Skip to content
Part 52
Tekken 3

Part 52

Learn the intricacies of Jack's throws, including the Super Hammer Strike and Megaton Punch, and master his devastating combos and okizeme strategies in Tekken 3.

By ···10 min read·Multi-source verified
1 reading this guide  

Learn the intricacies of Jack's throws, including the Super Hammer Strike and Megaton Punch, and master his devastating combos and okizeme strategies in Tekken 3.

Throws & Timing:

  1. Super Hammer Strike (1a(1+2)): Execute immediately after Jack flattens his opponent. This throw is unbreakable but can be avoided by ducking, which results in 20 damage.
  2. Megaton Punch (uf+1+2): Complete immediately after Jack's opponent stops ascending. If no input is made after the initial uf+1+2, it results in a lift and slam. Inputting b~db~d~DF+2 cancels this for a lift and punch (no cumulative damage). The Megaton Punch escape must be input immediately after the Megaton Punch. The punch itself does 40 damage but always connects as a 'clean' hit within this multi-throw, totaling 60 points.

Combinations:

  • Starters:
    • b~db~d~df~f~df+1
    • f+4~1
    • F{1+2
    • d+1+2 - hi
    • df~DF+2+4
    • any T
    • b~db~d~df~f~~1 (STGM if blocked)
  • Followups:
    • d+1+2
    • dshf.(bt)4.2.F{1+2~1+2#
    • db+1~1~~1~~2$
    • b~db~d~DF~_~~1
    • db+1~1~~1~~2#$
    • d+2.fc1~2
    • dshf.d+1+2
    • b~db~d~DF+2
    • db+3

Notes on Combos:

  • # Applies to type4_5 sized characters only.
  • $ The third punch in the sequence does not connect.

Strategy:

  • Attacking: The uppercut (b~db~d~df~f{df+1) is a high-damage move that can be executed very swiftly, similar to Heihachi's f~n~d~df+2. Use it whenever guaranteed. The punch (b~db~d~DF~_~~2) is comparable to Paul's d~df~f~2 in speed, range, damage, and recovery. The b~db~d~df~f~~1 staggers opponents if blocked, especially effective with okizeme due to its long startup. If close enough after this move, a throw attempt is guaranteed. Recommended throws are uf+1+2.b~db~d~DF+2 (difficult to escape) or df~DF+2+4 (high damage). The df+2+3 is a decent floor starter with decent speed. Many of Jack's throws leave the opponent in the grua position, enabling okizeme. Use uf+3+4 for damage if the opponent stays grounded, or fc1~2 if they attempt to roll, rise, or attack. If fc1~2 connects, they end up grdt, allowing for b~f+3+4 if they roll away, but this move is punishable due to long recovery and should only be used for a KO. Jack's fc~DF+1~2~1 can also be used as okizeme against grounded opponents attempting to roll or attack, dealing significant damage and setting up further okizeme.
  • Defending: Jack lacks counters or reversals. The d+1+2 (hi) is effective against opponents rushing in with high attacks.

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content