Learn the best strategies and moves to counter Gun-Jack in Tekken 3. Understand his attack patterns, weaknesses, and how to exploit them for victory.
This section covers the character Gun-Jack, detailing his moves, attack properties, and strategies for fighting against him in Tekken 3.
Versus Gun-Jack:
Be very careful while fighting Gun-Jack. Although his moves are slow and require a LOT of recovery time when they miss, he only has to connect with one or two decent attacks and your life bar is empty. When blocking the f~f+1+2 strings, be prepared to block the f~f+1+2~df+2 (it's much faster and, therefore, much harder to see coming). If your opponent follows the f~f+1+2 with the ~df+2, you'll already be in the proper blocking position; if he follows it with the ~1+2, a much slower move, you'll be able to see it coming and block it. Jack is one of the few characters you can use poking strings on with virtually no risk of high-damage counterattacks (he only has one, and it's slow), so as long as you only use moves that recover quickly, you should be able to literally poke him to death. High-low mixups are never recommended, but against Jack you should be able to get away as long as you use the faster low attacks (he can ws1+2~1+2 after many slow-recovering low attacks).
MANEUVERS
b~b~n{3+4 - backwards run
d~df~f - crdshf
f~n~d~df - crdshf
ATTACKS
Single
General
fc1 - 3 damage, standing/crouching/counter hit/major counter hit, range 1
d+1 (string starter) - 15 damage, mid, range 3, 1p positioning: crouching, 2p positioning: crouching
ws1 - 12 damage, mid, range 1
df+1 (string starter) - 8 damage, mid, range 2
1 (string starter) - 5 damage, high, range 1
uf_u_ub+1 - 12 damage, mid, range 2/1/0
uf~1 - 12 damage, mid, range 2, ground/ground/ground counter hit
uf~~1 - 12 damage, mid, range 2, ground/ground/ground counter hit
UF_U_UB~1 - 12 damage, mid, range 3/1/-1
UF_U_UB~~1 - 15 damage, mid, range 3/1/-1
fc2 - 8 damage, standing, range 1, crouching positioning
d+2 - 10 damage, standing, range 1, crouching positioning
ws2 - 15 damage, mid/standing/standing/standing, range 2, ground/ground/ground counter hit
df+2 - damage: mid/standing
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