Dive into Part 29 of our Tekken 3 guide! Learn essential moves, understand attack levels, ranges, and positioning to dominate the arcade.
Alright, let's get into the nitty-gritty of some specific moves in Tekken 3 for Part 29. This section is all about understanding the building blocks – the individual attacks and what makes them tick. We're going to break down what each move does, its range, and how it hits, so you can start building your own combos and defensive strategies.
First off, let's clarify some terms you'll see a lot. 'hp' stands for Handstand Position, and 'gp' is Grounded Position. These are states your character can be in that open up unique attacks. Keep an eye out for those!
You'll also see some special maneuvers listed. Things like 1+2 for a sidestep (ss), d+1+2 for a grounded sidestep, f~f+4 for a flip, ub~b for a backflip, and f+1+2 for a forward roll into a Handstand Position. These aren't direct attacks, but they're crucial for movement and setting up your offense.
Single Attacks Breakdown
Now, let's get into the actual attacks. We'll go through them one by one, looking at their damage, attack level (like high 'h', mid 'm', low 'l', or special 's'), range, and how they affect positioning.
- fc1: This is a 's' (special) attack that hits at 'rng1' (range 1). It does 3 damage and can only be used in a grounded position ('fc').
- d+1: Another 's' attack at 'rng1', dealing 5 damage. This also requires you to be in a grounded position ('fc').
- ws1: This is a 'm' (mid) attack, hitting at 'rng1', and it does 12 damage. 'ws' means it's a 'while standing' move.
- df+1: A 'm' attack at 'rng2' with 10 damage. This is a 'd/f' (down-forward) input.
- 1 (string starter): This is your basic 'h' (high) attack at 'rng1', doing 6 damage. It's a fundamental string starter.
- uf_u_ub+1: This move hits with a 'm' attack at ranges 2, 1, and 0, dealing 12 damage. It can also cause 'grut' (grounded stun).
- uf~1: Similar to the above, a 'm' attack at ranges 2, 1, and -1, dealing 12 damage and potentially causing 'grut'.
- uf~~1: Another 'm' attack, this one at ranges 2, 1, and -1, dealing 12 damage and causing 'grut'.
- UF_U_UB~1: This 'm' attack hits at ranges 3, 1, and -1, doing 12 damage.
- UF_U_UB~~~1: A more powerful version, this 'm' attack hits at ranges 3, 1, and -1, dealing 18 damage.
- fc2: A 's' attack at 'rng1' with 8 damage, usable only from a grounded position ('fc').
- d+2: An 's' attack at 'rng1' dealing 10 damage, also requiring a grounded position ('fc').
- ws2: This is a 'm' attack that can hit normally ('nrml') or in certain states ('M'), at 'rng2', dealing 15 damage. It can also cause 'grut'.
- df+2: A 'm' attack that hits in 'stgm' (standing/grounded mix?) states at 'rng2', dealing 15 damage and potentially causing 'grut'.
- 2: A basic 'h' attack at 'rng1' with 12 damage.
- uf_u_ub+2: A 'm' attack hitting at ranges 3, 1, and -1, dealing 18 damage.
- uf~_~~2: This 'm' attack hits at ranges 2, 1, and -1, dealing 12 damage and can put the opponent in a grounded position ('fc').
- UF_U_UB~_~~2: A more powerful version, this 'm' attack hits at ranges 3, 1, and -1, dealing 18 damage and can also put the opponent in 'fc'.
- fc_d+3: This is a 'l' (low) attack at 'rng3', dealing 12 damage and must be used from a grounded position ('fc').
Understanding these individual moves is key. Knowing their reach, damage, and what kind of hit they are (high, mid, low) will help you decide when to use them and how to string them together. Practice them in training mode to get a feel for their timing and range!
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