********************************************************************** * ___ __ _ _ _ * * | o_| / \ | | | | |_ * * |_| /_/\_\|___| |___| * * * * ___ _ _ ___ ___ __ _ O __ __ * * | \ | |_| | | | | _| | \| | _ \ \/ / * * | |_/ | _ | | O | | >_ | | | | | > < * * |_| |_| |_| |___| |___| |_|\__| |_| /_/\_\ * * * ********************************************************************** The definitive Paul Phoenix FAQ Version 1.02 By: Markus Kaufmann Date: 12/01/1997 Disclaimer: This FAQ can be distributed in any form, period. However, Any organi- zations wishing to distribute this FAQ for profit should contact the author at: tekken@starnetinc.com. © copyright 1997 Markus Kaufmann. I have decided to put this FAQ together, since I've always enjoyed beating the crap out of others with Paul. This FAQ is based on my own experiences as well as the work of other Tekken enthusiasts (see the credits section). New items in this version include a few new entries in the Evil Paul section. Paul is arguably one of the most powerful, if not THE most power- ful character in Tekken 3. He can inflict 70%+ damage with his death- fist (not the unblockable), doesn't have very complicated moves and combos, and even has a decent arsenal of holds. He can definitely go toe-to-toe with any other character in the game. His only real weak- ness lies in his poor recovery time from many of his moves. In the last tournament Paul earned the right to fight Kazuya, but a multi-car accident on the expressway prevented Paul of getting to the match on time. He was forced to forfeit. Though Paul has had an enviable career, he has yet to win the one tournament that would mark him as being one of the true greats. Last Spring he received an unexpected invitation to the 3rd King of Iron Fist Tournament. With training still as part of his daily regiment he is still in peak condition and feels he still has what it takes to win the big one. Though now 46, he still has eyes of an eagle with the strength and reflexes of a tiger! Paul Phoenix Profile: - Catch Copy: Hot-blooded martial artist - Nationality: U.S.A. - Fighting Style: Combined martial arts based on Judo - Age: 46 - Height: 187cm - Weight: 81Kg - Blood Type: O Type - Occupation: None. Still training with the intention to be No.1 in the multiverse. - Hobby: Riding on a motorbike - Likes: Pizza, smell of gasoline - Dislikes: Freeways in Japan! ********************************************************************** _ | |\ | |\ |_ \/ | | \| |/ |_ /\ ********************************************************************** 1. Move Notation 2. Moves list (incl. Tenstrings, Hit Heights & Damage) 3. Grapples 4. Reversals + Reversal Counters 5. General Strategy 6. VS Human Strategy 7. Stuns & Juggles 8. EVIL PAUL 9. Winning Stances 10. Credits ********************************************************************** 1. Move Notation ********************************************************************** 1 ----- Left Punch Button 2 ----- Right Punch Button 3 ----- Left Kick Button 4 ----- Right Kick Button f ----- Tap Joystick Forward b ----- Tap Joystick Back d ----- Tap Joystick Down u ----- Tap Joystick Up df ---- Tap Joystick Diagonally Down/Forward db ---- Tap Joystick Diagonally Down/Back uf ---- Tap Joystick Diagonally Up/Forward ub ---- Tap Joystick Diagonally Up/Back F ----- Move + Hold Joystick Forward B ----- Move + Hold Joystick Back D ----- Move + Hold Joystick Down U ----- Move + Hold Joystick Up DF ---- Move + Hold Joystick Diagonally Down/Forward DB ---- Move + Hold Joystick Diagonally Down/Back UF ---- Move + Hold Joystick