------------------------
                            Paul Pheonix              
                                 FAQ                   
                             Version 1.0
                                                 
                             by NoZe Dive                    
                        nozedive@nozedive.com           
                       http://www.nozedive.com  
                      -------------------------

TABLE OF CONTENTS:
I. KEY
II. MOVES (BASIC)
III. MOVES (SPECIAL)
IV. THROWS
V. TEN HITS
VI. JUGGLES
VII. STRATEGY (MOVES)
VIII. STATEGY VS. CERTAIN CHARACTERS
IX. FAQ LOCATION
X. CREDITS

                 ------------------------
                          I. KEY
                 ------------------------

    --=General Key=--

       f -  tap forward
       b -  tap back
       u -  tap up
       d -  tap down

       F -  hold forward
       B -  hold back
       U -  hold up
       D -  hold down

     QCB - Quarter Circle Back
     QCF - Quarter Circle Forward
     HCB - Half Circle Back
     HCF - Half Circle Forward

      WR - While Running
      WC - while crouching
      WS - while getting up from a crouch
       N - neutral joystick position
       ~ - immediatley following
       - - to
       + - and
       , - then
       / - or


      1 - left punch
      3 - left kick
      2 - right punch
      4 - right kick

     SS - sidestep

    --="Where it hits" Key=--

     /\ - Hits high
      * - Hits mid
     \/ - Hits low

    --=10 HIT KEY=--

      : - wait a little 
      * - (inside buttons) where the 10 hit can start to be guarded

     --=TERMS KEY=--
     
     For definitions on some of the special terms used on this 
     FAQ please refer to the folloeing web sites:

     http://pw2.netcom.com/~surfbard/basics.html
     
     http://205.138.228.126:80/slikatel/tekken3/strategy/gameplay.htm

                 ------------------------
                     II. BASIC MOVES
                 ------------------------

     MOVE:                 BUTTONS:      WHERE IT HITS     WHAT IT DOES

Left Punch           | 1                  | /\       |                      |
Right Punch          | 2                  | /\       |                      |
Spin Kick            | 3                  | /\       | Knocks down          |
Right Kick           | 4                  | /\       |                      |
Gut Punch            | df+1               | *        |                      |
Uppercut             | df+2               | *        |                      |
Side Kick            | df+3               | *        |                      |
Strait Kick          | df+4               | *        |                      |
Low Left Punch       | WC 1               | \/       |                      |
Low Right Punch      | WC 2               | \/       |                      |
Low Spin Kick        | WC 3               | \/       |                      |
Low Right Kick       | WC 4               | \/       |                      |
Left Uppercut        | WS 1               | *        |                      |
Right Uppercut       | WS 2               | *        | Juggles              |
Strong Spin Kick     | WS 3               | *        | Knocks Down          |
Punt Kick            | WS 4               | *        |                      |
Left Jump Kick       | uf,3               | *        |                      |
Right Jump Kick      | uf,4               | *        |                      |
Forward Dash         | f,f                |          |                      |
Back Dash            | b,b                |          |                      |
Sidestep Up          | u,N                |          |                      |
Sidestep Down        | d,N                |          |                      |
Throw Escape         | 1/2                |          |                      |
Low Jump             | u                  |          |                      |
High Jump            | U                  |          |                      |
Quick Pounce         | ub/u/uf,2          |          |                      |
Hard Pounce          | UB/U/UF,2          |          |                      |
Run (While Close)    | f,f,F              |          |                      |
Run (While far away) | f,F                |          |                      |
-Stop Running        | B                  |          |                      |
-Body Dive           | 1+2                |          |                      |
-Sliding Kick        | 4                  |          |                      |
-Jump Kick           | 3                  |          |                      |
-Tackle              | Run into opponent  |          | Enemy must be close  |
-Unblockable Shoulder| Run into opponent  |          | Enemy must be far    |
-Run over            | Run over opponent  |          | Enemy must be down   |
Power Up             | 1+2+3+4            |          |                      |
Reversal Counter     | f+1+3              |          |                      |
Reversal Counter     | f+2+4              |          |                      |
Reversal Counter     | f+1+4              |          |                      |
Reversal Counter     | f+2+3              |          |                      |


                   --=When Knocked Down=--

Immediate Roll       | ~1                 |          |
Immediate Recovery   | ~2                 |          |
Immediate Recovery   | ~3                 |          |
Immediate Recovery   | ~4                 |          |
Get Up               | U                  |          |
Get Up               | 2                  |          |
Get Up Sweep         | 3                  | \/       |
Get Up Kick          | 4                  | *        |
Ankle Kick           | D+4                | \/       |
Roll Back            | B                  |          |
-Get Up              | b+3+4              |          |
-Body Dive           | f+1+2              | *        |
Roll Forward         | F                  |          |
-Body Dive           | f+1+2              | *        |

