Dive into Eddy Gordo's unique Handstand Position (HP) in Tekken 3! Learn his tricky maneuvers and devastating HP attacks to dominate your opponents.
Alright, let's get into some of Eddy Gordo's really unique stuff in Tekken 3. We're talking about his Handstand Position, or HP for short. This is where he gets all acrobatic and can throw opponents off guard. It's a bit tricky to get the hang of, but once you do, it opens up a whole new dimension to his gameplay.
Handstand Position (HP) Maneuvers:
First off, you need to know how to get into and out of this position. It's not just about attacking; it's about movement and setting up your offense.
- Dodge into background (u): This is a quick sidestep back, good for avoiding incoming attacks.
- Dodge into foreground (d): The opposite, a quick sidestep forward.
- Crouch (D): Standard crouch, but from HP, it has its own uses.
- Walk forward (f_F): A short walk forward.
- Return to normal stance (f_F~n~~ or b): These get you back to standing. The
f_F~n~~is a bit more deliberate, whilebis a quick step back to neutral. - Forward roll into GP (df): This is a key move. You roll forward and end up in your Ground Pounce (GP) stance, ready to follow up.
- Forward roll into normal stance (DF): Similar roll, but you end up standing again. Useful for repositioning or baiting.
- Handstand roll (f+1+2): This is a direct roll forward from HP, often used to close distance or set up attacks.
- Cancel recovery into GP (after any maneuver besides f or F) with u, uf, f, df, or d: This is a crucial technique. After many HP moves, instead of a standard recovery, you can input these directions to go straight into your Ground Pounce (GP) stance. This keeps the pressure on!
- Cancel recovery into GP with 1+2: This is another way to cancel recovery, but this one results in a forward roll into HP, similar to the
f+1+2move.
Handstand Position (HP) Attacks:
Now for the fun part – hitting your opponent from this weird position!
Single Attacks:
- 1 (String Starter): This is your basic jab from HP. It's quick and can start a simple string. It hits at range 1.
- 2 (String Starter): Another basic poke, also good for starting strings. Hits at range 1.
- 3: A mid kick. This hits at range 2 and is a bit slower, costing 15 frames to execute.
- d+3 or d+4: These are low kicks. They hit at range 2 and are pretty quick. Heads up: If you do
d+3ord+4and then immediately pressD(crouch), Eddy will recover into his Ground Pounce (GP) stance instead of his usual HP recovery. This is a great way to mix up your offense. - 3~4: This is actually the same as the normal stance 3~4 kick. It's listed here for completeness, but it's not a unique HP move.
- 4: This is a high kick. It hits at range 3 and costs 12 frames. If this connects cleanly or as a counter, it causes a knockdown. Keep in mind, if the
s(which usually refers to a previous move in a string) connects, there's no knockdown. The positioning here assumes thehattack connects. This move can hit twice if it connects at range 2, making it a solid two-hit attack. - df + any maneuver or attack except f_F, then ~f+1+2: This is a fancy one! You perform a forward roll (
df) from HP, and then immediately cancel into the handstand roll (f+1+2). This whole sequence hits at range 5 and costs 15 frames, ending in a normal stance. It's a way to close distance rapidly and surprise your opponent. - ss3 or ss4: These are sidestep kicks from HP.
ss3hits at range 4 and costs 25 frames, ending in a normal stance.ss4also hits at range 4 and costs 25 frames, ending in a normal stance. - D~~3+4: This is a cool combo starter. You crouch (
D) from HP and then immediately press3+4. This costs 25 frames and ends in HP. It's a deceptive move that can catch opponents off guard.
Two-String Attacks:
- 4: This is the classic Eddy two-hitter from HP. The first
4hits at range 2, and if it connects, it flows into a second4. The total damage is 12+12=24, and it ends in HP. This is a great pressure tool.
Three-String Attacks:
- 1~3~~~3: This is a three-hit string. It starts with a mid kick (
1), flows into a low kick (3), and finishes with another mid kick (3). The sequence ism,l,m. It hits at range 1 and costs 10+15+ frames to execute. This is a solid combo for consistent damage.
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