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Part 80
Tekken 3

Part 80

Detailed guide to King's advanced throws and their timings in Tekken 3. Learn the input sequences and escape options for each throw to dominate your opponents.

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Detailed guide to King's advanced throws and their timings in Tekken 3. Learn the input sequences and escape options for each throw to dominate your opponents.

This section details King's advanced throws and their associated timings and escape options in Tekken 3. Understanding these sequences is crucial for mastering King's grappling game.

Key:

  • @ T: Indicates a throw.
  • @ t: Indicates a throw that can be escaped.
  • @: Indicates a specific move or property.
  • <>: Represents a specific outcome or effect.
  • grut: Grab successful, opponent on ground.
  • grua: Grab successful, opponent in air.
  • bt: Back turned.
  • ss: Sidestep.
  • fc: Full crouch.
  • lst: Left side.
  • rst: Right side.
  • 2p: Second player (opponent).
  • F: Forward.
  • D: Down.
  • f: Forward (slight).
  • d: Down (slight).
  • n: Neutral.
  • 1: Left Punch.
  • 2: Right Punch.
  • 3: Left Kick.
  • 4: Right Kick.
  • 1+2, 3+4, etc.: Simultaneous button presses.

King's Advanced Throws

Throw Chains and Properties

  • 2a(2~2~1+2): Standard throw. Can be chained into 3a. Properties: [2 if 1~2~1+2, inescapable if chained from ss{2+4 (facing King)_F~df+1+2 (2p crouching) df~df+2+4].
  • 3a(3+4~1+2~1+2+4): Standard throw. Properties: [2].
  • 4a(1~2~3+4~1+2): Standard throw. Properties: [2].
  • 5a(2~1~3~4): Throw. Properties: [2].
  • 5b(3~1~2~3+4~1+2+3+4): Throw. Properties: [1]. Can lead to back turned (bt) state.
  • 3b(1~2~3+4): Standard throw. Properties: [1 if chained from ss{2+4, otherwise this is inescapable].
  • 4b(2~1~3~4): Throw. Properties: [1].
  • 4c(3~2~1~3+4~1+2+3+4): Throw. Properties: [2]. .
  • 2b(3+4~1+2): Standard throw. Properties: [1].
  • 3c(1~2~3+4): Standard throw. Properties: [1].
  • 4d(2~1~3~4): Throw. Properties: [1].
  • 4e(3~1~2~3+4~1+2+3+4): Throw. Properties: [2]. .
  • ss{2+4 (connects on 2p facing King): Standard throw. Properties: [1+2].
  • F~df+1+2 (throw attempt): Standard throw. Properties: [1+2].
  • 2p crouching df~df+2+4: Standard throw. Properties: [1+2].
  • (2~2~1+2): This move and its properties (with the exception of the escapes) are the same as '2a'.
  • ss{2+4 (connects on 2p lst_rst_bt): This move and its properties (with the exception of the escapes) are the same as '2a'. The moves following this and their characteristics are the same as those following the '2a'.
  • (3a or 3b from RAC): Refers to specific follow-ups from a previous state.
  • (f~n~d~df+1+4): Standard throw. Properties: [1].

Timing Specifics

  • (1a): Complete the 2~1~1+2 immediately after King grabs his opponent.
  • (2a & 2b): Complete the 2~2~1+2 or the 3+4~1+2 as King brings his opponent to a semi-standing position.
  • (3a & 3b): Complete the 3+4~1+2~1+2+4 or the 1~2~3+4 immediately after King's feet hit the ground during the 2~2~1+2.
  • (4a): Complete the 1~2~3+4~1+2 as King moves his hands from his victim's shoulders to their waist (after pushing them into an upright position) during the 3+4~1+2~1+2+4.
  • (5a & 5b): Complete the 2~1~3~4 or the 3~1~2~3+4~1+2+3+4 as King wraps his arms around his opponent's waist.
  • (4b & 4c & 4d & 4e): Complete the 2~1~3~4 or the 3~1~2~3+4~1+2+3+4 immediately after King picks his opponent up.
  • (3c): Complete the 1~2~3+4 immediately after King picks up his opponent.
  • (1b): Complete the 2~2~1+2 after King turns face down, but before he picks his opponent up.

Buffering Inputs

  • (1~2~1+2): Tap 1, press and hold 2, tap 1.
  • (2~2~1+2): Tap 2, press and hold 2, tap 1.
  • (3+4~1+2~1+2+4): Tap 3+4, press and hold 2+3, tap 4.
  • (3~1~2~3+4~1+2+3+4): Tap 3, tap 1, tap 2, press and hold 3+4, tap 1+2.

Escape Options

  • If ss{2+4 connects on 2p's front, the escape is 1+2.
  • If ss{2+4 connects on 2p's right side (rst), the escape is 2.
  • If ss{2+4 connects on 2p's left side (lst), the escape is 1.
  • If ss{2+4 connects on 2p's back (bt), the escape is inescapable.
  • The ss{2+4 version will automatically result in the 2~2~1+2 if the grab connects against 2p lst_rst_bt: simply complete the 1~2~3+4 or the 3+4~1+2~1+2+4 immediately after the grab connects if this occurs.
  • You may cancel the ss{2+4 throw attempt and recover in full crouch (fc) by inputting ss{2+4~B.

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