Diagonally Up/Forward UB ---- Move + Hold Joystick Diagonally Up/Back n ----- Return Joystick To Neutral Position QCT --- equals d,df,f joystick movement QBT --- equals d,db,b joystick movement HCT --- equals b,db,d,df,f joystick movement HCB --- equals f,df,d,db,b joystick movement (WS) -- While Standing (Getting up from a crouch) $ ----- Sidestep (u,n or d,n) [] ---- Optional + ----- At the same time ~ ----- Tap immediately after _ ----- Or (Alternate Method) : ----- 1/4 Second Pause Between Button Presses In TENstrings {} ---- Throw Counter In Curly Brackets (ls) -- Left Side Throw (Done On Opponent's Left Side) (rs) -- Right Side Throw (Done On Opponent's Right Side) (bk) -- Back Throw (Done At Opponent's Back) (XX) -- Do Move In Brackets Before Move Listed After Brackets This Is Used Primarily For Multiparts ********************************************************************** 2. Moves List ********************************************************************** A. General Moves f,f Dash Forwards b,b Dash Backwards u,n Axis Shifting Sidestep d,n Axis Shifting Sidestep D Duck Completely u Hop U Jump QCT Crouch Dash QCB Sway (duck + dodge backwards) f,f,f Run(RN) (RN)B Stop Running (RN)1+2 Flying Cross Chop (RN)3 Left kick (Triple Kick Starter) (RN)4 Slide 1 Left Punch 2 Right Punch 3 Roundhouse Kick 4 Boot to the Head df+1 Uppercut df+2 Lifting Uppercut (Juggle Starter) df+3 Side Kick df+4 Front Kick u+2_uf+2 Quick Pounce (On Floored Opponent) U+2 Hard Pounce (On Floored Opponent) 1+2+3+4 Powerup Charge [Powers Up All Moves For A Few Seconds and] [first hit is scored count as counter-hit.] B. Ground Recovery ~1_~2_~3_~4 Immediate Recovery (After Knockdown) 1 Roll Sideways 2 Quick Recovery 3 Low Sweep 4 Side Kick (hits medium) D+1 Roll Over D+(3_4) Ankle Kick U Get up quickly F Roll Forwards F,f+1+2 Forward Rolling Lunge B Roll Backwards B,b+3+4 Roll Backwards, Handspring Up B,f+1+2 Roll Backwards, Forward Lunge [*Note* Many of these moves can be chained together. ] [ I.E: 1,B,3 = roll sideways, roll back, sweep ] C. Paul's Moves 1,2 Quick Punches HH 20 1,2,3 Quick Punches + kick (string starter) HHH 30 2,3 Punch, Kick HH 33 D+3 Punch, Lowkick HL 20 F+2,3 Quick P-K Combo HH 32 1,4 Punch, Lowkick HL 13 QCT+1 Elbow Uppercut (Juggles, Counter Stuns) H 20 QCT+2 Phoenix Smasher (Death Fist) M 49 d+4,2 Falling Leaf Combo LM 35 d+1, Tile Splitter M 15 2 Tile Splitter, Death Fist MM 41 4,2 Tile Splitter, Falling Leaf Combo MM 51 D,df+2,2 Jaw Breaker, Stone Breaker ML 42 1 Jaw Breaker, Death Fist MM 46 QCB,1 Sway back, God Hammer Punch (GHP) M 15 QCB,2 Sway back, Rubber Band (Stuns on counter)M 18 QCB,3, Sway back, Low Sweep L 12 2,1 Sway back, Jaw Breaker, Deathfist LMM 58 2 Sway back, Jaw Breaker,Stone Breaker LML 54 F+1+4 Sidestepping Shoulder Ram M 20 F+1+2 Hammer of the Gods (Staggers If Blocked) M 32 f,f+4 Neutron Bomb (Staggers If Blocked) M 20 f,F+2 Flash Elbow M 15 uf+3,4 Shredder (Can-Can) MM 45 f,f+3,4,3 Triple Kicks, High finish MMH 60 df+3 Triple Kicks, Mid finish MMM 50 d+3 Triple Kicks, Low finish MML 50 D+2 Stone Splitter **Hits Fallen Opponent** G 16 D#3 Restless Taunt U+2+3+4 Amateur Flip Kick (15 damage to Paul) M 25 D. Unblockables b+1+2 Super Phoenix Smasher M 100 E. Tenstrings 1232::1:2::1:4:2:1 Tenstring 1231::4:2:1:4:2:1 Tenstring 1231::2 Fivestring ********************************************************************** 3. Grapples ********************************************************************** A. Standard Throws 1+3 Over the Shoulder Throw {1} 2+4 Shoulder Pop {2} f,f+1+2 Push Away {1+2} B+2+3 Foot Launch df+1+2 