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Part 76
Tekken 3

Part 76

Dive into Tekken 3 Part 76! Learn essential moves, devastating combos, and tricky throws to dominate the arena. Your ultimate guide to mastering Part 76 awaits!

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Dive into Tekken 3 Part 76! Learn essential moves, devastating combos, and tricky throws to dominate the arena. Your ultimate guide to mastering Part 76 awaits!

Alright, let's break down what's going on in Part 76 of our Tekken 3 journey. This section is all about the nitty-gritty of specific moves, throws, and how they chain together. Think of it as getting to know your character's toolkit on a deeper level.

Key Moves & Combos:

We've got a few starter moves here that are super important. The M(nrml) combo starter, for instance, is great for kicking off a sequence, but be warned – its recovery is a bit slow, so you can't just spam follow-ups. Then there's UF_U_UB~_~~4 and UF_U_UB~~~4, which have different damage values (25 and 15 respectively) and are tied to specific ranges (rng4, rng2, rng-1). These are your go-to for setting up bigger damage.

Throws to Watch Out For:

Throws are a whole different ballgame in Tekken, and this section highlights some key ones. You've got your standard 1+3_DF{1+3 [1]} and 2+4_DF{2+4 [2]}, both at rng1. Then there are the more complex ones like df+1+2 (37 damage), d~db+1+3 (35 damage), and the multi-part f~df~d~db~b~f+2 which hits for a total of 42 damage across three hits and is at rng2. Don't forget the command grabs like fc~db~d~db+1+2 [1+2] (45 damage) and the special 2-player grabs: (2p rst)any# [2] for 45 damage and (2p lst)any# [1] for 40 damage. Mastering these can really throw your opponent off guard.

Counterattacks:

For those moments when you predict your opponent's move, the counterattacks df_d_db+1+3 and df_d_db+2+4 are your best bet. These are listed under LPRY, suggesting they're defensive maneuvers.

Combining Moves:

This is where things get really interesting. The guide breaks down how to chain starters into follow-ups:

  • df+2~1 (hi) can lead into a sequence involving a run, then .n.1.d~df+1~2.f~F{1~4}.
  • fc{df+2(mjrc)} can be followed by 1.d~df+1~2.f~F{1{4}}.
  • d~df+1{2(mjrc)} opens up a longer combo: *d+1.fc~df+4~3.d+1.fc{df+2}.
  • uf+4 (nrml) can also lead into 1.d~df+1~2.f~F{1{4}}.
  • f+1 (nrml) can be followed by *d+1.fc~df+4~3.d+1.fc{df+2} or just d+4.
  • ws4 can lead into fc~df+4.
  • Any throw (T) can be followed by d+4.

The asterisk (*) indicates a special condition, possibly related to costume select or specific characters like Mokujin/Julia.

General Attack Info:

The guide also gives a general breakdown of attacks, noting their level (grd, ungrd, mnrc, mjrc), range, damage, and positioning. For example, fc_d+1 is a string starter dealing 5 damage in the fc (full crouch) position. ws1 (while standing 1) is a quick 12 damage move at rng1, and df+1 deals 15 damage at rng2.

This section is all about building your execution and understanding the frame data behind your moves. Practice these chains, and you'll start seeing your damage output skyrocket!

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