, Mule Kick - (High Launcher), Dark Knee or Dark Uppercut, d+1, High Front Kick or a Stagger/Ali Kick To be quite honest, the BEST place to find Armor King juggles is at the Tekken Zaibatsu site. Castel (a Tekken master) has a video of at least one variation of pretty much every major juggle Armor King can do. I got a few those listed above or variations on them from that video. The music is cool, too :) The site is http://www.tekkenzaibatsu.com - Everyone should check it out, as it's one of the best sources for TTT information anywhere. Check the media section for the video and much much more. ############################### Characters ########################### This section will provide a little bit of insight on fighting and teaming with the various other characters in the game. I'm not going to go overboard but simply give you a very basic idea of what the other characters are like. Obviously I know some characters better than others, so bear that in mind if I don't go in depth about everyone. If you're interested in playing with or having trouble beating one of the other characters, you're best off consulting a character specific guide at http://www.gamefaqs.com. As far as I know the only characters that have ever been in a Tekken game that aren't in TTT are Dr. Boskonovich, Gon, King the 1st, Jack, and Marshall Law. Honestly there are only 2 REAL characters missing... Anna Williams: One of the more annoying characters in the game IMO. She's got really fast punch strings, damaging throws, and a nearly guaranteed ground hit (the Heel Grind) that hurts a ton. Watch out for her crouching power move mix-ups between the Rushing Slap and the Arm Sweep. Anna also has a Law'esque Somersault Kick, an attack reversal, and even a multipart throw. The best thing to do against Anna is to poke at her with high priority attacks like the Elbow Smash, with a Chicken buffered in to stop a reversal attempt. When she starts a punch string, there aren't really any good high break points, so try for a low jab or simply block the string and do a Low Dropkick or Convict/Jail Kick. Be aware of her nasty new high punch/front kick sequence - it's annoying as hell. She's also gained a MEAN elbow launcher (a la Paul) that sets up some TERRIBLE juggles. If she knocks you down, try to either tech roll (if it's safe) or be ready to roll out of the way or counter her Heel Grind. This is honestly not an easy match, so stay on your toes and let it all hang out. While she may not have all of Nina's string variations and fluff, she has most of Nina's good moves (minus the easy to do Blonde Bomb) and several new ones that are just as good. If you're teaming with Anna, mix up pressure with retreating. She's got good strings as well as some nice defensive counters (her Backstep Front Kick and Somersault Kick for example) so just try and keep things varied up. Armor King: Um - read the rest of this FAQ and you should have a pretty good idea what Armor King is capable of :) Baek Doo San: What you might call a "children's character." While there are some good Baek players out there, the vast majority just flail on the kick buttons and know a kick string or two. Good Baek players are easy to spot as they actually use PUNCHES (*gasp*), so play them accordingly. Against scrubs, just 10-string or Elbow Smash them to death. Against better players, watch out for his Snake Kick and Snake Rocket mix-ups and try to counter his strings with the Low Dropkick or Mule Kick. His strings aren't very high priority unless he's really close, so if he starts a string a medium range, use the Stagger/Ali kicks. Other than that series, Baek is more or less a string based character. Learn the strings and counter points and he has little else. If you have trouble with Baek, I'd honestly recommend that you add King to your team and use the kick counter whenever he does a high or mid level kick string. That tends to make players scared and open themselves up to a big throw or multipart. When teaming with Baek, the best thing you can do is use punches and actually stay on the defensive. An aggressive Baek is begging to eat counter hit damage, while a defensive Baek can do a lot of damage when his starts a string off of a counter hit. His string starters are also pretty good when used to snuff out pokes. Bruce Irvin: A pretty unique character who is one of the best short string characters in the game. While not possessing some of the strong single hit power shots made famous by his successor Bryan Fury, Bruce's strings tend to knock you down early in the string and make the last few hits unavoidable juggles. He also has so many variants, it's a high/low guessing game in his favor. His short kick strings are also very VERY damaging. Bruce also has a really impressive multipart throw involving a Muay Thai neckhold that can do lots of damage. Bruce's major weakness is that his arsenal simply isn't all that big, and also lacks having many low moves much like Bryan. It also appears as though his Flying Uppercut after his sweep is no longer a true combo unless done in a juggle, which lessens its value a little. Be aware that his Triple Flying Knee sequence will do absolutely INSANE amounts of damage as a juggle. Against Bruce try and stay on him as he's a rough customer while on offense, but has very few defensive moves. Learn the escape to his multipart as well. While teaming with him, stay on your opponent and don't give them any breathing room. Learn as many of his string juggles and Okizeme tactics as you can - they're his bread and butter. Any time your opponent can be juggled, go for the Triple Flying Knee as you'll do some major league damage. This works for tag juggles as well! Bryan Fury: A personal favorite of mine. Bryan is a nice mix of power shots, attack strings, and pressure. The biggest thing to remember about Bryan is that he can do a whole lot of damage in a hurry. He doesn't quite have the single shot power of Paul, but he's a close second and has lots of attack strings to make up for it. Due to his ability to pressure and do so much damage, Bryan is also a great character for run up throws as people will almost always be blocking high against him. Bryan's weaknesses are two fold, though. His biggest problem is an almost total lack of low hitting moves. Besides his standard low kicks, his Muay Thai low kicks, and his Snake Edge sweep, the rest of his moves hit high or mid. His other weakness is he only has 3 standard throws, and the only 2-button escape requires you to be crouching first. Use this to your advantage as the Snake Edge is a little slow (block it on reaction) and his Muay Thai low kicks don't hurt much. Stay standing 95% of the time, be ready to escape his throws, and watch out for his crouch dash - all of the attacks out of it set up MAJOR damage. While using Bryan, mix up your strings, Mach Breaker every slow high attack you see, and crouch dash into his Fisherman's Slam, Knee Smash, or Rocket Uppercut for big damage. Surprisingly, try and play an "aggressive defense" by keeping your distance but attacking when approached. Another terrific strategy is an Okizeme mix-up between the Snake Edge and his Spinning Mid Kick. Both start with the same animation so it's a 50/50 guessing game for the person getting up off of the ground. If either lands - repeat. Devil/Angel: Imagine a damage/juggle challenged Kazuya with the ability to shoot unblockable laser beams at head level or downward from the