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    Paul by EHuang

    Version: 1.0 | Updated: 01/14/01 | Search Guide | Bookmark Guide

    Paul Phoenix In-Depth FAQ Version 1.0
    January 14, 2001
    By Eugene Huang
    This FAQ is the sole property of Eugene Huang and can not be reprinted 
    without his consent unless you ask real nice.  In the event that you do not 
    ask real nice, or if this FAQ is taken without my permission, strict legal 
    action will be taken.  You have been warned.
    If this FAQ is viewed elsewhere besides on GameFAQS.com, we recommend viewing 
    it under Microsoft Word.  Usage of other text viewing programs may cause 
    headaches and irritation (due to poor text alignment).  Writer does not 
    assume any responsibility for any injuries that are sustained while viewing 
    this FAQ with any other text viewer.  You have been warned once again.
    P.S. Sometimes, I will only use the word "he" instead of "he/she" when 
    referring to an opponent.  I know girls play Tekken too (very well, in fact); 
    it's just that it's very annoying to write "he/she" in every instance of a 
    3rd person pronoun.  You have been warned for the last time.
    Thanks for understanding.
    Well, it seems to me that Paul Phoenix just does not seem to be able to get 
    the respect that he so justly deserves.  He might not be blasted more than 
    someone like Jin, but many people in Tekken circles falsely label him as a 
    one-dimensional character (subsequently, anyone who plays him is also a one-
    dimensional fighter).  Other than that, his character is completely ignored 
    by many of the discussions within the GameFAQs message boards, and moreover, 
    there is still not an in-depth Tekken Tag Paul Phoenix FAQ available on 
    GameFAQs to this day (01/14/2001).  There are many Paul FAQs available for 
    Tekken 3, but most (not all) of them are lacking in content.
    I have set out to change all that.  I'm writing this to proclaim to the world 
    that Paul Phoenix is NOT a one-dimensional character.  He's just MORE of a 
    one-dimensional character than other characters due to his powerful strength, 
    yet lack of variable moves.  Real Paul players don't seem to mind, however.  
    Most Paul players know that more moves just seem to complicate matters, and 
    that it is still possible to completely demolish an unsuspecting opponent 
    with only a small arsenal of moves.  And advanced Paul players know how to do 
    this without looking cheap.  Hopefully, this FAQ will inspire the 
    intermediate Paul players to play like advanced Paul players.  Likewise, it 
    should inspire advanced Paul players to continue to fight with confidence and 
    not remorse or guilt.  As for the beginner Paul players?  Most of them don't 
    even want to be intermediate Paul players, so forget them.  Read on...
    Paul Phoenix - known by his fans to have the strength of Titans.  Known by 
    some creatures in the forest to have the power knock out grizzly bears with 
    his mere fists.  Known by his enemies as a worthy foe - worthy to be the heir 
    to the power of "Bear Killer" Williams.  Known by his friends to be a total 
    And he is known by the people who play against him as cheap-s**t Paul.  And 
    he is known by the people who play him as our savior.
    We all know that Paul has his many glaring weaknesses - for instance, he has 
    no devastatingly complex juggles worth speaking of, his strings are by no 
    means effective, his throws are weak and few, and he is a member of the tier 
    of characters that has the least endurance by taking the most damage with 
    every hit.  What balances these weaknesses is the amount of power he packs 
    into many of his punches.  Any match involving Paul can be over in a few 
    seconds if his opponent has poor defense.  So, if you are the type of player 
    that likes matches that are hinged on a few key hits, then Paul is the player 
    for you.  (Here would be a proper analogy: If you play Street Fighter and 
    prefer a standard Jumping HP, Crouching HP, Hadouken combo to a rapid 6 hit 
    "war-of-attrition" combo, then Paul is definitely the player for you.)
    I like using Paul just because he teaches those obnoxious newbies a lesson on 
    where their place is on the Tekken food chain.  One or two Phoenix Smashers 
    send those button-bashing kids flying back home crying to their mommies.  
    That'll teach 'em to abuse the machines...
