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Part 57
Tekken 3

Part 57

Explore the intricate 'Variable-String' combos in Tekken 3 Part 57. Learn the f~n~d~DF+4 sweep follow-ups, special position attacks, and master the 'Multiple-Choice String Diagram' for advanced gameplay.

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Explore the intricate 'Variable-String' combos in Tekken 3 Part 57. Learn the f~n~d~DF+4 sweep follow-ups, special position attacks, and master the 'Multiple-Choice String Diagram' for advanced gameplay.

This section details the 'Variable-String' initiated by the f~n~d~DF+4 sweep in Tekken 3. This sweep can be followed by various other attacks, leading to different combo potentials and damage outputs.

Variable-String Combos

The following strings are initiated by f~n~d~DF+4 and can be followed by different inputs, resulting in varying damage:

  • f~n~d~DF+4~n~1: Deals 54 damage (17+37).
  • f~n~d~DF+4~n~2: Deals 39 damage (17+22).
  • f~n~d~DF+4~n~4~4: Deals 56 damage (17+18+21).
  • f~n~d~DF+4~~4~n~1: Deals 59 damage (17+14+28).
  • f~n~d~DF+4~~4~n~2: Deals 53 damage (17+14+22 or 33).
  • f~n~d~DF+4~~4~n~4~4: Deals 70 damage (17+14+18+21).
  • f~n~d~DF+4~~4~~4~n~1: Deals 80 damage (17+14+14+35).
  • f~n~d~DF+4~~4~~4~n~2: Deals 67 damage (17+14+14+22).
  • f~n~d~DF+4~~4~~4~n~4~4: Deals 84 damage (17+14+14+18+21).

Sweep Mechanics: All '4' inputs before '~n~' are 'stnl' (standing normal) attacks that require recovery to block subsequent sweeps. To recover and block, either hold DB immediately after the first sweep connects, or hold F to recover and then move to DB to block. If the first sweep connects and the opponent (2p) is not standing and blocking, it will cause a knockdown. This knockdown guarantees all following attacks. While 2p recovers 'grut' (grounded recovery) in all circumstances, they cannot tech-roll after a sweep used as a knockdown attack. Tech-rolls are only possible if follow-up attacks are used after the initial knockdown sweep.

Multiple-Choice String Diagram

This diagram illustrates various combo paths and their branching options:

Main String: f~n~d~DF+[4]

  • From f~n~d~DF+[4]:
    • --->1--->2
    • --->2--->2
    • --->~n~4--->4

Branching from [4]:

  • [4] can lead to:
    • --->1--->2
    • --->2--->2
    • --->~n~4--->4

Further Branches:

  • From the first [4] in the main string:
    • --->1--->2
    • --->2--->2
    • --->~n~4--->4

Alternative Paths:

  • f+1 leads to [b+2]
  • f+1 can also lead to [4]

df+3~2~~2~~4~~4~~[1] string has branches:

  • --->1--->2--->1--->2
  • --->4--->1--->[2]--->4

Special Position Attacks (Standing: 1p bt)

These attacks are specific to certain situations or stances:

  • fc_d+1_2: All launchers (l), not sweeps (s). Deals 10 damage. Requires 'fc' (full crouch) and is a 'rng1' (range 1) attack. Results in 'fc' and 'grut' (grounded recovery).
  • 1_2: All launchers (h). Deals 15 damage. 'rng1'. Results in 'grut' x2.
  • uf_u_ub+1: All launchers (m). Deals 12 damage. 'rng2', 'rng1', 'rng-1'. Results in 'grut' x3.
  • fc_d+3_4: All launchers (l). Deals 12 damage. 'rng2'. Requires 'fc'. Results in 'fc' and 'grut'.
  • 3_4: All launchers (h). Deals 25 damage. 'rng3'. Results in 'grut' x3.
  • uf_u_ub+3: All launchers (m). Deals 25 damage. 'rng3', 'rng2', 'rng0'. Results in 'grut' x3.
  • uf_u+4: Mid-hit (m).

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