Unlock Paul Phoenix's full potential in Tekken 7! Master his grappling and combat techniques with this comprehensive move list and strategy guide.
Alright, let's dive into the powerhouse that is Paul Phoenix in Tekken 7. He's got some of the most iconic and hard-hitting moves in the game, especially his famous Deathfist. This guide breaks down all his grappling and combat techniques so you can start laying down the smackdown.
Paul's Grappling Techniques
Grapples are crucial for opening up opponents who turtle up. Paul has a solid set of throws, each with its own escape. Pay attention to the command and the escape number (1 or 2). Some throws have follow-ups or special properties, like the 'Shoulder Toss' which can be chained into itself, or the 'Bloody Palm' which is a quick grab. Don't forget his 'Tackle' options – these are unique situations where Paul can initiate a series of powerful grabs or strikes. The 'Ultimate Punishment' from a tackle is a devastating finisher if you can land it.
| Position | Command | Throw Name | Escape | Comments |
| Front | (1+3)_(f+1+3) | Shoulder Toss | 1_2 | |
| Front | (2+4)_(f+2+4) | Popper, (FU/FT) | 1_2 | |
| Front | 2+4~b | Bloody Palm | 2 | |
| Front | d/f+1+2 | Striking Shiho-Nage | 1+2 | |
| Front | f,f+1+2 | Shoulder Ram | 1+2 | |
| Front | b+1+4 | Stomach Throw, (BT) | 1 | |
| Front | d/f+1+3:QCF+2 | Kongo Blast | 1 | |
| Left | (1+3)_(2+4) | Dragon Screw | 1 | |
| Right | (1+3)_(2+4) | Tripping Hip Toss | 2 | |
| Back | 1+3 | Reverse Neck Throw | - | |
| Back | 2+4 | Gatelatch Slam | - | |
| Tackle | (1,2,1,2)_(2,1,2,1) | 4 Mounted Punches | 1_2 | #4 |
| Tackle | (1,2,1)_(2,1,2) | 3 Mounted Punches | 1_2 | #4 |
| 1+2 | Armbar | 1+2 | #4 | |
| Tackle | 1+2 | Armbar | - | #4 |
| Tackle | (2,D+1,1),(N+4~1~1+2) | Ultimate Punishment | 1 |
Paul's Combat Techniques
This is where Paul truly shines. He has a mix of fast pokes, powerful launchers, and his signature devastating finishers. Let's break down some key moves:
- Fast Pokes: Moves like 'Jab' (1) and 'Puncher' (2) are your bread and butter for interrupting opponents and controlling space. '1,2' is a quick two-hit string that's safe on block.
- Mid Attacks: 'Tile Splitter' (d+1) is a decent mid that can be followed up. 'd/f+1' is another solid mid poke. Be mindful of the follow-ups, as some can be risky.
- Low Attacks: 'd+1,4' (Leaf Sweep) is a good way to catch opponents off guard with a low. 'd/b+3' is another low option.
- Launchers: Paul has some of the best launchers in the game. 'd/f+2' (Uppercut) is a classic go-to launcher. 'WS+2' (Thunder Liftpalm) is excellent for punishing crouch-based attacks. 'u/f+2' (Mortar Punch) is a powerful jump-in launcher.
- Special Moves: The infamous 'Deathfist' (QCF+2) is Paul's most iconic move. It's a high-damage mid that can end rounds. Be careful though, it's punishable if blocked. The 'Chaos Fist' (d+1, Hold 2) is a charged version of a string that can lead to big damage. 'Burning Splitter' (1+2) is a strong mid attack with a cancel option.
- Unique Stances/Situations: Paul has moves that come out of specific situations like 'Backsway' (QCB) or 'Full Crouch' (FC). Learning to transition into these and utilize the moves that come from them, like 'Bounce Splitter' or 'Ankle Yanker', can add a lot of depth to your offense.
Key Moves to Master:
- Deathfist (QCF+2): The ultimate round-ender. Practice its timing and spacing.
- Uppercut (d/f+2): Your primary launcher for opening up opponents.
- Chaos Fist (d+1, Hold 2): A powerful mid that can lead to significant damage, especially if the opponent doesn't know how to defend against it.
- 1,2 String: A safe and reliable poke to keep pressure on.
- Don't be afraid to use your big launchers, but be smart about it. Try to bait out your opponent's unsafe moves and punish them.
- Paul's throws can be very effective, especially if your opponent is blocking too much. Mix them in to keep them guessing.
- Mastering the 'Backsway' (QCB) can make you surprisingly evasive and open up unique counter-attack opportunities.
- The Deathfist is your ace in the hole, but don't rely on it too heavily. Opponents will start to anticipate it. Use it when you're sure it will land or to finish off a low-health opponent.
