==============================================================================
= :: 游戏元素 Gameplay Elements ::::::::::::::::::::::::::::: 系统 SYSTEM :: =
==============================================================================
-------------------------------------------------------------------------------------------
-伤害 Damage-
-------------------------------------------------------------------------------------------
Damage in Tekken 3 is based on a points system. Throughout this guide you will
see numbers referring to "damage". This simply refers to the amount of energy
a particular move will take from your opponent's energy bar. Typical settings
in the arcade give a 110-point energy bar during 1player mode and a 140-point
energy bar in 2player mode. These numbers might be different in your arcade if
the settings have been adjusted. Even if the settings have been changed in
your arcade, the points inflicted by a move will always remain constant. The
only exception to this is if the move hits on a counter hit of any kind. This
will actually make the move do more damage than is actually listed in this
guide.
-防御 Guarding-
-------------------------------------------------------------------------------------------
Guarding is the single most important element of Tekken 3. Without being able
to successfully defend against your opponent's attacks, you have no chance of
surviving long enough to damage them. The two basic forms of guarding are:
Neutral/Active guarding. They are as follows:
Neutral guarding is a relatively straightforward procedure. To defend against
high and mid attacks, leave the joystick neutral. To defend against low
attacks, hold down. The problem with neutral guarding is that is it is not a
certainty. After many guard-breaking attacks and/or hits chained onto moves
which have already connected, leaving the joystick neutral will not guard. The
way around this is active guarding. It is important to know that this is a dip
switch setting within the Tekken 3 options menu, and in some arcades it might
be turned off.
Active guarding is most used by the majority of top level players. To defend
against high and mid attacks, hold back on the joystick. To defend against low
attacks, hold back/down simultaneously. This technique is much more effective
against strings of attacks, and is highly recommended by top level players.
-防御伤害 Guard Damage-
-------------------------------------------------------------------------------------------
Guard damage is a term which refers to damage which is actually inflicted when
an opponent guards certain attacks. It is important to know that this is a dip
switch setting within the Tekken 3 options menu, and in some arcades it might
be turned on. This means that every attack that is guarded against will do a
small amount of damage. By default, guard damage is turned off.
-打击段位 Attack Ranges-
-------------------------------------------------------------------------------------------
Knowing when and where to strike is a major aspect of Tekken 3 success. There
are 4 basic hit ranges: High (h); Mid (m); Low (l); and Special Mid (Sm). To
guard against high/mid attacks, hold back on the joystick (unless you prefer
to use neutral guard). To guard against low attacks, hold down/back on the
joystick (unless you prefer to use neutral guard, in which case you just hold
down). To guard against special mid attacks, you may hold either back or
down/back on the joystick (unless you prefer to use neutral guard, in which
case you would do nothing).
There are 4 advanced hit ranges: High Throw; Crouch Throw; Ground Attack; and
Unblockable. High throws only connect with standing opponents. Crouch throws
only connect with crouching opponents. A very select few throws in Tekken 3
are actually catch throws. This means, besides being throws, they actually
have hit ranges as well. The advantage to this is, if you guard a catch throw
wrong, but the actual throw doesn't grab you, it still can do damage to you
like a special attack would. Ground attacks hit opponents on the ground and
are signified throughout this guide by way of capital letters (ex. H,M,L). A
capitol letter as a hit range signifies that the indicated attack will hit a
downed opponent. Unblockable attacks cannot be guarded against by simply
holding back or down/back on the joystick (unless otherwise noted). To guard
against unblockable attacks, either get out of range, sidestep the attack,
stop the attack before it executes completely, or you can choose to use an
attack reversal/parry.
-投技 Throws-
-------------------------------------------------------------------------------------------
Throws are moves which, after intiated, do a considerable amount of damage to
your opponent. The best thing about throws is the that they are very quick
ways do deal damage. Also, most throws are easier to execute than combos. To
perform a basic throw with any character, simultaneously press either left
punch and left kick or right punch and right kick (1+3 or 2+4). Even though
the motion to perform basic throws is the same for each character, the actual
throw performed, as well as the damage, differs depending on which character
you are using.
Special throws are similar to basic throws except they require specific
joystick and button combinations to perform. On the whole, special throws
inflict more damage that basic throws. This is not always the case, but
generally, special throws are more rewarding than basic throws.
Side throws are performed exactly like basic throws (1+3 or 2+4) except they
only take effect when you grab an opponent from the side. Most sidethrows also
inflict more damage than basic throws, and they also have great animations.
Back throws are performed exactly like basic and side throws (1+3 or 2+4)
except they only take effect when you grab an opponent from behind. Back
throws generally do more damage than any other form of throw, and once
initiated, they cannot be escaped.
Every character can perform a throw while in back-turned (BK) position by
simultaneously pressing either left punch and left kick or right punch and
right kick (1+3 or 2+4). For a back-turned throw, characters will turn around
and attempt to grab their opponent. If they whiff the throw-attempt, they
remain facing forward. Lei/Ling will turn back around into back-turned
position after a whiffed back turned throw attempt.
