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Part 14
Tekken 3

Part 14

Learn the crucial timing for Tekken 3 moves, including strings, reversals, parries, and sidesteps. Improve your gameplay with this essential timing guide.

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Learn the crucial timing for Tekken 3 moves, including strings, reversals, parries, and sidesteps. Improve your gameplay with this essential timing guide.

Walkthrough
  1. 1
    Understanding Move Timing: In Tekken 3, knowing the button sequence is only half the battle; knowing *when* to execute the sequence is crucial for successful move completion. This section details the timing aspects of various move types to help you become a better player.
  2. 2
    Strings: For standard move-strings (moves that can be chained), you execute the next move while your character is performing the previous one. For example, in a sequence like .1~~2~~1~~1+2, you input the '1' as your opponent hits the ground during the tackle, the '2' as the left arm comes down, the next '1' as the right arm comes down, and '1+2' as the left arm comes down a second time. This principle applies to all attack-strings.
  3. 3
    Reversals/Parries: These moves require precise timing. Your character performs a quick shuffle, which is the window for countering or reversing an opponent's attack. Be aware that most reversals/parries are effective only against specific types of attacks.
  4. 4
    Sidesteps: Sidestepping changes your character's position and mastering it is difficult due to varying timing requirements. Key mechanics for effective sidestepping include:
    • You can maintain facing your opponent by actively performing moves or sequences that track, attempting a throw, walking/dashing/running (which causes your character to face the opponent if they are within 90 degrees), or sidestepping in the same direction as your opponent to negate their axis shift.
  5. 5
    Slower moves generally track better to your new position, making them easier to sidestep. You can sidestep slow moves by repeatedly sidestepping in the same direction to eventually exit the area of effect. The sidestep motion may change as you circle your opponent.
  6. 6
    Sweeping moves will connect even if you sidestep, unless you are out of their range. For example, Paul's Falling Leaf Combo (d+4~2) might hit you with the sweep if you sidestep within range, but the follow-up elbow might miss if you're not facing him. If you are outside the sweep's range, neither part will connect.
Tips
  • The escape from Gun-Jack's multi-throw (uf+1+2.b~db~d~DF+2) is extremely difficult. The 'b' input for blocking the punch must be a very late input. A helpful technique is to imagine the punch connecting and then tap 'b' immediately after. Repeated 'b' taps are ineffective; only a single tap works.
  • When sidestepping, understand that attacks track to your opponent's new position if they are within 90 degrees of your character's facing direction.
  • Repeated sidesteps in the same direction are the fastest way to change your character's position axis-wise, allowing you to evade slow moves.

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