Twist and Shout {1+2} 1+3_2+4 (left) Dragon Screw 1+3_2+4 (right) Fall Away 1+3_2+4 (back) Hip Toss d/b+1+2 Ultimate Tackle 1,2,1,2,1 Mounted Punches 1,2,1,1+2 3 Mounted Punches, Arm Bar (D+2,1,1),(N+4~1~1+2) Ultimate Punishment ********************************************************************** 4. Reversals + Reversal Counters ********************************************************************** A. Reversals & Counters b+1+3_b+2+4 High + Medium Reversal 2+4 Tackle Counter (as tackle hits) d+1+2 Tackle Reversal (as you're going to the floor) d+1_d+2 Tackle Punch Counter ( before punch connects) B. Reversal Counters F+1+3 - Rev. Counter (Start of Opponent Countering Your 1 or 3 Move) F+2+4 - Rev. Counter (Start of Opponent Countering Your 2 or 4 Move) C. Throw Counters * General - Left Throw (1+3) - 1 Right Throw (2+4) - 2 * Eddy - Spiraling Hip Toss (HCT,f+1+2) - 1+2 * Hwoarang- Jawbreaker (f,F+2) - 2 Boot to the Head (QCB+3) - 1 Trip Takedown (d,DB+1+3) - 1+2 * Jin - Striking Shiho-Nage (df+2+3) - 2 Stone Head (f,f+1+2) - 1+2 (QCB+1+2) - 1 * King - DDT (db,db+1+2) - 1+2 Tombstone Piledriver (db,f+1+2) - 2 Coconut Crush (df+2+3) - 2 Giant Swing (f,HCT+1) - 1 Figure 4 Leglock (db+1+2) - 3+4 Irish Whip (b+1+2) - 1+2 Spinning Ground Smash (Irish Whip, 3+4) - 3+4 Quick Slam (Irish Whip, 2+4) - 2 Spin & Let Go (Irish Whip, 1+3) - 1 Turn Around & Let Go (Irish Whip, 1+2) - 1+2 Jaguar Driver (d,df,f+1) - 3+4 Jumping Powerbomb (Jag. Drvr, 1+2,u,d,n,3+4) - d+3+4 Standing Achilles Hold (f,n,d,df+2+3) - 2 Scorpion Death Lock (SACH, 1+2,3,1,1+3) - 2 STF (SACH, 1,2,3,1+2) - 1 Indian Death Lock (SACH, 1+2,1,3,1+2,4) - 1+2 Single Arm Hyperextension (f,n,d,df+1+4) - 1+2 Double Arm Hyperextension (SAH, 1+2,1+2) - 1 Reverse DDT (SAH, 1+2,4,2+4) - 2 Chicken Wing Face Lock (SAH, 2,1,1+2+3) - 1+2 Dragon Sleeper (SAH, CWFL, 2,1,3,1+2+3,1+2+3) - 1 Rolling Death Cradle (SAH,CWFL, 1+3,3+4,2+4,1+2,1+2+3)- 2 Left Reverse Arm Clutch (df~1+3) - 1+3 Right Reverse Arm Clutch (df~2+4) - 2+4 Back Drop (Left RAC, 2,2,1+2) - ?? Back Drop (Right RAC, 2,2,1+2) - ?? German Suplex (Left RAC, BD, 3+4,1+2) - 3+4 German Suplex (Right RAC, BD, 3+4,1+2) - 1+3 Powerbomb (RFN, CB, 1,2,3+4) - 1+3 Manhattan Drop (3+4,1+2,ALL) - 2+4 Giant Swing (Left RAC, BD, GX, PB, 2,1,3,4) - 2+4 Giant Swing (Right RAC, BD, GX, PB, 2,1,3,4) - 1+2 Giant Swing (RFN, CB, PB, 2,1,3,4) - 2+4 Giant Swing (RFN, CB, MD, SF, 2,1,3,4) - 1+3 Split Powerbomb (RAC, BD, GX, PB, 3,1,2,3+4,ALL) - 2+4 Split Powerbomb (RFN, CB, PB, 3,1,2,3+4,ALL) - 1+3 Split Powerbomb (RFN, CB, MD, SF, 3,1,2,3+4,ALL) - 2+4 * Law - Chastisement Punch (df+1+2) - 1+2 Dragon Knee (f,f+3+4) - 1+2 Body Slam (F+2+3) - 1+2 * Lei - Thai Trip (f,f+1+2) - 1+2 Trip & Elbow (uf+1+2) - 1+2 Neck Shake Throw (Dragon Stance, 1) - 1 * Nina - Elbow Smash (df,df+1) - 1+2 Chin Bash (QCT,1+2) - 2 Standing Reverse Arm Lock (CB, 1,3,2,1) - 1 Rear Gatelatch Falconwing Squeeze (SRAL, ...) - 1+2 Falling Reverse Arm Lock (SRAL, ...) - 1 Knee Bash -> Neck Snap (CB, 2,3,4,2,2) - 2 Octopus Special (CB, NS, ...) - 1+2 Falling Neck Snap (CB, NS, ...) - 1 Crab Claw (QCT+3+4) - 1 Rolling Arm Bar (CC, ...) - 1+2 Achilles Tendon Lock (CC, ...) - 2 Knee Cross Lock (CC, ATL, ...) - 1 Rolling Achilles Tendon Lock (CC, ATL, ...) - 1+2 Twisting Shoulder Break (2,1,1+2,1+2+3) - 2 * Paul - Striking Shiho-Nage (df+1+2) - 1+2 Shoulder Ram (f,f+1+2) - 1+2 * Xiaoyu - Human Hurdle (f+2~1) - 1+2 Over-Shoulder Throw (QCB+2) - 2 * Yoshimitsu - Skydiver (QCB+1+2) - 1+2 ********************************************************************** 5. General Strategy ********************************************************************** A. Keep 'em Guessing Paul is a very powerful character, with relatively straight for- ward gameplay. Don't be afraid to get in close to your opponent. The quickest way to win a match with Paul is to get close and keep attack- ing with falling leaf combos, death fists, tenstrings, etc. Simply overpower your opponent with a barrage of varying attacks. The big- gest thing you have to avoid is becoming predictable with your moves, though. Don't overuse any one move, keep changing them around. Here is an example for some combos: 1. d+1:4:2:d+2:::123:d+4,2 2. QCT+1:QCT+2:d+4:2::d+1:2::fF+2 B. Sidestepping (u,n)_(d,n) Side-stepping is one of the biggest improvements in Tekken 3, and it is vital that you learn how to effectively side-step during the match. Use the side-step anytime your opponent is rushing at you with a linear attack (i.e a combo or tenstring that doesn't track well-Laws punch rush, etc.). Paul's Side-stepping Shoulder Ram (F+1+4) is also a great way to side-step and counter-attack. You should get several MCs per match from this move. When you successfully side-step you have several options: 1. You can side-step, pause and go for a side or back-throw 2. You can side-step and start a combo/tenstring of your choice C. Phoenix Smasher (QCT+2) This is the biggie. You MUST know this move to be truly effective with Paul. This move does about 50 points of damage on a clean hit, and about 70-80 points as a Major Counterhit. If your opponent does not know how to block, your match should be over in about 5 seconds... Don't overuse this move, tho. It can be reversed, and as with all of Paul's moves, timing is everything. D. Falling Leaf Combo (d+4,2) Another MUST know for Paul. Many people just cannot block this move. This move is also great for okizeme tactics (see EVIL PAUL). Anytime you find yourself close to your opponent (and not blocking one of their moves), pull out a falling leaf combo. Again, don't become predictable with this move, though. It has a very long recovery time when it is blocked, setting up your opponent for huge counter-hit op- portunities. E. Jaw Breaker to Stone Breaker or Deathfist (D,df+2,2_1) An easily forgotten move in Paul's arsenal, but one that is a must have to become next to unbeatable with Paul. This move can also be lead into with the sway+kick (QCB,3,2,2 or QCB,3,2,1). Most opponents will expect you to heavily rely on the Phoenix Smasher and the Falling Leaf combo. The Jaw Breaker combos are a great way to mix things up, and I don't think that the Jaw Breaker can be reversed. This is also an excellent counter-attack after you have blocked your opponents low attack or ducked a high attack. Great damage and juggle potential. F. Tenstrings Paul's Tenstrings aren't as useful as most of the other characters but that doesn't mean that you shouldn't know them. A lot of people will know how to block or reverse them, but there are still plenty who don't. My suggestion would be to try one once per round, it's a great way to see just how good your opponent is. G. Elbow Uppercut (QCT+1) This move may not do as much damage initially as Paul's Phoenix Smasher, but it does setup great juggles and float opportunities. A good way to use this move would be to alternate between it and the Phoenix Smasher. H. Three Kick Combo (f,f+3,4...) Great move to harass your opponent with especially if you know the Low ending (f,f+3,4,d+3). Also a good move to try when your opponent is trying to get up. Often you'll end up with another float. Another way to use this move would