-连投 Multi-Part Throws-
-------------------------------------------------------------------------------------------
Multi-Part throws, also known as link throws, are throws which have an initial
grab, followed by one or more continuations. Multi-part throws take special
timing to perform and often take a lot of practice. Most of the major damage
multi-part throws can be escaped to avoid excess damage.
-挣脱 Escapes-
-------------------------------------------------------------------------------------------
Escapes are maneuvers which can evade taking damage, even after certain
attacks have been initiated. Every throw/multi-throw can be escaped except the
Ogres' Waning Moon (d/f,d/f+2+4) and certain links within multi-throws. All
throw escapes will be listed in the character's throw section.
Tackle escapes are the most complex of all escapes. Depending on whether your
opponent uses a punch series, an arm bar/leg hold, or both, you must use the
correct escape. You also have escape options as you are being tackled. All
tackle escape information is listed below. Yoshi's Sword cut and Gun Jack's
Face Bash cannot be escaped after a tackle.
________ __________________________ ______________________
| During | | Punch Series | Escapes | | Armbar Escapes |
|_Tackle_| |________________|1st_|_4th| |______________________|
| 2+4 | | if: 1,2,1,2,1 | 2 | 1 | |Everyone| 1+2,2,2,2 |
|____*1__| |________________|____|____| |________|_____________|
| if: 1,2,1,1,2 | 2 | 2 | | J/P/N/K| 1+2,2,2,2,2 |
________ |________________|____|____| |________|______*3_____|
| During | | if: 2,1,2,1,2 | 1 | 2 | ______________________
|Takedown| |________________|____|____| | Leg Hold Escapes |
| b+1+2 | | if: 2,1,2,2,1 | 1 | 1 | |______________________|
|____*2__| |________________|____|____| |Everyone| 1+2,1,1,1,1 |
|________|_____________|
(*1: must be input during tackle animation) | N/K |1+2,1,1,1,1,1|
(*2: must be input as character hits ground) |________|______*4_____|
(*3: will damage character after escape)
(*4: will damage character after escape)
J=Jin P=Paul N=Nina K=King
-返 Reversals-
-------------------------------------------------------------------------------------------
Attack reversals are character-specific maneuvers which grab an opponent's
outstretched limbs, then do damage depending on which move was reversed. The
characters with attack reversals are: Nina/Jin/Paul/King/Law/Anna. Out of
these characters, only Nina/Jin/Paul/Anna can reverse both high/mid kicks and
high/mid punches. King can only reverse high/mid kicks and the special
Lightning Kick. Law can only reverse high/mid punches.
Heihachi has a special right-kick-only reversal which will automatically
reverse any right kick that hits Heihachi on major counter (MC).
Ogre's God Reversal high attack reversal has no whiff animation. You must
perform the reversal motion right as an attack is about to make contact with
your character.
Ogre 2's Deadly Revenge mid/low punch reversal has no whiff animation. You
must first be in a full crouch, then as a mid/low punch is about to hit you,
roll the stick from the full crouch to down/forward.
Reversal specific damage/input time/recovery information is listed below.
Jin/Paul/Nina/Anna: High/Mid Reversal
(b+1+3 or b+2+4)
Active between the 2nd-10th frames
26 frames of recovery (if whiffed)
38 frames of execution (if whiffed)
King: High/Mid Kick Reversal
(b+1+3 or b+2+4)
Active between the 2nd-14th frames
22 frames of recovery (if whiffed)
36 frames of execution (if whiffed)
Law: Tricky Step High/Mid Punch Reversal
(b+1+2)
Active between the 5th-20th frames
Recovers in the Tricky Step (if whiffed)
-裁 Parries-
-------------------------------------------------------------------------------------------
Parries are character-specific maneuvers which knock/push an opponent's attack
to the side, giving the character performing the parry an advantage. There are
two different types of parries: High/Mid Parries; and low parries. Characters
with the High/Mid Parry are: Law/Ling/Lei. Characters with the Low Parry are:
Nina/King/Yoshimitsu/Bryan/Julia/Lei/Law/Ling/Hwoarang. A high/mid parry gives
a 7-frame advantage. A low parry against a low punch gives a 14-frame
advantage. A low parry against a low kick is the best possible parry situation
as it gives a 26-frame advantage.
Law/Ling: High Parry
(Law: b+1+3 or b+2+4, Ling: 1+4)
Active between the 2nd-11th frames
24 frames of recovery (if whiffed)
35 frames of execution (if whiffed)
Law/Nina/Lei/King/Yoshi/Ling/Hwoarang/Julia/Bryan: Low Parry
(Law/Nina/Lei/Yoshi/Hwoarang/Julia/Bryan: d+1+3 or d+2+4)
(King: d+1+4 or d+2+3)
(Ling: d+1+4)
Active between the 2nd-14th frames
2 frames of recovery (if whiffed)
16 frames of execution (if whiffed)
Lei: Drunken Stance High/Mid Punch Parry
(f+3+4)
Active between the 5th-25th frames*
Recovers in Drunken Stance (DRN)
(*: the active time becomes reactive again during the Drunken Stance. also
permanently active against high punches)(need to confirm)