Tekken 3 Part 63 details strings like Three-Strings, Four-Strings, and Five-Strings, including damage and recovery options.
Walkthrough
- 1Three-Strings: Input 1~2~~4 for h,h,h|h->h,h|h->h,h|h->h,h. This string deals 40-52 damage and can result in a ground hit (grut) multiple times.
- 2Four-Strings:
- Input 1~1~~3~~3 for h,h,l,h|h->h,l->h|h->h,l->h|h->h,l->h. This string deals 41 damage.
- 3Input 3~3~~3~~3 for h,m,m,h|h,m,m,H(nrml)|h,m,m,H(nrml)|h->m,m->H(nrml) (normal stance). This string deals 62 damage and can result in a ground hit (grut) multiple times. If the first kick misses, a major connect looks like h(misses),m->m,H(nrml).
- 4Input 3~3~~4~~4 for h,m,h,m|h,m,h->m|h,m,h->m|h->m,h->m. This string deals 62 damage and can result in a rage-first-hit (rff) ground hit (grut). You may recover in a left-forward-float (lff) stance by ending the string after the 1st or second kick, or in a right-forward-left (rfl) stance by ending after the 3rd kick. If the first kick misses, a major connect looks like h(misses),m->h->m.
- 5Input 4~4~~4~~3# for h,h,h,l|h,h,h,l|h,h,h,l|stgh->h,h->l. This string deals 44 damage and results in a face-crush (fc) hit. If the first kick misses, a major connect looks like stgh(misses),h->h,l. You may end these strings with the third kick to recover in rfl, and you may cancel the recovery into rfl by inputting 4~4~~4~B to recover in normal stance.
- 6Input 4~4~~4~~4# for h,h,h,m|h,h,h,m|h,h,h,m|stgh->h,h->m$. This string deals 54 damage and can result in a rage-first-hit (rff) ground hit (grut) multiple times. If the first kick misses, a major connect looks like stgh(misses),h->h,m. The last kick does not allow for a tech-roll by the second player on any connect.
- 7Five-Strings:
- Input 3~3~~3~~4~~4 for h,m,m,h,m|h,m,m,h->m|h,m,m,h->m|h->m,m,h->m. This string deals 72 damage and can result in a rage-first-hit (rff) hit. You may recover in lff if you end this string after the 1st, 2nd or 3rd kick; or in lfl by ending it after the fourth kick. If the first kick misses, a major connect looks like h(misses),m->m,h,m; if the first and second kick miss, a major connect looks like h(misses),m(misses),m->h->m.
- 8Input 3~3~~d+3~~4~4 for h,m,l,h,m|h,m,l,h->m|h,m,l,h->m|h->m,l,h->m. This string deals 62 damage and can result in a rage-first-hit (rff) hit. You may recover in lff if you end this string after the 1st, 2nd or 3rd kick; or in lfl by ending it after the fourth kick. If the first kick misses, a major connect looks like h(misses),m->l,h,m; if the first and second kick miss, a major connect looks like h(misses),m(misses),l->h->m.
- 9Multiple-Choice String Diagrams: Visual representations of branching string paths are provided.
- 10Special Position Attacks - Standing:
- 1p back-turned (bt) attack: Input fc_d+1_2 for all left (l) attacks (not sweeps (s)). This deals 10 damage and results in a face-crush (fc) hit.
- 11Input 1_2 for all high (h) attacks. This deals 15 damage.
Tips
- Pay close attention to the recovery options for each string, as they determine your defensive stance after the attack sequence.
- Understanding the conditions for major connects (mjrc connect) when initial hits miss is crucial for maximizing damage and maintaining pressure.
- The notation h, m, and l refer to high, middle, and low attacks respectively.
- The symbols <> indicate a guaranteed hit or specific outcome.
- # indicates that you may end the string early for recovery.
- $ indicates a special property on the final hit.
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