Skip to content
Part 88
Tekken 3

Part 88

Dive into Paul Phoenix's signature moves and combos in Tekken 3. Learn his powerful strings, throws, and multi-throws to dominate the arena. Get the edge you need!

By ···10 min read·Multi-source verified
1 reading this guide  

Dive into Paul Phoenix's signature moves and combos in Tekken 3. Learn his powerful strings, throws, and multi-throws to dominate the arena. Get the edge you need!

Alright, let's get down to business with Paul Phoenix in Tekken 3. This section is all about learning his bread-and-butter moves, the ones you'll be using constantly to rack up damage and control the fight. We're going to break down his key strings and throws so you can start landing some serious hits.

Paul's Key Strings:

Paul's strings are your bread and butter for consistent damage. Let's look at the most important ones:

  • grut (df+3~2~3): This is a mid, high, mid string. It's a solid go-to for pressure. The notation means you'll input Down-Forward + 3, then quickly 2, then 3.
  • grut (df+3~2{4): This one is mid, high, mid, but the last hit can be a high. It's similar to the above but with a different follow-up. Input Down-Forward + 3, then 2, then 4.
  • Four-Strings (1~2~1{f+1+2): This is a high, high, high, mid string. It's a classic combo starter. Press 1, then 2, then 1, and finally Forward + 1+2.
  • Four-Strings (df+3~1~~2{f+1+2): This string is mid, high, high, mid. It's another great option for starting combos. Input Down-Forward + 3, then 1, then 2, and finish with Forward + 1+2.
  • Four-Strings (df+3~2{d+3~2): This one is mid, high, low, mid. It's great for mixing up your opponent's defense. Input Down-Forward + 3, then 2, then Down + 3, and finally 2.
  • Five-Strings (1~2~1~2{f+1+2): This is a high, high, high, high, mid string. It's a longer string that can catch opponents off guard. Press 1, 2, 1, 2, and then Forward + 1+2.
  • Ten-Strings: Paul has a few 'Ten-Strings' that are quite long and can lead to big damage if landed. They are:
    • (1~2~1~2~~3~~3~~2~1~2~4): This is a high, high, high, high, mid, low, high, high, high, mid string. It's a very long sequence, so practice the timing!
    • (1~2~1~2~~3~~3~~2~1~4~3): This one is high, high, high, high, mid, low, high, high, low, mid. It ends with a mid attack.
    • (1~2~1~2~~4~3~4~~2~4~3): This string is high, high, high, high, mid, low, mid, high, low, mid. It's another complex but rewarding string.

Special Note on Canceling:

You can cancel certain moves after 'df+3~2' by inputting a sidestep. Use 'U' for a sidestep into the background or 'D' for a sidestep into the foreground. This adds a layer of mix-up potential to your offense!

Paul's Throws:

Throws are crucial for dealing with opponents who block too much. Paul has some powerful throws:

  • 1+3_DF{1+3 [1]: A standard throw that deals 30 damage. Input 1+3, or if you're close and facing them, Down-Forward + 1+3. You can break this with [1].
  • uf+1+2 [2]: This is an unblockable throw that deals 40 damage. Input Up-Forward + 1+2. You can break this with [2].
  • df~df+1: This throw deals 50 damage and is a command grab. Input Down, Down-Forward, then 1. This one is tough to break.
  • (2p rst)any# [2]: This is a throw that can be done when the opponent is 'reset' (likely meaning stunned or recovering). It deals 38 damage and can be broken with [2].
  • (2p lst)any# [1]: Another throw for when the opponent is in a specific state, dealing 40 damage. Break with [1].
  • (2p bt)any#: A back throw that deals a hefty 60 damage.

Paul's Multi-Throws:

These are more complex sequences that can lead to massive damage. They require precise timing and input.

  • Starting the Multi-Throw (d~df~f{1+2): This is the initial command grab that starts the multi-throw sequence. It deals 15 damage. You can break the initial grab with [2].
  • Path 1a (1a(3~4~3~1+2)): From the initial grab, you can follow up with this sequence for 30 damage. Break with [1+2].
  • Path 1b (1b(2~3~4~2~2)): Another follow-up from the initial grab, dealing 15+15=30 damage. Break with [2]. This path can lead to further options.
    • Path 2a (2a(1~3+4~1~2~1+2)): From path 1b, this deals 35 damage. Break with [1].
    • Path 2b (2b(1~2~4~3~1+2+3)): Another option from path 1b, dealing 45 damage. Break with [1+2].
  • Path 1c (1c(1~3~2~1)): This is a third option from the initial grab, dealing 20 damage. Break with [1]. This path also leads to further options.
    • Path 2c (2c(2~1~3~4~1+2)): From path 1c, this deals 25 damage. Break with [2].
    • Path 2d (2d(3~1~4~1+2~1+2)): Another option from path 1c, dealing 25 damage. Break with [1+2].

Mastering these strings and throws will give you a huge advantage with Paul Phoenix. Keep practicing, and you'll be landing these combos like a pro in no time!

100% Human-Written. AI Fact-Checked. Community Verified. Learn how AntMag verifies content