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Part 69
Tekken 3

Part 69

Unlock the secrets of Tekken 3's Part 69 moves! This guide breaks down the inputs, properties, and best uses for each devastating attack. Become a Tekken master!

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Unlock the secrets of Tekken 3's Part 69 moves! This guide breaks down the inputs, properties, and best uses for each devastating attack. Become a Tekken master!

Alright, let's dive into what looks like a breakdown of some specific moves in Tekken 3. It seems like we're looking at a list of inputs and some properties associated with them. Think of this as a cheat sheet for some of the more technical stuff you can pull off. We'll go through what each one means so you can start adding them to your arsenal.

Breakdown of Moves:

  • uf~_~~2: This move has a property of 'all m' and connects with 'rng2'. It seems to be a fairly standard move.
  • UF_U_UB~_~~2: Similar to the above, this is 'all m' with 'rng3_rng1_rng-1' properties. The numbers suggest different timing or application windows.
  • fc3: This is 'all l' with 'rng3'. The 'fc' likely stands for 'footsies' or 'crouching', indicating it's a move performed from a crouched stance.
  • d+3: This is 'all l' with 'rng2'. A simple down input plus the 3 button.
  • ws3: This is 'all h' with 'rng2'. The 'ws' stands for 'while standing', meaning you can perform this move as you rise from a crouch.
  • df+3: This is 'all m' with 'rng2'. A directional input (down and forward) plus the 3 button.
  • 3: This is 'all h' with 'rng2'. A simple 3 button press, likely a standing heavy attack.
  • uf_u+3: This is 'all m' with 'rng2'. An 'up-forward' and 'up' input, then the 3 button.
  • uf~_~~3: This is 'all m' with 'rng3'. Another variation of the up-forward move.
  • UF_U_UB~3: This is 'all m' with 'rng4_rng2_rng-1'. This one has a special note: it's too high to connect against a standing opponent, meaning the opponent needs to be airborne for it to hit.
  • UF_U_UB~~3: This is 'm|STNM|STNM|m' with 'rng4_rng2_rng-1'. The 'STNM' might refer to specific stances or states where this move is applicable.
  • UF_U_UB~~~3: This is 'all l' with 'rng4_rng2_rng-1'.
  • fc4: This is 'all l' with 'rng2'. Another crouching move, this time with the 4 button.
  • d+4: This is 'all l' with 'rng3'. Down input plus the 4 button.
  • ws4(string starter): This is 'all m' with 'rng2'. A while-standing move that's noted as a 'string starter', meaning it's good for beginning combos.
  • df+4(string starter): This is 'all m' with 'rng2'. Down-forward plus 4, also a string starter.
  • 4: This is 'all h' with 'rng3'. A standing 4 button press.
  • uf_u+4(string starter): This is 'all h' with 'rng3'. Up-forward and up, then 4, and it's a string starter.
  • ub+4: This is 'm' with 'rng0'. Back and up, then 4. The 'rng0' might mean it's a very fast or always available move.
  • uf~_~~4: This is 'm|M(nrml)|M(nrml)|M(nrml)' with 'rng3'. The 'M(nrml)' could indicate normal hit properties.
  • UF_U_UB~_~~4: This is 'all m' with 'rng4_rng2_rng-1'.
Quick Tips
  • Pay attention to the 'ws' (while standing) and 'fc' (footsies/crouching) notations – these are key for setting up your offense from different stances.
  • Moves marked as 'string starter' are your best friends for building combos. Practice linking them!
  • The note about 'UF_U_UB~3' being too high for standing opponents is crucial. You'll need to time it for airborne foes or use it in specific combo situations.
  • The 'rng' values likely refer to the move's properties like range, recovery, or perhaps even damage scaling. Experiment to see how they affect the move's performance.

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