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Part 18
Tekken 3

Part 18

Master Tekken 3 okizeme, back turned, and stunned opponent tactics. Learn effective poking and unblockable strategies.

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Master Tekken 3 okizeme, back turned, and stunned opponent tactics. Learn effective poking and unblockable strategies.

Walkthrough
  1. 1
    Attacking Grounded Opponents: Use moves like d+3 or d+4 to hit grounded opponents. Be aware that experienced players may stay grounded to bait attacks. Perform one ground attack, then follow with another move, and create distance.
  2. 2
    High-Low Okizeme: If an opponent attempts to escape one attack, hit them with another. An example is Gun-Jack's uf+1+2 or 2+4 throws, which can lead to a grua position. If they roll away, connect with fc1~n~2 to make them stand up backwards and stunned, allowing for a follow-up 2 that knocks them down again. If they roll again, use b~f+3+4 (slide) only if a KO is guaranteed due to its long recovery. If they remain grounded after the throw, use uf+3+4.
  3. 3
    Hopover Okizeme: Position yourself so your opponent is in grdt or grua positions through sidesteps or hopping over them. If they attack, use d+1_2 (or 1p bt d+1_2) to out-prioritize their attack, causing them to stand up backwards and stunned for follow-ups or high-low guesses. Any character can follow a connected d+1 against a rising character with ws4 (if they stood up backwards) and then perform various character-specific attacks.
  4. 4
    Attacking While Opponent's Back is Turned (bt): You can grab, juggle, or start a string. Watch out for counterattacks. If using a ten-string, ensure it's fast with mid and low-level attacks to prevent your opponent from ducking. If your opponent has initiative, they may use bt 3_4 (a high attack that can be ducked for a ws attack or throw) or bt d+1_2. If they attempt bt d+1_2, use a lpry (if available) for a potential juggle or a hopkick (uf+3_4).
  5. 5
    Attacking While Opponent is Stunned: Juggle combos are generally best as no character (except Ogre II) can stop them once started. Ensure your juggle starter is fast, as many stunning moves can be negated. Alternatively, force a high-low guessing game if you suspect stun recovery. Jin's b~f{2{1 (mjrc) followed by f,n,d,df{4 (flt) or a throw is an example. Delaying the d+2 on b~f{2{1{d+2 can bait an opponent into a juggling uppercut while they stun recover.
  6. 6
    Unblockable Moves: These leave you vulnerable before, during, and after use. Some can be incorporated into custom strings (e.g., Bryan's 1~2~~3 mixed with 1~2.f+1+4). Use unblockables after moves with long recovery (like Gun-Jack's b~f+3+4) or when an opponent uses theirs; time your unblockable to connect as they recover.
  7. 7
    Poking Tactics: Use fast attacks (jabs, ws moves, df moves) to force an opponent into a defensive state, increasing the chance of mistakes like whiffing an interrupt or missing a block. This leads to high-damage counters like df+2. Poking requires intimate knowledge of your character's moves that close distance and those that push away.
Tips
  • Understand that not all moves are effective against grounded opponents; some only push them further away.
  • The slide move (b~f+3+4) should be used cautiously, only when a KO is guaranteed, due to its long recovery.
  • If your opponent has a stun recovery, they might anticipate certain follow-up attacks, so a high-low guess can be more effective.
  • When an opponent's back is turned, be mindful of their potential counterattacks, especially if they can duck your strings.
  • Juggle combos are powerful against stunned opponents, but ensure your starter is quick.
  • Unblockable moves are high-risk, high-reward; use them strategically.
  • Effective poking relies on knowing your character's move properties and range.

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