Tekken 3 on PlayStation is a legendary 3D fighting game where you master Jin Kazama and a roster of iconic characters. You'll be pulling off devastating combos and learning intricate move sets to conquer the King of Iron Fist Tournament. It's a deep, rewarding experience perfect for anyone looking to test their fighting skills.
This guide dives deep into Tekken 3, helping you master essential controls and providing strategies for early stages of Arcade Mode. We'll also uncover secrets like unlocking alternate costumes, exploring the challenging Tekken Force mode, and finding all the hidden content in the gallery. Get ready to conquer the tournament and unlock everything the game has to offer.
Part 1
Tekken 3 move list and guide for ARC version, updated 12/12/1998 by Barry Wright Moretz. Includes disclaimer and legal implications.
- 1The guide was created by Tekken 3 players for Tekken 3 players.
- 2No part of this document may be reproduced and sold for profit.
- 3The information is intended for recreational use only and may only be redistributed in its entirety by electronic or printed format, or with the expressed written consent of Barry Wright Moretz.
- 4The only modification allowed is to cut the condensed KEY at the very bottom and paste it into a new text document for referencing notations.
- 5If reading in printed format, you may 'cut along the dotted line' to achieve the same effect.
- 6By continuing to read, you accept that any beat-downs, ass-stompings, glitches with your computer, or other problems encountered are purely your fault.
- 7The newest version of the FAQ may be found at the URL provided in the original source.
- 8Factual information, such as how to perform a move, cannot be copyrighted.
- 9The format of the facts presented and arguable items like strategy are protected by copyright laws.
- You may contact the author via email at dncbmw@hotmail.com.
- The author notes major contributors to the FAQ, including Andy Tatman, Brett 'playa' Bataglia, Dan 'PPhoenix' Benedict, and many others listed alphabetically.
- The move list is intended for recreational use.
Part 3
Dive into Part 3 of our Tekken 3 guide. Learn advanced strategies, timing moves, and master defending against tricky attacks to dominate your opponents.
Alright, welcome to Part 3! This section is where we really start to dig into the nitty-gritty of Tekken 3. Forget just button-mashing; we're talking about truly understanding the game's mechanics and how to outsmart your opponents. This guide is packed with insights that have seriously improved my own game, and I'm sure they'll help you climb the ranks too.
We'll cover everything from the finer points of move timing – like strings, reversals, and sidesteps – to specific technical aspects such as damage modifiers and even some of the game's quirks. The core of this section, though, is about strategy: how to attack effectively, when to defend, and how to counter common tactics like 'poking' and 'turtling'. We'll also get into the specifics of how to handle every character on the roster, from Bryan Fury to Yoshimitsu.
Think of this as your personal training camp. We're going to break down complex ideas into digestible parts, ensuring you understand not just *what* to do, but *why* you're doing it. This guide is designed to be detailed, so no matter if you're just starting out or you've been playing for a while, you'll find valuable information here to elevate your Tekken 3 game.
Part 5
Understand Tekken 3's complex reversal types (Kick-only, Low Parry, High Parry) and juggle mechanics (normal, high, float, bounce). Learn about character types and special stances.
This section of the Tekken 3 guide breaks down advanced mechanics including reversals, juggle types, character susceptibility to okizeme attacks, special stances, and other important terms.
Reversals:
- krev - Kick-only REVersal (high or mid)
- lpry - Low Parry
- lppry - Low Punch Parry
- lkpry - Low Kick Parry
- hpry - High Parry (high or mid)
- hppry - High Punch Parry (high or mid)
- hkpry - High Kick Parry (high or mid)
Juggle Types:
- nrml - Normal juggle
- hi - High juggle
- flt - Float juggle
- bnc - Bounce juggle
Okizeme Attacks and Character Types: Okizeme attacks differ from normal attacks based on character size and specific circumstances. Characters are divided into five types based on their susceptibility to these attacks:
- type1 - Smallest characters (Ling Xiaoyu and Nina Williams)
- type2 - Average size (Bryan Fury, Eddy Gordo fully grounded, Forrest Law, Hwoarang, Jin Kazama, Julia Chang, Lei Wulong, Mokujin, and Yoshimitsu)
- type3 - Large characters (Heihachi Mishima, King, Paul Phoenix, and Ogre I)
- type4 - Larger characters (Gun-Jack, Kuma, and Eddy Gordo in his special grounded attack position)
- type5 - Gargantuan (Ogre II)
Special Stances:
- Eddy Gordo: gp (Grounded Position), hp (Handstand Position)
- Gun-Jack: sdp (SitDown Position)
- Hwoarang: rff (Right Foot Forward), lff (Left Foot Forward), rfl (Right Flamingo), lfl (Left Flamingo)
- Kuma: sdp (SitDown Position)
- Lei Wulong: aop (Art Of Phoenix), drgn (Dragon), drkn (Drunken), snk (Snake), tgr (Tiger), pnr (Panther), crn (Crane)
- Ling Xiaoyu: aop (Art Of Phoenix)
- Yoshimitsu: is (Indian Style), ps (Pogo Stick), sbt (Special Back Towards)
Other Notations:
- 1p - 1st player (attacker)
- 2p - 2nd player (defender)
- _ - 'or'
- + - at same time
- ~ - immediately after (0 to 9 frames)
- ~~ - slight delay (10 to 29 frames)
- ~~~ - long delay (30 to 60 frames)
- { - signifies that the next input is delayable (+, ~, ~~)
- -> - signifies combos within strings
- [...] - input needed to escape the move it is paired with
- * Tekken 3 flashes 60 images (frames) every second
Important Terms:
- Animation: The video output of a move, measured in frames, including startup, execution, and recovery.
