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 combos
* Clean [[backdash cancel]] (to avoid sway)}}
|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, simply speaking, a powerhouse. While other characters might rely on strings, speed or trickery, Paul relies on sheer, direct force to break his opponents down. He has some of the most devastating single-hit mids in the game -- most infamously the Phoenix Smasher, commonly referred to as the Deathfist -- and once the opponent is respecting these mids, he has access to several damaging lows and a great throw game to punish opponents that are being too passive. He also controls space very well thanks to several long-range moves, arguably the best set of homing moves in the game, and a good set of whiff punishers. An opponent also has to be careful about trying to commit to unsafe moves against him, as Paul has amazing block punishment for most situations. On top of this, he might be the single scariest character in the game when he has rage, thanks to his powerful rage drive and his unique ability to cancel his rage art for enormous damage.
'''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.


In previous Tekken games, Paul was notorious for having very unsafe lows, but that's not really true in Tekken 7, as SS3 and QCF3 are relatively safe for what they do, even though you can still go for his damaging but launch punishable Demoman if you feel you need it. However, while he's incredibly explosive once he finds an opening, Paul's poking game is rather mediocre. Paul really only needs that one good hit, whether it is a sneaky df2, a well-timed counter-hit or a well-timed power-mid against a ducking opponent, to steal the round. If you want a character that thrives on getting big damage from the smallest opening, the Phoenix might be your man.
His df+2 is notorious for its evasiveness, being able to beat highs precisely when opponents are most interested in using them.


'''Strengths'''
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.


* damaging set of mids to discourage duckers
{{BlueRed
* decent array of lows
|blue=
* solid mid-range control thanks to good overall range
* Huge comeback potential
* a full throw game, including two wall-splatting throws and a floor-breaking throw
* Impregnable keepout with qcb+4, qcb+2, df+2
* powerful counter-hit options
* Variety of safe on block NH and CH launchers
* one of the best sets of block punishers in the game
* Fastest homing move in the game with b+1
* his safe df2 can evade highs jabs
* Potent evasive moves
* decent and damaging set of panic moves
* Full punishment suite
* very scary wall game and good wall combo damage
* Strong coverage (moves often cover a variety of options, opponent rarely has a clean answer)
* an absolute terror when he has rage
|red=
* 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]]
* [[Attack#Clean_hit|Clean hit]] requirement for DemoMan has short range.
* Weak [[okizeme]] outside of the wall.
}}


{{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}}
}}


'''Weaknesses'''
{{Punishment|Paul}}


* Sluggish frame data, no fast (i13) safe mid that allows for movement and no easy way to setup frame traps/pressure on block, must focus on punishment to gain advantage, harder to dominate neutral
== External links ==
* Pokes typically end his turn or dont allow for much offense afterward
* Combos dont allow for Oki in the open ground
* mediocre sidestep
* lacks safe approach tools
* weak 10f punish
* Clean Hit on DemoMan is notoriously poor
ย 
{{Archetype|Paul}}


== External links ==
* [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