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Part 94
Tekken 3

Part 94

Learn the best strategies for using and countering Paul Phoenix in Tekken 3. Discover his powerful attacks, defensive options, and how to exploit his weaknesses.

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Learn the best strategies for using and countering Paul Phoenix in Tekken 3. Discover his powerful attacks, defensive options, and how to exploit his weaknesses.

This guide details strategies for playing as and against Paul Phoenix in Tekken 3, focusing on his offensive and defensive capabilities.

Attacking with Paul:

  1. Paul has powerful, hard-to-see moves. The d+4~2 is effective at lower levels but risky at higher levels. It's good against recovering opponents or those rolling towards you, especially from grua_grdt positions.
  2. The d+1 strings can be interrupted by jabs, but a custom string like d+1~D.fc~df+2{1 is safer. Use preselected strings only when the d+1 is guaranteed to hit.
  3. The d+4~2 can cancel his crdshf (d~df~f) for a mid-low mixup with d~df~F{2, but this is risky at higher levels.
  4. The 1~2~3 part of his longest strings is a combo and effective due to the jab's high priority.
  5. His f+1+2 is fast and damaging, useful for pressuring opponents. Japanese champions used a mixup of f+1+2 and d+4~2 against American competition, a strategy deemed mediocre but understandable given the controller limitations (Dual Shock PSX with rumble on).

Defending with Paul:

  1. Paul's standing 4 is a good, high-priority, swift-recovery combo starter if it hits a grounded opponent (mjrc), usable with little risk.
  2. His standing 3 is effective against opponents who rely on jabs.
  3. He has a reversal that can be used sparingly.

Versus Paul:

  1. Many Paul players use f~F{3~4~~3_f+3_d+3 and d+1~~2_4~2. Both can be interrupted by standing jabs (after the first two kicks in the former, or after d+1 in the latter).
  2. The d+4~2 is very punishable; always punish it fully when blocked. Failing to do so leads to consistent losses against Paul players.
  3. The d~df~F{2 is another common scrub move. Be careful to avoid it.
  4. If hit by d~df~F{2 and landed in grda, you can interrupt his running attack with a rising 3_4. Alternatively, stand up and attack with df+4 if you anticipate him canceling the run early.
  5. At higher levels, use faster custom strings against Paul. Be aware of his standing 4 and use pokes to win.

Special Notations:

  • ps - Pogo Stick
  • is - Indian Style (life regain)
  • sbt - Special Back Towards

Maneuvers:

  • ub - backflip
  • u+1+2 - ps
  • d+3+4 - is
  • ss~3+4 - sbt

Attacks:

  • fc~db+1: Hits multiple times if opponent is airborne or standing at range 2. Leads to grua.
  • db+1: Hits multiple times at range 2.
  • d~df~f+1: Hits twice if opponent is airborne or standing at range 4. Leads to fc.
  • f+2: Hits multiple times at range 2. Leads to bt (back turned).
  • f~F{2: Hits multiple times at range 4. Leads to grdt.
  • (fc)df+3: Low hit, causes grounded state (flt) at range 3. Leads to grut.
  • f~F{4: Hits multiple times at range 4.

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