Paul strategy: Difference between revisions

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{{Navbox strategy}}
{{Navbox strategy}}
{{See other}}
{{See other}}
== Combo Theory: ==
== Key Moves ==
{{KeyMoves|
{{KeyMove|1|poke=core|keepout=core|}}
{{KeyMove|1,2|poke=core}}
{{KeyMove|df+1~b|mixup=core}}
{{KeyMove|df+1,1,2|mixup=core}}
{{KeyMove|ws1,2~b|poke=core|mixup=secondary|counter=secondary}}
{{KeyMove|df+4|approach=core|counter=core}}
{{KeyMove|f+1+2|approach=core}}
{{KeyMove|CS.3+4|approach=core}}
{{KeyMove|CS.3|poke=core|keepout=core|oki=secondary|counter=extra|}}
{{KeyMove|SS.3|poke=core|oki=extra|counter=extra|}}
{{KeyMove|CS.2|mixup=core|approach=core}}
{{KeyMove|d+4,2:1+2|mixup=core|approach=core}}
{{KeyMove|3|keepout=core|poke=core}}
{{KeyMove|f+4|keepout=core}}
{{KeyMove|d+1|poke=core|keepout=core|mixup=extra}}
{{KeyMove|df+3,4|keepout=secondary|counter=secondary|poke=secondary}}
{{KeyMove|SWA.2|poke=core|keepout=core}}
{{KeyMove|SWA.4|keepout=secondary|counter=core|poke=secondary}}
{{KeyMove|DPD.2|oki=core|mixup=secondary|counter=extra}}
{{KeyMove|DPD.4|approach=secondary|poke=secondary}}
{{KeyMove|b+4|poke=secondary|counter=extra|oki=core}}
{{KeyMove|db+2|counter=core|oki=core}}
{{KeyMove|H.b+2,1*|mixup=core}}
{{KeyMove|H.d+1,2*|mixup=core}}
{{KeyMove|H.1+2|mixup=core|approach=secondary}}
{{KeyMove|H.d+1,2*|mixup=secondary}}
{{KeyMove|H.b+2,1*|mixup=secondary}}
}}


* Advanced technique is to chain qcf1 for maximum damage in open ground after a mid/high launcher.
== Overview ==
=== Launchers ===
=== Launchers ===
'''df+2''':
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="5" border="1"
 
|-
Fantastic safe on block high-crushing mid. Time your use of this so that you have your opponent under pressure where they would need to reset momentum. Once you have the read on the jab counter with df+2. Be careful as misreading this as this would be counted via armored moves or if you are neutral or at a disadvantage: quick counter hits.
| class="wikitable-heading" colspan="5" | Main
 
|-
! class="unsortable"| !! Startup !! Level !! oB !! oH
|-
| b+3 || {{MoveGet|Paul-b+3|startup}} || {{MoveGet|Paul-b+3|target}} || {{MoveGet|Paul-b+3|block}} || {{MoveGet|Paul-b+3|hit}}
|-
| df+2 || {{MoveGet|Paul-df+2|startup}} || {{MoveGet|Paul-df+2|target}} || {{MoveGet|Paul-df+2|block}} || {{MoveGet|Paul-df+2|hit}}
|-
| qcf+1 || {{MoveGet|Paul-CS.1|startup}}<ref name="unbufferable">Unbufferable</ref>  || {{MoveGet|Paul-CS.1|target}} || {{MoveGet|Paul-CS.1|block}} || {{MoveGet|Paul-CS.1|hit}}
|-
| SWA.1+2 || {{MoveGet|Paul-SWA.1+2|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.1+2|target}} || {{MoveGet|Paul-SWA.1+2|block}} || {{MoveGet|Paul-SWA.1+2|hit}}
|-
| f,F+4 || {{MoveGet|Paul-f,F+4|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-f,F+4|target}} || {{MoveGet|Paul-f,F+4|block}} || {{MoveGet|Paul-f,F+4|hit}}
|}
<references/>


'''b+3''':
;df+2
:Safe, extremely high-evading mid. Close-range whiff punish. Can be combined with with df1~b, ws1,2~b and backdash to launch overextensions.


Another amazing safe on block launcher. Comes out faster than df+2 for clutch situations, but with a high hitbox. Creates a low launch on hit. This is a great launcher to pressure with, as it has forward momentum and moves Paul about 0.8 distance during the animation toward the opponent.  
;SWA.1+2
:Best range among Paul's launchers. Has some high evasion on startup, but punishable at -14.


;qcf+1
:High and slow, but very safe at -4.


'''ff+4''':
;b+3
:Faster than df+2 for clutch situations but has a high hitbox and limited range. Good for pressure. Tracks left.


Wiff punish launcher, this will give you variable frames based on your distance to the opponent when the hitboxes make contact (like wake-up spring kicks). Can be anything from -1 if very close to +5 if you make contact at the tip range.  Vulnerable to being float combo'ed mid-animation.  
;f,F+4
:Cartwheel launcher. Recovers in full crouch. Tons of active frames, but slow and linear, making it vulnerable to floats and sidesteps. Advantage on block varies according to how late the attack connects.


{|class="wikitable sortable" style="width:100%; text-align:center"  border="1"
|-
| class="wikitable-heading" colspan="5" | Hopkicks
|-
! class="unsortable"| !! Startup !! Level !! oB !! oH
|-
| uf+3 || {{MoveGet|Paul-uf+3|startup}} || {{MoveGet|Paul-uf+3|target}} || {{MoveGet|Paul-uf+3|block}} || {{MoveGet|Paul-uf+3|hit}}
|-
| uf+4 || {{MoveGet|Paul-uf+4|startup}} || {{MoveGet|Paul-uf+4|target}} || {{MoveGet|Paul-uf+4|block}} || {{MoveGet|Paul-uf+4|hit}}
|-
| uf+3,4 || {{MoveGet|Paul-uf+3,4|startup|recursive=true}} || {{MoveGet|Paul-uf+3,4|target|recursive=true}} || data-sort-value={{MoveGet|Paul-uf+3,4|block}}| {{MoveGet|Paul-uf+3|block}},{{MoveGet|Paul-uf+3,4|block}} || {{MoveGet|Paul-uf+3,4|hit}}
|-
| f,F+3 || {{MoveGet|Paul-f,F+3|startup}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-f,F+3|target}} || {{MoveGet|Paul-f,F+3|block}} || {{MoveGet|Paul-f,F+3|hit}}
|-
| f,F+3,4 || {{MoveGet|Paul-f,F+3,4|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-f,F+3,4|recursive=true|target}} || data-sort-value={{MoveGet|Paul-f,F+3,4|block}}| {{MoveGet|Paul-f,F+3|block}},{{MoveGet|Paul-f,F+3,4|block}} || {{MoveGet|Paul-f,F+3,4|hit}}
|}
<references/>
:All hopkicks crush lows but are unsafe on block. uf+3 and f,F+3 can be extended with 4 to frame trap and launch premature punish attempts. f,F+3,4 can be further extended into a high, mid or low followup with 4, f+4 or d+4.


