Explore Tekken 3's advanced 'Variable Strings' including db+3, b+4, and their numerous follow-ups. Learn damage, properties, and recovery options.
This section details advanced string combinations in Tekken 3, focusing on the 'Variable Strings' that can be initiated with db+3 or b+4. These strings offer a variety of follow-up options, damage outputs, and recovery properties.
Variable-Strings
db+3 or b+4 can be used to enter this string series. These starters can be followed with alternate moves or each other, allowing for infinite strings like db+3~~4~~3~~~4~~3~~~4... or b+4~3~~~4~~3~~~4~~3.... The 4~3~~4~~2~~4(same as b+4)_(hp)1~3(same as db+3) sequence can also initiate this unique string series. db+3 (or 3 during an infinite string) can be followed with ~~3, ~4~~4, ~4~~1+2, or ~4~~1+2~1+2. Conversely, b+4 (or 4 during strings) can be followed with ~4~~3+4.
Move Properties:
- db+3: All low (l), range 2, 12 damage. Recovers in high-power (hp) if followed by
B. - b+4: High (h)|High (h)|High (h)|Special Hit Neutral (STNH). Range 2, 15 damage. Causes ground-crumble (grda) on the last hit.
- 4~3~~4~~2~~4 (same as b+4): Sequence of mid (m), mid (m), high (h), high (h) followed by
m,m,STNH->STNHtwice. Total damage 59 (16+28+7+8). Causes normal hit stun (grda) on the last hit. - db+3~~4: Low (l), high (h) sequence. Range 2, 27 damage (12+15). Causes ground-crumble (grda) on the last hit.
- db+3~~3: Low (l), mid (m) sequence. Range 2, 37 damage (12+25).
- db+3~4~~4: Low (l), low (l), low (l) sequence. Range 2, 42 damage (12+15+15). Recovers in hp if followed by
B. - db+3~4~~1+2: Low (l), low (l), mid (m) sequence. Range 2, 47 damage (12+15+20). Recovers in hp if followed by
B. - db+3~4~~1+2~1+2: Low (l), low (l), mid (m) sequence. Range 2, 57 damage (12+15+30). Recovers in hp if followed by
B. - b+4~4~~3+4: High (h), mid (m), mid (m), mid (m) sequence. Range 2, 72 damage (15+12+25+20). If the second kick connects, it knocks the opponent too far for the last hit. If the last hit connects, the opponent recovers in crouch-first (fc).
Other Strings:
db+4~~4...: The4is high,b+4is mid.4deals 15 damage,b+4deals 12 damage. Recovers in hp if ended withb+4, normal if ended with4. Causes ground-crumble (grut) on any connect if4is used. No special positioning ifb+4is used.
Specific String Breakdowns:
- Four-Strings:
3~4~~4~~4~~1+2. The3~4part is low, low (l,l). Guarantees all follow-ups on connect except3~4~~4~~1+2~1+2.3~4deals 20 damage (10+10) and causes ground-crumble (grut). Follow-ups have the same properties as those fordb+3. - Five-String:
ss{3+4~~3+4~~3+4~~uf+3+4. Sequence of high (h), mid (m), mid (m), mid (m), mid (m). Damage: 6+6+25+18+20 = 75. Causes ground-crumble (grut) on connect. You can recover in hp by inputtingss{3+4~~3+4~~3+4~B. Opponent recovers grounded (grdt) ifss{3+4connects. The following attacks cause a flipover. If the third3+4connects (without the first two), it guarantees the last3+4. - Twelve-String:
3~4~~4~~2~~4~~4~~3+4~~3+4~~3+4~~db+3+4~~uf+3+4. Sequence:m,m,h,h,m,m,m,h,m,m,m,m. Total damage: 159 (16+28+7+8+9+13+10+6+6+21+15+20). The third4is the same asb+4.
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