    And speaking of abuse, let me just add one more point that justifies the 
    usage of Paul - he is at the greatest disadvantage when it comes to playing 
    in the arcades.  Why?  Well, unlike most of the Tekken Fighters, three of his 
    most important moves, the Thruster (elbow charge), the Phoenix Smasher (death 
    fist), and the Rapid Fire (sway, 3) utilize a rolling movement of the 
    joystick.  What function of a joystick is lost first as a result of abuse 
    caused by obnoxious children?  The rolling action, of course.  It's so hard 
    to find a Tekken machine that allows me to roll with confidence.  <sigh>
    *exclusive to Tekken Tag
    a)	THROWS
    1+3 [1]                 Over the Shoulder       30
    2+4 [2]                 Shoulder Pop            30
    1+3(2+4) [1]            Dragon Screw            45 (Left Side)
    1+3(2+4) [2]            Fall Away               40 (Right Side)
    1+3(2+4) [1 or 2]       Reverse Throw           (Back towards opponent)
    (Damage differs upon which part you catch on the throw)
    1+3(2+4)                Reverse Neck Throw      50 (inescapable)
    B+2+3 [2]               Foot Launch             35
    f,F+1+2 [1+2]           Push Away               35
    f,F+1+2~5               Push Away Tag Throw     ??
    D/F+1+2 [1+2]           Twist and Shout         40
    b+1+3(b+2+4)            Attack Reversal         80% of the reversed attack
    (Attack Reversal will reverse Mid or High attacks only)
    d(D/B)+1+2              Ultimate Tackle         5
    From Ultimate Tackle:
    	2,1,2,1,2 [1 or 2]      Ultimate Punch                5,5,5,5,5
    	1,2,1,1+2 [1,2,1,1+2]   Ultimate Punch to Arm Breaker 5,5,5,25
    	2,D+1,1:4~1~1+2         Ultimate Punishment           56
    	1+2                     Arm Breaker                   25
    B+1+2                   Tackle Reversal         ??
    b)	ARTS
    1,2               Left Right Combo              HH 5,15 (6,15 for f+1~2)
    1,3               Reverse PDK Combo             HL 5,8
    QCF,1             Thruster                      H 20 (stuns on counter)
    d(WC)+1           Hammer Punch                  M 15
    d(WC)+1,2         Hammer Punch to Power Punch   MM 15,26
    d(WC)+1,4,2       Hangover                      MLM 15,15,21
    *SS+1             Turn Thruster                 H 23
    2,3               Jab-Roundhouse                HH 12,21
    2,D+3             Jab Sweep                     HL 12,8
    f+2,3             Quick PK Combo                HH 12,20
    f,F+2             Flash Elbow                   M 15
    D:d/f+2,1         Gut Buster                    MM 21,25 (delay: 20,19)
    D:d/f+2,2         Stone Breaker                 ML 21,21 (2nd hit delays)
    *WS+2             Thunder Palm                  M 16
    QCF,2             Phoenix Smasher               M 33 (49 on counter)
    d(WC)+2           Down Strike                   D 16 (for downed opponents)
    f+1+2             Hammer of the Gods            M 32 (staggers on block)
    B+1+2             Burning Fist                  H 100 (unblockable)
    f,f+3~4           Double Hop Kick               MM 20,15
    f,f+3~4,4         Double Hop Kick High          MMH 20,15,25
    f,f+3~4,f(d/f)+4  Triple Kick Combo             MMM 20,15,15
    f,f+3~4,d(d/b)+4  Double Hop Kick Low           MML 20,15,15
    u/f+3~4           Shredder                      MM 17,28
    *SS+3             Pump in Pedal                 L 15 (22 on counter)
    f,f+4             Neutron Bomb                  M 20 (staggers on block)
    d(WC)+4,2         Bone Breaker                  LM 15,20
    QCB               Sway
    QCB,1             God Hammer Punch              M 15 (floats on counter)
    QCB,2             Rubber Band Attack            M 18
    (stuns on hit, staggers on block, knocks opponent across screen on counter)
    QCB,3             Sway & Low Kick               L 12
    QCB,3,2,1         Rapid Fire to Phoenix Smasher LMM 12,21,25 (delay:12,21,19)
    QCB,3,2,2         Rapid Fire to Stone Breaker   LML 12,21,21 (3rd hit delays)
    f+1+4             Shoulder Tackle               M 20
    D:u+1+3+4         Incomplete Somersault         M 25 (player receives 15)
    1+2+3+4           Supercharger                  All hits = counter
    c)	STRINGS
    String 1:
    1~2~3~1::2              10,15,7,6,30
    H H M M  M
    String 2:
    1~2~3~2::1:2::1:4:2:1   10,15,7,5,7,4,5,7,8,30
    H H M H  M H  H L M M
    String 3:
    1~2~3~1::4:2:1:4:2:1    10,15,7,6,7,8,5,8,10,30
    H H M M  L M H M L M
    A detailed look at some of Paul's more useful techniques, and how to use them 
    Paul does not have many useful throws, in comparison to other characters, 
    but that means that you should throw as much as possible, as long as there is 
    an opening.  With every standoff you see, perform a throw.  After every one 
    of your opponentís unsuccessful combos, perform a throw.  (Note: This is 
    pretty much a throwing philosophy thatís applicable to all characters in 
    Tekken)  This will strengthen your throwing game and will also hide Paulís 
    real strength - his powerful array of punching arts.
