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Part 38
Tekken 3

Part 38

Learn how to effectively defend against Eddy Gordo in Tekken 3 by understanding his 'dancing' and counter-attack strategies. Master offensive tactics to exploit his weaknesses.

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Learn how to effectively defend against Eddy Gordo in Tekken 3 by understanding his 'dancing' and counter-attack strategies. Master offensive tactics to exploit his weaknesses.

This section provides advanced strategies for defending against and fighting Eddy Gordo in Tekken 3. It covers Eddy's unique defensive style, his effective counter-attacks, and how to exploit his weaknesses when facing him.

Defending Against Eddy:

Eddy's effectiveness relies on allowing himself to be put in a dangerous situation to then counter with high-damage combos. It's a risk-reward scenario: if a high-damage combo is possible by taking a smaller risk, it's worth it. Avoid risky combos if the potential counterattack damage is higher than your combo damage. The 3~4 move from a normal position can lead to combos and okizeme, but should only be used after an opponent's move recovery. The u_uf+4 is a strong counter to low attacks, and ws2 is effective against high attacks or blocked low attacks with sufficient recovery time. Eddy's 'dancing' allows for sidesteps (ss); by being aware of his dancing direction, you can cancel his dance with a ss in the same direction to evade attacks.

Versus Eddy:

Low and mid-level attacks are effective against Eddy in his grounded (gp) or handstand (hp) positions, or during his slow, long strings. Be cautious, as he can sidestep or interrupt many attacks from hp, and he has high-damage counterattacks. Eddy's automatic sidestep (dancing from side to side) means attacks will miss if not timed correctly when he's centered, allowing him to counter. Understanding this auto-ss is key to defeating players who mash buttons with Eddy. Expert players will bait your attacks when Eddy is in a vulnerable position, then dodge and counter. To counter these players, quickly attack to knock Eddy out of handstand or grounded positions. Characters with fast low-to-mid strings (like Nina's d+4~1 or Jin's 1+4) can juggle Eddy while he's in gp or hp, or during his slower moves. The goal is to prevent him from setting up counters or custom strings, not necessarily to deal massive damage. Avoid high-low mixups, as his u_uf+4 can counter them, especially with okizeme follow-ups.

Maneuvers:

  • fc{df{d{df - crdshf
  • fc~uf_u_ub - backflip (forward_straight up_backward)
  • b+1+2 - dance (results if hppry doesn't connect)

Attacks:

MoveLevelRangeDamage1P Position2P Position
fc1srng13fc
d+1srng15fc
ws1mrng112
df+1 (string starter)mrng110
1 (string starter)hrng15
uf_ub+1mrng2_rng012

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