'''uf+3''':
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="5" border="1"
|-
| class="wikitable-heading" colspan="5" | Counterhit Launchers
|-
! class="unsortable"| !! Startup !! Level !! oB !! oCH
|-
| db+2 || {{MoveGet|Paul-db+2|recursive=true|startup}} || {{MoveGet|Paul-db+2|recursive=true|target}} || {{MoveGet|Paul-db+2|block}} || {{MoveGet|Paul-db+2|ch}}
|-
| SWA.4 || {{MoveGet|Paul-SWA.4|recursive=true|startup}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-SWA.4|recursive=true|target}} || {{MoveGet|Paul-SWA.4|block}} || {{MoveGet|Paul-SWA.4|ch}}
|-
| SWA.3 || {{MoveGet|Paul-SWA.3|recursive=true|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.3|recursive=true|target}} || {{MoveGet|Paul-SWA.3|block|recursive=false}} || {{MoveGet|Paul-SWA.3|ch}}
|-
| qcf+3+4 || {{MoveGet|Paul-CS.3+4|recursive=true|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-CS.3+4|recursive=true|target}} || {{MoveGet|Paul-CS.3+4|block}} || {{MoveGet|Paul-CS.3+4|ch}}
|-
| SWA.1 || {{MoveGet|Paul-SWA.1|recursive=true|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.1|recursive=true|target}} || {{MoveGet|Paul-SWA.1|block}} || {{MoveGet|Paul-SWA.1|ch}}
|-
| (2),3 || {{MoveGet|Paul-2,3|recursive=true|startup}} || {{MoveGet|Paul-2,3|recursive=true|target}} || data-sort-value={{MoveGet|Paul-2,3|block}}|{{MoveGet|Paul-2|block}},{{MoveGet|Paul-2,3|block}} || {{MoveGet|Paul-2,3|ch}}
|-
| df+(3),4 || {{MoveGet|Paul-df+3,4|recursive=true|startup}} || {{MoveGet|Paul-df+3,4|recursive=true|target}} || data-sort-value={{MoveGet|Paul-df+3,4|block}}| {{MoveGet|Paul-df+3|block}},{{MoveGet|Paul-df+3,4|block}}  || {{MoveGet|Paul-df+3,4|ch}}
|-
| (3),2~b || {{MoveGet|Paul-3,2|recursive=true|startup}} || {{MoveGet|Paul-3,2|recursive=true|target}} || data-sort-value={{MoveGet|Paul-3,2~b|block}}| {{MoveGet|Paul-3|block}},{{MoveGet|Paul-3,2~b|block}} || {{MoveGet|Paul-3,2~b|ch}}
|-
| DPD.(2),3 || {{MoveGet|Paul-DPD.df+2,3|recursive=true|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-DPD.df+2,3|recursive=true|target}} || data-sort-value={{MoveGet|Paul-DPD.df+2,3|block}}| {{MoveGet|Paul-DPD.df+2|block}},{{MoveGet|Paul-DPD.df+2,3|block}} || {{MoveGet|Paul-DPD.df+2,3|ch}}
|-
| SWA.3 || {{MoveGet|Paul-SWA.3|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.3|target}} || {{MoveGet|Paul-SWA.3|block}} || {{MoveGet|Paul-SWA.3|ch}}
|-
| SWA.(3,2),3 || {{MoveGet|Paul-SWA.3,2,3|recursive=true|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.3,2,3|recursive=true|target}} || {{MoveGet|Paul-SWA.3,2,3|block|recursive=false}} || {{MoveGet|Paul-SWA.3,2,3|ch|recursive=false}}
|-
| b+(2),1 || {{MoveGet|Paul-b+2,1|recursive=true|startup}} || {{MoveGet|Paul-b+2,1|recursive=true|target}} || data-sort-value={{MoveGet|Paul-b+2,1|block}}| {{MoveGet|Paul-b+2|block}},{{MoveGet|Paul-b+2,1|block}} || {{MoveGet|Paul-b+2,1|ch}}
|-
| b+(2),1* || {{MoveGet|Paul-b+2,1*|recursive=true|startup}} || {{MoveGet|Paul-b+2,1*|recursive=true|target}} || data-sort-value={{MoveGet|Paul-b+2,1*|block}}| {{MoveGet|Paul-b+2|block}},{{MoveGet|Paul-b+2,1*|block}} || {{MoveGet|Paul-b+2,1*|ch}}
|-
| ws(1),2~b > H.SWA.2~F || {{MoveGet|Paul-ws1,2|recursive=true|startup}},{{MoveGet|Paul-SWA.2|startup}} || {{MoveGet|Paul-ws1,2|recursive=true|target}},{{MoveGet|Paul-SWA.2|target}} || data-sort-value={{MoveGet|Paul-SWA.2|block}}| {{MoveGet|Paul-ws1,2~b|block}},{{MoveGet|Paul-SWA.2|block}} || [[Paul_combos#Heat Dash (Starter)|+36a (+26)]]
|}
<references/>


Mid hop kick that crushes low attacks, launch punishable on block. Has extension to potentially catch mashing opponents on block. (uf+3,4) Not launch punishable if you complete the extension but can be punished mid string.
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="5" border="1"
|-
| class="wikitable-heading" colspan="5" | Gimmick Low Launchers
|-
! class="unsortable"| !! Startup !! Level !! oB !! oH
|-
| f,F+2,2 || {{MoveGet|Paul-f,F+2,2|startup|recursive=true}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-f,F+2,2|target|recursive=true}} || data-sort-value={{MoveGet|Paul-f,F+2,2|block}}| {{MoveGet|Paul-f,F+2|block}},{{MoveGet|Paul-f,F+2,2|block}} || {{MoveGet|Paul-f,F+2,2|hit}}
|-
| qcf+1+2 || {{MoveGet|Paul-CS.1+2|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-CS.1+2|target}} || {{MoveGet|Paul-CS.1+2|block}} || {{MoveGet|Paul-CS.1+2|hit}}
|}
<references/>


:Cancelable, but slow enough to be hopkicked on reaction. If not interrupted, both attacks recover in full crouch when canceled, giving Paul access to Ultimate Tackle (FC.1+2), mixup from FC.df+2 (an alternate input for f,F+2) and pressure from ws1,2~b.


=== Enders ===  
=== Pressure ===
* fff+2: for damage/ floor break
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
* d4,2,1+2: wall travel and wall breaks
|-
* qcf+2: uhhhhhaaaaa
| class="wikitable-heading" colspan="6" | High
|-
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Damage
|-
| df+1,1 || {{MoveGet|Paul-df+1,1|startup|recursive=true}} || {{MoveGet|Paul-df+1,1|target|recursive=true}} || {{MoveGet|Paul-df+1,1|block|recursive=false}} || {{MoveGet|Paul-df+1,1|hit|recursive=false}} || {{MoveGet|Paul-df+1,1|damage|recursive=true}}
|-
| SS.1 || {{MoveGet|Paul-SS.1|startup|recursive=true}} || {{MoveGet|Paul-SS.1|target|recursive=true}} || {{MoveGet|Paul-SS.1|block|recursive=true}} || {{MoveGet|Paul-SS.1|hit|recursive=true}} || {{MoveGet|Paul-SS.1|damage|recursive=true}}
|-
| uf+2 || {{MoveGet|Paul-uf+2|startup|recursive=true}} || {{MoveGet|Paul-uf+2|target|recursive=true}} || {{MoveGet|Paul-uf+2|block|recursive=true}} || {{MoveGet|Paul-uf+2|hit|recursive=true}} || {{MoveGet|Paul-uf+2|damage|recursive=true}}
|-
| f,F+2:1 || {{MoveGet|Paul-f,F+2:1|startup|recursive=true}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-f,F+2:1|target|recursive=true}} || {{MoveGet|Paul-f,F+2:1|block|recursive=false}} || {{MoveGet|Paul-f,F+2:1|hit|recursive=false}} || {{MoveGet|Paul-f,F+2:1|damage|recursive=true}}
|-
| DPD.2,1 || {{MoveGet|Paul-DPD.df+2,1|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-DPD.df+2,1|target|recursive=true}} || {{MoveGet|Paul-DPD.df+2,1|block|recursive=false}} || {{MoveGet|Paul-DPD.df+2,1|hit|recursive=false}} || {{MoveGet|Paul-DPD.df+2,1|damage|recursive=true}}
|-
| SWA.4 || {{MoveGet|Paul-SWA.4|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.4|target|recursive=true}} || {{MoveGet|Paul-SWA.4|block|recursive=true}} || {{MoveGet|Paul-SWA.4|hit|recursive=true}} || {{MoveGet|Paul-SWA.4|damage|recursive=true}}
|}
<references/>
;SS.1
:High and slow, but extremely advantageous on block and guarantees Deathfist mini-combo on hit.