sky, or at an upward angle (fast) and that's what you've got. There is a slight delay on the laser attacks, so be ready. If he's about to do the high laser, either sidestep, duck, or go for the Low Dropkick. If he's going for the laser from the sky, sidestep and keep sidestepping to make sure it doesn't track you. You can almost always run up and retaliate while he coming back down, so don't get overzealous and try to hit him out of the laser. If he does either laser attack while you're really close - start up your 10-String. You'll land the first 3-4 hits on the standing laser attempt, and you have a shot of landing nearly the whole string as a juggle on the laser from the sky. New to Devil in TTT is a very fast laser that comes out at a slightly upward angle VERY quickly. While not overly damaging or useful as an unblockable, this laser beam is almost strictly a juggling tool. Devil's other new moves include a Tooth Fairy type sidestepping high juggle starter and a variation on Yoshimitsu's Bonsai Rush that doesn't knock your foe down, so you can attack them from behind. Also be aware that Devil has a new "fake out" flying laser in which he will fly upward and then suddenly behind the opponent before firing his laser downward. This can be used to trick players who think they know how to stop lasers every time :) On the other hand, be aware that much of Kazuya's damage and juggles are missing. When teaming with Devil, my advice would be to play him very much like Kazuya, and try and keep your foes on their toes for the lasers the entire match. People tend to assume that the only reason you're using Devil is because you like to shoot lasers a lot - so if you don't do that you've already got a psychological advantage. Use the lasers at odd times (not counting the juggle laser which should be used whenever needed), and occasionally bust out with the Bonsai rush to go for big damage on your turned foe. Eddie Gordo/Tiger Jackson: The "Children's character" of choice. You can more or less expect nothing but the low Slippery Kick series and high Leg Whip/Mars Attacks series from the vast majority of players. Why? Eddie is the only character who can do high damage + hard to recognize sequences just by flailing the kick buttons, so the majority of Eddie players do just that. On the other hand, BEWARE OF A GOOD EDDIE PLAYER! Someone who knows Eddie and how to link all of his moves is one of the deadliest things in all of Tekken. Against a scrub, just Stagger/Ali Kick or Mule Kick them to death. If they Slippery Kick, block low and follow with a K's Flicker. If they do the Leg Whip/Mars Attacks, block high and follow with a Tombstone Piledriver or DDT. Against a good player, try and use the Low Dropkick to snuff his slippery sequences, and do your best to learn what can link into what and how to block *most* of them. When teaming with Eddie, the biggest secret is just to simply learn what you're doing. Most people just don't know how to fight an Eddie player who knows what they're doing. If you're one of the rare Eddie players that can use the majority of his arsenal, you'll be shocked how often you'll win just because people have never seen half of the moves you'll be doing. Forest Law: Another annoying character and scrub favorite around the world. The biggest problem with Forest Law is how small his arsenal is (half of it is just a move followed by a Somersault Kick), yet he's still one of the strongest characters in the game. If he ever lands anything on a counter hit, you're going on a Somersault Kick ride. He also has the ultra annoying Junkyard Kick sequence with a low second hit and almost no recovery at all. Most players tend to follow it with the repeated punch string to counter any retaliation attempts. The best thing to against Law is actually to play very defensively. Law players get most of their damage off of counter hits, so don't present the opportunity. Do only high priority moves use the low dropkick liberally. Watch out for Somersault Kicks as a follow up to just about any move he has. If you get a decent lead on a Law player, you'd better believe you're going to start seeing some random Somersault Kicks, repeated Junkyard Kicks, and the Triple Uppercut combo. This is where you should be able to lands your retaliation hits. For the most part you can actually get away with taking the second Junkyard Kick due to it's extremely minimal damage, but learn to recognize the difference between the Junkyard and Triple Uppercut starters. If you can block these two sequences on reaction, you're dealing with a character who really doesn't have all that many safe moves to attack with. Other than that, watch for his Dragon's Tail sweep (slow enough to block on reaction) and simply turtle/retaliate his overpowered ass :) When teaming with Law, don't overlook the 1-Inch Punch, which overpowers pretty much anything, but has a long wind-up. Do lots of throws as well, his Okizeme is deadly afterwards. Another great trick is to never do any Somersault Kicks - people just don't know what to make of it. Speaking of Somersault Kicks, the Fake Somersault + Blazing Kick is a nice juggle starter and is almost guaranteed to work on everybody once. Lastly, he has a new W/S+2 uppercut that catches many people by surprise and makes a great follow up after a blocked low attack. Afterward, juggle 'til your heart's content. Ganryu: Ganryu isn't just a complete Jack clone anymore! Granted he still has the standard Triple Chop and Sitdown, but Ganryu has a multitude of body checks, shoulderblocks, and low power shots. Be really careful as he has some of the strongest and fastest power shots in the entire game. Ganryu also has some annoying slap and stomp combos to beware of as well, but their damage is rather light. Ganryu's leg sweep and Wang-like palm strike are strong moves that can lead to a lot of damage in a hurry, though. Try to use the first 4-5 hits of your 10 string, as his rapid slaps are the only move he can really punish you with - and it's not guaranteed. He also has the Jack problem of defense. If you get him knocked into the air for a juggle, you can land an excessive number of hits because he floats so high. Castel's movie has Gun Jack eating 5 jabs and a Mule Kick off of a normal juggle starter! He must also tech roll a lot because of his slow ground recovery if you don't. Always throw out an extra mid-level attack like an Elbow Smash to beat a tech roll attempt. Once your opponent stops tech rolling, you can Okizeme any of the Jack characters to death rather easily (unless played by an expert). When teaming with Ganryu, stick to medium range if you can. Long and short ranges don't necessarily favor you, so sidestep and use distance pokes if you have to. If you ever knock anyone down, get back into your strong range first and worry about pursuit attacks second. If someone crowds you or is staying away, don't be afraid to tag out. Funny enough, one of the TTT programmers actually said that Ganryu was the most improved character in all of TTT, and in the right hands might even be the strongest overall character! MIC (the #2 TTT player in the world and King/Armor King player) used Ganryu EXTREMELY effectively in the world TTT tournament using a mix of strong juggles and power shots, so that can be seen as proof that Ganryu works well at high levels of competition. Gun Jack: Gun Jack is deadly in the right hands, but he takes a good deal of practice to learn, and