Dive into the ultimate Tekken 3 guide for Paul Phoenix! Learn his best combos, throws, and special moves to dominate the competition. Get the edge you need!
Alright, let's break down Paul Phoenix's moveset in Tekken 3. This guy hits like a truck, and once you get the hang of his combos and throws, you'll be sending opponents flying across the screen. We'll cover his basic attacks, some nasty throw options, and then dive into his signature combinations and special moves. Get ready to unleash the Phoenix!
Versus Ogre I
Ogre's first form is a bit of a pushover once you learn his patterns. Paul's raw power is usually enough to deal with him, but knowing his throws can speed things up.
Versus Ogre II
Ogre's second form is a bit more agile and has some tricky moves. You'll need to be more precise with your timing and spacing here. Paul's special moves can be really effective if you land them correctly.
Throws
Throws are crucial for breaking through an opponent's guard. Paul has some solid options:
- 1+3 (DF{1+3}) [1]: A standard throw that deals 30 damage. Good for general use.
- 2+4 (DF{2+4}) [2]: This throw deals 10 damage initially and then another 25, for a total of 35. It's a bit stronger than the 1+3.
- df~df+2+4: A command throw that deals 30 damage. It's a bit slower but can catch opponents off guard.
- (2p rst)any# [2]: This is a throw that deals 40 damage. The notation suggests it might be a throw escape or a specific counter-throw.
- (2p lst)any# [1]: A powerful throw dealing 10+15+25=50 damage. Likely a specific counter or follow-up throw.
- (2p bt)any#: This throw deals a whopping 70 damage. The notation implies it's a back throw, and it's Paul's most damaging throw option.
Combinations (Starters & Follow-ups)
These are sequences of attacks that can rack up damage quickly. Mastering these is key to Paul's offensive pressure.
- uf+4 (starter) leads into df+1.4
- fc~df+2 (starter) leads into f~F{1+2
- f~F{2 - flt (starter) leads into d+1.fc3~3~n~~3
- d+1+2 (starter) leads into d+1+2. Note: For the second flame to connect, it needs to hit late in the animation or on specific character types.
Special Moves
These are Paul's signature, high-damage attacks. They often require specific directional inputs and button presses.
- d~df~F{1: A powerful ground-hitting move (h|h|H) that can cause a standing hit (STNH). Deals damage and can lead to follow-ups.
- d~db~b{1: A mid-hitting move (m|m|m) that causes a bounce (bnc). This is great for extending combos.
- f~F{2: A mid-hitting move (m) that deals good damage and can be chained.
- d~df~F{2: Another mid-hitting move (m|m|M) that can cause a knockdown (grda) or stun (grut) on hit.
- d~db~b{2: A mid-hitting move (m|stnm|stnm) that can cause a knockdown (grut).
- f~F{3 (string starter): A mid-hitting move (m|M|M) that leads to good damage.
- d~db~b{3 (string starter): A low-hitting move (l). This is Paul's crdshb canceled by 3.
- f~F{4: A mid-hitting move (m|M|M) that can cause a knockdown (bnc).
Maneuvers
These are movement-based attacks that can be used to close distance or surprise opponents.
- d~df~f: This is Paul's 'crdshf' (Charge Dash Forward).
- d~db~b: This is Paul's 'crdshb' (Charge Dash Back).
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