== Poke Theory ==
;f,F+2&#58;1
:Second hit can be ducked but requires awareness and fast reaction. At -4, mashing on block can generally be backdashed or sidestepped.


* Close in on opponents by utilizing Paul's crouch dash, and the extension. Good pokes off of the deep dive extension are DPD.4 and DPD.2,1 (or DPD.2,3)
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
|-
| class="wikitable-heading" colspan="6" | Mid
|-
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Damage
|-
| df+4 || {{MoveGet|Paul-df+4|startup|recursive=true}} || {{MoveGet|Paul-df+4|target|recursive=true}} || {{MoveGet|Paul-df+4|block|recursive=true}} || {{MoveGet|Paul-df+4|hit|recursive=true}} || {{MoveGet|Paul-df+4|damage|recursive=true}}
|-
| ws1,2~b || {{MoveGet|Paul-ws1,2|startup|recursive=true}} || {{MoveGet|Paul-ws1,2|target|recursive=true}} || {{MoveGet|Paul-ws1,2~b|block|recursive=false}} || {{MoveGet|Paul-ws1,2~b|hit|recursive=false}} || {{MoveGet|Paul-ws1,2|damage|recursive=true}}
|-
| df+1~b || {{MoveGet|Paul-df+1|startup|recursive=true}} || {{MoveGet|Paul-df+1|target|recursive=true}} || {{MoveGet|Paul-df+1~b|block|recursive=false}} || {{MoveGet|Paul-df+1~b|hit|recursive=false}} || {{MoveGet|Paul-df+1|damage|recursive=true}}
|-
| df+1,1,2 || {{MoveGet|Paul-df+1,1,2|startup|recursive=true}} || {{MoveGet|Paul-df+1,1,2|target|recursive=true}} || {{MoveGet|Paul-df+1,1,2|block|recursive=false}} || {{MoveGet|Paul-df+1,1,2|hit|recursive=false}} || {{MoveGet|Paul-df+1,1,2|damage|recursive=true}}
|-
| qcf+2 || {{MoveGet|Paul-CS.2|startup|recursive=true}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-CS.2|target|recursive=true}} || {{MoveGet|Paul-CS.2|block|recursive=true}} || {{MoveGet|Paul-CS.2|hit|recursive=true}} || {{MoveGet|Paul-CS.2|damage|recursive=true}}
|-
| f+1+2 || {{MoveGet|Paul-f+1+2|startup|recursive=true}} || {{MoveGet|Paul-f+1+2|target|recursive=true}} || {{MoveGet|Paul-f+1+2|block|recursive=true}} || {{MoveGet|Paul-f+1+2|hit|recursive=true}} || {{MoveGet|Paul-f+1+2|damage|recursive=true}}
|-
| f+1+2* || {{MoveGet|Paul-f+1+2*|startup|recursive=true}} || {{MoveGet|Paul-f+1+2*|target|recursive=true}} || {{MoveGet|Paul-f+1+2*|block|recursive=true}} || {{MoveGet|Paul-f+1+2*|hit|recursive=false}}  || {{MoveGet|Paul-f+1+2*|damage|recursive=true}}
|-
| DPD.2 || {{MoveGet|Paul-DPD.df+2|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-DPD.df+2|target|recursive=true}} || {{MoveGet|Paul-DPD.df+2|block|recursive=false}} || {{MoveGet|Paul-DPD.df+2|hit|recursive=false}} || {{MoveGet|Paul-DPD.df+2|damage|recursive=true}}
|-
| DPD.2,3 || {{MoveGet|Paul-DPD.df+2,3|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-DPD.df+2,3|target|recursive=true}} || {{MoveGet|Paul-DPD.df+2,3|block|recursive=false}} || {{MoveGet|Paul-DPD.df+2,3|hit|recursive=false}} || {{MoveGet|Paul-DPD.df+2,3|damage|recursive=true}}
|}
<references/>
;df+4
:Low risk at -2 and high reward with CH confirm into f+2 Heat Engager or d+1+2/b+1,2 knockdown. On block, best used in combination with sidestep to evade and launch mashing opponents. At +8 on hit, df+1~b can only be interrupted by parries or teleporting attacks, a second df+4 can only be interrupted by armor or teleporting attacks, and throw attempts can only be ducked or interrupted by a mashed Rage Art.


* Very easy to condition opponents to have to jab-check your pressure to create a gap. Read this timing and counter with df+1 to crush high and launch the opponent for big damage.  
;ws1,2~b
:Delayable, sway cancelable mid-mid pressure tool. First hit tracks far to Paul's left side and combos into second hit on CH. The second hit, which should always be sway canceled, is +1 on block, +14g on hit, and CH leads to two confirmable Heat Engager options with SWA.2 or f+2. Great range when used as iWS from either crouch dash or DPD. Highly abusable attack and one of Paul's best all-purpose moves.


== Pokes ==
;df+1~b, df+1,1, df+1,1,2
:df+1 is a versatile plus on block mid when sway canceled, and can be used to frame trap with delayable df+1,1. Second hit on CH guarantees third hit into qcf+2 mini-combo. df+2, with obnoxious high evasion, pairs well with df+1~b on block as opponents will try to jab check the stance transition and can be launched for trying.


i14 DF1,b - 11 DMG  - #PLUSOB #SWAY - Best way to pressure with sway
;qcf+2 (Deathfist)
:Huge, fast, damaging mid Heat Engager. Linear and vulnerable to sidestep. Forms the foundation of Paul's mid-low mix along with Demoman.


