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Part 48
Tekken 3

Part 48

Dive into Part 48 of our Tekken 3 guide to master Jack's devastating combos. Learn the move inputs, damage, and recovery frames to dominate the arena.

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Dive into Part 48 of our Tekken 3 guide to master Jack's devastating combos. Learn the move inputs, damage, and recovery frames to dominate the arena.

Alright, let's get down to business with Part 48 of our Tekken 3 guide. This section is all about digging into some of Jack's more complex move strings and understanding the nuances of how they connect. It might look a little dense at first, but we'll break it down so you can start landing these powerful combos.

We're going to be looking at sequences of moves, often called 'strings', and seeing what damage they do, how quickly the opponent recovers, and what your own recovery looks like. This is crucial for knowing when you're safe and when you can follow up.

Two-Hit Strings

First up, we've got some two-hit combos. These are great for quick damage and setting up pressure.

  • fc1~2: This is a crouching-first-hit into a second punch. If both connect, you're looking at 10+25 = 35 damage. The opponent recovers in a crouching forward (fc) state, and you do too. If only the first punch (fc1) lands, the opponent still recovers in fc, so you're not completely open.

  • 1+2~1+2: This string hits mid, mid, and deals 21+22 = 43 damage. The opponent recovers in a grounded recovered state (grut).
  • f+1+2~df+2: This one starts mid, mid, with the second part being a powerful mid attack that launches (M). It deals 22+15 = 37 damage and also results in a grounded recovered state for the opponent.
  • f+1+2~1+2: Similar to the above, this starts mid, mid, but the second hit is a low (l). It deals 22+25 = 47 damage, and again, the opponent recovers grounded.
  • ws1+2~1+2: This is a while-standing (ws) string that starts mid, mid. It deals 21+17 = 38 damage. The opponent recovers grounded.

Three-Hit Strings

Now we're stepping it up with some three-hit combos. These can rack up some serious damage if you land them cleanly.

  • 1~1~~1: This is a high, high, mid string. It deals a hefty 18+15+18 = 51 damage. The opponent recovers grounded.
  • 2~1~~2: This string is high, mid, mid. It hits for 12+21+20 = 53 damage. The second and third hits are powerful mid attacks. The opponent recovers grounded.
  • df+1~2~~1: This is a mid, mid, mid string. It deals 15+12+15 = 42 damage. The opponent recovers grounded.
  • df+2~1~~2: Another mid, mid, mid string, this one deals 15+10+15 = 40 damage. The opponent recovers grounded. These last two strings can be cancelled into a crouch dash (crwlkf) by pressing 1_2, which can lead to mix-ups.

Four-Hit Strings

Finally, let's look at some of Jack's longer, more damaging strings. These require good timing but pay off big.

  • df+1~2~~1~~2: This is a mid, mid, mid, mid string. It deals 10+15+10+15 = 50 damage. The opponent recovers grounded.
  • fc~db+1~1~~1~~2: This is a crouching low, low, low, mid string. It deals 12+15+15+30 = 72 damage! This is a massive amount of damage. The opponent recovers grounded. There's a cool note here: if the first punch of this string misses for any reason, the second punch will still connect as a mid attack. This is pretty unique, as it means the level of the second hit can change based on whether the first one landed.

Keep practicing these strings in training mode. Understanding the damage and recovery will help you decide when to go for the big combos and when to play it safe. Good luck out there!

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