be to only do the first kick, which will set you up for some great juggling opportunities (ie. f,f+3,d+4,2,d+2) I. Flash Elbow (f,F+2) A good way to start a round, or to keep a charging opponent at bay. You must make sure to connect, though, since the recovery time is very long if you miss. This move is not reversible. J. Roundhouse Kick (3) Paul's standard left kick, this is an easily forgotten move. The kick comes out very fast, and is great to use on opponents recovering from a whiffed attack. K. Neutron Bomb(f,f+4) A useful move, especially against opponents on the ground and to close the distance between you and your opponent. This is a good move to use, even when you EXPECT TO HAVE IT BLOCKED, because Paul will re- cover faster than the other player, which will allow you to do several things. If you hit 2 repeatedly right after you are blocked (but be- fore you recover) you'll get a right upper-cut which will float your opponent unless they are blocking. If you wait a little longer for the recovery, you'll be able to get in a 1,2 combo. A last great way to use this move (especially against CPU or agressive opponents) is to do a reverse right after the Neutron Bomb. If your opponent tries counter attacking with a mid or high move they'll walk right into it. Examples (f,f+4,2...) (f,f+4,,1,2...) (f,f+4,,b+2+4_b+1+3) ********************************************************************** 6. VS Human Strategy ********************************************************************** * * * A note on this strategy section: * * Paul is an incredible offensive force, so most of the VS strategy * * below will concentrate on defending and countering the various * * other characters. * * * ********************************************************************** A. VS Ling Xaioyu Watch out for her quick combos. Be very careful when she has her back turned to you - she is just as quick as when facing you. Her pun- ches are at least as quick, if not quicker that Paul's. If she goes for her punch combo (u+1+2,2,1), reverse the second or third punch. If she is in her Art of Phoenix stance, use the neutron bomb or the fall- ing leaf combo. Watch out for her side-roll and throw coming out of her Phoenix stance. She can also grab and throw you with her back turned. The Jaw Breaker, Stone Breaker combo (D,df+2,2) is a great move to use against Ling, especially since she can't block whe she's in the Phoenix stance B. VS Yoshimitsu Use those reversals! You can reverse most of Yoshi's moves. All of his Tenstrings can be reversed. Tenstrings starting with a punch can be reversed at the first kick (4th hit) if it starts with a kick, or the first punch (3rd hit). I don't know if Paul can reverse Yoshi's sword, I'll try to find out soon. When Yoshi goes for his kick combo (3,4) wait for his first kick to finish and immediately interrupt him with some quick punches, leading into a five or tenstring. If your opponent knows how to block, be wary of using the Deathfist and Elbow Uppercut, since they have long recovery times and Yoshi is devastating when counter-attacking. C. VS Nina Williams Nina is usually a tough opponent, but Paul should be able to handle her fairly easily. The biggest thing to remember when playing against Nina is to mix things up and use reversals as well as side-stepping. Do NOT, however, try to side-step Nina's blonde bomb (f+1+2), because it WILL track your side-step and still connect. Nina's Tenstrings can be reversed at the 5th hit (1st kick). Her Tenstrings beginning with 121233 can also be reversed at the 7th hit. You would also do well