Unlock the secrets of Tekken 3 Part 44! Learn essential throws, multi-throw techniques, and powerful combo starters with this expert guide. Master your opponents!
Alright, let's dive into Part 44 of our Tekken 3 journey. This section is all about getting a grip on your opponent with some key throws and setting up your own devastating combos. Don't worry if throws feel a bit tricky at first; with a little practice, you'll be chaining them like a pro.
Knockdown Moves:
First off, a quick note on moves that cause knockdowns. If a move connects cleanly or as a counter, you'll get a knockdown. However, if it's an unclean hit and not a counter, don't expect them to go down. Keep this in mind when you're trying to finish a round!
Throws:
Throws are your bread and butter for breaking through an opponent's guard. Here’s what you need to know:
- 1+3 (DF+1+3): This is your standard close-range throw. It has a range of 7+23, totaling 30.
- 2+4 (DF+2+4): Another close-range throw, this one requires a bit more commitment with a range of 30.
- f+2+3: This throw has a range of 30 and is a solid option when you're at close range.
- f~f+3+4: A slightly more complex throw requiring a forward-forward input, this one has a range of 28.
- (2p rst) any#: This refers to a throw used after your opponent is reset, with a range of 42.
- (2p lst) any#: Similar to the above, this is a throw after a left stance, with a range of 40.
- (2p bt) any#: This is a throw from a backturned position, with a range of 50.
Remember, '#' means any throw, special or otherwise.
Multi-Throw:
Tekken 3 also lets you chain throws for even more damage. Here's the breakdown for the multi-throw:
- Initial Grab (DF+1+2): This is the start of the multi-throw, with a range of 30.
- Follow-up (1a 1~2~1+2): After the initial grab connects, you can input 1~2~1+2 immediately for a follow-up. This has a range of 35.
Timing the Follow-up: You need to complete the 1~2~1+2 input right after the DF+1+2 connects. Don't delay!
Buffering the Follow-up: To execute the 1~2~1+2, you'll tap 1, then press and hold 2, and finally tap 1.
Important Note: If you don't input the follow-up after the initial DF+1+2 grab, your character will perform a punch to the head. However, if you successfully input the optional 1~2~1+2, you'll cancel the head punch and perform a bulldog throw instead. This bulldog throw doesn't add cumulative damage, but it's a different way to finish the throw sequence.
Counterattacks:
These moves are crucial for turning the tables when your opponent is attacking. They're often your best bet for getting out of a tight spot:
- d_db+1+3: A low parry and counter.
- d_db+2+4: Another low parry and counter.
- b+1+2: A high parry and counter.
- b+1+2~1: This counterattack leads into a backturned state.
- b+1+2~2: This counterattack leads into a stunned state.
Combinations:
Now, let's look at some combo starters that can lead into bigger damage. These are great for opening up your opponent or extending pressure:
- Starter: d+2~3 (mjrc) - normal. Follow-up: b+2~3~~4.
- Starter: 3~4 - normal. Follow-up: ws4.b+2~3~~4.
- Starter: UF+4 - normal. Follow-up: df+1.df+1.b+2~3~~4.
- Starter: uf+4 - normal. Follow-up: ws4.df+1.b+2~3~~4.
- Starter: b+1{2{1(mjrc) - normal. Follow-up: 1.df+1.b+2~3~~4.
- Starter: df+2 - normal. Follow-up: 1.df+1.b+2~3~~4.
- Starter: (grdt)3 - float. Follow-up: ws4.df+1.b+2~3~~4.
- Starter: fc{df{d{df+ (This starter appears incomplete in the source text, but it's listed as a potential combo starter.)
Keep practicing these throws and combo starters. Mastering them will significantly boost your offense and defense in Tekken 3!
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