Dive into Part 37 of our Tekken 3 guide, focusing on Eddy Gordo's devastating combos, special stances (GP, HP), and effective strategies for offense and mix-ups.
Walkthrough
- 1Eddy's Stances (GP/HP): While fast attacks from these stances are useful, avoid staying in them too long as they are punishable. Use them for quick setups into more damaging moves.
- 2HP Stance Mix-ups: From HP, tap 1 or 2 to start strings, then follow with
ws2orws4. Mix these with throws (1+3/2+4) for quick, hard-to-counter strings. - 3Advanced Throw Mix-up: For a more technical mix-up, buffer
b~db~d~df~f+1+2(a powerful throw) into the animation of holding2(rollout punch). Tap1as Eddy stands to execute the throw quickly. - 4Countering Attacks: Use
(hp)d+3or(hp)4to counter aggressive opponents and encourage blocking. Be aware that(hp)4can be punished if blocked. - 5GP Stance Mix-ups: From GP, mix
3~4(which juggles) with4~3to return to HP and attempt HP strings. - 6HP Dive Attack: The
(hp)DF~~f+1+2dive attack allows for guaranteed follow-ups even on block, but has a long startup and can be countered. - 7Punishing Low Attacks: Use
u_uf+4(a hopkick) from the standing position to punish low attacks. It deals good damage and causes knockdown. - 8Okizeme Sequence: If an opponent is hit by
u_uf+4and rolls away, punish withdshf.D.(fc)3+4(a damaging flipkick causing knockdown). If they roll again, follow with(gp)3+4. This sequence is highly damaging. - 9Okizeme after df+2: The flipkick series can also follow an unguarded
df+2, which causes a similar knockdown and stun. - 10Countering the Flipkick: If an opponent blocks the
(fc)3+4flipkick and stands, you can either complete the flipkick and throw, or cancel into HP (fc~3+4~B) for mix-ups. Avoid going into GP if they block, as it's predictable.
Tips
- Mastering the timing of Eddy's stance transitions and special moves is crucial for effective offense.
- The
b~db~d~df~f+1+2throw requires practice to buffer correctly into other moves. - The okizeme sequence starting with
u_uf+4is one of Eddy's most powerful tools for ending rounds. - Be mindful of Eddy's recovery in HP and GP stances to avoid being punished.
- Experiment with mixing throws and fast attacks from HP to create unpredictable strings.
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