to know all of her 3 to 5-hit combos. This will open up a lot of reversal opportunities for you. D. VS Forrest (Gump) Law All of Law's Tenstrings can be reversed at the 4th or 10th hit. If Law goes flip-kick happy, use your reversals or wait until he comes back down and hit him with an immediate Deathfist. Law's punches are very quick (about as quick as Paul's) and watch out for his low sweep (db+4). Law now also has a high counter/interrupt, so be careful with your Tenstrings. If your opponent likes to come in close with punches look to interrupt them with a quick 1,2 and then go for a Falling-Leaf combo, or just finish the tenstring. E. VS Hwoarang Watch his kicks (duh!). You should be able to do a lot of side- stepping against him. Be careful when he is in his flamingo stances. Many of his kicks can be reversed, but the timing is difficult to get right. Hwoarang has no high counter, so use your full arsenal at will. Many Hwoarang players will overuse the (d+4,4) and (1,1,3,3) combos, so look to block and counter them. Really the only hope Hwoarang has against Paul is to attack non-stop, but even then you can still inter- rupt him with the 1,2 punch combo. F. VS Eddy Gordo Eddy is such a PITA. He is very unpredictable. Eddy's biggest weak ness is his lag-time between moves and that he doesn't have any rever- sals. You can't expect to just open up your full arsenal, though. A lot of times Eddy will dodge moves by default, because he is always swaying from side to side, but you still might want to open the round with a tenstring. It'll give you a good idea about how good your op- ponent is. Don't be afraid to hit him out of his combos, especially when he is in his hand stand position. Use the tile-splitter to hammer him to the ground, or use the Jaw Breaker to Stone Breaker combo on him. Remember, Eddy is cheap by design, don't be afraid to be cheap in return. Use okizeme tactics without mercy, with Paul you have one of the best in the game at doing just that. G. VS Paul Phoenix The main thing for Paul VS Paul is to stay unpredictable! If your opponent cannot guess when you are going to pull out a Deathfist or Falling-Leaf combo, you've already got half the match in your pocket. Look for the other Paul to miss one of his Falling-Leaf combos and either counter with a grab or your own Falling-Leaf combo. Reverse Paul anytime he tries the Super Deathfist from the edge of its range (if you dare). Paul's Tenstrings can be reversed at the 4th hit and the third 2 in the 1232121421 Tenstring or reverse him at either of the last 2's in the 123432432 part (the 7th or 10th hit). Other moves to reverse: His three-kick combo (reverse the last kick) and his tile splitter --> deathfist combo (reverse the deathfist). Since most of Paul's attacks are very linear, you should be able to use side-steps with good success. H. VS King KNOW THY BREAKOUTS!!! Duck under any grab attempt and juggle with a (WS)+2. Reverse King's 121133... Tenstring at the first or second kick. His 121123331(1_3) Tenstring can be reversed on the 9th hit. You can try to reverse the frankensteiner (df+3+4), but it's pretty risky. Use quick punches to hit King out of his Moonsault. Watch out for his Jaguar Lariat unblockable (F+1+2) and his Flying Cross Kick ($+3+4). The Jaguar Lariat must be ducked and the Flying Cross Kick must be blocked high, or ducked. Remember that King cannot reverse punches, so you can safely use most of your arsenal against him as well as your Tenstrings. I. VS Lei Wulong Lei isn't that easy to play against with Paul, especially if Lei spends a lot of