    f,F+1+2 PUSH AWAY
    This is one of my favorite throws because it accomplishes three things: 
    first, it can be done from outside of Paulís normal throwing range because of 
    the f,F motion.  Secondly, it pushes your opponent three quarters of a screen 
    away, leaving you the option of running towards your opponent to use get-up 
    (Okizeme or Wake-up) tactics. (try going from a Push Away into a Running 
    Tackle into an Ultimate Punishment!)  Thirdly, it can be used as a useful tag 
    throw.  It only does 35 damage, but itís not bad, considering that none of 
    his special throws do more than 40 damage (apart from his back throw and left 
    side throw, which do 50 and 45 repectively).
    This move will successfully launch your opponent into the air (a la Ken & Ryu 
    style) far enough away from you to initiate get-up tactics (similar to Push 
    Away).  You can also use this move if you either want your back towards your 
    opponent, of if you just want a change of pace on the other side of the 
    screen (like if some punk kid has made it hard for you to perform a rolling 
    motion on one side of the joystick).
    D/F+1+2 TWIST AND SHOUT (Striking Shiho-nage)
    This throw does 5 points more damage than both of the previously mentioned 
    special throws.  Therefore, use it as your first option when you want a close 
    range throw.  Also, note that after stunning your opponent on a counter-hit 
    (when using a Thruster, for instance), your opponent is open for any attack 
    of your choosing.  If you choose to throw your opponent, this would be the 
    one to use.
    Most opponents will not see this coming, since only a select few characters 
    (King, Jin, Kazuya, and Paul) possess this move.  Do notice, however, that 
    there are many ways to reverse any of the Ultimate Tackle attacks.  Use it 
    sparingly to set up the Ultimate Punch to Arm Breaker combo.  Or, if youíre 
    even more aggressive, I would suggest using the Ultimate Punishment combo:
    2,D+1,1:4,1,1+2 ULTIMATE PUNISHMENT
    Welcome to the ultimate pain.  If you master this attack, you will do a 
    whopping 61 damage every time you use the Ultimate Tackle.  Itís extremely 
    hard to time, but well worth the effort to learn this combo.  The hardest 
    part to this combo is most likely the speed and accuracy needed to pound out 
    that 4,1,1+2 combination.  To make it easier, utilize the shoulder buttons on 
    your Playstation 2 (if you own one) to make it so that one of them is a 
    hotkey for the 1+2 command.  This will greatly improve your Paul game, since 
    so many of his moves utilize the 1+2 command.
    Paul is the only character in the entire game to bear the honor of being able 
    to reverse a tackle with an offensive reversal.  If your opponent utilizes 
    any sort of tackle (either running tackle or Ultimate Tackle), Paul can 
    easily flip his opponent over and break his arm.  The technique is relatively 
    easy to perform and, in addition, you will have many chances to try this 
    reversal out, depending on the type of people you fight.  Just be sure that 
    you press the button quickly enough, and it will be your friend forever.
    Paul is a man of quality, not quantity.  He does not have a gigantic array 
    of moves, but what he lacks in variation is made up for in raw power.  His 
    limited number of arts can still be devastating to any opponent.  Learn to 
    mix-up his more powerful and useful moves in order to show your opponent that 
    Paul needs no nifty extras.
    QCF, 1 THRUSTER (Elbow Uppercut)
    Introduced in Tekken 3, the thruster is a much needed weapon amongst an 
    already powerful arsenal.  Those who never had a chance to experiment with 
    the move and never incorporated it into their game should do so now as soon 
    as possible.  Every Paul player knows that, when this move connects, despite 
    the result, it will give you a distinct advantage over your opponent.
    The expected result of this move (which occurs whenever your opponent merely 
    forgets to block) is a launch of your opponent into the air - high enough to 
    perform most of your favorite juggles.  For instance:
    u/f+4, d+4~2 - Very simple, yet very deadly. (See Section IV for more 
    But the real joy of this move lies in the fact that it causes your opponent 
    to be stunned on counter hit (note that the stun occurs more frequently than 
    the juggle launch), leaving him completely open for any attack of your 
    choosing.  You could perform an even more concentrated and potent juggle, or 
    you can be like me and just follow in with a Phoenix Smasher for massive 
    damage (Most opponents will never see it coming).  Consult the section on the 
    Phoenix Smasher for how to follow up on this maneuver.
    d+1 (or WC+1) HAMMER PUNCH
    The Hammer Punch has been a mainstay with Paul ever since Tekken 1.  Please 
    note that this move is being featured on its own, and not just as a simple 
    part of a combo.  This is because there are so many incredible uses for this 
    one simple technique that most people don't even realize.  Here's a complete 
    	d+1,2 HAMMER PUNCH TO POWER PUNCH (Tile Splitter to Phoenix Smasher)
    	This is a standard move the most Paul players should learn first.  The 
    usage of this move is limited to Beginners and Advanced Players.  