                      ------------------------
                            III. MOVES
                      ------------------------

     MOVE:                   BUTTONS:         WHERE IT HITS          WHAT IT DOES

Elbow Uppercut           | HCF,1              | *       | JUGGLES, STUNS ON COUNTER HIT|
Lean Back, Tile Splitter | HCB,1              | *       | BOUNCES ON COUNTER
Lean Back, Death Palm    | HCB,2              | *       |
Sweep, Elbow             | HCB + 3,2          | \/ *    |
- Uppercut               | 2                  | \/      | JUGGLES
- Deathfist              | 1                  | *       |
Elbow Lead In            | D,df+2             | \/      | JUGGLES
- Uppercut               | 2                  | \/      | JUGGLES
- Deathfist              | 1                  | *       |
Sidestepping Shoulder    | F+1+4              | *       |
Over Head Punch          | F+1+2              | *       |
Flip Kick                | D,U+1+2+3+4        | *       |
Rolling Kick             | f,f,4              | *       |
Quick Elbow              | f,F+2              | *       |
Tile Splitter            | D+1                | *       |
- Deathfist              | 2                  | *       |
- Falling Leaf           | 4,2                | *       |
Double Kick              | (ub/u/uf),3,4      | * *     |
Forward Double Kick      |(WR+3,4/f,f,3,4)    | * *     |
- High Kick              | 4                  | /\      |
- Mid Kick               | (F/DF)+4           | *       |
- Low Kick               | (DB/D)+4           | \/      |
Deathfist                | QCF,2              | *       |
Falling Leaf             | d+4,2              | \/ *    |
Punch, Kick              | 2,3                | /\ /\   |
Punch, Low Kick          | 2,D+3              | /\ \/   |
Right Punch Low Kick     | 1,4                | /\ \/   |
Stone Splitter           | D+2                |         | HITS OPPONENTS LAYING DOWN
Ultimate Tackle          | db+1+2             |         | TACKLES OPPONENTS
- Punches                | 1,2,1,2,1          |         |
- Arm Bar                | 1+2                |         |
- Punches, Arm Bar       | 1,2,1,1+2          |         |
- Ultimate Punishment    | D[2,1,1]~N~4~1~1+2 |         |
Low Dash                 | QCF                |         |
Lean Back                | QCB                |         |
Reversal                 | (b+1+3/B+2+4)      |         | REVERSES HIGH ATTACKS
Super Death Fist         | b+1+2              |         | UNBLOCKABLE

                              ------------------------
                                    II. THROWS
                              ------------------------

Arm Toss             | 1+3
Shoulder Popper      | 2+4
Kick Toss            | 1+3~B
Stomach Throw        | B+2+3
Twist and Shout      | df+1+2
Shoulder Ram         | f,F+1+2
(Left) Sidethrow     | (1+3/2+4)
(Right) Sidethrow    | (1+3/2+4)
(Back) Behind Toss 1 | 1+3
(Back) Behind Toss 2 | 2+4

                              ------------------------
                                    III. 10 HITS
                              ------------------------

1.)  1  2  3 * 2  1  2  1 * 4  2  1
     /\ /\ *   /\ *  /\ /\  \/ *  * 

2.)  1  2  3 * 1 * 4  2  1 * 4  2  1
     /\ /\ *   *   \/ *  /\  *  \/ *

3.) 1  2  3 * 1 * 2
    /\ /\ *   *   *

                            TIMING

1.) 1232::1::2::1:4:2:1
2.) 1231::4:2:1:4:2:1
3.) 1231:2


                  ------------------------
                         IV. JUGGLES
                  ------------------------

(uf,4/df+2/QCF+1)
--=Low Difficulty=--
  -1,2,3
  -1,D+1
  -1,2,D+2
  -1,QCF+2
  -D+4,2
--=Higher Difficulty=--
  -1,2,QCF+2
  -1,2,D+1
  -1,(f,f,3,4),(f,f,4)
  -1, D+4,2
  -1, 1,2,f,D+2
  -1, QCB+3,2,2
  -1, QCB+3,2,1

(QCB+3,2,2/D,df+2,2)
  -D+4,2
                 ------------------------
                       V. STRATEGY
                 ------------------------

                     Elbow Uppercut
                        (QCF+1)
	If your opponent is doing a high hitting attack
this move will go under it and hit. This move is a juggle
starter. Use this move from about 1 to 2 character widths
away. This move will only juggle if it hits normally but if
it hits as a counter hit it will stun your opponent. If
it does stun the deathfist is a simple move to execute but if
you want to take some real power away, start juggling with
a uf,4.