time on the ground. There are several things you can do about a lying Lei though. If he's close, do a Neutron Bomb, if you are anticipating him getting up, do a Falling-Leaf, and if he's some distance away from you, do the Jaw Breaker, Stone Breaker combo. Re- verse or side-step the backflips and especially his punch rushes. Side step his Spring Kick (3+4 while lying down) and go for a side or back throw. If he goes for his 3,3 kick, which leaves him turned around, go for an obligatory Deathfist. When playing a stance-happy Lei, use the Falling-Leaf combo, or wait a split-second while he is changing stances, and them hit him with everything you've got. J. VS Jin Kazama When played by an expert, Jin can be VERY tough. Learn how to block and reverse his tenstrings. His Hell Sweeps (uf+4,4,4,4) can be re- versed at the last kick. Block his 112/122 combos and retaliate with your own 1,2... Use a tile-splitter to hit him out of his Unblockable. You can try to reverse it (but it cannot be reversed after he spins twice!). His uppercut (f,n,d,df+2) hits high, so it can be ducked. I think, once again, the biggest key to beating Jin is to keep'im guess- ing. Mix up your moves and block and you should be ok. K. VS Kuma Be prepared to block and retaliate with quick counter-attacks (tenstrings, or roundhouse kicks [3]). His power-moves are dangerous, so stick to chipping away with small, quick attacks. Do NOT try side- stepping moves, his cross-cut saw (f,f+1+2), among other things will crush you in no time. If you see him going for his punch-combos (D+111 ..|df1,2,1 etc.) or his punch-tenstrings (D+211...), get ready to re- verse. Most of these combos can be reversed on the third or fourth hit Hit him out of his Unblockable with a combo or TENstring of your choice. L. VS Julia Chang The main thing to watch for with Julia is the patented Sweep, Up- percut (d+4,1). The uppercut can be reversed. If you get floated, DO NOT get up right away, if you do, Julia can float you again (cheezy but effective). Julia also has several fast moves. Watch out for her relatively speedy unblockable (f+1+4). Try Sidesteping to Julia's Left (towards the hand she does it with) then doing a sidethrow or juggle. Many of Julia's Kicks can be easily reversed. For spin-happy Julias (her 3+4 move) counter with a Falling-Leaf combo. Last but not least, learn to block and recognize her various TENstrings. (i.e. get out your Playstation and use the practice mode, heh heh) M. VS Gun Jack Be prepared to block and retaliate with quick counter-attacks (tenstrings, or roundhouse kicks [3]). His power-moves are dangerous, so stick to chipping away with small, quick attacks. Do NOT try side stepping moves, his cross-cut saw (f,f+1+2), among other things will crush you in no time. If you see him going for his punch-combos (D+111 |df121 etc.) or his punch-tenstrings (D+2111..), get ready to reverse. Most of these combos can be reversed on the third or fourth hit. If he tries his flying foot-stomp, run underneath it for a free back-throw. Also if he goes for the low cross-cut saw, block and retaliate using the Jaw Breaker combo of choice. N. VS Mokujin You'll have to figure out which character Mokujin is imitating. Don't worry, though, your opponent has to figure that out as well :) You can usually tell which character he is by his stance. Yoshimitsu is the easiest, because Mokujin will have a wooden sword. Eddy is also easy to spot, since he's always moving around. I think Jin is the most difficult to spot so far. All you can do is hope to get a good matchup (like Kuma) and go from