| Command | Move Name | Level | SUF | BF | HF | Comments |
| 1 | Jab | h | 10 / | 1 / | 8 | |
| 1,2 | 1-2 Punches | hh | 10 / | -1 / | 6 | |
| 1,4 | Punch, Lowkick | hL | 10 / | -11 / | 1 | |
| d+1 | Tile Splitter | m | 14 / | -9 / | 2 | |
| d+1,2 | Splitter, Deathfist | mm | 14 / | -17 / | KD | |
| *Hold 2* | Chaos Fist | mm | 14 / | 20 / | KD | |
| d+1,4 | Leaf Sweep | mL | 14 / | -31 / | -17 | |
| d+1,4,2 | Falling Leaf | mLm | 14 / | -14 / | KD | |
| b+1 | Sledge Pop | h | 12 / | -9 / | 2 | H |
| b+1,2 | TWIN AXE | hh | 12 / | -5 / | 8 | S!, H |
| b,f+1 | T-Elbow | h | 28 / | -6 / | KD | |
| d/f+1 | Quick Body Hook | m | 14 / | -2 / | 4 | |
| ~b | Backsway | -- | -- / | 3 / | 9 | #1 |
| d/f+1,1 | Jishi Double | mh | 14 / | -5 / | 5 | |
| d/f+1,1,2 | Jishi Combo | mhm | 14 / | -9 / | KD | |
| QCF+1 | Elbow Rush | h | 16 / | -4 / | JG | JG |
| QCB | Backsway | -- | -- / | -- / | -- | |
| 1 | Bounce Splitter | m | 21 / | 0 / | KD | JGc |
| 1+2 | Knuckleduster | m | 18 / | -14 / | JG | JG |
| 2 | Smoking Palm Strike | m | 15 / | -8 / | KD | |
| 3 | Low Sweep | L | 18 / | -21 / | -10 | |
| 3,2 | Low Sweep, Elbow | Lm | 18 / | -10 / | 6 | |
| 3,2>1 | Power Cutter | Lmh | 18 / | -10 / | KD | |
| 3,2>3 | LIGHTNING STOMP | LmM | 18 / | -13 / | KD | JGc |
| 4 | PHOENIX ROUNDHOUSE | h | 15 / | 1 / | KD | S!,STc,H |
| SS+1 | Hammer Smash | h | 20 / | 8 / | KD | SS!c |
| 1+2 | BURNING SPLITTER | m | 20 / | -22 / | KD | RA |
| B# | DEATHFIST CANCEL | -- | -- / | -- / | JG | RA,JG,#6 |
| f+1+2 | Overhead Smash | m | 20 / | 3 / | 8 | |
| b+1+2 | HASSOU STRIKE | h | 24 / | 0 / | KD | PC |
| d+1+2 | Iron Mountain | m | 12 / | -16 / | KD | |
| (FC_d/b)+1+2 | Ultimate Tackle | m | 26 / | -- / | KD | #2 |
| FC,d/f+1+2 | Ankle Yanker | L | 32 / | -12 / | KD | |
| ~(b_d/b) | LEG PUNCH CANCEL | -- | -- / | -- / | -- | |
| QCF+1+2 | HELL DEATHFIST | m | 12 / | 3 / | KD | RD |
| f+1+4 | Sidestepping Shoulder | m | 21 / | -14 / | KD | |
| 2 | Puncher | h | 10 / | 0 / | 6 | |
| 2,3 | Puncher, Highkick | hh | 10 / | -9 / | KD | STc |
| 2,d+3 | Puncher, Lowkick | hL | 10 / | -12 / | -1 | |
| d+2 | Stone Splitter | L | 18 / | -12 / | KD | #3 |
| b+2 | WILD BOMB | m | 18 / | -5 / | 4 | |
| b+2,1 | DOUBLE BOMBER | mm | 18 / | -12 / | 0 | JGc |
| *Hold 1* | DELAYED BOMBER | mm | 18 / | 8 / | 8 | JGc |
| f+2 | Quick Punch | h | 12 / | 0 / | 6 | |
| f+2,3 | Quick P-K Smash | hh | 12 / | -11 / | 5 | |
| f+2,3,1 | Stabbing Elbow | hhm | 12 / | -12 / | KD | |
| f,f+2 | Dashing Elbow | m | 15 / | -17 / | -7 | |
| f,f+2,1 | Lungefist | mm | 15 / | -12 / | KD | |
| ~b | Lungefist Cancel | -- | -- / | -21 / | -11 | |
| f,f+2:1 | Holy Dragon Claw | mm | 15 / | -4 / | KD | |
| f,f+2,2 | Lifting Leg Punch | mL | 15 / | -19 / | JG | JG |
| ~(b_d/b) | Leg Punch Cancel | -- | -- / | -28 / | -18 | |
| d/f+2 | Uppercut | m | 15 / | -8 / | JG | JG |
| d/b+2 | OUHA | M | 19 / | -11 / | KD | JGc |
| u+2 | Quick Cleaner | h | 15 / | -12 / | 9 | |
| u/f+2 | Mortar Punch | m | 34 / | 9 / | KD | WB |
| u/b+2 | Clock Cleaner | m | 20 / | -9 / | KD | H, STc |
| WS+2 | Thunder Liftpalm | m | 15 / | -14 / | JG | JG |
| QCF+2 | Deathfist | m | 13 / | -17 / | KD | |
| FC,d/f+2 | Elbow | m | 14 / | -17 / | -7 | |
| FC,d/f+2,1 | Lungefist | mm | 14 / | -12 / | KD | |
| FC,d/f+2:1 | Holy Dragon Claw | mm | 14 / | -4 / | KD | |
| FC,d/f+2>2 | Lifting Leg Punch | mL | 14 / | -19 / | JG | JG |
| ~(b_d/b) | Leg Punch Cancel | -- | -- / | -28 / | -18 | |
| f+2+3 | CHAIN BREAKER | m | 20 / | -14 / | KD | PC |
| 3 | Piston Kick | m | 15 / | -7 / | 4 | |
| 3,2 | Piston Fire | mh | 15 / | -3 / | 7 | |
| ~b | BACKSWAY | -- | -- / | 4 / | 14 | #1 |
| d/b+3 | Spinning |
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