Dive into King's advanced throw game in Tekken 3! Learn the nuances of multi-throws, ground grabs, and escape options to dominate your opponents. Master these techniques!
Alright, let's talk about King's throws in Tekken 3. This section is all about getting fancy with his grab game, especially when your opponent is on the ground or you're chaining multiple throws together. It looks complicated, but we'll break it down so you can start landing these devastating combos.
Basic Throws & Escapes:
First off, you'll see a bunch of notations like (2p crouching)d+1+3_d+2+4. This means if your opponent is in a crouching state, you can use d+1+3 or d+2+4 to initiate a throw. The @ T means it's a standard throw, and @ t means it's a techable throw (your opponent can escape it). The numbers are the damage values, and <> grut or <> grdt indicate the follow-up animation or state.
Some throws, like (2p grut)db+1+3[1], have specific escape inputs indicated by the number in brackets, like [1]. If your opponent doesn't input the correct escape (they have 1.5 seconds to react), they'll take the full damage, including any secondary damage listed. For example, (2p grut)db+2+4[2] does 33 damage, and if they fail to tech the second part, they take that full amount.
Multi-Throws:
This is where King gets really interesting. The (b+1+2) is a command grab that can lead into several follow-ups:
- 1a (db+1+2): This is a ground throw that you initiate by tapping
db+1+2right as King is about to release the opponent from the initial grab. It does 0 damage on its own but sets up for follow-ups. - 1b (3+4): This is a throw that does 10 damage and leads into the
gruaanimation. You need to input3+4just after King grabs the opponent. This is a key setup for ground grabs. - 1c (1+3): This does 0 damage and is a standard throw.
- 1d (2+4): This throw does 8 damage and leads into the
grdtanimation. Input2+4right after the initial grab.
Advanced Ground Grab Combos:
The real magic happens after 1b (3+4) and 1d (2+4). You can actually chain *multiple* ground grabs:
- After 3+4: You can land two more ground grabs (
db+2+4anddb+1+3) after the initial3+4throw. You need to be quick! After the first grab, you might need to walk forward slightly before attempting the second grab to ensure you're in range. The second grab flips your opponent, setting you up for a third grab. Again, a slight forward movement might be needed. These ground grabs stun your opponent briefly, giving you that window. - After 2+4: This is trickier. As soon as you complete the
2+4, you need to run towards your opponent and stop at the precise moment to land the first ground grab. The second ground grab should be landed right after King stands up next to them.
Important Notes on Ground Grabs:
- These ground grabs are only possible if your opponent is slow to get up. If they recover quickly, it's much harder, if not impossible.
- As an alternative to the last ground grab, you can perform the Elbow Drop (d+1+2) for a guaranteed hit instead of attempting the final throw.
- The escapes marked with
*(like[1+2*]) are unconventional and might require specific timing or situations to execute successfully.
Other Advanced Throws:
There's also the (d~df~f+1) throw, which does 25 damage. From here:
- You can have your opponent attempt an escape with
[1]or an alternate escape with[3+4]. - 1a (1+2): If you connect
1+2right after the initial throw, you get a 30-damage throw leading togrut. - 1b (1+2~3~4~1+2): This is a longer combo throw. After the apex of the initial
d~df~f+1, input1+2~3~4~1+2. This does a massive 50 damage (25+25) and leads togrdls.
Finally, the (F~df+1+3_F~df+2+4) throw does 25 damage. From here:
- You can have your opponent attempt escapes with
[1]or[2]respectively. - 1a (2~1~1+2): This follow-up throw does 18 damage and leads to
grut. You'll use2if you started withF~df+2+4, or1if you started withF~df+1+3, followed by1+2.
Mastering these chains takes practice, especially the timing for the ground grabs. But once you get them down, King's throw game becomes incredibly oppressive!
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