most players are pretty simplistic when using him. Watch out for any of the standard fare crouching uppercut combo sequences and Overhead Smashes, as well as his new crouch throw. Gun Jack's biggest strength is his ability to mix-up high, low, and mid hitting moves rather easily. Even worse, all look and begin quite similarly. Gun Jack is also AMAZINGLY good at hitting grounded opponents and rising attacks. To top it off, Gun Jack also does a boatload of damage every time he hits you. The biggest thing to keep in mind is that like the other Jack based characters (except Kuma/Panda), he has no REALLY fast poke or string-interrupting move. ABUSE the first 4-5 hits of your 10 string, as he really has a tough time doing much about it. He also has the Jack problem of defense. If you get him knocked into the air for a juggle, you can land an excessive number of hits because he floats so high. Castel's movie has Gun Jack eating 5 jabs and a Mule Kick off of a normal juggle starter! He must also tech roll a lot because of his slow ground recovery if you don't. Always throw out an extra mid-level attack like an Elbow Smash to beat a tech roll attempt. Once your opponent stops tech rolling, you can Okizeme any of the Jack characters to death rather easily (unless played by an expert). Gun Jack (and all the other Jack characters except Kuma) also has a serious problem with characters who have a quick poke because he has no really fast move to interrupt you. If you stick out rapid left jabs mixed in with Elbows Smashes and Body Shots, he has a really tough time getting anything in. Mix in throws with your pokes and Jack is going to have a tough time getting you off of him. If you're using Gun Jack, I'd recommend learning to play with him really well first before pulling him out against really good players. Everyone knows his basic moves, but try and learn all of his attack variations as you'll need them. If someone keeps poking at you, try and hop kick or low right kick them to make some room. Once you know what you're doing, a Jack with good defense can be a problem for many characters. Keep in mind that the Overhaed Smash is your best friend and should be used whenever possible as there's little recovery and huge damage potential. Mix-in opportune tags and attacks with Gun Jack while tagging in and he can make a surprisingly good partner. As of late - Gun Jack has become my second favorite partner behind King. His new b+2 Missile Arm attack fills in a much-needed gap for a fast counter hit, and his new Sidestepping Gigaton Punch finally gives Gun Jack a reason to use the z-axis. I think that once everything is said and done, Gun Jack is probably an upper tier character in the right hands. If it weren't for those wicked juggles against big characters, Gun Jack would be an elite level character. Heihatchi Mishima: Captain Uppercut. I've changed my opinion of Heihatchi a little bit in the last few months. I noticed that the first hit of his Hell Sweep series is no longer always auto-blocked, and the auto-parry system doesn't seem to bother his offense much at all. The only real problem I have with him is that his entire offense seems to revolve around nothing but uppercuts and can get old FAST. If you don't mind simplicity - he's your man after Kazuya. The biggest threats from Heihatchi are his Godfist and Twin Pistons Uppercuts. Both have high priority and start some major league juggling damage. Try and keep your poking to a minimum as he can counter many of your fast pokes and send you on a hell ride. Against Hehatchi I'd recommend staying very close and looking to snuff out any type of attack he can throw before he can get it off. The Elbow Smash and Front Kicks are great tools for this. Never throw more than one attack at a time, and be sure you're only doing mid level pokes. If Heihatchi can get medium or long range against you - don't attack with anything except the Low Dropkick or Insigiri. These moves leave you on the ground where you can still be hit, but not juggled as badly. A nice touch to use against Heihatchi players is to run up and stop just a little bit in front of him. More than likely they'll try some sort of uppercut move that you can block and retaliate against. When teaming with Heihatchi I've found that because players are blocking so much, you can land run up throws easier than most. Other than you're pretty much going to have to uppercut a lot just like everyone else, so get good at it :) Hwoarang: Hwoarang is a pretty deep character with 2 different fighting styles. His "righty" stance is mainly a string based stance and should be fought more or less like Baek, while his "lefty" stance contains stronger and harder hitting kicks. Learn to recognize which stance he is in and you'll have a pretty good idea of what he's capable of. You'll actually find most Hwoarang players are just rookies who wail on the kick buttons and watch the strings pop out. For them, just keep blocking high and do the Mule Kick when the string is over. You could also choose King as your partner and simply kick counter them whenever the chance arises. Good Hwoarang players tend to cut their strings short and actually (*gasp*) use the punch buttons to set up their attacks. Be aware that he has a 3 hit jumpkick combo that delivers big league damage; so if he jumps at you don't simply assume you're going to drill him. Also be aware of his low Rocket Kick combo that begins low, ends high, and starts juggles. Hworang's weakness is simply that he has very few punch attacks and even fewer low hitting moves. He can also be punished after blocking pretty much every string he has, unless they cut them short. Try and stay on the defensive and let him come to you. It's not easy to attack effectively with Hwoarang, so you'll have them fighting awkwardly from the start. When teaming with Hwaorang, stick to his strings that start with punches and learn to stop your strings early so you don't get predictable. Also be aware which of your moves involve an automatic stance change so you don't end up doing something you don't want to do. Jack-2: Jack-2 is more or less just a Jack clone with a few minor differences, mainly being he's even more of an Okizeme specialist than the other Jack characters. The strategy for using and fighting Gun Jack should be sufficient for the most part. I'm not saying that Jack-2 is just like Gun Jack or he sucks or anything, but he shares 90% of the same moves and you more or less fight the same with and against him as you would Gun Jack. Think of the differences between the Tekken 2 characters and their bosses and you get the idea how similar Jack-2 and Gun Jack are. He's got a pretty mean shoulder block and a sidestep launcher, but I'm still not sold on him over Gun Jack and Ganryu of you like the Jacks. Jin Kazama: One of the more well rounded characters in the game, Jin has power, speed, and finesse. The major keys to Jin's arsenal are his Laser Scraper, Demon's Paw, and Crouch Dash mix-ups. If you take the first hit of the laser scraper on a counter hit Jin has the option of taking well over 75% of your life on the spot, although I think you may be able to tag out of the stun in some instances. His Demon's Paw is kind of like his version of the Phoenix Smasher and will likely be used at the same times. From the Crouch Dash Jin is