i15 3,2,b - 31 DMG - #stringGapPunishable #PLUSOB #SWAY - longer range than DF1,b to engage into sway pressure
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
 
|-
i15 QCB2 - 27 DMG  - #safeOB #heatEngager - Natural follow-up for any of the sway pokes
| class="wikitable-heading" colspan="6" | Low
 
|-
i18 QCF 3 - 18 DMG - #chLauncher #unsafe
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Damage
 
|-
=== At wall: ===
| SS.3 || {{MoveGet|Paul-SS.3|startup|recursive=true}} || {{MoveGet|Paul-SS.3|target|recursive=true}} || {{MoveGet|Paul-SS.3|block|recursive=true}} || {{MoveGet|Paul-SS.3|hit|recursive=true}} || {{MoveGet|Paul-SS.3|damage|recursive=true}}
i12 - FF1+2 - 38DMG Throw - Sets up Wall combo if Unbroken
|-
 
| d+4,2:1+2 || {{MoveGet|Paul-d+4,2:1+2|startup|recursive=true}} || {{MoveGet|Paul-d+4,2:1+2|target|recursive=true}} || {{MoveGet|Paul-d+4|block|recursive=false}} || +14a FUFA || {{MoveGet|Paul-d+4,2:1+2|damage|recursive=true}}
i15 D4,2,1+2 - 38 DMG - #unsafe #launchPunishable #wallbreak - Demoman :)
|-
 
| qcf+3 || {{MoveGet|Paul-CS.3|startup|recursive=true}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-CS.3|target|recursive=true}} || {{MoveGet|Paul-CS.3|block|recursive=true}} || {{MoveGet|Paul-CS.3|hit|recursive=true}} || {{MoveGet|Paul-CS.3|damage|recursive=true}}
i19 CH SS3 > D1+2 - 50 DMG - #unsafe #wallbreak
|-
 
| DPD.4 || {{MoveGet|Paul-DPD.df+4|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-DPD.df+4|target|recursive=true}} || {{MoveGet|Paul-DPD.df+4|block|recursive=true}} || {{MoveGet|Paul-DPD.df+4|hit|recursive=true}} || {{MoveGet|Paul-DPD.df+4|damage|recursive=true}}
i22 QCB1 - 24 DMG - #chipDMG #forceCrouch #safeOB
|-
 
| b+4 || {{MoveGet|Paul-b+4|startup|recursive=true}} || {{MoveGet|Paul-b+4|target|recursive=true}} || {{MoveGet|Paul-b+4|block|recursive=true}} || {{MoveGet|Paul-b+4|hit|recursive=true}} || {{MoveGet|Paul-b+4|damage|recursive=true}}
 
|-
 
| SWA.3 || {{MoveGet|Paul-SWA.3|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.3|target|recursive=true}} || {{MoveGet|Paul-SWA.3|block|recursive=true}} || {{MoveGet|Paul-SWA.3|hit|recursive=true}} || {{MoveGet|Paul-SWA.3|damage|recursive=true}}
{{WhiffPunisherTable
|}
|character=Paul
<references/>
|{{o| moveId = Paul-CS.2}}
;SS.3
|{{o| moveId = Paul-f,F+2,1}}
:Low with huge reach. Only -12 on block. Guaranteed d+1+2 for 50 damage on CH. Ideal after df+1~b~u or ws1,2~b~u.
|{{o| moveId = Paul-f,F+2:1}}
|{{o| moveId = Paul-SWA.2 }}
|{{o| moveId = Paul-df+2 | staple = 69}}
|{{o| moveId = Paul-f,F+4 | staple = 72}}
|{{o| moveId = Paul-b,n,f+1 | mini = 59
    | damageNote = <ref>qcf+1 minicombo follow up</ref> }}
}}


== Grabs ==
;d+4,2&#58;1+2 (Demoman)
i11 - B 1+4 -  40 DMG  - 1 break
:Paul's most damaging unseeable low. Requires clean hit or CH for all three hits to connect, lacks any high crush and is extremely punishable on block. Best used sparingly, but always worth establishing as a threat. Most effective near wall, where it cannot be backdashed.


i12 UF1+2 - 40 DMG - #floorbreak - 1+2 break
;qcf+3
:Go-to unseeable low outside Demoman's Clean Hit range. Crushes highs and leads to a Demoman mini-combo on most counterhits.


i12 FF1+2 - 38 DMG - #wallbreak  - 1+2 break
=== Heat ===
{|class='wikitable sortable' style='width:100%; text-align:center; border:1px solid;'
|-
! !! Startup !! Level !! oB !! oH !! Damage
|-
| H.2+3 || {{MoveGet|Paul-H.2+3|startup|recursive=true}} || {{MoveGet|Paul-H.2+3|target|recursive=true}} || {{MoveGet|Paul-H.2+3|block|recursive=false}} || {{MoveGet|Paul-H.2+3|hit|recursive=false}} || {{MoveGet|Paul-H.2+3|damage|recursive=true}}
|-
| H.CS.2 || {{MoveGet|Paul-H.CS.2|startup|recursive=true}} || {{MoveGet|Paul-H.CS.2|target|recursive=true}} || {{MoveGet|Paul-H.CS.2|block|recursive=false}} || {{MoveGet|Paul-H.CS.2|hit|recursive=false}} || {{MoveGet|Paul-H.CS.2|damage|recursive=true}}
|-
| H.1+2 || {{MoveGet|Paul-H.1+2|startup|recursive=true}} || {{MoveGet|Paul-H.1+2|target|recursive=true}} || {{MoveGet|Paul-H.1+2|block|recursive=false}} || {{MoveGet|Paul-H.1+2|hit|recursive=false}} || {{MoveGet|Paul-H.1+2|damage|recursive=true}}
|-
| H.1+2* || {{MoveGet|Paul-H.1+2*|startup|recursive=true}} || {{MoveGet|Paul-H.1+2*|target|recursive=true}} || {{MoveGet|Paul-H.1+2*|block|recursive=false}} || {{MoveGet|Paul-H.1+2*|hit|recursive=false}} || {{MoveGet|Paul-H.1+2*|damage|recursive=true}}
|-
| H.1+2** || {{MoveGet|Paul-H.1+2**|startup|recursive=true}} || {{MoveGet|Paul-H.1+2**|target|recursive=true}} || {{MoveGet|Paul-H.1+2**|block|recursive=false}} || {{MoveGet|Paul-H.1+2**|hit|recursive=false}} || {{MoveGet|Paul-H.1+2**|damage|recursive=true}}
|-
| H.d+1,2 || {{MoveGet|Paul-H.d+1,2|startup|recursive=true}} || {{MoveGet|Paul-H.d+1,2|target|recursive=true}} || {{MoveGet|Paul-H.d+1,2|block|recursive=false}} || {{MoveGet|Paul-H.d+1,2|hit|recursive=false}} || {{MoveGet|Paul-H.d+1,2|damage|recursive=true}}
|-
| H.d+1,2* || {{MoveGet|Paul-H.d+1,2*|startup|recursive=true}} || {{MoveGet|Paul-H.d+1,2*|target|recursive=true}} || {{MoveGet|Paul-H.d+1,2*|block|recursive=false}} || {{MoveGet|Paul-H.d+1,2*|hit|recursive=false}} || {{MoveGet|Paul-H.d+1,2*|damage|recursive=true}}
|-
| H.b+2,1* || {{MoveGet|Paul-H.b+2,1*|startup|recursive=true}} || {{MoveGet|Paul-H.b+2,1*|target|recursive=true}} || {{MoveGet|Paul-H.b+2,1*|block|recursive=false}} || {{MoveGet|Paul-H.b+2,1*|hit|recursive=false}} || {{MoveGet|Paul-H.b+2,1*|damage|recursive=true}}
|-
| H.df+1+3:qcf+2 || {{MoveGet|Paul-H.df+1+3:qcf+2|startup|recursive=true}} || {{MoveGet|Paul-H.df+1+3:qcf+2|target|recursive=true}} || {{MoveGet|Paul-H.df+1+3:qcf+2|block|recursive=false}} || {{MoveGet|Paul-H.df+1+3:qcf+2|hit|recursive=false}} || {{MoveGet|Paul-H.df+1+3:qcf+2|damage|recursive=true}}
|-
| H.f+1+2* || {{MoveGet|Paul-H.f+1+2*|startup|recursive=true}} || {{MoveGet|Paul-H.f+1+2*|target|recursive=true}} || {{MoveGet|Paul-H.f+1+2*|block|recursive=false}} || {{MoveGet|Paul-H.f+1+2*|hit|recursive=false}} || {{MoveGet|Paul-H.f+1+2*|damage|recursive=true}}
|}


i12 2+4 B hold - 40 DMG - 2 break
; Heat Smash (H.2+3)
: Demoman, but faster and with no Clean Hit requirement. Least punishable low Heat Smash in the game at -12.


