Paul punishers

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This page is for Tekken 8. For Tekken 7, see Paul punishers (Tekken 7).

Punishers for tricky moves
Various Slide
  • ws4 …
  • ws3 …
  • ws1,2 …[1]
Alisa
  • b+4,4
  • b+4,4,3+4~1
  • f,F+3,4 …[2]
  • f,F+4 …[3]
  • dash > qcf+1 …[3]
  • b+3+4
  • b+3+4,3+4
b+3 …[3]
b+3
  • dash > qcf+2
  • f,F+2:1
  • qcb+1+2 … [4]
Bryan df+2,3
  • d+1+2
  • b+1,2
  • f+2
Claudio f+2,2
  • dash > qcf+2
  • f,F+2:1
  • dash > qcb+1+2 …
Jack-8 d+1+2
  • f+3,1
  • qcb+1+2 …[5]
King db+4 CC db+2
f,F+2
  • f,F+2:1
  • qcb+1+2 …[4]
Law df+3 d+1+2
Paul d+4,2:1+2
  • f+3,1
  • qcf+2
  • f,F+2:1
qcf+2
Victor f,F+2
  • df+2
  • uf+4
  • uf+3,4
Xiaoyu BT.f+3+4,3+4
  • uf+3,4
AOP.3+4
  • ws4 …
  • ws3 …
  • ws1,2 …[1]
Zafina
  • ws2
  • ws2,D
  • b+3[7]
  • dash > qcf+2
  • f,F+4
  • dash > qcb+1+2 …
Standing
Enemy Move Damage Frames
-101,217+8
1,2,324-14
-12b+1,233+16d (-1) FDFA
d+1+230+16d (+11)
-13f+238+9
-14b+316 (76)+31a (+25)
-15df+213 (79)+33a (+23)
uf+315 (74)+25a (+15)
uf+413 (79)+33a (+23)
CS.2[hard][8]45+26a (-10) FDFA
-16f+3,1[8]32+12d (+3)
-18SWA.1+2[hard]22 (88)+37a (+27)
Crouching
-10db+15+6
-11ws418+5
-13ws3,237+17d (+8)
-14f,F+2:1[9]38+37d (+11)
-15ws220 (80)+27a (+17)
-18SWA.1+2[hard][10]22 (88)+37a (+27)
Back-turned opponent
-153,2~b > SWA.1+2[11]53 (108)+37a (+27)
Grounded opponent
-18OTG.d+216-1d (-9)
-19db+221+14d (-3) FDFA

Related moves

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Down Strike

OTG.d+2

L
16
-12c
-1d (-9)
i18
t49 r31
Spike
  • +4 on hit against standing opponent
Shoot the Moon

db+2

M
21
2.57
-11
+14d (-3) FDFA
i19~20
t55 r35
Tornado
Balcony Break
Dickjab

db+1

sl
5
1.72
-5
+6
i10
cs
t34 r24 FC
  • Transition to r24 standing with f
Toe Smash
  • qcf+4
  • d,f+4

ws4

m
18
2.08
-6
+5
i11~12
t40 r28
Shioh

ws3,2

M,​h
16,​21
3.38
-9
+17d (+8)
,i21~22
t65 r32
Balcony Break
  • Move can be delayed 12f
  • Input can be delayed 12f
  • Combo from 1st hit with 12f delay
Phoenix Bone Breaker
FC.df+2:1

f,​F+2:1

m,​h
14,​24
3.88
-4
+37d (+11)
,i15
t63 r27
Balcony Break
  • Chip damage (7)
  • Combo from 1st hit
  • Alternate input FC.df+2:1
Thunder Palm

ws2

m
20
2.33
-14
i15~16
t52 r36
Unseen Gust
qcb+1+2

SWA.1+2

m
22
3.1
-14
i16~17
t52 r35
Tornado
  • High evasion
Sometimes written qcb+1+2
Unseen Gust
qcb+1+2

SWA.1+2

m
22
3.1
-14
i16~17
t52 r35
Tornado
  • High evasion
Sometimes written qcb+1+2
Left Right Combo