capable of doing both a Wind Godfist Uppercut (High), a Dragon Puch Uppercut (Mid), as well as a Hell Sweep (Low). Tricky, eh? If you see him crouch dash at you, your best bet is to block mid as you can usually block the Hell Sweep on reaction if you're fast. Getting hit by it certainly beats the other two. Jin also possesses the 3 Ring Circus borrowed from Jun which has a High/Low guessing game at the end. His sidestepping Tooth Fairy is possibly the second best (King's Flying Death Kick/Deadly Boomerang is still #1) sidestepping move in the entire game; so if you see him sidestep, don't attack. To top it all off, Jin has and an uninterruptable/uncounterable 1, 2, 4 series that you will learn to despise, a low Demon's Paw style of move, and a new b+4 kick that has amazing priority and power that make his in-close game quite good as well. Before I forget, also be aware that Jin's unblockable goes under high attacks. When facing Jin, you're not going to see a huge variety of moves like you would from Lei or King, but what you will see is about a dozen extremely versatile moves. His weakness? Jin still lacks low hitting moves. With the exception of his Hell Sweep, he really only has his standard attacks. Use this to your advantage while on the ground or blocking. He's good at Okizeme, but only if you're rising. Take your time while on the ground. Attack Jin from long and medium range if possible. His attacks tend to have a slight wind-up, so try to snuff them before they come out. Also, be aware that if he blocks your low attacks, he has a W/S juggle starter so pick and choose your attacks. When teaming with Jin, you're likely good at Crouch Dashes (Armor King's specialty as well), so try to work the mix-up magic. The Laser Scraper should be done whenever possible. If they block, end with the straight punch, if not, the uppercut. Otherwise just try to keep your attacks fresh and varied. Jin and Armor King make a surprisingly good team, but are a strategically very similar. *Note* If Jin is teamed with Heihatchi, he has the option to become "Devil Jin" and actually have a mid-hitting Godfist Uppercut as well a few other new moves. See a FAQ sheet or Tekken Zaibatsu (http://www.tekkenzaibatsu.com) for details. Julia Chang: Julia and her mother Michelle are both masters of string confusion. While not as "string happy" as Baek or Jun, they have their fair share of short variable strings with enders that must be blocked differently. Learn to block these strings as best you can (you're going to get hit with at least the finisher sometimes) and punish them with a Mule Kick or throw afterward. Their recovery is a little slow after performing strings or stronger attacks, so use this time to land harder shots of your own. They have a Hop Kick that is every bit as good as King, Armor King, and Ogre's. Even worse is the fact that they can do combos that take well over half your life after landing one. Possibly their greatest strength is their sidestep, though. Both Julia and Michelle have a very wide and long sidestep that not only helps them sidestep attacks and set-up side/back throws but also makes their string mix-ups even worse. Nearly all of their moves will track at all angles as well. Julia is even a pseudo-grappler of sorts and has a wide assortment of throws to choose from. Due to her sidestep she also has a very easy time setting up her side and back throw attempts. Finally, they also have one of the best unblockable attacks in the entire game. Not only does it hit low, but it can even be used in combos. Don't' neglect this move as it was intended to be used more than other unblockables. How should you fight them? Keep in mind that while Julia and Michelle are very good characters, their single hit damage is fairly mild. If you can lure them into a pure slugfest, you'll win almost every time. If they start sidestepping around, use the Low Dropkick to track them and end their madness. The Straight Arrow/Krazy Punch and Sidestep Insigiri Kick also work well. Julia and Michelle also have surprisingly slow jabs, so pulling out the long range dropping attacks and the Super Knuckle Bomb will almost assuredly work to your advantage. Medium range as well as the Z-Axis are their areas of choice, but long range and a poking battle in close should stifle them pretty well. When teaming with either of them, bear in mind that you actually need to learn much of their arsenal to be very effective. Simplicity just won't get you very far. Throw often to get players antsy and more likely to take your strings. Last but not least, the sidestep is invaluable. Many players were using Julia and Michelle in the TTT world tournament very well, but they all seemed to live and die with the repeated elbow dash juggles. When players began low parrying their kick string starters, many never recovered. Jun Kazama: Stringer extraordinaire. Honestly, like Baek and a few of the other returning characters, Jun is made up of a bunch of attack strings and very few hard hitting single attacks. While she has some serious confusion on her strings (lots of blocking mix-ups) and even an infinite string, she just can't hang in a power shot, poking, defense based fight. The best way to fight against Jun is to learn the breaks on her strings rather than how to block them. Most of her strings are rather long and damaging if you take the hits, so it's better to just low jab out of there and start creating your own offense. She doesn't have all that great of a defense, so use the Dark Uppercut/Choke Sleeper mix-up to pressure her. One attack of note is a surprisingly effective overhead flip that can catch you if you crowd her too much. It's also a sumbitch as an Okizeme move. Mid range pressure is the key. When teaming with Jun, stick to the White Heron mix-ups. It's a relatively short but strong sequence that's not easy to punish. If someone tries to crowd you, mix up your throws and her overhead flip. Speaking of throws, she has really good Okizeme opportunities after them with her strings, so throw when you get a chance. Kazuya Mishima: He's back! While he seems closer to Heihatchi than Jin, Kazuya is back as tough as ever. The big key to his offense are his mid hitting Godfist Uppercut as well as his new sidestep mix-ups. While the second hit of his Hell Sweep is auto-parried (unlike Heihatchi), it's still a useful high/low mix-up. Like Jin he also has a variant on the Demon's Paw, which is one of the better fast hitting mid attacks in the game, although Kazuya's is a little slower and shorter than Jin's. Honestly, like Heihatchi and Paul, Kazuya doesn't have to have an overly deep arsenal to be an effective character. He's more or less going to be using his Godfist Uppercut repeatedly in your face waiting for a mistake to capitalize on. Occasional Hell Sweeps and sidestep attacks round out his attack while the flash punch series is a quick retaliation if you try to interrupt his rush. Pick and choose your attacks and use your Shadow Lariat or Dark Knee to beat his Godfist Uppercut head on. When teaming Kazuya, pressure and priority are your friends. Don't give players breathing room and pause occasionally to give them time to attempt a retaliation, which you can block and counter. Also, don't neglect his W/S Gut Punch. It stuns on a counter hit, does loads of damage and can set you up for all sorts of bad things, especially Tag Juggles! King: Ah King, my other favorite character. It's going to be tough for me to truly describe King in a paragraph or two, but here goes. King is a throwing and counter attack machine. While