Paul |
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Paul | |
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Heat |
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Heat Smash | Low, i18, -14 |
Heat Engagers |
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Stances |
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Fastest | |
Launch |
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CH launch |
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Wall splat |
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Archetypal moves | |
Parry |
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Mid check |
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Power low | d4,2,1+2 |
Generic moves | |
Remapped |
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Missing | (none) |
External links | |
Lore | Paul Phoenix |
#T8_Paul | |
Discord | TOP CONDITION OSU! |
This page is for Tekken 8. For Tekken 7, see Paul (Tekken 7).
Paul Phoenix is a strong, fundamentally sound character who is often mistaken as an overpowering damage output machine. While he is capable of eye-watering damage, his greatest strength is in his ability to shutdown aggression, due to his toolkit being both extremely compact while also being built around blowing up opponents for mashing or not being precise with their dashblocking.
His df+2 is a very compact launcher with deceptively quick recovery that excels at clipping overconfident approaches, and his extensions out of df+1 that utilize his backsway (SWA) are great keepout tools against any opponent that wants to pressure after blocking a df+1. Moves like df+1,1, b+2,1, 3,2, and d+1,2 can be delayed to further complicate the gameplans of aggressive opponents, as well as f+1+4, which is a shoulder tackle that almost instantly shifts Paul 90ยฐ to the side for a knockdown and good damage.
Furthermore, Phoenix Smasher (qcf+2, also colloquially known as Deathfist) and Demolition Man (d+4,2:1+2, known as Demoman) make up one of Tekken's all-time classic mixups. Deathfist is an astonishingly high damage whiff punish tool that hits mid, and becomes even more powerful in Heat. Demoman is a low string that does great damage and knocks down, while also being unreactable. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that also hits low, giving Paul an even more terrifying mixup while in Heat.
- The Strongest in the Universe. Explosive damage potential. Life deficits are meaningless against Paul, especially when he's in Rage and/or in Heat.
- "I'll Show You!" Great punishment suite, wall splatting at i12 standing or i13 crouching, can launch from standing at i14 or i13 during Heat.
- Deceptively Evasive. Excellent keepout with qcb+4, qcb+2, and df+2.
- Disruptive. Several panic moves in f+1+4, d+1+2, bf+1, db+1+2, uf+3,4, and parry. Also retains qcb+4 and qcb+1 as CH launchers that don't give up his turn.
- 50/50. Incredible mixup potential in df+1 and WS1,2 and their extensions/stance transitions, as well as pressuring at the wall.
- Judo. Complete throw game along with the exceedingly rare Ultimate Tackle.
- Deadly Heat Offense. All Heat Engagers launch on Heat Dash. Furthermore, Heat gives him farther wallsplats, reversal and armor break, and relative safety for Deathfisting moves as well as the ability to guard break on certain fully charged moves.
- Linear. Weak tracking, especially to SSR, demanding good reads on timing.
- Stale Cheese. Exploitable strings outside df+1 and WS1,2.
- Can't Close the Distance. Struggles punishing moves with pushback & against characters with solid midrange offense; Characters with decent enough range will have an easier time punishing or launching a non-Heat Deathfist.
- Technical. Requires decent execution for optimal damage and movement due to motion inputs, especially for backdash-cancelling.
- Small Tekken Friendly. Less reward off smaller punishes, making safer characters a rough matchup.
- Can't do a backflip. :(
Median | |
Short range | |
Hard | |
Wall | |
Meter/Rage |
External links
- TEKKEN 8 In Eight Minutes | Paul Phoenix Guide by TheMainManSWE
- Paul Guide by Joey Fury
- Paul Phoenix Combo Guide (Season 2) by RyzingSol
- Paul Phoenix Optimal Combo Guide - Season 2 by TheFURY
- Various Paul Guides by onepunchmanPaul
Characters (Tekken 8) |
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