Unlock the secrets of Part 55 in Tekken 3! Learn advanced moves, their properties, and how to use them effectively in combat. Become a Tekken master!
Alright, let's dive into Part 55 of our Tekken 3 journey. This section is all about some really cool, advanced moves that can seriously up your game. We're going to break down what each move does, when to use it, and what makes it special. Get ready to add some powerful tools to your arsenal!
Moves Breakdown:
- uf+4 (String Starter): This is your go-to for starting combos, effective against all opponents (all m) and has a range of 3. Watch out for the 'grut' (guard, but recovers) property on hit.
- u+4: A standard move, good for normal situations (m|M(nrml)|M(nrml)|M(nrml)) with a range of 2. Also results in 'grut'.
- ub+4: This move has a range of 0, meaning it's very close range, and is available against all opponents. It has a 'grut' property but leaves you vulnerable in some situations.
- uf~_~~4: Another string starter for all opponents, with a range of 3. It also offers 'grut' on hit.
- UF_U_UB~_~~4: This complex string starter is for all opponents and has varying ranges (rng3, rng-1, rng-1). It offers 'grut' properties.
- UF_U_UB~~~4: A slightly different string starter for all opponents, with ranges of 4 and 2, and 1. It's a bit trickier to land but can be rewarding.
- ~~Special~~
- f~n~d~DF{1: This move is great for normal situations (m|M(nrml)|M(nrml)|M(nrml)) with a range of 4 and provides 'grut' on hit.
- f+1 (String Starter): A quick string starter for opponents in the 'high' stance (all h) with a range of 1.
- f+2: Another move for opponents in the 'high' stance (all h) with a range of 2.
- f+2~1+2: This is a combo starter for all opponents, with a range of 2, and offers 'grut' properties.
- b+2: A solid move for all opponents with a range of 3, offering 'fc' (crouch-dash, full crouch) and 'grut' properties.
- f~F{2: This move is effective against opponents in the 'high' stance (m|M(hi)|M(hi)|M(hi)) with a range of 4 and provides 'grut'.
- f~f~n~~2 (String Starter): A string starter for opponents in the 'high' stance (all h) with a range of 1.
- d~df~F{2: This move is for all opponents, with a range of 4, and offers 'grut'. It has a dual damage property (30, 45).
- f~n~d~DF{2: Another move for normal situations (m|M(nrml)|M(nrml)|M(nrml)) with a range of 3, providing 'grut'.
- f~F{3: This move is for opponents in the 'mid' stance (m|m|m|STNM) with a range of 2 and offers 'fc' and 'grut'.
- f~n~d~df~N{3: A powerful move for all opponents with a range of 5, offering 'fc' and 'grut' properties.
- f~n~d~DF{3: This move is for opponents in the 'low' stance (all l) with a range of 5 and provides 'grut'.
- f~n~d~DF{4 (String Starter): This is a string starter for opponents in the 'low' stance (l|*stnl|L|L) with a range of 3. It has a special 'grua' property. Note: '* see "Variable-String" for more information on this stnl attack'.
Tips for Part 55
- Focus on learning the string starters first, like uf+4 and f+1, as they open up combo opportunities.
- Pay attention to the range and properties (like 'grut' or 'fc') of each move. This will tell you when and how to use them most effectively.
- The moves with dual damage (like d~df~F{2) can be great for surprising opponents and dealing significant chip damage.
- Don't be afraid to experiment in practice mode with the more complex strings like UF_U_UB~_~~4 and UF_U_UB~~~4 to get a feel for their timing and follow-ups.
- Remember that 'grut' means the opponent can block the follow-up if they react fast enough, so mix up your strings and timings!
100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content