people think King is nothing but multipart throws and slow strings, he's far from it. He has one of the deepest single shot poking arsenals in the game, a fast low clothesline that can be repeated and followed by ground throws, as well as a slew of normal throws that do big damage and give you time to use his very effective Okizeme. King also has one of the single most damaging attacks in the game - the Flying Death Kick/Deadly Boomerang. While the damage has been lessened since Tekken 3, it still stops all high attacks (most mid, too) and takes off half their life on a counter hit. Seriously I'd guess most King players are actually just going to keep trying the sidestep multipart that they've so painstakingly learned, though. I can't tell you how many players start off with that move and try it 2-3 times every round. While a good move, it's SO easy to avoid and has very few alternate attacks. For those players, just duck the throw and give them a European Uppercut. The same players also seem to love Ali/Stagger Kicks. Just block low, and do the same thing. After they've been turned around or fallen face down twice in one round and haven't landed their precious multipart, most of them will simply...try it again. Good King players are rare but deadly. From them, expect your beloved Giant Swing Tick, the Muscle Buster (a big damage, easy to do, 2 button escape throw), Disgraceful/Shameless Kick series, Stagger/Ali Kicks into the K's Flicker, the Low Clothesline, Hop Kick Juggles, Elbow Smashes, Black Bombs, annoying mid kicks, low throws, and of course the deadly multiparts. A good King is a serious threat because he can come back from an ass kicking in a matter of seconds. His multiparts have at least 2 enders each, meaning you can't just "know the breaks" and automatically get out. I'm not going to go on and on, so just try and snag a King FAQ as he's the best partner for Armor King in the game IMO. When teaming them up, use King as a passive aggressor (attack only when approached, stick to safe pokes) and Armor King as a pressuring attacker. It's a tough combination to stop. Also, on your multiparts, don't necessarily go for the most damaging links. I have no idea what half of King's multipart breaks are, but you'd better believe I know the breaks for the Rolling Death Cradle, Indian Deathlock/Romero Special, Powerbomb, and Stretch Combo. I'd guess many other good players do as well. Personally when I'm playing I for the off the wall links I know the average Joe won't break. On the leglock sequence - go for the Scorpion Dethlock or STF. On the Armbreaker sequence go for the Russian Legsweep or Triple Armbreaker. If you land the Gut Punch - do the Muscle Buster or Irish Whip! Most people will go for the "typical" break and still eat 25-50+% damage from the more uncommon multiparts. Another thing to bear in mind with King is that your kick counter cannot be "chickened" and both variants lead to GUARANTEED ground throw opportunities. Don't overuse them (you'll get burned by good players), but certainly don't forget them, especially against characters like Eddie, Baek, Yoshi, Law, and others who kick with reckless abandon. Kuma/Panda: More Jack based characters. Admittedly, they're my favorites just because I like bears, so I won't trash them. For info on fighting Jack based characters in general, see the Gun Jack section. For now, I'll cover their unique stuff. First off all, Kuma/Panda have the G-Clef Uppercut series from Julia and Michelle and is their bread and butter. It's fast, has LONG range, and sets up a really damaging juggle when landed on a counter or clean hit. Use the first hit as a fast poke and add the other hits if you thing they might land or you see a counter hit spark. Kuma/Panda also have Heihatchi's Demon Uppercut, which will hit grounded opponents and makes a killer juggle starter and ender. The Grizzly Claw is a nice Demon's Paw type of move for mid range foes and hits really hard on a counter hit. The Deadly Claw/Rolling Bear is one of the better unblockables in the game and has a nice mix-up ending. Kuma/Panda also have a nice throw in the Circus Roll, which does good damage, has range, requires a 2-button escape, and can lead to a tag-throw variant. New in TTT, Kuma and Panda have a cool ground crawling low sequence that passes under low and mid attacks and can even start up a big juggle or throw. A mid hitting headbutt also helps to round out their poking game. They've also gained a nice body check type move (think Bass from DOA) that can be used as a juggle filler and high priority counter attack. Pretty neat additions I'd say. Lastly, Kuma/Panda can dance any time you want, which is the coolest taunt in the entire game. You can also cancel the animation into a move instantly. It tends to make people bum rush you while you do it, so be ready to hit them with the overhead smash. When teaming with Kuma/Panda your goal is to simply upset your foe and make them do things they don't want to or shouldn't do. Rapid pokes mixed in with throws, Okizeme, taunts, and even an occasional Salmon Hunter thrown in for surprise value will make your foe mad in a hurry. Tag frequently so your foe never can punish "that damned bear" and make the entire match a psychological battle :) Kunimitsu: Kunimitsu is one of the faster characters in the game and fighting her is actually different from most of the other characters in the game. While she may seem like a Yoshi clone at first, you'll find that many of her unique moves are just that - unique. These even include a Mortal Kombat'esque teleport attack. She has several of Yoshi's spinning and repeated attacks, but the properties for them are closer to Tekken 2 where they juggled a bit better. She also has 2 variations of her stabbing unblockables that are fairly quick and can be thrown in rather often without fear or getting killed. Kuni's main goal is simple "evade and counter" offense. Most of her arsenal moves her either toward or away from her opponent while attacking, so you'll rarely fight a stationary Kunmitsu. The best way to fight her is actually very defensively. Like Yoshimitsu, her moves tend to be very committal and leave them open if missed or blocked. The rapid-fire pokes from Tekken 2 have been slowed and de-prioritized significantly, leaving them as relatively defensive natured characters. If you play defensive yourself, Armor King's single hits and pokes are *generally* going to win a defensive war with Kunimitsu. He also has several ways to punish blocked attacks that can really put a damper on any blocked Kunimitsu attacks. When teaming with Kunimitsu, keep in mind that defense is your only real option against most players. Try and land a hit early if you can, and milk your lead to the best of your ability. If your opponent is forced to move forward, Kuni's evasive counter hits will send them to an early grave. Lee Chaolan: A nice alternative to Forest Law that has some of the most annoying kick strings in the entire game. He has the same annoying over-prioritized punch strings, but the secret to Lee's success is in his kick variations. Not only does he have the infamous Infinity Kick strings, but also a complete multitude of kick string variations that would make even Baek jealous. Even better is the fact that they're generally only 2-4 move strings, can alter nearly every hit and can be performed with both the left and right kicks. Lee also has the new "Hitman stance" that has