Tekken 3 Poking Guide This is an oversimplified back poking overview. When one becomes predictable with one's counters, there will be counters made to your counters. In anycase, this short page should give you quick overview of general poking. Your opponent attacks with: Your counter: 1,2, mixups 1,2 right back. d+1 right back is (eg. 1,2,df+2. 1,2 throw) safest since opponent might use move that (counter counter: 1,2,reverse) ducks under high attacks. d+4 is safest against a Ling who could use phoenix stance right after 1,2. Run up and 1,2's. 4 before he gets too close, 1 before he closes. Or use divine canon, or Thundergod fist, or anymove that ducks and juggles. You can hop kick too. Run up and d+1's mixups. uf+4 if he is clearly opened while running (eg. d+1,ws+throw. d+1,d+4. in. 4 before he closes in. 1 before he can d+1,ws+1. d+1,ws+4. d+1,d+1) start ducking. df+4 before he gets too (counter counter: d+1,d+1+3 close. d+1 after blocking his d+1. lowparries) ws+4 if you block the d+1 from ducking. Run up and 4's. D,ws+2 risky though rewarding. uf+4 will beat 4's. Block the 4 and you can throw. Back up a bit and let 4 just whiff, you can now throw. Keep away pokes: 1,df+1,df+4 1 right after blocking the 1, or d+1 right after. 1 or 4 after blocking the df+1. Throw or d+4 right after blocking the df+4. Run up and uf+4: Have to block, punish with your own uf+4 after blocking. And finally, your keep away pokes. 1,d+4,df+4 is one way to keep someone from getting too close into you. Remember that 1's stops most things and can keep people from ducking. 1,2's are great if they will hit, but a bit on the slow side to use to set things up. df+2 will duck under 1,2's 1's attempts, while df+1 is the quickest means to punish a ducking person. And finally d+4 is too risky to use when up too close since 1's df+2's and 4's can majorly punish you. But d+4 when used from it's maximum distance can keep an opponent at bay, and it hits' unconventional characters from getting into their weird stances.