       Lean Back, Tile Splitter / Lean Back, Death Palm
                (QCB,1)                  (QCB,2)
	These moves are good defensivly. The lean back avoids 
attacks. The Death Palm takes away more damage but the Tile 
Splitter has a cooler looking counter hit.

         Sweep, Elbow, Uppercut / Sweep, Elbow, Deathfist
              (QCB+3,2,2)              (QCB+3,2,1)
               Elbow, Uppercut / Elbow, Deathfist
                 (D,df,2,2)        (D,df,2,1)
	The moves that begin with the sweep are very good 
because they are new and anything thing that comes after
that initial sweep will suprise a new player. The moves that
end in the uppercut are good because very few people know to
block low. If your uppercut moves are being blocked go with 
the deathfist ender instead. Remember the juggle from the
uppercut ender.

                     Side Stepping Shoulder
                            (F+1+4)
	This is good against attacks you can't reverse, such
as low attacks, because this move hits mid. Use this against
any offensive attack though.

                        Over Head Punch
                            (F+1+2)
	This is a powerful move you can use against those
who dare to crouch. Use in close range.

                          Flip Kick
                        (D,U+1+2+3+4)
	Paul finally learned the flip kick, sorta. Hold
down until Paul gets up on his own and will throw his arms
up then down, when his arms are down press U+1+2+3+4.
Paul will do the flip kick then land on his face. This
will take a little damage away on Paul. 

                         Rolling Kick
                            (f,f,4)
	The Rolling Kick will hit mid, will stun a blocking
opponent, and has great range. This move will even hit people
laying on the ground.

                         Quick Elbow
                           (f,F+2)
	Use this to keep your enemy at a distance. It is
fairly fast and has good range.

                        Tile Splitter
                            (D+1)
       Tile Splitter, Deathfist / Tile Splitter, Falling Leaf
               (-2)                        (-4,2)
	The Tile Splitter is a very useful tool in attacking.
The Tile Splitter alone can be used to hit crouching opponents,
knock players trying to get up back down,  or scare people into
thinking you are going to do one of it's continuations. The most
useful continuation is the Falling Leaf. If you start having this
blocked use the deathfist continuation. The deathfist can also be
used to keep enemys at a distance.

                      Forward Double Kick
                       (WR+3,4 / f,f,3,4) 
       Double Kick, High / Double Kick, Mid / Double Kick, Low
             (-4)            (-[df/f]4)         (-[db,d]4)
	This move is a good mid attack with good range. It has
continuations that hit in every area possible. If just the second
of the first two kicks hit it will juggle.

                            Deathfist
                             (QCF+2)
	A mighty attack that can hit at a good range. Use to counter
anybody who tries to attack out of their range.

                           Falling Leaf
                             (D+4,2)
	Use when you're in close range. Use against standing
opponents. This can be used after a juggle move or against
opponents trying to get off the ground.

                  Punch, Kick / Punch, Low Kick
                     (2,3)         (2,D+3)
                      Right Punch, Low Kick
                             (1,4)
	            These are pretty useless.

                         Stone Splitter
                              (D+2)
	Only works on opponents that are laying down. It has
very limited range but if it hits it does a decent amount of
damge. Look out for opponents that will auto recover and get 
you.

                         Ultimate Tackle
                            (db+1+2)
	Will automatically put opponent on the round. His
Punches continuation is lame and his Arm Bar is too, but
used together they are decent. His Ultimate Punishment
is hard to pull off. It will do an OK amount. It's also
pretty cool o see.

                            Reversal
                        (B+1+3 / B+2+4)

	Use against any high or mid hitting attacks. Does
not reverse elbow attacks or knees. The power it takes away
depends on the move you are reversing. This will definatly
make your opponent think twice before attacking you!

                          Unblockable
                            (B+1+2)
	Very powerful! Takes a little while to hit but
it's worth it! Kills enemy in one hit if used as a counter
attack.

                            10 HITS
                     (1,2,3,2,1,2,1,4,2,1)
                     (1,2,3,1,4,2,1,4,2,1)
                          (1,2,3,1,2)
	(1.) Very good against the average player. But can be 
easily reversed or stopped. (2.)Very good against almost anyone.
Has to be blocked in number of places to be made ineffective.
(3.)OK I guess. Not a 10 hit but does enough damage to be
called one. There is a sizeable pause before the last hit
which can be a good and bad in some instances.