some very quick moves that follow. He also has the ultra high priority Blazing kick that starts juggles and comes out really fast. Overall Lee is a really well rounded fighter with a nice mix of short and medium attack strings with occasional single power shots. The best medicine for fighting Lee is knowledge of his strings and their break points. Also, know what moves can follow each of his starter attacks. Using strong pokes and simply throwing out power attacks somewhat regularly can hurt Lee in a hurry due to his aggressive style. The Shadow Lariat and Dark Knee are both excellent Lee stoppers when in range. His repertoire of kicks is impressive, so choosing King as a partner is obviously a pretty good idea. If nothing else, you'll see him fight very awkwardly to avoid the deadly kick counter. Otherwise you'll tear his leg off by the end of the match. Be aware that no matter how high his kick sequences appear, most of the hits are actually blocked LOW and END with a MID hit. Teaming with Lee might actually make a very good team now that I think about it. You can match Armor King's strong single shot attacking style with Lee's speedy short strings and double hits. I might have to try that... Lei Wulong: Oh man. Describing Lei's offense is going to be pretty hard in anything less than a few pages! I don't want to make you unprepared, so let me tell you now that your best bet at learning Lei is simply to play him or at least read an in-depth FAQ sheet on him. He has the deepest arsenal in the entire game by far, which encompasses several different stances and at least a half dozen effective moves from every major position in the game. On the other hand, most Lei player only use a small fraction of his huge bank of techniques. Expect to see mainly the Rave Sweep series, the Flying Ankle Kick, the Hi/Lo Turnaround Kicks, Razor Rushes, as well as all of his standard lying down and BT attacks. Against this "typical" Lei, use the Low Dropkick, Knuckle Bomb/Flying Axehandle, and your various flying drop moves to eliminate his falling down B.S. that so many people love to try. The Rave Sweep can be blocked and European Uppercutted before the second kick comes out. If he does the Hi/Lo Turnaround kicks, block the first high, the second low and then back throw his ass before the inevitable series of low backhands arrives. If he ever ducks it, do the Convict/Jail kick from that point on, and try the back throw again later when he doesn't expect it. The Razor Rush is all mid except the last hit, which is low. If you see him sidestep during the Razor Rush - IMMEDIATELY Hop Kick him. This means he has gone into a different stance, and Lei cannot block at this time. If he goes into a different stance and is far away from you, Convict/Jail Kick him - it's tough to counter and has more range than most of his animal stance attacks. The Flying Ankle Kick is actually blocked high, and can always be followed with the Low Dropkick to punish. Against good Lei players the best advise I can give is to know what attacks can lead into his various stances and be aware of his standard attacks he can do at any time. When teaming with Lei, you obviously want to confuse opponents, so go into animal stances simply just to show you know how to. You'd be shocked how much this intimidates people to see someone go into an odd stance like Tiger or Panther (probably the best one) early. Don't abuse the standard Lei attacks either. Try and use as many off the wall attacks as you can, again just to baffle your opponent. Like Eddie, many Lei players are scrubs and when people see some of those uncommon moves being done, they aren't sure what to do. Ling Xiaoyu: No comment. BY FAR my least favorite Tekken character ever. I'm simply offended by a small girl doing ridiculously weak looking attacks that send professional fighters 30 yards into the air and set-up some kind of turned around slap combo that bounces them 7 or 8 times on her fingertips. I also find it miraculous that she's faster while turned around or in her "phoenix stance" than almost all of the other characters facing forward. I realize Tekken isn't realistic, nor is it meant to be, but I'd at least believe an animal would be a better fighter than a small girl who likely weighs around 75 lbs. When playing against Ling, go all out - do everything you can to make whomever is playing her not want to choose her ever again. This includes Giant Swing ticks, repeated Elbow Smashes, turtling, trash talk, or anything else you can come up with. Maybe this way we can keep her out of Tekken 4 :) I'm not saying she sucks or that she takes no skill to play, but it's simply an issue of pride. How can you willingly play a character like that? If you're trying to be cool - why not use Roger and Kuma? Don't team with her, PLEASE. It simply makes Armor King look bad. Strategy? Think low and defensive. Ling players tend to be very counter-minded so beat them to it. Turtle up and stick to only moves that aren't overly punishable. If she goes into the Phoenix Stance - Low Dropkick. If her back is turned - ditto. She can't block in either stance, and you'll overpower 95% of her annoying attacks with your Low Dropkick. If she starts rolling or sidestepping, use a backward Hop Kick to create some room and overpower her attack/throw attempts. Finally - Don't forget your flying moves. You might be surprised, but she has a very rough time hitting downward angled attacks. Michelle Chang: Due to her similarities to her daughter, Julia, I decided to group their strategies together. While not exact clones, they are extremely similar and strategically identical. Michelle lacks some of Julia's throws and mix-ups but does more damage and has a few exclusive moves like her sidestepping attacks and her double kick juggle starter. Otherwise, see the Julia section and modify accordingly. I'm certainly glad Namco gave Armor King more new moves that they did to some of the other returning characters from Tekken 2... Mokujin/Tetsujin: Mokujin is more or less just a random select that changes your character every round and exclusive to TTT, after every tag out! He has no exclusive moves and the only real difference between he and the character he's mimicking is that all of their limbs are now the length of his. For example, is he's mimicking Jack, his legs will be longer, but arms shorter to match Mokujin's physique. How do you tell which character he is? The stance gives it away. Other than that, you just need to know the moves for pretty much every character in the game! When playing against him, treat him as though you were playing the character he is mimicking, but bear in mind that the Jack based characters will have shorter arms and longer legs. When teaming with him, know your stances and hopefully know at least a few of everyone's moves as you never know who you'll end up with from round to round and from tag to tag. One thing of note is that it appears as though he still never mimics Ogre or True Ogre. Finally - when Mokujin/Tetsujin is teaming with either Kazuya or Devil/Angel, he won't actually tag out, but will instead pause for a second and transform into them. Bear this in mind when playing with or against him. Nina Williams: A very well rounded character with very few weaknesses. Nina not only has a very good set of string attacks and mix-ups, but she also has a series of multipart and command throws, as well as single power shots. The only real weakness