Dive into the advanced moves and throws for Part 58 in Tekken 3. Learn specific move notations, their effects like knockdown, and techable throws to dominate your opponents.
Alright, let's break down Part 58 in Tekken 3. This section is all about getting into the nitty-gritty of specific moves and throws, especially those that can knock your opponent down or are a bit tricky. It's less about a specific stage and more about understanding the mechanics of certain attacks.
Understanding Knockdowns and Move Properties:
First off, you'll see some moves marked with an asterisk (*). These are important because they cause a knockdown if they connect cleanly or as a counter-hit. If a move connects, but it's not a clean hit and not a counter, it won't knock the opponent down. This is crucial for setting up follow-up attacks or controlling the pace of the match.
Grounded Moves Breakdown:
We've got a few categories here: 'grut', 'grua', 'grdt', 'grda', and 'gruls'. These likely refer to different types of grounded attacks or states. For example, under '1p grut', you'll see moves like '3*' and '4'. The '3*' move, when used with 'all m' (which probably means all mid attacks), has a range of 7 to 10 and can cause knockdown. The '4' move, also 'all m', has a range of 12 to 18 and doesn't have the knockdown property listed.
Similarly, '1p grua' has moves like '3' and '4'. The '3' move (all light attacks) has a range of 7 and causes knockdown. The '4' move (all mid attacks) has a range of 10 and also causes knockdown.
The '1p grdt' section shows moves like '3*' and '4*'. The '3*' move is listed as 'l|L(flt)|L(flt)|L(flt)' with a range of 7 to 10 and causes knockdown. The '4*' move (all mid attacks) has a range of 10 to 15 and causes knockdown.
Finally, '1p grda' has '3*' and '4*'. The '3*' move (all light attacks) has a range of 7 to 10 and causes knockdown. The '4*' move (all mid attacks) has a range of 10 to 15 and causes knockdown.
Special Throws to Master:
Now, let's talk throws. These are direct commands that can't be blocked but can often be teched (escaped). You'll see specific inputs like '1+3_DF{1+3 [1]}' which has a range of 30 and results in 'grua'. Then there's '2+4_DF{2+4 [2]}', also range 30, resulting in 'grua'.
A notable one is 'f~f+1+2* [1+2]'. This is a throw that occurs at range 33 and results in 'grua'. Keep an eye out for the asterisk (*) here, indicating it's techable.
Things get a bit more specific with 'f~f{1+4 [1+2$]}'. This throw is at range 29 and results in 'grut'. The '$' symbol here is important – it means this throw is 'retarded', and you can only perform it against specific characters: Heihachi Mishima, Jin Kazama, Kuma, Lei Wulong, and Paul Phoenix. The guide notes more info will come later on this one.
For general throws, you have '(2p rst)any# [2]' at range 46 for 'grut', '(2p lst)any# [1]' at range 40 for 'gruls', and '(2p bt)any#' at range 60 for 'grda'. The '#' symbol means 'any throw, special or otherwise', so these are more general commands.
Remember, understanding these move properties and throw specifics will seriously up your Tekken 3 game. Practice these inputs, and you'll start to see how they can control the match!
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