    Intermediate players usually don't utilize this maneuver because it's not 
    "confusing" enough, preferring to use the Hangover combo.  Beginners will use 
    this because they don't know much else, while Advanced players must use this 
    to fake out the people that are expecting the Hangover.  If it hits, then 
    mucho damage is taken.  If it fails, then the opponent is brushed back to 
    medium distance (Paul's best distance).  Watch out for reversals, however.  
    If you use this move too much, you might get hurt through your own neglect.
    	d+1,4,2 HANGOVER (Tile Splitter to Falling Leaf Combo)
    	This is the move that establishes you as an Intermediate Paul player 
    since this move allows you to easily eat newbies with a spoon.  Not even 
    Expert players can see this move coming 100% of the time (provided that you 
    don't overuse it).  What makes it special is the fact that it hits high, low, 
    then high, meaning that if they do not block the second hit, then the third 
    hit is automatic (whether the first hit is blocked or not).  For more 
    information on the drawbacks to this move, consult the section dedicated to 
    the Bone Breaker.
    	D+1:d/f+2,2 HAMMER PUNCH (pause) TO STONE BREAKER (Uprooter)
    	D+1:d/f+2,1 HAMMER PUNCH (pause) TO GUT BUSTER (Left Smasher)
    	This is where we start getting creative.  According to the VERSUS BOOKS 
    Tekken 3 strategy guide (a very definitive, yet possibly out-of-print Tekken 
    3 guide with in-depth analyses on all the characters), just because a Paul 
    player uses a hammer punch, does not necessarily mean that the player should 
    follow with a power punch or a hangover.  Instead, the crouching action 
    associated with the hammer punch can let you go straight into a Stone Breaker 
    or Gut Buster with only a slight pause.  First of all, your opponent will 
    never be expecting that slight pause.  Instead he'll be bracing for either a 
    Hangover or Power Punch, so he must decided whether to block low or high.  If 
    you confuse him with a Stone Breaker, then he'll have to completely change 
    his mind set and figure out whether he should block low for the Stone Breaker 
    or High for the Gut Buster.  Even experienced Paul players will comment on 
    its usefulness when they see this for the first time.  Read more about the 
    Stone Breaker and Gut Buster in their respective sections.
    	While this isn't really a quick combo, or even a combo at all, this 
    Tekken Tag exclusive is still an interesting technique.  Just like the 
    aforementioned Hammer Punch to Stone Breaker/Gut Buster, utilize the Hammer 
    Punch to assume a crouching position.  Afterwards, when your opponent leasts 
    expects it, return the joystick to a neutral position while pressing 2 for a 
    quick lift-up.  Whatever you do with it afterwards is really up to you.  Look 
    for more on the pros and cons of the Thunder Palm in the appropriate strategy 
    Finally, the Hammer Punch itself should also be used as a get-up tactic, 
    meaning that you should mercilessly pound inexperienced players into the 
    ground if they don't know when and how to get up.  Some Paul players feel 
    guilty about this, but keep in mind that Paul doesn't have the advantages of 
    other characters, like Hwaorang's wide range of moves, Gunjack's endurance, 
    Jun's versatility, or Xiaoyu's speed.  Therefore, do what you wish with Paul, 
    because get-up tactics are just his style.  It's your fifty cents - just 
    don't be obnoxious about it.  Plus, if you're playing against someone who's 
    "experienced," then they should easily know how to get out of such common 
    d+4,2 (WC+4~2) BONE BREAKER (Falling Leaf Combo)
    The Bone Breaker is pretty much just a variation of the Hangover, but without 
    the Hammer Punch.  It works the same way, except that it must be used in 
    slightly different situations.  First, it must be used when you are 
    absolutely certain that your opponent is vulnerable to a low attack.  This is 
    because low hits are now interruptible by a close range low block in Tekken 
    Tag, so the usefulness of this move has sharply decreased against opponents 
    who are experienced in blocking this maneuver.  If you are the victim of a 
    low hit interruption, consider yourself wide open for a counter attack.
