Tekken 3 Part 42 covers Ten-Strings and Variable-Strings like F+2{2{2 and 1_f+1_f+1~1. Learn combo properties.
Ten-Strings
These are complex strings of attacks that can be linked together. The source details several variations:
- df+1~2~~2~~1~3~~3~~d+3~~3~~4~~4: This string has the following properties: m,h,m,h,h,l,m,l,l,m, followed by m->h->m,h->h,l->m,l->l->m, then m->h->m,h->h,l->m,l->l->m. It has a range of 1 and deals 97 damage (10+5+6+5+7+6+6+7+7+38). The final hit leaves the opponent in a 'grut' state.
- df+1~2~~2~~1~3~~3~~d+3~~4~~4~~4: This string has the following properties: m,h,m,h,h,l,m,h,l,m, followed by m->h->m,h->h,l->m,stnh->l->m, then m->h->m,h->h,l->m,stnh->l->m, and finally m->h->m,h->h,l->m,stnh->l->m. It has a range of 1 and deals 106 damage (10+5+6+5+7+6+6+8+15+38). .
- df+1~2~~2~~1~3~~3~~3~4~~3~~4: This string has the following properties: m,h,m,h,h,l,h,h,h,m, followed by m->h->m,h->h,l->h->h->stnh->m, then m->h->m,h->h,l->h->h->h->m, and finally m->h->m,h->h,l->h->h->h->m. It has a range of 1 and deals 88 damage (10+5+6+5+7+6+7+7+10+25). .
- df+1~3~~2~2~3~~3~~d+3~~3~~4~~4: This string has the following properties: m,l,m,h,m,l,m,l,l,m, followed by m->l->m,h->m->l->m,l->l->m, then m->l->m,h->m->l->m,l->l->m, and finally m->l->m,h->m->l->m,l->l->m. It has a range of 1 and deals 100 damage (10+6+6+8+6+6+6+7+7+38). .
- df+1~3~~2~2~3~~3~~d+3~~4~~4~~4: This string has the following properties: m,l,m,h,m,l,m,stnh,l,m, followed by m->l->m,h->m->l->m,stnh->l->m, then m->l->m,h->m->l->m,stnh->l->m, and finally m->l->m,h->m->l->m,stnh->l->m. It has a range of 1 and deals 109 damage (10+6+6+8+6+6+6+8+15+38). .
- df+1~3~~2~2~3~~3~~3~4~~3~~4: This string has the following properties: m,l,m,h,m,l,h,h,h,m, followed by m->l->m,h->m->l->h->h->m, then m->l->m,h->m->l->h->h->h->m, and finally m->l->m,h->m->l->h->h->h->m. It has a range of 1 and deals 91 damage (10+6+6+8+6+6+7+7+10+25). .
Variable-Strings
These moves can be linked to create variable strings with different properties and follow-up possibilities.
- F+2{2{2: This string has the following properties: h,m,h, followed by h->m->h, h->m->h, h->m->h. It has a range of 1 and deals 24 damage (12+6+6). .
- 2~2: This string has the following properties: h,h, followed by h->h, h->h, h->h. It has a range of 1 and deals 22 damage (12+10). .
- 1_f+1_f+1~1_f+1~1~~1_f+1~1~~1~~1~~1: This string consists of all 'h' (high) attacks. If the connection is 'mnrc' (mid-normal-recovery-cancel), the first '1' guarantees the second. If the connection is 'mjrc' (mid-juggle-recovery-cancel), all hits are guaranteed. The damage values are 5, 6, 11, 16, 21, 26. The 5th punch leaves the opponent in a 'grut' state; other hits have no effect. This string can be followed by ~2~f+2{2 (same properties as F+2{2{2 except the second 2 cannot be delayed) or ~2~2 (same as 2~2). The sequence f+1~1~~1~~1~~1 cannot be followed by 2~2 or 2~f+2{2. If f+1~1 connects on 'mjrc', it guarantees a following 2, making f+1~1~2~2 and f+1~1~2~f+2{2 valid combinations. If f+1~1~~1_f+1~1~~1~~1 connects on 'mjrc', it guarantees a following 2.
- 3~~4_3~3~~4_3~3~~3~~4: This string has the following properties: h,m, followed by h,h,m, then h,h,h,m. All 'M' (medium) attacks are 'nrml' (normal) juggle starters. This string has a range of 2.
- Pay close attention to the connection types ('mnrc', 'mjrc') as they determine the guaranteed follow-up hits for certain strings.
- The 'grut' state indicates a successful juggle opportunity.
- 'nrml' juggle starters are crucial for extending combos.
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