Paul (Tekken 7): Difference between revisions

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{{Paul}}
{{Paul}}
{{Infobox fighter
{{Infobox fighter (Tekken 7)
|name=Paul
|name=Paul
|tech={{Plainlist|
* Blue sparks Demoman
* qcf+3+4 follow ups
* qcf+1 in juggles}}
|stances={{Plainlist|
|stances={{Plainlist|
* CD โ€“ d,df,f or d,f
* CD ''(Crouch Dash)'' โ€“ qcf or d,df
* Sway โ€“ d,db,b}}
* Sway โ€“ qcb}}
|launch={{Plainlist|
|launch={{Plainlist|
* i14 โ€“ b+3 ''(standing)''
* i14 โ€“ b+3 ''(standing)''
Line 30: Line 26:
* b+4
* b+4
* SS.3}}
* SS.3}}
|snakeEdge=FC.df+1+2
|snakeEdge={{Plainlist|
* FC.df+1+2
* f,F+2,2}}
|remappedGenerics={{Plainlist|
|remappedGenerics={{Plainlist|
* d+1 โ†’ db+1
* d+1 โ†’ db+1
* d+4 โ†’ db+4}}
* d+4 โ†’ db+4}}
|lore=[[fandom:Paul Phoenix|Paul Phoenix]]
|lore=[[fandom:Paul Phoenix|Paul Phoenix]]
|activePlayers={{Plainlist|
* Justice[https://www.youtube.com/channel/UCa8jXXTjgus3NkE3OSCpP4A/videos][https://www.twitch.tv/faz20000]
}}
}}
}}
{{See other}}
{{Archetype|Paul}}


'''Paul''' is a defensive character whose appearance deceptively implies a high powered brawler. While he does have the potential for explosive damage, his style is not so much going hard on [[pressure]] as it is quickly switching between hyper aggression and hyper defense.
'''Paul''' is a defensive character whose appearance deceptively implies a high powered brawler. While he does have the potential for explosive damage, his style is not so much going hard on [[pressure]] as it is quickly switching between hyper aggression and hyper defense.


His df+2 is notorious for its evasiveness, being able to beat highs precisely when opponents are most interested in using them. Its low risk and high reward make it a simple but potent tool.
His df+2 is notorious for its evasiveness, being able to beat highs precisely when opponents are most interested in using them.


The iconic moves Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of ''Tekken'''s most classic [[mixup]]s. Deathfist is also well-feared for its speed and powerโ€”dealing far more damage in one hit than anything else in its classโ€”and it's notorious for how tricky it is to punish.
The iconic moves Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of ''Tekken'''s most classic [[mixup]]s. Deathfist is also well-feared for its speed and powerโ€”dealing far more damage in one hit than anything else in its classโ€”and its pushback makes it frustratingly tricky to punish.


{{BlueRed
{{BlueRed
|blue=
|blue=
* Huge comeback potential
* Huge comeback potential
* Suffocating keepout with qcb+4
* Impregnable keepout with qcb+4, qcb+2, df+2
* Potentially lopsided matchups if Deathfist can't be punished
* Variety of safe on block NH and CH launchers
* Fastest homing move in the game
* Fastest homing move in the game with b+1
* Potent evasive moves
* Potent evasive moves
* Full punishment suite
* Strong coverage (moves often cover a variety of options, opponent rarely has a clean answer)
|red=
|red=
* Loose [[pressure]], so he relies primarily on [[neutral]] and wall pressure
* Loose [[pressure]] - Paul will often have gaps in his pressure where he can be challenged, so he relies primarily on timing, [[neutral]], and wall pressure
* Tight links and/or clean motion inputs needed for many combos
* Clean motion inputs needed for key neutral tools and combos
* Has a sway stance off d,db,b so you need a clean [[backdash cancel]]
* Has a sway stance off d,db,b so you need a clean [[backdash cancel]]
* Short wall carry
* [[Attack#Clean_hit|Clean hit]] requirement for DemoMan has short range.
* Weak [[okizeme]] outside of the wall.
}}
}}