i12 DF1+3 - 22 DMG - +9 trap setup - 1 break
; Guard Breaks (H.d+1,2* and H.b+2,1*)
: Chargable mids. +12 on block when fully charged, granting guaranteed d+1+2 or b+1,2 into wall splat or midscreen knockdown.  Guard Break setups can be looped at the wall or mixed with other offensive tools to dissuade sidestep/mash jab counterplay.


in heat DF1+3 > QCF 2 - 43 DMG - #wallbreak #uhhhhaa
=== Keepout ===
{|class='wikitable sortable' style='width:100%; text-align:center' colspan='5' border='1'
|-
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Damage
|-
| 1,2 || {{MoveGet|Paul-1,2|startup|recursive=true}} || {{MoveGet|Paul-1,2|target|recursive=true}} || {{MoveGet|Paul-1,2|block|recursive=false}} || {{MoveGet|Paul-1,2|hit|recursive=false}} || {{MoveGet|Paul-1,2|damage|recursive=true}}
|-
| d+1 || {{MoveGet|Paul-d+1|startup|recursive=true}} || {{MoveGet|Paul-d+1|target|recursive=true}} || {{MoveGet|Paul-d+1|block|recursive=true}} || {{MoveGet|Paul-d+1|hit|recursive=true}} || {{MoveGet|Paul-d+1|damage|recursive=true}}
|-
| 3 || {{MoveGet|Paul-3|startup|recursive=true}} || {{MoveGet|Paul-3|target|recursive=true}} || {{MoveGet|Paul-3|block|recursive=true}} || {{MoveGet|Paul-3|hit|recursive=true}} || {{MoveGet|Paul-3|damage|recursive=true}}
|-
| f+2 || {{MoveGet|Paul-f+2|startup|recursive=true}} || {{MoveGet|Paul-f+2|target|recursive=true}} || {{MoveGet|Paul-f+2|block|recursive=true}} || {{MoveGet|Paul-f+2|hit|recursive=true}} || {{MoveGet|Paul-f+2|damage|recursive=true}}
|-
| df+2 || {{MoveGet|Paul-df+2|startup|recursive=true}} || {{MoveGet|Paul-df+2|target|recursive=true}} || {{MoveGet|Paul-df+2|block|recursive=true}} || {{MoveGet|Paul-df+2|hit|recursive=true}} || {{MoveGet|Paul-df+2|damage|recursive=true}}
|-
| f+4 || {{MoveGet|Paul-f+4|startup|recursive=true}} || {{MoveGet|Paul-f+4|target|recursive=true}} || {{MoveGet|Paul-f+4|block|recursive=true}} || {{MoveGet|Paul-f+4|hit|recursive=true}} || {{MoveGet|Paul-f+4|damage|recursive=true}}
|-
| qcf+3 || {{MoveGet|Paul-CS.3|startup|recursive=true}} || {{MoveGet|Paul-CS.3|target|recursive=true}} || {{MoveGet|Paul-CS.3|block|recursive=true}} || {{MoveGet|Paul-CS.3|hit|recursive=true}} || {{MoveGet|Paul-CS.3|damage|recursive=true}}
|-
| df+3,4 || {{MoveGet|Paul-df+3,4|startup|recursive=true}} || {{MoveGet|Paul-df+3,4|target|recursive=true}} || {{MoveGet|Paul-df+3,4|block|recursive=false}} || {{MoveGet|Paul-df+3,4|hit|recursive=false}} || {{MoveGet|Paul-df+2|damage|recursive=true}}
|-
| SWA.2 || {{MoveGet|Paul-SWA.2|startup|recursive=true}} || {{MoveGet|Paul-SWA.2|target|recursive=true}} || {{MoveGet|Paul-SWA.2|block|recursive=true}} || {{MoveGet|Paul-SWA.2|hit|recursive=true}} || {{MoveGet|Paul-SWA.2|damage|recursive=true}}
|-
| SWA.4 || {{MoveGet|Paul-SWA.4|startup|recursive=true}} || {{MoveGet|Paul-SWA.4|target|recursive=true}} || {{MoveGet|Paul-SWA.4|block|recursive=true}} || {{MoveGet|Paul-SWA.4|hit|recursive=true}} || {{MoveGet|Paul-SWA.4|damage|recursive=true}}
|}


Takedown.2,d+1,1,1+2 -50 DMG  - 1 break
=== Crush ===
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
|-
| class="wikitable-heading" colspan="4" | High Crush
|-
! class="unsortable"| !! Startup !! Level !! Crush
|-
| CD || 2<ref name="unbufferable">Unbufferable</ref> ||  || {{MoveGet|Paul-cd|crush}}
|-
| SWA<ref>No high crush from attack transitions (evasion only)</ref>|| 3<ref name="unbufferable"/> || || {{MoveGet|Paul-d,db,b|crush}}
|-
| DPD || 4<ref name="unbufferable"/> || || {{MoveGet|Paul-DPD|crush}}
|-
| db+1 || {{MoveGet|Paul-db+1|startup}} || {{MoveGet|Paul-db+1|target}} || {{MoveGet|Paul-db+1|crush}}
|-
| d+2 || {{MoveGet|Paul-d+2|startup}} || {{MoveGet|Paul-d+2|target}} || {{MoveGet|Paul-d+2|crush}}
|-
| db+4 || {{MoveGet|Paul-db+4|startup}} || {{MoveGet|Paul-db+4|target}} || {{MoveGet|Paul-db+4|crush}}
|-
| db+3 || {{MoveGet|Paul-db+3|startup}} || {{MoveGet|Paul-db+3|target}} || {{MoveGet|Paul-db+3|crush}}
|-
| DPD.4 || {{MoveGet|Paul-DPD.df+4|startup}}<ref name="unbufferable"/>|| {{MoveGet|Paul-DPD.df+4|target}} ||{{MoveGet|Paul-DPD.df+4|crush}}
|-
| qcb+3 || {{MoveGet|Paul-SWA.3|startup}}<ref name="unbufferable"/>|| {{MoveGet|Paul-SWA.3|target}} || {{MoveGet|Paul-SWA.3|crush}}
|-
| qcf+3 || {{MoveGet|Paul-CS.3