there. ********************************************************************** 7. Stuns & Juggles ********************************************************************** A. How To Juggle Start with with one of the juggle combos. The last hit should get your opponent into the air (aka: a float). Then do a juggling combo to keep your opponent in the air. You can also precede the juggling combo with a Stun move. B. Stun Moves QCT+1* Elbow Uppercut (*stuns) [*Note* Let me know (tekken@starnetinc.com)if I missed any Stun Moves] C. Juggle Combo Opener (** = full combo guaranteed after stun) (WS)+2 Juggling Uppercut ** df+2 Juggling Uppercut ** f,f+3 Left Hop Kick uf+4 Right Hop Kick ** QCB,1* God Hammer Punch (*on counter only) QCT+1 Elbow Uppercut uf+3,4 Can-Can [*NOTE* Tell me (tekken@starnetinc.com) of any missed Juggle Openers] iv. Juggling Combos [*NOTE* You may substitute the uf+4 or (WS)+2 for all of the combos ] [ beginning or containing df+2 below ] df+2,D+4,2,f,f+4 df+2,1,1,2,QCT+2 df+2,1,D+4,2 df+2,1,2,D+4,2 df+2,1,f,f+3,4 df+2,1,1,df+2 df+2,1,d,df,f+2 df+2,1,uf+3,4 df+2,1,QCB+2 QCT+1*,D+4,2,d+2 QCT+1*,QCT+2 QCT+1*,df+2,1,QCT+2 QCT+1*,df+2,D,df+2,2 QCT+1,uf+3,4 QCT+1,df+1+2 QCT+1,1,2,D+4,2 QCT+1,QCT+2 QCT+1,n,D+4,2 QCB+1*,n,QCT+2 [*NOTE* Tell me(tekken@starnetinc.com)any missed Juggle Combo Openers] ********************************************************************** 8. Evil Paul (custom combos/tactix to really piss off your opponent) ********************************************************************** A. Custom combos f,f+4,,1,2 f,f+4,2,d+4,2,d+2 f,f+4,,(b+2+4_b+1+3) D,df+2,2,d+4,2,d+2 D,df+2,2,d+2 D,df+2,n,2 QCF~D+4,2 - If your opponent always gets up with a high kick, move in close and reverse it! - If your opponent does the quick recovery to get up, use your Falling-Leaf quickly to put him/her back on the ground. - Change your fighting style. I.e Lots of punches in one round, kicks in the next, side-steps in the next, grabs in the next, etc. - Here's one I'm still working on: Instead of reversing or breaking an opponents TENstring, SIDE-STEP out of it and get a free back- throw. I should have some side-step break points soon... B. Okizeme If played right, Paul is the king of okizeme. Here's what you do. 1. Knock down your opponent (preferably w/ your fav. juggle:) 2. Wait 3. As soon as they show ANY movement do a Falling-Leaf combo 4a. Continue with items 2+3 4b. Many times your opponent will try to get up right after the sweep. If they do, use the deathfist to put them back down. ********************************************************************** 9. Winning Stances ********************************************************************** To do the winning stance of your choice, you must *WIN* then hold the button number for the desired winning stance sometime before the replay ends. 1 -- Brush of Hands, Victory Arm Raise 2 -- Hammer Punch, Concentration 3 -- 3 Victory Salutes 4 -- Squat Down, Taunting Opponent (or feeding Pigeons...) ********************************************************************** 10. Creditz ********************************************************************** CatLord for his informative FAQ. CatLord's FAQ:--> http://www.monmouth.com/~karin/t3moves.txt SurfBard for his FAQ. SurfBard's FAQ:--> http://pw2.netcom.com/~surfbard/tek3faq.txt Thanx to Namco for Pual's Official Background Story & Information. Namco's Website:--> http://www.namco.com Thanx to AL X and "The Juggler's Bible" for Various Juggles and Thanx to the TTFN!!! --> http://www.geocities.com/~twistedtekken/ Thanx to Ben Cureton for his FAQ