- Execution: The time during which an attack's most active properties take place.
- Recovery: The time after a maneuver's effects, before another action can be performed or blocking.
- Startup: The time during which a character prepares to execute a maneuver.
- Axis Shift: Control over the 3rd dimension (sidestepping towards left or right). Tapping up moves the character away, down moves them closer.
- Buffering: A mechanic allowing more efficient input of button sequences by pressing and holding initial buttons while tapping the final one. This can also be used to cancel moves.
Part 6
Understand Tekken 3 terminology like juggle, counter, and masher. Learn about frame rates and tech rolls.
Glossary:
- Chicken (Chickening, Chickened): A reversal performed by inputting f+1+3 if a left limb is reversed or f+2+4 if a right limb is reversed.
- Combination (Combo): A series of moves that are unblockable and inescapable, given that the first move in the series connects.
- Connect (Unguarded): The result of an attack that is improperly guarded against; the most basic way an attack may hit an opponent.
- Counter: A move that negates an opponent's move or their recovery from a move. Specific counter types include:
- Chicken: See above.
- Counterhit (Interrupt): An attack that connects either while your opponent is attacking (major counter) or immediately after their attack while they are still recovering from it (minor counter), thereby negating their attack or recovery.
- Parry: A thrust-block that throws your opponent's attack to the side, staggering them briefly. In some situations, a parry allows for a combo by the parrier due to this staggering effect.
- Tech: A special type of counter that can only be used in special situations. A tech does not negate an attack but alters the outcome to the player's benefit.
- Tech-roll: A quick-recover roll performed after many maneuvers. It can be used to better your positioning. Any character may tech-roll after landing face up from a juggle combination by tapping 1_2 to roll towards the background of the arena, or 3_4 to roll towards the foreground.
- Reversal: A special type of counterhit that attacks your opponent while they are attempting to attack you.
- Counterhit: See 'Counter'.
- Custom String: A series of individual moves or portions of strings used to create a move sequence that blends together so well it is difficult to defend against or counter.
- Execution: See 'Animation'.
- Float Juggle: See 'Juggle'.
- Frames (Frame Rate): The images shown to the viewer that make up the video output (animation) of a video game. Tekken 3 flashes 60 of these images (frames) every second. FPS stands for Frames Per Second.
- High Juggle: See 'Juggle'.
- Juggle (Juggling, Juggle Combo, Juggles): A series of moves used to hit an airborne opponent. Attacks made upon an airborne opponent are effectively unblockable. Specific juggle types include:
- Bounce Juggle: A type of juggle in which the juggled character bounces off the ground (e.g., Bryan's uf+4).
- Float Juggle (Float): A type of juggle in which the juggled character immediately falls towards the ground after the juggle starter (e.g., any character's grdt3).
- High Juggle: A type of juggle in which the juggled character is launched significantly higher than in a normal juggle (e.g., Nina's db+3+4).
- Normal Juggle: The most common type of juggle in which the juggled character is launched upward (e.g., Nina's df+2).
- Multi-throw: A grappling move that may have an alternate outcome via input from the user.
- Normal Juggle: See 'Juggle'.
- Parry: See 'Counter'.
- Poking Pattern: A continuous, repeated series of fast attacks that forces your opponent into a defensive state.
- Recovery: See 'Animation'.
- Reversal: See 'Counter'.
- Sidestep: See 'Axis Shift'.
- Stagger (Staggering Attack): Many attacks (most notably parries) stagger your opponent. The recovering positions after a staggering attack vary, but all staggers make it impossible for a staggered character to block attacks for a brief period.
- Startup: See 'Animation'.
- String or Move-String: A preselected set of moves that may be chained together to create a single move sequence.
- Stun (Spectacular Attack): All attacks cause stun, whether it is guard stun (which sometimes makes it impossible to reverse or parry during attack strings) or connect stun (aka recovery). Moves with special stun properties can cause effects like Jin's b~f{2 on mjrc, where the opponent doubles over and slowly falls face-first, allowing for combinations.
- Tech or Tech-roll: See 'Counter'.
- Unguarded: See 'Connect'.
Skill Levels:
- Masher: Someone who doesn't know how to play Tekken 3 and attempts to win by rapidly hitting buttons and moving the joystick.
- Novice/Newbie: Someone familiar with basic Tekken tactics but lacks the knowledge for proficiency.
- Scrub: Someone who is good at doing one thing with one character.
- Intermediate: A wide range of players who do not fit into the other categories.
- Expert: Expert level players demand control of everything: their player, their opponent's pla.
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