    Unfortunately, the move must be done in close range, or it just simply 
    ineffective.  If you can't even touch your opponent with the initial sweep 
    kick, then you are completely out in the open for a quick counter attack 
    since the recovery time associated with this move is exceptionally long, even 
    for Tekken standards.  Furthermore, this technique brushes back a blocking 
    opponent considerably less than a Hammer Punch to Power Punch combo, so after 
    performing an unsuccessful Bone Breaker, expect an immediate throw.
    So, when should you use this move?  Simply when your opponent has completed a 
    successfully blocked move that has a moderate recovery time.  If Law throws 
    you a quick Rave War Combo, or if Hwaorang tosses you a series of high-
    hitting kicks, knock them both out with a Bone Breaker if they're not 
    expecting a quick low attack.  If your opponent has just completed an 
    unsuccessful jumping attack, then throw an immediate Bone Breaker.  Also, 
    note that the Bone Breaker is a perfect finisher to every juggle in Paul's 
    arsenal.  All of Paul's juggles can be finished with a Bone Breaker, provided 
    that you have the correct timing for some of them.
    D:d/f+2,1 JAWBREAKER TO GUT BUSTER (Elbow to Left Phoenix Smasher)
    This technique (along with the Stone Breaker) was first introduced in Tekken 
    2, but was tweaked to full effectiveness in Tekken 3.  After a momentary 
    pause in the crouch position, the technique goes from the mid-hitting 
    Jawbreaker into a quick and powerful left punch.  Most will say that the 
    Stone Breaker is a better move because it launches your opponent in the air, 
    but without the Gut Buster, the Stone Breaker is useless.  Since the Gut 
    Buster is a quick mid-punch, it keeps your opponent honest, forcing him to 
    block low for the Stone Breaker only at the last minute.  If he blocks low 
    too soon, then he gets a quick left to the ribs.  Plus, the Gut Buster pushes 
    your opponent back into a better offensive range for Paul, leaving you time 
    to gather your wits and follow through.
    D:d/f+2,2 JAWBREAKER TO STONE BREAKER (Elbow to Uprooter)
    The Stone Breaker is not only a complement to the Gut Buster, but it's also a 
    great launching move.  The beauty of it lies in the fact that it hits low, 
    launching your opponent in the air for a successful juggle.  After a 
    successful Stone Breaker, you can try to finish with a simple Bone Breaker 
    (which is pretty much a guaranteed juggle), or some of your more creative 
    minds (show-offs) will go straight to a Rapid Fire to Gut Buster combo.  
    Consult the section on the Rapid Fire Combos for more information.  There are 
    two drawbacks to the Stone Breaker, which are its predictability and its 
    delay.  Just like the Hangover, if you overuse the Stone Breaker, your 
    opponent will begin to always expect it.  Mix and match between the Stone 
    Breaker and Gut Buster.  When your opponent begins to expect it, he will 
    always block low immediately after the Jawbreaker.  There is such a 
    tremendous delay between the elbow and the low hit that your typical expert 
    opponent will always have enough time to react to it successfully.  Overuse 
    at your own risk.
    This move was just introduced in Tekken Tag as a new toy for Paul to play 
    with.  Essentially, it works as a mid-hitting juggle starter.  While it may 
    be quicker than some moves, most players will see it coming and block it, or 
    perhaps block it by accident, interrupting the process.  That's why utilizing 
    the aforementioned Hammer Punch to Thunder Palm combo is one way to throw 
    your opponent off his train of thought.
    There is also a distinct disadvantage associated with this move as opposed to 
    some of Paul's other juggles: When Paul launches an opponent in the air with 
    a Thunder Palm, the opponent goes flying straight up into the air, but in a 
    completely horizontal position.  This makes the juggling process slightly 
    different.  Now, in order to hit your opponent with a quick Bone Breaker, you 
    have to wait a while for his body to come down a bit, which can really throw 
    your timing off.
    Another thing I've noticed: Sometimes the Thunder Palm will accidentally come 
    out when you attempt another move, like say a Phoenix Smasher (especially if 
    the controller is broken) or if you simply want to utilize the 2 button after 
    crouch blocking for a while.  Learn to control your actions and make sure 
    that when you want a Thunder Palm to come out, it will come out in all of its 
    Thunder Palming glory.  Donít forget, control is THE most important element 
    of Tekken.
    QCF,2 PHOENIX SMASHER (Death Fist or Iron Fist of Cheapness)
    This move is the sole reason why Paul Phoenix is sometimes known as "Cheap-
    s**t Paul." (Which confuses me since Heihachi uses the exact same technique)  
    The reason why?  Newbies.  That's who.  Those newbies you see in the arcade 
    who use the move over and over again, completely unaware as to how 
    obnoxiously they're acting.  The kind that make you scream at them and ask, 
    Or so I've heard.
