Unlock the secrets of Tekken 3's Part 78 with a detailed breakdown of moves, throws, and their properties. Learn frame data and execution for every technique.
Alright, let's dive into Part 78 of this Tekken 3 guide. This section is all about breaking down some specific moves and throws, giving you the nitty-gritty on how they work and when to use them. Think of this as your cheat sheet for some of the more technical aspects of the game.
We're going to look at a bunch of different inputs, from kicks to throws, and see what makes them tick. Pay close attention to the frame data (those numbers like 25, 15, etc.) and the conditions under which these moves connect. It's all about understanding the timing and the reach.
Key Moves Breakdown:
Here's a look at some of the more unique kicks and their properties:
- UF_U_UB~3: This move has a few variations depending on the follow-up. It can be an 'all m' (mid) attack or have specific follow-ups like 'm|STNM|m|m'. The frame data varies, with some versions at 25 frames and others at 15. It's important to note that the '2p must be airborne' condition applies to a specific high attack, meaning you can't connect it against a standing opponent.
- fc4: This is a grounded crouching forward kick. It's a relatively quick move at 10 frames and is an 'all l' (low) attack.
- d+4: Another crouching kick, this one is a low attack with 7 frames of startup.
- ws4: This is a 'while standing' kick, meaning you perform it as you're getting up. It's a mid attack with 20 frames of startup.
- df+4: A 'down-forward' kick, this is a low attack that takes 15 frames to come out.
- 4: A standard back kick. This one is a high attack that can cause a flip on hit (H(flt)) and has 20 frames of startup.
- uf_u+4: An 'up-forward, up, up-back' kick. This is a mid attack with some strong follow-ups (M(nrml)) and starts up in 13-15 frames.
- ub+4: An 'up-back' kick. This is a mid attack with 11 frames of startup.
- uf~_~~4: Another 'up-forward' kick variation. This is a mid attack with strong follow-ups and a 25-frame startup.
- UF_U_UB~_~~4: This is a powerful mid attack with strong follow-ups, taking 25 frames to start.
- UF_U_UB~~~4: Similar to the above, this is also a mid attack with strong follow-ups and a 25-frame startup.
Throw Mechanics:
Throws are crucial in Tekken, and this section details some specific ones:
- 1+3_DF{1+3 [1]}: A standard throw that connects on all opponents, with 35 frames of startup.
- 2+4_DF{2+4 [2]}: Another standard throw, also 35 frames startup.
- *f~n~b~db~d~df~f+1 [1]: This is a more complex input throw, combining directional inputs with a button press. It's a throw ('t') with a 35+35 frame startup, meaning it's a two-part move.
- db~n~f+2 [2]: A back-down-back-forward + 2 throw, with 58 frames of startup.
- db+1+2 [1+2][3+4(rev)]: This throw has a 32-frame startup and can be a reversal. It also has a unique property where if it's a reversal, the opponent takes less damage (26 damage after a 2p takes 32).
- d~db~b+1+2 [1+2]: A down, down-back, back + 1+2 throw, with 50 frames of startup.
- fc~db~d~db+1+2 [1+2]: A grounded throw executed from a crouching position, with 55 frames of startup.
- df+2+3 [2]: A down-forward + 2+3 throw, with 30 frames of startup.
- (2p rst)(any#) [2]: This indicates a throw that can be performed after a reversal ('rst') with any number of buttons, taking 42 frames.
- (2p lst)(any#) [1]: Similar to the above, this is a throw after a 'lst' (likely a specific type of counter or block) with 20+20=40 frames.
- (2p bt)1+3$: A throw performed after a back-turned state ('bt'), with 60 frames of startup.
- (2p bt)2+4%: Another back-turned throw, also with 60 frames of startup.
- (2p bt)b~f+1+2: The final back-turned throw listed, this one has a 75-frame startup.
This section is all about the technical execution. Knowing these inputs and frame data will give you a serious edge when you're in the thick of a match. Practice these moves, understand their timings, and you'll be pulling off some sick combos and throws in no time!
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