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Part 93
Tekken 3

Part 93

Unlock the full potential of Paul Phoenix in Tekken 3! This guide details his multi-throws, counterattacks, and reversal techniques, with step-by-step timing and buffering instructions.

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Unlock the full potential of Paul Phoenix in Tekken 3! This guide details his multi-throws, counterattacks, and reversal techniques, with step-by-step timing and buffering instructions.

This guide covers Paul Phoenix's advanced offensive and defensive maneuvers in Tekken 3, focusing on his multi-throws and counterattacks.

Multi-Throw Breakdown:

  1. db+1+2 (run): Initiate a tackle. No further input is needed for a basic grab.
    • [rev]: Reversal option.
    • [2~1](escape): Escape attempt.
    • [1+2](alternate rev): Alternate reversal option.
    • [1a](1~~2~~1): A sequence of three hits. Timing: Tap 1/2 during tackle, then 2/1 as Paul's arm comes down, then 1/2 as the other arm comes down.
      • [2]: Follow-up.
    • 2a(1~~2): A sequence of two hits. Timing: Similar to 1a, focusing on the first two hits.
      • [2,1]: Follow-up.
    • 2b(2~~1): A sequence of two hits. Timing: Similar to 1a, focusing on the first two hits.
      • [1,2]: Follow-up.
    • 2c(1+2): A powerful grab. Timing: Similar to 1a.
      • [1+2~2~2~2~2](escape_rev*): Escape/reversal option.
    • 1b(2~~1~~2): A sequence of three hits. Timing: Tap 1/2 during tackle, then 2/1 as Paul's arm comes down, then 1/2 as the other arm comes down.
      • [1]: Follow-up.
    • 2a(1~~2): A sequence of two hits. Timing: Similar to 1b.
      • [2,1]: Follow-up.
    • 2b(2~~1): A sequence of two hits. Timing: Similar to 1b.
      • [1,2]: Follow-up.
    • 2c(1+2): A powerful grab. Timing: Similar to 1b.
      • [1+2~2~2~2~2](escape_rev*): Escape/reversal option.
    • 1c(1+2): A powerful grab. Timing: Tap 1/2 during tackle, then 1+2.
      • [1+2~2~2~2~2](escape_rev): Escape/reversal option.
    • 1d(2~d+1~~1~4~1~1+2): A complex, high-damage sequence. Timing: Press and hold D during tackle, tap 2 as opponent hits ground, tap 1 as Paul's right arm comes down, tap 1 again as Paul's left arm comes down, release D and tap 4~1~1+2 as Paul's left arm comes down a second time.
      • [1]: Follow-up.

Timing Notes: For all throws except 1d, tap 1/2 during the tackle, then 2/1 as Paul's arm descends, followed by 1/2 as the other arm descends, repeating until the sequence is complete. 1+2 uses the same timing as punches. For 1d, hold D during the tackle, tap 2 as the opponent's back hits the ground, then 1 as Paul's right arm descends, then 1 again as Paul's left arm descends, release D and tap 4~1~1+2 as Paul's left arm descends a second time.

Buffering Notes:

  • (db+1+2.1+2): Press db+1+2, release 2, tap 2 as opponent's back hits the ground.
  • (tackle.1~2~~1_2~1~~2 ~1+2): Press and hold the final punch (1_2), then tap the other punch button.
  • (4~1~1+2): Tap 4, press and hold 1, tap 2.

*Escape Reversal Characters: Jin Kazama, King, Nina Williams, and Paul Phoenix can reverse certain follow-ups. Other characters will simply escape.

Counterattacks:

  • b+1+3: Reversal (Paul's right punch reversal). Timing: Tap 1 twice as opponent tackles, then tap 2 twice as they draw their right arm back for a mounted punch.
  • b+2+4: Reversal.
  • 1~1~2~2: Reversal.

Combinations (Starters & Follow-ups):

  • Starter: fc~df+2 (normal) → Follow-up: d+4~2
  • Starter: d~db~b+3~2 (normal) → Follow-up: d~db~b+3~2
  • Starter: uf+4 (normal) → Follow-up: 1.d~db~b+3~2
  • Starter: (grut)b~b+3+4.1 (fall) → Follow-up: 1.1.d~df+f+2
  • Starter: (grut)f_b~~f+1+2.1 (fall) → Follow-up: *ws4.d+4~2
  • Starter: (grdt)3 (fall) → Follow-up: *ws4.d+4~2

*Note: For the follow-up *ws4.d+4~2, you must perform a dash forward (dshf) before the sequence.

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