    I personally do not overuse this technique.  However... I will say this: (and 
    the VERSUS BOOKS strategy guide says the exact same thing) It is nearly 
    impossible to play a match with Paul without utilizing the Phoenix Smasher at 
    least once per round because it plays such an important role in turning the 
    tide of a match.  You could be one centimeter away from dying, but with one 
    well-placed and well-timed Phoenix Smasher, the fates will smile upon you, 
    and it will be your opponents that have to lick YOUR shoes (not vice versa).
    What hurts your opponent most about the Phoenix Smasher is what you can do 
    after the move.  It places your opponent in a precarious position, since he 
    will be catapulted at least one screen length away from Paul.  Obviously, 
    Paul needs to run towards his opponent (f,f,f, for all you newbies) and play 
    some mind games.  If your opponent gets up too quickly or rolls backwards or 
    forwards, he becomes the victim of a high-damaging shoulder charge at full 
    speed.  If he stays on the ground, he simply gets stepped on.  Your 
    opponent's only option is to either roll out (1) or retaliate with a flying 
    cross-chop or some other offensive move.  Be on the lookout for these 
    Furthermore, to those who don't like this move, there is something out there 
    called "DEFENSE."  First of all, the Phoenix Smasher is easy to block, and 
    second of all, it is VERY easy to reverse if your opponent knows that it's 
    coming.  Be aware of that, and mix it up a bit.  Do NOT overuse it against 
    expert players who have mastered the reversal, because your Paul will soon be 
    attempting to do a pathetic Phoenix Smasher with a right arm broken in about 
    seven places.
    d+2 (WC+2) DOWN STRIKE (Stone Splitter)
    (while opponent is on the ground)
    Simply use this technique when your opponent no longer wants to play get-up 
    tactics with you and decides to play dead instead.  When you know that your 
    opponent is about to get up, throw a Hammer Punch and keep him down on the 
    ground.  However, if he is stubborn and is still on the ground, throw a quick 
    Down Strike and let him know that you still wanna play.
    B+1+2 BURNING FIST (Super Phoenix Smasher or Death Fist Part Deux)
    This is the only unblockable attack in Paul's arsenal, and frankly, it's the 
    only one he needs.  His other moves do massive damage, but if you actually 
    get this technique off, you're either very lucky or very very good.  Like all 
    unblockables, you take more damage when you're charging them, so watch out.
    u/f+3~4 SHREDDER (17,28 damage)
    f,f+3~4 DOUBLE HOP KICKS (20,15 damage)
    These two moves are nearly identical in purpose, except for a few minor 
    differences.  First, there is the movement required to initiate each.  For 
    The Shredder, it's a simple u/f motion, but for the Double Hop Kicks, you 
    need to push f,f.  If you utilize the power of the Hammer Punch, however, you 
    can easily buy time to buffer the joystick motions and easily initiate a 
    Double Hop Kick combo without letting up your offense.  Plus, you no longer 
    need to be farther than sweep range to start it up.
    Don't forget, that with the Double Hop Kicks, you can also add one more kick 
    to the combination to either juggle or confuse your opponent.  Press 4 for a 
    high kick, f+4 for a mid kick, or d+4 to finish up with a low kick.  If they 
    succeed in blocking the first two kicks, don't forget that a final low kick 
    will almost always catch them off guard.
    Where do you use either of these moves?  I personally only use them until the 
    very end of a match, where both you and your opponent are only within an inch 
    of your lives.  When the match is on the line, do a quick Shredder or Duoble 
    Hop Kicks (depending on your range) to quickly put your opponent away, since 
    the execution of these moves are extremely quick and unexpected.  If you use 
    this technique too often in the match, your opponent will come to expect it, 
    so the shock value will be lost forever.
    f,f+4 NEUTRON BOMB
    The neutron bomb provides a nice change of pace for Paul players due to his 
    lack of any sort of good kicking attacks.  Plus, not only does it quickly 
    close the distance between you and your opponent, it also staggers when 
    blocked.  I personally have not incorporated this maneuver into my game, but 
    I do use it every now and then when I donít know what else to do (kind of 
    like supercalifragilisticexpialidocious).
    The sway not only provides you with some of Paulís more useful combos, but it 
    also succeeds in being an excellent defensive tactic.  More useful than a 
    quick b~b, the sway allows Paul to avoid high attacks before following up 
    with some of his own.  Here are all the techniques that can be executed from 
    the sway:
    	While this move looks almost identical to Paulís normal Hammer Punch, 
    there is a slight difference.  On CH, your opponent will be bounced (floated) 
    on the ground, allowing you to follow up with a well-timed Phoenix Smasher 
    (pretty hard to do).  Other than that, being bounced on the ground is just 
    plain embarrassing for any opponent.
