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Part 49
Tekken 3

Part 49

Explore advanced Tekken 3 combos in Part 49. Learn intricate string sequences, damage values, and execution tips for devastating attacks. Master your opponents!

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Explore advanced Tekken 3 combos in Part 49. Learn intricate string sequences, damage values, and execution tips for devastating attacks. Master your opponents!

This section of the Tekken 3 guide details various combo strings, including their damage values, hit properties (low, mid, high), and execution notes. It covers several categories of strings, such as Five-Strings, Six-Strings, Ten-Strings, and a Variable-String.

Key Notation:

  • fc: While standing
  • df: Down-forward
  • db: Down-back
  • uf: Up-forward
  • ~: Link moves
  • ~~: Cancel moves
  • +: Simultaneous button press
  • m, l, h: Mid, Low, High attacks
  • s: Stance
  • rng: Range

DF+2 Combos

These combos start with DF+2, followed by various sequences and hit properties. The damage and hit counts vary depending on the follow-up punches.

  • DF+2~1~~2~~1: m,m,m,m. Damage: 10+15+12+15 = 52. Range 2. If the first uppercut (DF+2) doesn't connect, the subsequent punches are not guaranteed.
  • DF+2~1~~2~f+1: m,m,m,h. Damage: 10+15+12+12 = 49. Range 2. If the first uppercut does not connect, the subsequent punches are not guaranteed.
  • DF+2~1~~2~d+1: m,m,m,l. Damage: 10+15+12+8 = 45. Range 2. If the first uppercut does not connect, the subsequent punches are not guaranteed.

Five-Strings

These are five-hit combo strings with varying properties and damage.

  • fc1~1~~1~~2~f+2: l,l,m,m,h. Damage: 10+8+12+12+12 = 54. Range 2.
  • fc1~1~~1~~2~df+2: l,l,m,m,m. Damage: 10+8+12+12+15 = 57. Range 2.
  • fc1~1~~1~~2~d+2: l,l,m,m,l. Damage: 10+8+12+12+8 = 50. Range 2. The third punch guarantees the fourth (on major) if the second does not connect.

Six-Strings

These six-hit combo strings offer significant damage and mix-up potential.

  • fc2~1~~1~~1~~2~f+2: s,l,l,m,m,h. Damage: 8+6+8+12+12+12 = 58. Range 2.
  • fc2~1~~1~~1~~2~df+2: s,l,l,m,m,h. Damage: 8+6+8+12+12+15 = 61. Range 2.
  • fc2~1~~1~~1~~2~d+2: s,l,l,m,m,h. Damage: 8+6+8+12+12+8 = 54. Range 2. The fourth punch guarantees the fifth (on major) if the third does not connect.

Ten-Strings

These lengthy ten-hit combos deal substantial damage.

  • uf+1~1~~4~~3~~4~~1~~2~1~1+2~1+2: m,m,l,l,l,m,m,m,m,m. Damage: 15+8+5+5+5+8+6+8+21+25 = 106. Range 3.
  • uf+1~1~~4~~3~~4~~1~~2~1~d+1+2~~1+2: m,m,l,l,l,m,m,m,l,m. Damage: 15+8+5+5+5+8+6+8+12+35 = 107. Range 3.
  • d+2~1~~1~~1~~2~~1~2~1~1+2~1+2: s,l,l,m,m,h,m,m,m,m. Damage: 10+6+5+7+7+6+6+8+21+25 = 101. Range 2.
  • d+2~1~~1~~1~~2~~1~2~1~d+1+2~1+2: s,l,l,m,m,h,m,m,l,m. Damage: 10+6+5+7+7+6+6+8+12+35 = 102. Range 2.

Variable-String

This string allows for variation based on the opponent's reaction.

  • db+1~1~~1~~2_db+1~1~~1~~1~~2_db+1~1~~1~~1~~1~~2: All 1s are low, all 2s are mid. The last 1 guarantees the 2. All other 1s knock the opponent out of range of the following 1s. Damage: All 1s do 15 damage, the 2 does 40. Total damage: 85-100.

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