Takedown.1+2,1+2 - 25 DMG - 1+2 break
|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-CS.3|target}} || {{MoveGet|Paul-CS.3|crush}}
|-
| qcf+1+2 || data-sort-value="i97"|{{MoveGet|Paul-CS.1+2|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-CS.1+2|target}} || {{MoveGet|Paul-CS.1+2|crush}}
|-
| 2,d+3 || data-sort-value="i98"|{{MoveGet|Paul-2,d+3|recursive=true|startup}} || {{MoveGet|Paul-2,d+3|target|recursive=true}} || {{MoveGet|Paul-2,d+3|crush}}
|-
| 1,4 || data-sort-value="i99"|{{MoveGet|Paul-1,4|startup|recursive=true}} || {{MoveGet|Paul-1,4|recursive=true|target}} || {{MoveGet|Paul-1,4|crush}}
|-
| f,F+2,2 || data-sort-value="i100"|{{MoveGet|Paul-f,F+2,2|startup|recursive=true}}<ref name="unbufferable"/> ||{{MoveGet|Paul-f,F+2,2|recursive=true|target}} || {{MoveGet|Paul-f,F+2,2|crush}}
|}
<references/>


== Frame Traps ==
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
|-
| class="wikitable-heading" colspan="4" | Low Crush
|-
! class="unsortable"| !! Startup !! Level !! Crush
|-
| uf+3 || {{MoveGet|Paul-uf+3|startup}} || {{MoveGet|Paul-uf+3|target}} || {{MoveGet|Paul-uf+3|crush}}
|-
| uf+3,4 || data-sort-value="i98"|{{MoveGet|Paul-uf+3,4|recursive=true|startup}} || {{MoveGet|Paul-uf+3,4|target|recursive=true}} || {{MoveGet|Paul-uf+3,4|crush}}
|-
| uf+4 || {{MoveGet|Paul-uf+4|startup}} || {{MoveGet|Paul-uf+4|target}} || {{MoveGet|Paul-uf+4|crush}}
|-
| uf,n,4 || {{MoveGet|Paul-uf,n,4|startup}} || {{MoveGet|Paul-uf,n,4|target}} || {{MoveGet|Paul-uf,n,4|crush}}
|-
| f+4 || {{MoveGet|Paul-f+4|startup}} || {{MoveGet|Paul-f+4|target}} || {{MoveGet|Paul-f+4|crush}}
|-
| uf+2 || {{MoveGet|Paul-uf+2|startup}} || {{MoveGet|Paul-uf+2|target}} || {{MoveGet|Paul-uf+2|crush}}
|-
| f,F+3 || {{MoveGet|Paul-f,F+3|startup}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-f,F+3|target}} || {{MoveGet|Paul-f,F+3|crush}}
|-
| f,F+3,4 || data-sort-value="i99"|{{MoveGet|Paul-f,F+3,4|recursive=true|startup}}<ref name="unbufferable"/>|| {{MoveGet|Paul-f,F+3,4|target|recursive=true}} || {{MoveGet|Paul-f,F+3,4|crush}}
|-
| f,F+4 || {{MoveGet|Paul-f,F+4|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-f,F+4|target}} || {{MoveGet|Paul-f,F+4|crush}}
|-
| qcf+3+4 || {{MoveGet|Paul-CS.3+4|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-CS.3+4|target}} || {{MoveGet|Paul-CS.3+4|crush}}
|-
| DPD.3+4 || data-sort-value="i100"|{{MoveGet|Paul-DPD.df+3+4|startup}}<ref name="unbufferable"/> || {{MoveGet|Paul-DPD.df+3+4|target}} ||{{MoveGet|Paul-DPD.df+3+4|crush}}
|}
<references/>


=== Setup moves: ===
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
i12 DF1+3 (throw +9/ -2 ob)
|-
| class="wikitable-heading" colspan="6" | Armor
|-
! class="unsortable"| !! Startup !! Level !! oB !! oH !! Crush
|-
| 2+3 || {{MoveGet|Paul-2+3|startup}} || {{MoveGet|Paul-2+3|target}} || {{MoveGet|Paul-2+3|block}} || {{MoveGet|Paul-2+3|hit}} || {{MoveGet|Paul-2+3|crush}}
|-
| db+1+2 || {{MoveGet|Paul-db+1+2|startup}} || {{MoveGet|Paul-db+1+2|target}} || {{MoveGet|Paul-db+1+2|block}} || {{MoveGet|Paul-db+1+2|hit}} || {{MoveGet|Paul-db+1+2|crush}}
|-
| b+1+2 || {{MoveGet|Paul-b+1+2|startup}} || {{MoveGet|Paul-b+1+2|target}} || {{MoveGet|Paul-b+1+2|block}} || {{MoveGet|Paul-b+1+2|hit}} || {{MoveGet|Paul-b+1+2|crush}}
|-
| RA || {{MoveGet|Paul-R.df+1+2|startup}} || {{MoveGet|Paul-R.df+1+2|target}} || {{MoveGet|Paul-R.df+1+2|block}} || {{MoveGet|Paul-R.df+1+2|hit}} || {{MoveGet|Paul-R.df+1+2|crush}}
|}
<references/>


i12 DF1,b (+3ob/+9oh)
=== Homing ===
{|class="wikitable sortable" style="width:100%; text-align:center" colspan="4" border="1"
|-
! class="unsortable"| !! Startup !! Level !! oB || oH
|-
| SWA.4 || {{MoveGet|Paul-SWA.4|startup}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-SWA.4|target}} || {{MoveGet|Paul-SWA.4|block}} || {{MoveGet|Paul-SWA.4|hit}}
|-
| f+3 || {{MoveGet|Paul-f+3|startup}} || {{MoveGet|Paul-f+3|target}} || {{MoveGet|Paul-f+3|block}} || {{MoveGet|Paul-f+3|hit}}
|-
| f+4 || {{MoveGet|Paul-f+4|startup}} || {{MoveGet|Paul-f+4|target}} || {{MoveGet|Paul-f+4|block}} || {{MoveGet|Paul-f+4|hit}}
|}
<references/>


i15 SWA4 (+1ob)
=== Tornado ===
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
|-
| class="wikitable-heading" colspan="3" | T!
|-
! class="unsortable"| !! Startup !! Damage
|-
| db+2 || {{MoveGet|Paul-db+2|startup|recursive=false}} || {{MoveGet|Paul-db+2|damage|recursive=true}}
|-
| b+1,2 || {{MoveGet|Paul-b+1|startup|recursive=false}} || {{MoveGet|Paul-b+1,2|damage|recursive=true}}
|-
| qcf+3+4 || {{MoveGet|Paul-CS.3+4|startup|recursive=false}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-CS.3+4|damage|recursive=true}}
|-
| DPD.2,1 || {{MoveGet|Paul-DPD.df+2|startup|recursive=false}}<ref name="unbufferable"/> || {{MoveGet|Paul-DPD.df+2,1|damage|recursive=true}}
|-
| SWA.3,2,1 || {{MoveGet|Paul-SWA.3|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.3,2,1|damage|recursive=true}}
|-
| SWA.1+2 || {{MoveGet|Paul-SWA.1+2|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-SWA.1+2|damage|recursive=true}}
|}
<references/>