    	This move is quick, versatile, and will stun any opponent who doesnít, 
    for some reason, feel like blocking.  It also has the advantage of staggering 
    a blocking opponent, and launching an opponent across the screen on counter 
    hit.  Like the God Hammer Punch, utilize it as a Rapid Fire fakeout.
    	The Swaying Low Kick is where you begin the two Rapid Fire combos, 
    which start as a low-hitting kick, but can go straight into a Stone Breaker 
    or Gut Buster depending on how you want to fake your opponent out.  Whatís 
    impressive about these combos lies in the amount of ground you can cover 
    after each move.  In addition, the Gut Buster and Stone Breaker combos are 
    some of Paulís best combos, so the Rapid Fire is just yet another way of 
    allowing you access to them.  The same rules apply as in the normal 
    Jawbreaker or Hammer Punch combos, except the fact that you can perform this 
    little gem (offered to us by the Tekken 3 Combo Training Mode on PSX):
    	Itís impressive, but very hard to time, so it might be better off if 
    you substitute the Gut Buster with another Stone Breaker.  Itíll take off 
    less damage, but itís a sure thing.
    The shoulder tackle should be used as a counter to any attack that comes from 
    your opponentís left side (Paulís right).  The way it works is, Paul will 
    take a momentary sidestep to his left and dash in with a quick shoulder 
    charge.  That way, he should be able to avoid any attacks that come in from 
    his right side.  Do not attempt to use this as an offensive move, however, 
    since you might as well be telegraphing your entire game plan to him if you 
    do.  This technique is very easy to pick up, and will leave you completely 
    open if you miss or if it is blocked.  Use it very sparingly.
    No, Paul is not a master of Strings either, unfortunately.  All of his 
    strings can be survived by blocking high through the majority of Paulís 
    attacks.  However, the three strings he has are much more useful in parts 
    than they are as a whole.  Read on to find out why:
    STRING 1:
    This string is powerful, but it is also easy to block (all your opponent has 
    to do is block high throughout the entire five hits).  Plus, there is an 
    extremely long amount of time between the 4th and 5th hits, so be wary of a 
    counter attack or reversal.  The only advantage to this string is that it is 
    quite easy to remember.
    As a change of pace, try utilizing just the first four parts of the string as 
    a means of confusing your opponent.  Reversal-crazy opponents will try to 
    reverse the fifth hit, so wait till he tries a reversal and hit him with 
    something much harder.
    STRING 2:
    This string is also easily to block, except for the one low 8th hit that your 
    opponent must remember at the end of it.  Also notice that the 9th hit will 
    stun your opponent (only briefly), so take advantage of that.  Take care to 
    avoid an attack reversal during the stringís two pauses (after hits number 4 
    and 6).
    Try to stop and start this string to catch your opponent off-guard.  Stop the 
    string after the 5th or 6th hit, and see what happens.  Experimentation with
    Paul's strings is the only way to equalize them with the power of some other
    character's strings.
    STRING 3:
    This string is the hardest to learn and remember, so itís not hard to 
    understand why itís also Paulís best and most damaging string.  Thereís only 
    one pause - in between the 4th and 5th hits - and there are two low attacks 
    for your opponent to remember to block.  Use it sparingly, and your opponent 
    will never remember to expect it.  Utilize the same technique as String 2 and 
    stop and start often in order to keep your opponent guessing.
    As mentioned before, Paul is not an expert juggler because he is a very down-
    to-earth fighter (ha ha!  BONK!).  So, donít expect to use many juggles with 
    him, since he doesnít have many worth speaking of.  Paul has only five moves 
    that can begin juggles (not counting the CH God Hammer Punch to Phoenix 
    Smasher combo).  
    They are:
    HOP KICK (u/f+4)
    RIGHT UPPERCUT (d/f+2)
    STONE BREAKER (D:d/f+2,2)
    All of the above juggle starters can be finished with a well-timed Bone 
    Breaker, so use this as the be-all and end-all of basic juggle finishers.  
    So, a typical Paul Phoenix juggle looks like this:
    Thruster -> Hop Kick -> Bone Breaker
    The following juggles can be performed after any of Paulís normal three 
    juggle starters (Thruster, Hop Kick, Right Uppercut).  Some of them 
    undoubtedly canít be performed with the Thunder Palm, but most of them can be 
    done.  There are some more exceptions like this, but unfortunately, Iím not 
    sure if I know all of them.  Also, there may be some particular juggles that 
    I have not been able to do that some of you may be able to do.  Experiment 
    with them to see which juggles you can do, and which of them fit under your 
    play style.