she has is that overall she just doesn't do all that much damage. She has some juggles that can hurt you quite a bit, but they actually take a decent degree of skill to perform and with characters like Paul who take half you life with one move, it almost makes you wonder where the game balance is. Most Nina players will use her short punch/kick strings to set up bigger hits like her Blonde Bomb, Skyrocket Kick juggles, multiparts, throws, or just blocking mix-ups on the same string. The best thing to remember against Nina is block high by default. She has a decent set of low moves, but her serious damage is mid and high, and you're better off taking low hits than high ones. Speaking of low hits, watch for her sliding sweep as a mean Okizeme tactic. Roll sideways into the screen to avoid it. Try and learn her string breakpoints as well. While she has an absolute ton of variations on each string, they all seem to be interruptible at the same spot or very close. Her Multiparts actually seem to have quite a bit of leniency on the breaks, so use the 2,1,2+1 double tap to get out of most of them. Her command throws are dangerous, though. Most of them allow her to do the heel grind afterward, do copious amounts of damage, and set up Okizeme all too well. When teaming with Nina, the Skyrocket Kick juggles are the key to victory. You can do some major league bouncing around after them and you can mix up the low kick before the Skyrocket to add to the confusion. For throws, stick to the Knee/Elbow smash. It hurts a ton and you can do some bad things afterward. Nina is a skilled players character, so you likely won't see all that many who aren't good players - so keep that in mind if your opponent chooses her. Several of the major circuit tournament winners for Tekken 3 were playing Nina and she hasn't changed greatly...BUT she wasn't overly popular at the first TTT world tourney. Ogre/True Ogre: Ogre is simply a rough combination of the characters that were in Tekken 2, but were not in Tekken 3. This includes: Armor King, Anna, Baek, Bruce, Ganryu, Jack-2, Jun, Kazuya, Kunimitsu, Lee Michelle, and Wang (No Roger/Alex exclusives, though). What this means is that he has a huge arsenal of moves and most notably over a half dozen different unblockable attacks. The major ones to watch out for are Armor King's Shoulder Ram and unblockable, Anna's Arm Sweep and Rushing Slap, Baek's Snake Kick/Snake Rocket series and Hunting Hawk; Bruce's Flying Front Kick and unblockable, Ganryu/Jack-2's throws and Double Elbow; Jun's Cartwheel/Tooth Fairy; Kazuya's W/S Gut Shot and Overhead Kicks; Kunimitsu's unblockables; Lee's Sliding Dropkick, Infinity Kicks, and Blazing Kick; Michelle's Lo/Hi Kicks; and Wang's Power Palm and Medium Elbow Rush. Ogre's exclusive moves are his Serpent's Venom, which is unblockable, works like a throw, and sets up combos, and the best standing right kick in the entire game. His standing right kick alone can keep him in a match due to its speed and HUGE damage. As far as new moves in TTT go, he has a new rising attack that's nothing special as well as a pretty sweet sidestepping power shot. His kick strings have been modified slightly as well, but not enough to really weaken or strengthen him. True Ogre adds the ability to spew flames that work identically to Angel/Devil's lasers. He also has Ganryu's Buffalo Horn, Kuma's bite as an attack reversal, and effective low Tail Sweep, and a flying teleport that can be used to escape some juggles and score hits on Okizeme happy players. His weakness is that he's a larger target and has Jack-like Okizeme problems. Fighting Ogre is rough at best and you more or less just need to be aware of what all he's capable of, and always be on the lookout for unblockables. When teaming with Ogre, take the time to mix up your attacks and stick to the Double Elbow, Lo/Hi Kicks, Snake Kicks, Power Palm, Serpent's Venom, and a standing right kick as your main pokes. When using unblockables, stick to Armor King, Bruce, and Kunimitsu's. Which Ogre should you use? I'm personally fond of the "normal" Ogre because he can't be floated all day like True Ogre can. Sure, True Ogre can use more moves (and has HUGE range on his Serpent's Venom), but he can be juggled higher and easier than any other character in the game. In the long run, I prefer Ogre's smaller/safer character model to True Ogre's extra attacks. Paul Phoenix: Someone I'll guarantee you'll see a lot of. Since the tag format weakened Eddie so much, Paul has taken the throne of undisputed most popular character. Everyone from scrubs to experts alike choose Paul regularly. Why? He can take over half your life if the Phoenix Smasher lands on a counter hit. Why is that so bad? Well, it's fast, easy to do, has insane priority, and isn't easy to punish with everyone. You take this move away from Paul and his sucks, but as long as he has it, he'll be one of the top characters in the game. Paul also has a very good double jump kick, a series of swaying attacks (that are usually blockable on reaction), a Thruster juggle starter to mix-in with the Phoenix Smashers, an axis-changing Shoulder Smash, and of course the ultra annoying Falling Leaf mix-ups. Paul has gained a few new sidestep attacks that really round him out (one hits low) and a fairly useful W/S Palm strike that can sneak in after some old tried and true sequences. Fighting Paul is all about defense. Don't attack with anything you don't feel safe doing. Stick to the Elbow Smash, low Dropkick, Mule Kick, standing right kick, and Knife-Edge Chop. All of them will usually beat the Phoenix Smasher head on, and that's what you have to do. Make Paul come to you - don't go after him. An attacking Paul isn't as bad as a turtle or counter hitter. If you block a Phoenix Smasher, stick to the Convict/Jail Kick or Mule Kick as your retort. They're pretty much your only guaranteed retaliation. If you're brave, try for the Giant Swing, too. Paul players also tend to love Okizeme, so stick to the side roll while grounded. It gets out of the path for most of his B.S. that people always try. When teaming with Paul - DON'T PLAY LIKE EVERYONE ELSE. Any player with any sense and a functioning joystick is going to expect the typical "I'll Phoenix Smasher a lot" strategy. Stick with the Thruster and rushing elbows instead. Use his sidestepping foot stomp and swaying God Hammer Punch or Rubber band Attacks to confuse players. You can also do a 1-2, Push Away throw tick that works against people who block too much. Mix in the Falling Leaf for even more confusion. If Paul isn't single minded and typical he's VERY dangerous. When the marbles are on the line - don't forget the Smasher, though :) Prototype Jack: Yet ANOTHER Jack clone. I STILL don't understand why the programmers saw fit to include ALL of the Jack based characters yet leave out the ultra-unique Dr. Boskonovich. I'd all but guarantee that the Jacks the least popular Tekken characters, yet there are FIVE Jack based characters who all share at least 2/3 or more of the same moves. WITH THAT SAID - I LIKE P-JACK! I'm not a huge fan, but P-Jack not only has some very cool looking throws, a mid hitting kick that stuns, and Heihatchi's Hammerfist/Power Punch, but also a very cool juggle starting sidestep. Overall P-Jack's exclusive moves probably make him the most unique of the Jack characters IMO. On the other hand, he still has the Jack weaknesses so read about them under Gun Jack's