i22 UF2 (+5ob)
=== Wall ===
{|class='wikitable sortable' style='width:100%; text-align:center' border='1'
|-
| class="wikitable-heading" colspan="3" | Wall Carry
|-
! class="unsortable"| !! Startup !! Damage
|-
| d+4,2:1+2 || {{MoveGet|Paul-d+4|startup|recursive=false}} || {{MoveGet|Paul-d+4,2:1+2|damage|recursive=true}}
|-
| f,F+2:1 || {{MoveGet|Paul-f,F+2|startup|recursive=false}}<ref name="unbufferable">Unbufferable</ref> || {{MoveGet|Paul-f,F+2:1|damage|recursive=true}}
|-
| ws3,2 || {{MoveGet|Paul-ws3|startup|recursive=false}} || {{MoveGet|Paul-ws3,2|damage|recursive=true}}
|-
| DPD.2,1 || {{MoveGet|Paul-DPD.df+2|startup|recursive=false}}<ref name="unbufferable"/> || {{MoveGet|Paul-DPD.df+2,1|damage|recursive=true}}
|-
| f,F+3,4,4 || {{MoveGet|Paul-f,F+3|startup|recursive=true}}<ref name="unbufferable"/> || {{MoveGet|Paul-f,F+3,4,4|damage|recursive=true}}
|-
| qcf+1 || {{MoveGet|Paul-CS.1|startup|recursive=false}}<ref name="unbufferable"/> || {{MoveGet|Paul-CS.1|damage|recursive=true}}
|}
<references/>
;d+4,2&#58;1+2
:Optimal ender for damage and wall carry. Perfect input required to maximize both.


i20 SS1 (+8ob)
;f,F+2&#58;1
:Useful for splatting at ranges where Demoman will not recover in time for a wall combo follow-up.


=== Samples ===
;ws3,2
==== Safe ====
:Useful for splatting at ranges where Demoman and f,F+2&#58;1 will not recover in time for a wall combo follow-up.
i15 SWA4 (+1 ob) > 1,2 (-3 ob)  - 18 DMG


i20 SS1 (+8 ob) > QCF 1(-4 ob, #launcher) -21 DMG
;DPD.2,1
:High damage 2-hit carry string. Second hit uses Tornado, which can limit follow-up combo potential after a wall splat.


i22 UF2 (+5 ob) > B3 (-9 ob, #launcher) - 19 DMG
;f,F+3,4,4
:Paul's highest damage carry from ranges where Demoman is too far to wall splat.


==== Unsafe ====
==== At Wall ====
i15 SWA4 (+1 ob) >!i10 1,2,3(-25 ob) can be hit confirmed - 25 DMG
;ff+1+2
Sets up wall combo if unbroken. Risky - causes FDFA knockdown if broken at wall.


i20 SS1 (+8 ob) > QCB1+2(-14 ob, #launcher)
;df+1+3&#58;qcf+2
Safer option for wall setups, but missing the perfect execution window can limit combo possibilities.

Latest revision as of 09:34, 29 June 2024

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

Key Moves

Function
Core
Secondary
Extra
Move Poke Counter Mixup Keepout Approach Oki
1
1,2
df+1~b
df+1,1,2
ws1,2~b
df+4
f+1+2
CS.3+4
CS.3
SS.3
CS.2
d+4,2:1+2
3
f+4
d+1
df+3,4
SWA.2
SWA.4
DPD.2
DPD.4
b+4
db+2
H.b+2,1*
H.d+1,2*
H.1+2
H.d+1,2*
H.b+2,1*

Overview

Launchers

Main
Startup Level oB oH
b+3 i14~15 h -6 +31a (+25)
df+2 i15~16 m -8 +33a (+23)
qcf+1 i16~17[1] h -4 +33a (+26)
SWA.1+2 i16~17[1] m -14 +37a (+27)
f,F+4 i27~34[1] m +2 +18a
  1. 1.0 1.1 1.2 Unbufferable
df+2
Safe, extremely high-evading mid. Close-range whiff punish. Can be combined with with df1~b, ws1,2~b and backdash to launch overextensions.
SWA.1+2
Best range among Paul's launchers. Has some high evasion on startup, but punishable at -14.
qcf+1
High and slow, but very safe at -4.
b+3
Faster than df+2 for clutch situations but has a high hitbox and limited range. Good for pressure. Tracks left.
f,F+4
Cartwheel launcher. Recovers in full crouch. Tons of active frames, but slow and linear, making it vulnerable to floats and sidesteps. Advantage on block varies according to how late the attack connects.
Hopkicks
Startup Level oB oH
uf+3 i15~16 m -16 +25a (+15)
uf+4 i15~17 m -13 +33a (+23)
uf+3,4 i15~16,i13~14 m,m -16,-13 +32a (+22)
f,F+3 i15~16[1] m -17 +24a (+14)
f,F+3,4 i15~16,i13~14[1] m,m -17,-16 +30a (+20)
  1. 1.0 1.1 Unbufferable
All hopkicks crush lows but are unsafe on block. uf+3 and f,F+3 can be extended with 4 to frame trap and launch premature punish attempts. f,F+3,4 can be further extended into a high, mid or low followup with 4, f+4 or d+4.
Counterhit Launchers
Startup Level oB oCH
db+2 i19~20 M -11 +28a (+18)
SWA.4 i15~16[1] h +1 +59a
SWA.3 i18~19[1] L -21c +21a
qcf+3+4 i19~20[1] m -9 +74a (+58) T!
SWA.1 i21~22[1] M +0c +53a
(2),3 i10,i22~23 h,h +0,-9 +51a
df+(3),4 i16,i21~22 m,m -9,-10 +59a
(3),2~b i15~16,i23 m,h -7,+4 +57a
DPD.(2),3 i14,i25~26[1] m,M -10,-13c +46a
SWA.3 i18~19[1] L -21c +21a
SWA.(3,2),3 i18~19,i27~28,i25~26[1] L,m,M -13c +46a
b+(2),1 i18,i36 m,m -5c,-12 +48a
b+(2),1* i18,i60~61 m,m -5c,+8 +56a
ws(1),2~b > H.SWA.2~F i15~16,i20,i15 m,m,m +1,-9 +36a (+26)
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Unbufferable
Gimmick Low Launchers
Startup Level oB oH
f,F+2,2 i15~17,i36~38[1] m,L -17,-19c +27a
qcf+1+2 i32~33[1] L -12c +71a (+55) T!
  1. 1.0 1.1 Unbufferable
Cancelable, but slow enough to be hopkicked on reaction. If not interrupted, both attacks recover in full crouch when canceled, giving Paul access to Ultimate Tackle (FC.1+2), mixup from FC.df+2 (an alternate input for f,F+2) and pressure from ws1,2~b.