                 ------------------------
           VI. STRATEGY VS. CERTAIN CHARACTERS
                 ------------------------

Vs. Eddy
He is difficult to beat, but not for Paul! Keep Eddy a pretty
far distance away. Then when he tries to attach, deathfist him.
If he's in his low to the ground stance or the one where
he's on the ground and sitting up get close quick and use
the falling leaf or do the over head punch. Eddy is very 
unpredictable so trying to side step shoulder him or reverse 
him is not a real good idea.

Vs. Yoshimitsu
Rule 1 for beating Yoshimitsu, his most predictable attacks are his 3,3,3
combo, which he usually only does two kicks from, and his 4,3 which is
strangly timed. You should be able to reverse these everytime. Watch out for
his 10 hits most of which unless reversed or stopped end up in 
unblockable moves. The sword pogo stick is another popular move of his, 
use any high hitting attack against this. Yoshi has a lot of moves that string
together so if you see him do one move make sure he's finished before you 
get hit by another.

Vs. Hwoarang
Watch out for strange kick combos. Very rarely will he just do one kick.
You see one kick and it's probably going to be followed by another. Block
high a lot because Hwoarang has very little power in his low hitting attacks.
Keep him at a distance.

Vs. Nina
Most of her kick combos hit high, low, high. Watch out for the her 
double palm move which looks like it hits low but it really hits mid.
Keep her at a distance because of her powerful throws.

Vs. Law
Law is very predictable in the kicking department. His Left Kick combos
are very reversable. Look out for his flip kick combos as well. If he looks 
as if he's going to try a flip kick or you know he's going to do one, reverse it!
All of his combos that start out with a punch do most of their damage 
high to mid so block high.

Vs. Jin
Always be on guard. Jin is a very offensive character so use more defensive
moves like the lean backs and the side step shoulder. Watch out for his 
uf 4,4,4,4 combo, which he will most likly try when at a distance,  block 
the first three hits and then reverse the last hit.

Vs. Xiayou
Look for open opportunities to attack. Xiayou is very quick which helps
her defense. Her offence is very weak. Look for her triple slap to palm combo
which is easily reversable. Most of her moves hit high.  When she is in
her low stance roll kick her, do the tile splitter, but don't do the over head 
punch because it will miss.

Vs. King
Keep out of throw range!! Keep King at about 4 character widths away.
Use a lot of mid hitting attacks because popular King moves put him into
a mid to low area. You need to counter King because he has a very 
hard defense to crack which makes him hard to hit outside of countering.
He is very hard to predict to reverse against. Some good moves you
can use against King are the forward double kick, quick elbow, and 
deathfist.

Vs. Lei
Lei is best killed quickly, use a lot of low attacks such as the falling leaf,
elbow to uppercut, or sweep to elbow to uppercut. When Lei is laying down do
a rolling kick to hit him. Don't get close to Lei while his back is turned.
When his back is turned do a deathfist or the forward double kick. When you see 
Lei's turning punch or punches go to blocking low immediatly because
it's very probable that  he'll try for a low hitting attack. If you block his
sweep go for a high reversal to catch his jumping spin kick afterwards.
This is just for if you're quick, after the turning punches try a back throw.
Takes away a nice amount of power but must be done very quickly before
Lei's next attack.

Vs. Paul
Paul is easy to block against once you learn how. Keep him at a distance
to avoid the popular falling leaf. After he tries the tile splitter look to block 
the falling leaf or reverse the death fist. The side stepping shoulder as always
will work against an over offensive player and the falling leaf and over head 
punch will work against very defensive people.

Vs. Computer
The falling leaf is almost a sure hit. The over head punch will also have
a good connect rate. Wait for the comp to try a little offence and do the side 
stepping  shoulder. Pauls 1st ten hit does well against the comp but his 2nd does
better.

                 ------------------------
                     IX. FAQ LOCATION
                 ------------------------

Right now the only place you can find this FAQ is
here at http://www.nozedive.com/tekken/paulfaq.txt

                 ------------------------
                       X. CREDITS
                 ------------------------

	-SurfBard for: moves, juggles, and throws
         http://pw2.netcom.com/~surfbard/

	-Catlord for: moves, juggles, and throws
         http://www.monmouth.com/~karin/t3moves.txt

	-Slikatel for: moves, juggles, throws and "where it hits"
         http://205.138.228.126:80/slikatel/tekken3/index1.htm

	-Mario Xavier for: some stratigy
         http://www.netcomuk.co.uk/~mxavier/TEKKEN3/TK3.HTM

        -Dinoza for: helping me with this
         http://www.geocities.com/SouthBeach/Sands/8151/index.html

        -Mike for: Pauls Flip Kick
         mjnappi@uci.edu