bio. When teaming with him, my advice is to actually play very different from the other Jack's just to throw your opponent off. When they least suspect it, throw in some standard Jack cheese and you'll surprise the hell out of 'em. Roger/Alex: While some people might perceive them as joke characters, Roger/Alex are actually very playable and fun. Think of them as a nice mix of King, Eddie, Kuma, and even Gon. They have King's throws (including the Giant Swing, DDT, Tombstone, and Tiger Driver), Elbow Smash, Ali Kicks, and much more combined with Eddie's side throws and sweeps as well as some new tail and headbutting attacks that appear similar to Gon and Kuma's. Roger and Alex also have the coolest unblockable in the game, the "Wind-up Popeye punch." Roger/Alex's exclusive moves include King's Dragon Punch from Tekken 2, Armor King's Dark Uppercut (although with a VASTLY shortened range), Bryan'esque mid hitting Power Punch, and the butt scoot kicks that Boskonovich stole for T3. Roger and Alex are a fun team and are much more competetive than people might give them credit for. They're just plain cool, and I really have no idea why people don't give them more of a chance. *Note* If you want a REALLY cool team, play Kuma and Roger as the "Wild Kingdom" team. There is nothing like beating people down with that team while they're using the likes of Paul or Jin. The animals also do a cool shuffle dance when teamed up as well :) "Unknown": Unknown is the final boss character in the game and technically has all of the moves in the entire game at her disposal, although she can only do one characters moves at a time. Unlike Mokujin in Tekken 3, Unknown has very little stance modification to clue you in as to whose moves she's performing. She can also change whose moves she's mimicking at any time during a round. Unknown (as the CPU) has no partner, but rather has a shadowy werewolf following her that provides her with extra defense and will regenerate her life slowly. In order to defeat Unknown you must hit her when she has no health left and doesn't have time to regenerate it. This usually involves a juggle, combo, multipart, or a very fast Okizeme attack. Be aware that although she only has a single life bar, all of your attacks do only half their normal damage. The best ways to finish her off are Stagger/Ali Kicks, a Dark Uppercut juggle, or the Choke Sleeper multipart. A person playing "Unknown" on the PS2 version of TTT can pretty much be treated like Mokujin/Tetsujin only using Jun's body and reach. Wang Jinrei: Wang is more or less a Michelle/Julia based character with a few nice moves of his own. He has most of their annoying hi/low mix-ups on his kicks as well as their pokes, go behind, and unblockables. He also has a move that's VERY similar to Nina's Blonde Bomb, which is a nice addition. Wang's bread and butter are his exclusive moves, though. His Medium Elbow Rush and Power Palm are great pokes and counter moves to throw out when you see an opening. To be pretty honest, Wang is kind of boring IMO. He's not bad, and is actually a pretty well rounded character; but just like Julia/Michelle is stuck playing hi/low poking games all day. Fighting Wang is more or less like fighting them, although his exclusive pokes round him out in a different direction he lacked in not having the Bow and Arrow series. Most Wang players will stick to a medium range fight involving strong, fast pokes intermingled with blocking mix-ups and run up throws. When teaming with Wang - that's more or less the best way to go. Also be aware that Wang has some of the nastiest unblockable attacks in the entire game. If you're a patient player or someone who gets "caught in the headlights" a lot - Wang can be a pain. Yoshimitsu: Yoshi is actually one of the only characters from Tekken 3 who has been changed significantly. While on the surface he may seem the same, his best 2 moves (right mid kick, left jab) have been slowed down nearly to the point of uselessness. Those mean pokes were what his entire offense revolved around in T3, so playing with/against him in TTT is actually quite different. He still has his deadly medium uppercut and the juggles that ensue as well as his ultra annoying purple haze, but they're not so easy to land anymore with no rapid-fire pokes to set them up. What Yoshi gained in their place is a so-so pogo type move with the sword, a new sword thrust, a headbutt out of the flea (quite good actually), and some SWEET new sidestepping attacks. Yoshi isn't a weak character or anything, but must be approached a bit differently now. With his new sidesteps and sword moves the best way to play Yoshi is very defensively. You can still use his old pokes, but don't just throw them out like in T3 or you'll get them countered pretty easily. Stick to the Purple Haze and Uppercut as counter hit attempts and pressure them with your unblockable sword attacks. Don't forget his backhand that turns opponents around either! Yoshi is back to relying on his juggles like in previous Tekkens, so play accordingly. No matter how weakened Yoshi might seem, he's still been tried and true in tournaments by expert players. Maybe his learning curve was simply adjusted...he's still deadly in the right hands. ############################### Credits ############################## I didn't find all of these moves on my own as many of them came from the following sources: #1: Catlord's Tekken Tag Tournament Movelist (http://www.tekken.net/catlord) #2: Gambit/Essex/et3rustee's Armor King FAQ, which can be found at http://www.gamefaqs.com #3 I also got several of the moves from Namco's official TTT site (http://www.tekkentagtournament.com) message board. I post strategy and such there when I can, so join in if you feel the need. #4 I knew all of the Armor King's moves from Tekken 1 and 2 beforehand, so I suppose I'll credit the official Namco Tekken 1 and 2 strategy guides and the various unofficial guides they were derived from. #5 I found a couple of the moves myself as well, so I'll even bother to credit myself even if the moves I found were added to Catlord's FAQ a few days later :) #6 Castel's Armor King video and the Tekken Zaibatsu site in general enlightened me to a new range of juggles. Every Tekken player should check it out at least once. (http://www.tekkenzaibatsu.com) I find that the move names most movelists use are a vague, so I've tried to use the professional wrestling, shoot, catch, or ju-juitsu names for most things, as that's where most of Armor King and King's moves usually originated. The other move names are standard Tekken naming conventions that have been used officially and unofficially for years. Finally - if you're ever playing Tekken in Montgomery or Tuscaloosa, Al. (Tuscaloosa arcades suck in comparison, so I usually steer clear of 'em, though) and run into someone playing King and Armor King mixed in with an occasional Bryan, Roger, Kuma, Jack, or Ogre - it's likely me or a friend of mine, so say hello. Like I said before, if you beat me, it's not as though you've beaten "the man" or anything - I'm just a decent player trying to help folks out. Huge props to the Montgomery players at both malls! Also - here's some congratulations to Mike 'MIC' Nappi who played a King/Armor King team all the way into the finals of the first world TTT tournament. It's good to see people using 'em at high levels of play. ######################################################################