1,2

h,​h
5,​12
2.68
-3
+8
,i10
t41 r21
  • Move can be delayed 3f
  • Input can be delayed 3f
  • Combo from 1st hit with 3f delay
  • Jail from 1st hit with 3f delay

1,​2,3

h,​h,​m
5,​12,​7
3.42
-25
-14
,i16~17
t80 r43
  • Combo from 1st hit
  • Jail from 1st hit
  • Cancel to 10 strings
Double Wing

b+1,2

h,​M
12,​21
-14
+16d (-1) FDFA
,i20~21
t67 r33
Tornado
Balcony Break
  • Move can be delayed 5f
  • Input can be delayed 5f
  • Combo from 1st hit with 5f delay
Shoulder Smash

d+1+2

m
30
2.5
-16
+16d (+11)
i12~13
t52 r39
Balcony Break
Sometimes written Shoulder
Phoenix Hook, Tiger Claw

f+2

h,​t
12,​26
2.5
-5
+9
i13
t38 r23
Heat Engager +9
Heat Dash +5, +62a (+42)
  • Transition to throw on front hit
  • +32a without throw transition
Lights Out

b+3

h
16
1.75
-6
i14~15
t42 r27
Kurenai

df+2

m
13
1.97
-8
i15~16
t41 r25
  • High evasion
  • u+3
  • ub+3

uf+3

m
15
2.1
-16
i15~16
js8~29 fs30~32
t49 r33
Rising Toe Kick
  • ub+4
  • u+4

uf+4

m
13
1.92
-13
i15~17
js8~29 fs30~32
t49 r33
Sometimes written Hopkick
Phoenix Smasher
  • qcf+2

CS.2

m
45
2.8
-17
+26a (-10) FDFA
i13~14
t52 r38
Heat Engager
Balcony Break
  • H.CS.2 with Heat
  • Clean Hit range 2.3
  • 30 damage without Clean Hit
Sometimes written
  • qcf+2
  • Deathfist
Lion's Tempest

f+3,1

h,​m
11,​21
3.91
-10
+12d (+3)
,i17
t72 r40
Homing
Balcony Break
  • Combo from 1st hit
Unseen Gust
qcb+1+2

SWA.1+2

m
22
3.1
-14
i16~17
t52 r35
Tornado
  • High evasion
Sometimes written qcb+1+2


  1. 1.0 1.1 Option for off-axis block
  2. 2nd hit launches, both hits float the FLY transition
  3. 3.0 3.1 3.2 Floats extension
  4. 4.0 4.1 2 frame window
  5. Frame perfect
  6. 6.0 6.1 6.2 Whiffs at max range
  7. Only if not transitioned
  8. 8.0 8.1 Long range only
  9. Done as FC.df+2:1
  10. Must be crouch cancelled first
  11. Not guaranteed on Azucena or Raven due to their parries from BT stance.
Standing punishment
-10
24
-11
24
-12
33
-13
38
-14
76
-15
79
-16
79
-18
88
79
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
Crouching punishment
-10
5
-11
18
-12
18
-13
37
-14
38
-15
80
-18
88
80
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
Median
Short range
Hard
Wall
Meter/Rage
Whiff punishers
Move Speed Range Damage Risk Hitbox
b+3i14~151.7516 (76)-6High
df+2[1]i15~161.9713 (79)-8Mid
1,2i102.0617-3High
b+1,2i12~132.333-14High
d+1+2i12~132.530-16Mid
f+2i132.538-5High
CS.1i18~192.521 (87)-4High
3,2~bi15~162.5232+4Mid
d+1i14~152.6316-9Mid
SWA.2i172.7527-9Mid
CS.2i15-162.845-17Mid
R.df+1+2i202.855-15Mid
f+3,1i16~172.8732-10High
SWA.4i17~182.9520+1High
f,F+2:1i17~193.0338-4Mid
SWA.1+2i18~193.122 (88)-14Mid
f+4i223.324-5Mid
f,f,F+2i21~222.94[2]55-9Mid
  1. Cannot launch moves that end in crouching status
  2. Additional range with run frames