
1998 · Namco · fighting · Sony
Why this one is in the canon, and how to start it well.
Happy #scanlinesunday babes, here is Tekken 3 at the dugout arcade in baltimore yesterday
GameShark codes detonated around unlockables and training-mode shortcuts. Instant-unlock codes for Gon, Dr. Bosconovitch, and Tiger Jackson skipped the arcade-style progression grind; fight-parameter codes (infinite health, one-hit kills, turbo mode) turned versus into a combo lab. The PS1 version added Tekken Force beat-‘em-up mode and Tekken Ball volleyball—both spawned code ecosystems for health, timer, and AI tweaks. GameFAQs archives from 1998–2000 are packed with user-submitted GameShark lists, many aimed at cracking open Practice Mode’s hit-box display and frame data that Namco locked behind progression walls. This is the game that taught a generation to wavedash, and to hex-edit save files to keep the lab open.
Pick Jin Kazama or Ling Xiaoyu for your first session. Jin has the most accessible Mishima moveset (↓, ↘, → + P for his electric wind godfist launcher, though timing is strict) and strong fundamentals. Xiaoyu’s evasive stance transitions (press 3+4 for Art of Phoenix, 1+2 for Rain Dance) teach you movement before you worry about execution.
Learn the universal launcher: While Standing 2 (release ↓, then press 2). Crouch briefly, release to neutral, tap Triangle. Every character has this mid-hitting popup. Follow with a simple juggle — for Jin, try WS2 → 2, 1, 4 → b, f+2, 1. Land three juggles in Practice Mode before touching Arcade.
Master sidestep (tap ↑ or ↓ briefly) against linear attacks. Tekken 3 introduced true 3D movement; sidestepping Paul’s Deathfist (→, ↘, ↓, ↘, → + 2) or Law’s Somersault Kick beats blocking. Practice against Paul in Training — sidestep right the instant you see his wind-up.
Use low parry (↓/F when a low attack connects) to punish sweeps. When you block Law’s Dragon Tail or any low, tap down-forward just as it hits your shins. You flip them for a free combo. This single defensive tool wins rounds.
Play Tekken Force mode (unlocked immediately) to learn stage hazards and earn Fight Money. The beat-‘em-up side mode teaches spacing against multiple opponents and unlocks Dr. Bosconovitch. The cash buys alternate costumes in the main menu.
Set Training Mode dummy to “Stand and Guard” → record a basic 10-hit string → practice interrupting with your fastest jab (1 or 2). Most 10-strings have gaps. Jin’s 1, 2, 4, 3 natural combo is safe; learn where your character’s canned strings leave you vulnerable.
Ignore Gon and Dr. B until you’ve cleared Arcade once. The joke characters have broken hitboxes (Gon is tiny, Dr. B fights from the ground). Learn proper spacing with the core roster first.
Sidestep religiously. Tekken 3 introduced full 3D movement; tapping up or down dodges linear attacks and strings that dominated Tekken 2. Characters like Paul and Law have strong linear offense that crumbles against lateral movement. Learn which strings track and which don’t.
Low parry changes the game. Input: ↓/F right as a low connects. You take no damage, the opponent eats a guaranteed combo starter. Sweeps and hellsweeps become high-risk once you can parry consistently. Practice the timing in Training mode against Snake Edge and similar telegraphed lows.
Okizeme (ground pressure) is mandatory. When your opponent is grounded, they have four wakeup options: stay down, roll back, roll left/right, or quick-stand. Learn your character’s best oki tool for each option. Mid-hitting moves that hit grounded opponents (like Paul’s Deathfist) force painful decisions.
Ten-hit combos are training-mode bait. They look flashy but every string has ducking points or sidestep windows. Opponents who know the matchup will interrupt or punish. Use the first 3–4 hits as pressure tools, not the full sequence.
Juggle damage scales hard with starter. Launchers like Mishima EWGF or Bryan’s Mach Punch allow longer air combos than weaker pokes. Optimize your punish game: know which launcher to use for -10, -13, -15 frame disadvantage. Frame data matters even on PS1.
Throw breaks require reads. 1+3 throws break with 1, 2+4 throws break with 2. Generic throws give you ~20 frames to input the break; command throws (King’s chain grabs) have tighter windows. If you’re getting thrown repeatedly, you’re too predictable after blocking.
Tekken Force unlocks Gon and Doctor Bosconovitch. Complete the beat-em-up mode four times. Gon is tournament-banned for his hitbox; Doctor B is a meme character who falls down constantly. Both are worth unlocking for novelty value.
The walls players actually hit, and the way through each.
Unlocking Ogre & True Ogre in Arcade Mode
Players who breeze through the first nine matches hit a wall when the credits roll without fighting the final bosses. The unlock condition isn’t obvious: you must reach Heihachi (the ninth opponent) without continuing. Lose a single round and use a continue, and the game ends at Heihachi. Practice survival fundamentals—sidestep (tap ↑ or ↓) to evade linear strings, block low against characters like Law and Eddy, and punish whiffed moves with while-standing launchers. Beat Heihachi on a no-continue run and Ogre appears, followed by True Ogre if you win.
Breaking Eddy Gordo’s Relentless Pressure
Eddy’s capoeira stance transitions and low-crushing evasion frustrate players who try to interrupt with highs or throw out predictable strings. The solution: block low and wait. Most of Eddy’s flashy spin moves are unsafe on block. After blocking his Handstand Sweep (↓ + LK + RK) or Helicopter Kick, stand up and launch with your character’s hopkick (usually ↙ + RK) or while-standing uppercut. Against human Eddys who abuse Handstand stance, throw immediately—Eddy can’t tech throws from Handstand. If the AI Eddy spams Relaxed position (lying down), walk up and stomp (↓ + LK while standing over him).
Tekken Force Mode’s Final Stage Gauntlet
The fourth Tekken Force stage throws waves of Heihachi clones and Mokujin at you in a narrow corridor where sidestepping is limited. Players who rely on juggle combos get overwhelmed by the crowd. Switch tactics: use moves with wide horizontal hitboxes (Paul’s ↓ + RP + LP, Jin’s ↓/↙ + LK + RK spinning sweep) to hit multiple enemies, and abuse invincible wakeup attacks (Spring Kick: ↑ while grounded) to create space. Against the final Dr. Bosconovitch fight, stay at range—his teleport grab is unblockable but whiffs if you’re more than two character-widths away. Poke with safe mids, backdash when he teleports, then punish the recovery.
Jin’s Laser Scraper Combo Drop
Jin’s bread-and-butter launcher (↘ + RP, the Wind Hook Fist) into Laser Scraper (→, ↘, ↓, ↙, ← + RP) drops constantly for players who buffer the Laser Scraper input too early. The timing window is stricter than Kazuya’s equivalent in Tekken 2. After the launcher connects, wait until Jin’s fist fully extends at the peak of the opponent’s juggle float, then execute the full half-circle motion cleanly. Practice in Training Mode with input display on—if you see the directional inputs registering before the opponent reaches apex height, you’re too fast.
All 11 verified codes for Tekken 3, free to read.
80097EF0FFFF30097EF2001F80097EF4038230097EF6000580097EF8FFFF30097EFA001F30097EFD000930097EFE000180097F260101800ADBCCFFFF300A961E008C300AAEAA008C8006B0520303800B8B94FFFF800B8B74FFFFD00A8C480100800A961E008CD00A8C4A0100800AAEAA008C800B8BE60100D00A8C484100800B6C040001GameShark Labs · SharkVault Founding Membership
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