    Bone Breaker
    Hop Kick -> Bone Breaker
    1 -> Jab-Roundhouse
    1 -> Shredder
    1 -> 4
    f+1 -> f+1 -> 4 (pause very slightly between the two jabs)
    Left Right Combo -> 4
    Left Right Combo -> Left Right Combo
    Left Right Combo -> Shredder (can not be done with Thruster starter)
    Left Right Combo -> Flash Elbow (very difficult)
    Left Right Combo -> Down Strike (move forward after Left Right Combo)
    1 -> 3
    f+1 -> f+1 -> 3
    Left Right Combo -> 3
    Crouching LP -> Gut Buster (difficult; can only be done with Hop Kick)
    Crouching LP -> Stone Breaker (same as above)
    f+1 -> Phoenix Smasher (difficult to time)
    Rapid Fire -> Stone Breaker
    Rapid Fire -> Gut Buster (delay the 2nd hit of Gut Buster for all GB juggles)
    f+1 -> Rapid Fire -> Stone Breaker
    f+1 -> Rapid Fire -> Gut Buster
    Hop Kick -> Rapid Fire -> Stone Breaker
    Hop Kick -> Rapid Fire -> Gut Buster
    God Hammer Punch (counter-hit) -> Phoenix Smasher
    Stone Breaker -> Bone Breaker
    Stone Breaker -> Rapid Fire -> Stone Breaker
    Stone Breaker -> Rapid Fire -> Gut Buster
    1) A Get-up Tactics (Okizeme) Section
    2) A VS. Other Characters Section
    3) Damage for the Push Away Tag Throw and the Tackle Reversal
    4) Is the input for the Tackle Reversal correct?
    5) More Juggles (Specifically for the God Hammer Punch)
    6) Any advice for other specific moves
    7) Nice ASCII art (which I do not feel like creating)
    E-mail all criticism or contributions to:
    After reading this Character FAQ, I hope you have a better understanding of 
    Paulís character.  I also hope that you have gone on to develop your own 
    style with Paul.  I, myself, feel that I have not mastered every aspect of 
    Paul, since Iím still learning whatever complexities Paul has left.
    Paul is a loner character, so itís pretty difficult to find him a partner for 
    Tekken Tag.  The team that I always use if I absolutely need a win is Paul 
    and Jun, since they personify a combination of power and finesse.  (Jun is 
    actually my favorite character, but I didnít attempt to write a FAQ for her 
    because there are so many more of them out there.)  The two of them, in a 
    way, exemplify Yin and Yang - Paul makes up for whatever Jun lacks in 
    strength while Jun makes up for whatever Paul lacks in variety.  I would 
    suggest trying to find a similar formula for your own tournament team.
    Hereís a final thought on Paul: all Tekken characters lie on three tiers in 
    terms of their potential.  Easy to pick-up characters like Eddy and Law would 
    lie on the low tier while difficult to master characters like Yoshimitsu and 
    Xiaoyu would be on the high tier.  Paul lies somewhere in between the low and 
    middle tier, meaning that it takes easy to moderate difficulty to incorporate 
    some of his more useful moves into your game.  However, once all of his 
    techniques have been mastered, there is no more potential for that character, 
    and thus, no more discovery.  Therefore, Paul players are at a great 
    disadvantage against those who have mastered characters on a higher tier.
    If you desire the joy of discovery, try a character in the Tekken universe 
    that has more potential and more moves to discover and incorporate into your 
    game.  There is nothing wrong with mastering a character like Paul, but there 
    is something wrong with being satisfied with mastering only one character.  
    After all, Tekken is far too complicated to be wasted on knowing only the 
    subtleties of the Phoenix Smasher.  Try to get a better and more thorough 
    Tekken experience.  Youíll thank me for it later.
    Go to...
    Namco, for making such a great game.
    Versus Books, for making such a definitive strategy guide.
    GameFAQS, for being such a great site.
    The GameFAQS Tekken Tag Message Board (except for Enve in all his many 
    forms), for creating such interesting conversation.
    That guy who beat my Jun in the Livingston South Towers Tekken 2 tournament 
    about two years ago, for first teaching me how to play Paul merely by 
    Al Santana, for providing me with such challenge with Lei.
    Bones, for stepping up my Paul game.
    That guy in Busch Student Center, for stepping up the rest of my Tekken game.
    You, for reading this.
    If you want to see your name here, contribute!!!
    Copyright 2001
    Eugene Huang
    If you copy this document illegally, I swear that I shall hunt you down to 
    the ends of the earth.
    Thanks for reading it.

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