{{Archetype|Paul}}
{{KeyTechs|
{{KeyTech|d+4,2:1+2
|importance=2|dexterity=0|rhythm=3|value=2}}
{{KeyTech|qcf+3+4 follow ups
|importance=3|dexterity=2|rhythm=3|value=5}}
{{KeyTech|qcf+1 in juggles
|importance=2|dexterity=5|rhythm=5|value=5}}
}}


{{Punishment|Paul}}
{{Punishment|Paul}}
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* [https://www.youtube.com/watch?v=C0j8MHPKj7c&ab_channel=PeterYMao Paul S4 Overview by PeterYMao]
* [https://www.youtube.com/watch?v=C0j8MHPKj7c&ab_channel=PeterYMao Paul S4 Overview by PeterYMao]


{{Navbox fighters}}
{{Navbox fighters (Tekken 7)}}

Latest revision as of 03:41, 4 February 2024

Paul
Stances
  • CD (Crouch Dash) โ€“ qcf or d,df
  • Sway โ€“ qcb
Fastest launch
  • i14 โ€“ b+3 (standing)
  • i15 โ€“ ws2 (crouching)
Fastest CH launch
  • i12 โ€“ 4 (high)
  • i15 โ€“ df+2 (mid)
Fastest wall splat
  • i12 โ€“ b+1,2 (standing)
  • i13 โ€“ ws3,2 (crouching)
Reversal b+1+3 (high/mid punch/kick)
Archetypal moves
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Hopkick uf+4
Stature kick
  • b+4
  • SS.3
Power low d+4,2:1+2
Snake edge
  • FC.df+1+2
  • f,F+2,2
Shadow cutter
  • qcf+3
  • qcb+3
Generic moves
Remapped
  • d+1 โ†’ db+1
  • d+4 โ†’ db+4
Missing (none)
External links
Lore Paul Phoenix
Active players

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

PokeMixupKeepoutWhiff punishOkizemePressureDefenseTricky

Paul is a defensive character whose appearance deceptively implies a high powered brawler. While he does have the potential for explosive damage, his style is not so much going hard on pressure as it is quickly switching between hyper aggression and hyper defense.

His df+2 is notorious for its evasiveness, being able to beat highs precisely when opponents are most interested in using them.

The iconic moves Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of Tekken's most classic mixups. Deathfist is also well-feared for its speed and powerโ€”dealing far more damage in one hit than anything else in its classโ€”and its pushback makes it frustratingly tricky to punish.

Strengths
  • Huge comeback potential
  • Impregnable keepout with qcb+4, qcb+2, df+2
  • Variety of safe on block NH and CH launchers
  • Fastest homing move in the game with b+1
  • Potent evasive moves
  • Full punishment suite
  • Strong coverage (moves often cover a variety of options, opponent rarely has a clean answer)
Weaknesses
  • Loose pressure - Paul will often have gaps in his pressure where he can be challenged, so he relies primarily on timing, neutral, and wall pressure
  • Clean motion inputs needed for key neutral tools and combos
  • Has a sway stance off d,db,b so you need a clean backdash cancel
  • Clean hit requirement for DemoMan has short range.
  • Weak okizeme outside of the wall.
d+4,2:1+2
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜†โ˜†โ˜†
dexterity
โ˜†โ˜†โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
qcf+3+4 follow ups
importance
โ˜…โ˜…โ˜…โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜†โ˜†โ˜†
rhythm
โ˜…โ˜…โ˜…โ˜†โ˜†
qcf+1 in juggles
importance
โ˜…โ˜…โ˜†โ˜†โ˜†
value
โ˜…โ˜…โ˜…โ˜…โ˜…
dexterity
โ˜…โ˜…โ˜…โ˜…โ˜…
rhythm
โ˜…โ˜…โ˜…โ˜…โ˜…
Standing punishment
-10
19
-11
19
-12
62
32
-13
62
32
-14
86
62
-15
87
63
-23
100
76
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Crouching punishment
-10
5
-11
16
-12
16
-13
67
37
-14
68
38
-15
68
64
-23
100
76
0
5
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
100
Median
Short range
Hard
Wall
Meter/Rage

External links