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Part 82
Tekken 3

Part 82

Master Tekken 3's Part 82 with detailed breakdowns of reversals, counterattacks, and advanced combo starters and followups. Learn timing and buffering for maximum impact.

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Master Tekken 3's Part 82 with detailed breakdowns of reversals, counterattacks, and advanced combo starters and followups. Learn timing and buffering for maximum impact.

This section of the Tekken 3 guide covers advanced techniques including reversals, counterattacks, and specific combo starters with their followups. It also details various throw types and their properties.

Reversals and Counterattacks:

  • 1+2 Reversal: Can be performed by Jin Kazama, King, Nina Williams, and Paul Phoenix. Does 10 damage.
  • 3+4 Reversal: Can be performed by King and Nina Williams. Does 10 damage.
  • Counterattack (b+1+3): A reversal move.
  • Counterattack (b+2+4): A reversal move.

Timing for Reversals and Combos:

  1. Punches: Tap 1_2 as opponent's back hits the ground, then 2/1 as the first punch connects, then 1/2 as the second connects, and so on until the fifth punch.
  2. 1c and 1d: Tap 1+2_3+4 as your opponent's back hits the ground.
  3. 2c, 2d, 2g, 2h: Tap 1+2_3+4 as King's arm comes down for the third punch.
  4. 3a: Tap 1+2 as King moves to his opponent's side for the armbreaker.
  5. 3b: Tap 1+2 as King's back hits the ground during the legbreaker.

Buffering Techniques:

  • fc1+2 >> 1+2: While in a crouch-first (fc) stance, press and hold 1+2, release one button, then tap the released button.
  • 1~2~~1_2~1~~2 ~~1+2: Tap 1/2, tap 2/1, press and hold 1/2, tap 2/1.
  • 1+2 1+2: Press and hold 1+2, release one button, then tap the released button.

Note: You may break either of the punches in 2a, 2b, 2e, and 2f.

Combinations:

  • Starters & Followups:
    • ws2 (mid-range jump) → 2~1.1+2~1
    • uf+4 (mid-range) → 2~1.df+4
    • 2~1 → df+4
    • 2~1 → 2~1 (see 2~1)
    • f~f~n~2 (mid-range jump) → throw attempt
    • 4 (mid-range, float) → dshf.d+1.fc3+4~2
    • uf+4 (mid-range) → (no followup listed)
    • ws1 (mid-range) → 2.2.f+1+2
    • DF+1~2~1~2 (mid-range jump) → (no followup listed)
    • f~F{2 (high) → UF~~4.2.f+1+2

Throws:

InputTypeRangeDamageNotes
1+3_DF{1+3 [1]Throw (T)rng18+8+8+8=32grua
2+4_DF{2+4 [2]Throw (T)rng110+25=35grua
f~f+1+4Throw (t)rng135grut
f~df~d~db~b~n~f+1+2Throw (t)rng160grua
(2p rst)any# [2]Throw (t)rng140grut
(2p lst)any# [1]Throw (T)rng110+15+25=50gruls
(2p bt)any#Throw (t)rng1~70grda

# any throw, special or otherwise.

Special Notations:

  • aop - Art Of Phoenix stance
  • crn - CRaNe stance
  • drgn - DRaGoN stance
  • drkn - DRunKeN stance
  • pnr - PaNtheR stance
  • snk - SNaKe stance
  • tgr - TiGeR stance

Maneuvers:

  • df_d_db+3+4 - sdp
  • f+2+3 - snk
  • f+3+4 - drkn
  • b+1+4 - aop

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