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Part 47
Tekken 3

Part 47

Unlock the full potential of Jack in Tekken 3! This guide breaks down his key moves, combos, and timings so you can dominate the competition. Learn every punch, kick, and special.

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Unlock the full potential of Jack in Tekken 3! This guide breaks down his key moves, combos, and timings so you can dominate the competition. Learn every punch, kick, and special.

Alright, let's dive into Jack's moveset in Tekken 3. He's a powerhouse, and once you get the hang of his timings, you'll be dishing out some serious damage. This isn't a story mode thing, so think of this as your personal cheat sheet for mastering Jack's arsenal. We're going to break down his special moves and some basic combos.

Jack's Special Moves & Combos:

First up, we've got his signature punches. These are crucial for building up damage and setting up bigger hits.

  1. Circular Motion Punches: This is your bread and butter for building meter and landing hits. You'll be doing a circular motion input (think: back, down, down-forward, forward) followed by a punch. The timing here is key, and Jack will often call out numbers.
    • 'One' Punch: Perform the circular motion until 'f' and press 1. Jack says 'One' just before you complete the punch. This gives you 20 damage and builds meter.
    • 'Two' Punch: Continue the circular motion until 'f' twice and press 1. Jack says 'Two' just before. This gives you 40 damage.
    • 'Three' Punch: Continue the circular motion until 'f' three times and press 1. Jack says 'Three' just before. This gives you 60 damage.
    • 'Four' Punch: Continue the circular motion until 'f' four times and press 1. Jack says 'Four' just before. This gives you 80 damage.
    • 'Five' Punch: Continue the circular motion until 'f' five times and press 1. Jack says 'Five' just before. This results in 200 damage, but be warned: continuing the motion after this will cause three more spins that can't be canceled, and Jack won't say anything.
  2. Ground Smasher (df+1): This is a great uppercut-style move. Input down, down-forward, then 1. Jack says 'One' just before completing this uppercut. It deals 22 damage.
  3. Giant Palm (df+2): A solid mid-hitting move. Input down, down-forward, then 2. This deals 40-60 damage.
  4. Knee Smash (f+3): A quick forward-moving kick. Input forward, then 3. This deals 35 damage.
  5. Stomping Kick (d+4): A low-hitting kick. Input down, then 4. This deals 50 damage.
  6. Machine Gun Punch (f+4~1): This is a rapid flurry of punches. Input forward, then 4, and immediately press 1. This string deals 101 damage.
  7. One-Two Punch (1+2): A quick jab-jab combo starter. Input 1 and 2 together. This deals 21 damage.
  8. Face Kick (fc1+2): Performed from a crouching position. Input crouching, then 1 and 2 together. This deals 21 damage.
  9. Ground Break (DF_DB+1+2): This is a powerful move performed while in the crouch walk forward stance. Input down-forward, down-back, then 1 and 2 together. This deals 21 damage.
  10. Standing Uppercut (ws1+2): A good uppercut for when you've just recovered from a crouch. Input while standing up, then 1 and 2 together. This deals 21 damage.
  11. Ground Uppercut (d+1+2): Another strong uppercut. Input down, then 1 and 2 together. This deals 45 damage.
  12. Power Punch (f+1+2): A strong punch starter. Input forward, then 1 and 2 together. This deals 22 damage.
  13. Spinning Kick (3+4): A spinning kick move. Input 3 and 4 together. This deals 60 damage.
  14. Double Spinning Kick (3+4~~3+4): A follow-up to the spinning kick. Input 3 and 4 together, then immediately input 3 and 4 again.
Tips for Jack
  • Focus on mastering the timing for the circular motion punches. Getting the 'Five' punch consistently will rack up huge damage.
  • Don't forget about his uppercuts like the Ground Smasher (df+1) and Ground Uppercut (d+1+2) for punishing opponents or catching them mid-air.
  • Mix up your low kicks (d+4) with your mid and high attacks to keep your opponent guessing.
  • The Machine Gun Punch (f+4~1) is a great way to apply pressure and deal quick damage.

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