Explore the intricacies of grounded maneuvers, back turned (bt) positions, and facing positions in Tekken 3. Learn how attacks affect grounded opponents and optimize your okizeme game.
This section details the mechanics of grounded combat and recovery in Tekken 3, explaining how different attacks and actions affect opponents who are on the ground or in specific recovery states.
Key Concepts:
- Grounded Maneuvers: Attacks connecting during the startup of grounded maneuvers lead to a juggle opportunity. Attacks connecting during the execution result in an immediate rise.
- Back Turned (bt) Maneuvers: Characters in
grua_grdtpositions perform bt maneuvers. If they roll (f_b), they face away from the opponent and cannot block until the roll's end. Attempting a rise or rising attack also keeps them in a bt state until recovery, preventing blocking. - Facing Maneuvers: Characters in
grut_grdapositions perform facing maneuvers. If they roll (f_b), they face the opponent and can block during the roll. Attempting a rise or rising attack keeps them facing the opponent until after the maneuver, allowing blocking during the rise (but not rising attacks).
Okizeme Attack Chart (fc_d+1):
The following chart illustrates the likely results when attacking a grounded opponent with fc_d+1, considering the opponent's initial positioning (grut, grua, grdt, grda) and the attacker's action.
| Attack / Action | Opponent Position | Result |
|---|---|---|
fc_d+1 (interrupted) | grut | fc <> grut |
fc_d+1 (interrupted) | grua | fc <> grua |
fc_d+1 (interrupted) | grdt | fc <> grdt |
fc_d+1 (interrupted) | grda | fc <> grda |
1_d+1 (flip) | grut | fc <> |
1_d+1 (flip) | grua | fc <> grua |
1_d+1 (flip) | grdt | fc <> grdt |
1_d+1 (flip) | grda | fc <> grda |
f_b* (roll) | grut | All flt, fc <> grut |
f_b* (roll) | grua | All flt, fc <> grua |
f_b* (roll) | grdt | All flt, fc <> grua |
f_b* (roll) | grda | All s, fc <> |
rise# | grut | All s, fc <> |
rise# | grua | All S, fc <> bt |
rise# | grdt | All S, fc <> bt |
rise# | grda | All s, fc <> |
3_4#% | grut | All s, fc <> |
3_4#% | grua | All S, fc <> bt |
3_4#% | grdt | All S, fc <> bt |
3_4#% | grda | All s, fc <> |
Notes on fc_d+1 Chart:
*: Delayingd+1until the end of the opponent's roll connects as they rise, with properties similar to rising from their initial position.#: Applies to grounded positions or after a roll.%: All connects are onmjrc. Attacks with special properties retain them.grut_grdaare treated asmjrcwith 2p facing opponent;grua_grdtare treated asmjrcwith 2p back turned.
Okizeme Attack Chart (ws4):
The following chart illustrates the likely results when attacking a grounded opponent with ws4, considering the opponent's initial positioning.
| Attack / Action | Opponent Position | Result |
|---|---|---|
ws4 (interrupted) | grut | fc <> grut |
ws4 (interrupted) | grua | fc <> grua |
ws4 (interrupted) | grdt | fc <> grdt |
ws4 (interrupted) | grda | fc <> grda |
d+1 (flip) | grut | fc <> |
d+1 (flip) | grua | fc <> grua |
d+1 (flip) | grdt | fc <> grdt |
d+1 (flip) | grda | fc <> grda |
F_B* (roll) | grut | All flt, fc <> grut |
F_B* (roll) | grua | All flt, fc <> grua |
F_B* (roll) | grdt | All flt, fc <> grua |
F_B* (roll) | grda | All m, fc <> standup |
rises# | grut | All m, fc <> |
rises# | grua | All m, fc <> bt |
rises# | grdt | All m, fc <> bt |
rises# | grda | All m, fc <> |
3_4#% | grut | All m, fc <> |
3_4#% | grua | All m, fc <> bt |
3_4#% | grdt | All m, fc <> bt |
3_4#% | grda | All m, fc <> |
Notes on ws4 Chart:
*: Delayingws4until the end of the opponent's roll connects as they rise, with properties similar to rising from their initial position. Only characters with aws4string starter can combo ifws4causes aflt.#: From grounded position or after roll. Julia Chang'sws4always causes knockdown.%: All connects are onmjrc. Attacks with special properties retain them.grut_grdaare treated asmjrcwith 2p facing opponent;grua_grdtare treated asmjrcwith 2p back turned.
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content