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Part 37
Tekken 3

Part 37

Dive into Part 37 of our Tekken 3 guide, focusing on Eddy Gordo's devastating combos, special stances (GP, HP), and effective strategies for offense and mix-ups.

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Dive into Part 37 of our Tekken 3 guide, focusing on Eddy Gordo's devastating combos, special stances (GP, HP), and effective strategies for offense and mix-ups.

Walkthrough
  1. 1
    Eddy's Stances (GP/HP): While fast attacks from these stances are useful, avoid staying in them too long as they are punishable. Use them for quick setups into more damaging moves.
  2. 2
    HP Stance Mix-ups: From HP, tap 1 or 2 to start strings, then follow with ws2 or ws4. Mix these with throws (1+3/2+4) for quick, hard-to-counter strings.
  3. 3
    Advanced Throw Mix-up: For a more technical mix-up, buffer b~db~d~df~f+1+2 (a powerful throw) into the animation of holding 2 (rollout punch). Tap 1 as Eddy stands to execute the throw quickly.
  4. 4
    Countering Attacks: Use (hp)d+3 or (hp)4 to counter aggressive opponents and encourage blocking. Be aware that (hp)4 can be punished if blocked.
  5. 5
    GP Stance Mix-ups: From GP, mix 3~4 (which juggles) with 4~3 to return to HP and attempt HP strings.
  6. 6
    HP Dive Attack: The (hp)DF~~f+1+2 dive attack allows for guaranteed follow-ups even on block, but has a long startup and can be countered.
  7. 7
    Punishing Low Attacks: Use u_uf+4 (a hopkick) from the standing position to punish low attacks. It deals good damage and causes knockdown.
  8. 8
    Okizeme Sequence: If an opponent is hit by u_uf+4 and rolls away, punish with dshf.D.(fc)3+4 (a damaging flipkick causing knockdown). If they roll again, follow with (gp)3+4. This sequence is highly damaging.
  9. 9
    Okizeme after df+2: The flipkick series can also follow an unguarded df+2, which causes a similar knockdown and stun.
  10. 10
    Countering the Flipkick: If an opponent blocks the (fc)3+4 flipkick and stands, you can either complete the flipkick and throw, or cancel into HP (fc~3+4~B) for mix-ups. Avoid going into GP if they block, as it's predictable.
Tips
  • Mastering the timing of Eddy's stance transitions and special moves is crucial for effective offense.
  • The b~db~d~df~f+1+2 throw requires practice to buffer correctly into other moves.
  • The okizeme sequence starting with u_uf+4 is one of Eddy's most powerful tools for ending rounds.
  • Be mindful of Eddy's recovery in HP and GP stances to avoid being punished.
  • Experiment with mixing throws and fast attacks from HP to create unpredictable strings.

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