Pressure

High
Startup Level oB oH Damage
df+1,1 i14,i20~21 m,h -5 +5 11,9
SS.1 i20 h +8 +35a (+27) 21
uf+2 i22~23 h +5 +17d FDFA 26
f,F+2:1 i15~17,i15[1] m,h -4 +37d (+11) 14,24
DPD.2,1 i14,i18~19[1] m,h -5 +23d FUFA 10,20
SWA.4 i15~16[1] h +1 +23d (+14) 20
  1. 1.0 1.1 1.2 Unbufferable
SS.1
High and slow, but extremely advantageous on block and guarantees Deathfist mini-combo on hit.
f,F+2:1
Second hit can be ducked but requires awareness and fast reaction. At -4, mashing on block can generally be backdashed or sidestepped.
Mid
Startup Level oB oH Damage
df+4 i17~18 m -2 +8 17
ws1,2~b i15~16,i20 m,m +1 +14g 16,17
df+1~b i14 m +3 +9 11
df+1,1,2 i14,i20~21,i22~23 m,h,m -9 +32a (+24) 11,9,22
qcf+2 i13~14[1] m -17 +26a (-10) FDFA 45
f+1+2 i20~21 m +3c +8c 22
f+1+2* i29~30 m +5c +20d FDFA 26
DPD.2 i14[1] m -10 +6 10
DPD.2,3 i14,i25~26[1] m,M -13c +10d FDFA 10,22
  1. 1.0 1.1 1.2 Unbufferable
df+4
Low risk at -2 and high reward with CH confirm into f+2 Heat Engager or d+1+2/b+1,2 knockdown. On block, best used in combination with sidestep to evade and launch mashing opponents. At +8 on hit, df+1~b can only be interrupted by parries or teleporting attacks, a second df+4 can only be interrupted by armor or teleporting attacks, and throw attempts can only be ducked or interrupted by a mashed Rage Art.
ws1,2~b
Delayable, sway cancelable mid-mid pressure tool. First hit tracks far to Paul's left side and combos into second hit on CH. The second hit, which should always be sway canceled, is +1 on block, +14g on hit, and CH leads to two confirmable Heat Engager options with SWA.2 or f+2. Great range when used as iWS from either crouch dash or DPD. Highly abusable attack and one of Paul's best all-purpose moves.
df+1~b, df+1,1, df+1,1,2
df+1 is a versatile plus on block mid when sway canceled, and can be used to frame trap with delayable df+1,1. Second hit on CH guarantees third hit into qcf+2 mini-combo. df+2, with obnoxious high evasion, pairs well with df+1~b on block as opponents will try to jab check the stance transition and can be launched for trying.
qcf+2 (Deathfist)
Huge, fast, damaging mid Heat Engager. Linear and vulnerable to sidestep. Forms the foundation of Paul's mid-low mix along with Demoman.
Low
Startup Level oB oH Damage
SS.3 i19 L -12c +4 17
d+4,2:1+2 i15,i21,i26~27 L,m,m -31c +14a FUFA 9,23,30
qcf+3 i18~19[1] L -14c +0 18
DPD.4 i17[1] L -12c 0 18
b+4 i20~21 L -12c +4 14
SWA.3 i18~19[1] L -21c -10g 14
  1. 1.0 1.1 1.2 Unbufferable
SS.3
Low with huge reach. Only -12 on block. Guaranteed d+1+2 for 50 damage on CH. Ideal after df+1~b~u or ws1,2~b~u.
d+4,2:1+2 (Demoman)
Paul's most damaging unseeable low. Requires clean hit or CH for all three hits to connect, lacks any high crush and is extremely punishable on block. Best used sparingly, but always worth establishing as a threat. Most effective near wall, where it cannot be backdashed.
qcf+3
Go-to unseeable low outside Demoman's Clean Hit range. Crushes highs and leads to a Demoman mini-combo on most counterhits.

Heat

Startup Level oB oH Damage
H.2+3 i18,i21,i38 L,m,t -12 +3d 9,23,25
H.CS.2 i13~14 m -13 +26a (-10) FDFA 51
H.1+2 i28 m -9 +30d (-6) FDFA 35
H.1+2* i46 m +10 +30d (-6) FDFA 40
H.1+2** i71 m! +30d (-6) FDFA 50
H.d+1,2 i14~15,i29 M,m -13 +29d (-7) FDFA 16,32
H.d+1,2* i14~15,i43 M,m +12 +30d (-6) FDFA 16,45
H.b+2,1* i18,i60~61 m,m +12 +56a 22,35
H.df+1+3:qcf+2 i12~13,i13~14 t,m +16d (-20) FDFA 22,26
H.f+1+2* i29~30 m +5c +55a 30
Heat Smash (H.2+3)
Demoman, but faster and with no Clean Hit requirement. Least punishable low Heat Smash in the game at -12.
Guard Breaks (H.d+1,2* and H.b+2,1*)
Chargable mids. +12 on block when fully charged, granting guaranteed d+1+2 or b+1,2 into wall splat or midscreen knockdown. Guard Break setups can be looped at the wall or mixed with other offensive tools to dissuade sidestep/mash jab counterplay.

Keepout

Startup Level oB oH Damage
1,2 i10,i10 h,h -3 +8 5,12
d+1 i14~15 M -9 +2 16
3 i15~16 m -7 +4 14
f+2 i13 h,t -5 +9 12,26
df+2 i15~16 m -8 +33a (+23) 13
f+4 i22 m -5 +6 24
qcf+3 i18~19 L -14c +0 18
df+3,4 i16,i21~22 m,m -10 +6 13
SWA.2 i15 m -9 +39d (-19) 27
SWA.4 i15~16 h +1 +23d (+14) 20

Crush

High Crush
Startup Level Crush
CD 2[1] cs1~21
SWA[2] 3[1] cs1~14
DPD 4[1] cs1~30
db+1 i10 sl cs
d+2 i11 sl cs
db+4 i12 L cs
db+3 i15~i17 L cs
DPD.4 i17[1] L cs1~
qcb+3 i18~19[1] L cs1~
qcf+3 i18~19[1] L cs7~40
qcf+1+2 i32~33[1] L cs1~33
2,d+3 i10,i22 h,L cs21~
1,4 i10,i23 h,L cs14~
f,F+2,2 i15~17,i36~38[1] m,L cs33~83
  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 Unbufferable
  2. No high crush from attack transitions (evasion only)
Low Crush
Startup Level Crush
uf+3 i15~16 m js8~29 fs30~32
uf+3,4 i15~16,i13~14 m,m js8~29 fs30~32
uf+4 i15~17 m js8~29 fs30~32
uf,n,4 i23~25 m js8~29 fs30~32
f+4 i22 m js9~22
uf+2 i22~23 h js9~24
f,F+3 i15~16[1] m js10~31 fs32~34
f,F+3,4 i15~16,i13~14[1] m,m js10~24 fs25~27
f,F+4 i27~34[1] m js14~31 fs32~34
qcf+3+4 i19~20[1] m js19~39
DPD.3+4 i18~23,i51~61[1] m,M js16~35 fs36~62 FDFA 63~92
  1. 1.0 1.1 1.2 1.3 1.4 Unbufferable
Armor
Startup Level oB oH Crush
2+3 i16 m +1 +2c pc7~
db+1+2 i20~21 M -14 +30a (+22) pc7~19
b+1+2 i24 h -9 +21d (+16) pc7~23
RA i20 m,t -15 +0d pc8~


Homing

Startup Level oB oH
SWA.4 i15~16[1] h +1 +23d (+14)
f+3 i16~17 h -9 +2
f+4 i22 m -5 +6
  1. Unbufferable

Tornado

T!
Startup Damage
db+2 i19~20 21
b+1,2 i12~13 12,21
qcf+3+4 i19~20[1] 22
DPD.2,1 i14[1] 10,20
SWA.3,2,1 i18~19[1] 14,20,25
SWA.1+2 i16~17[1] 22
  1. 1.0 1.1 1.2 1.3 Unbufferable

Wall

Wall Carry
Startup Damage
d+4,2:1+2 i15 9,23,30
f,F+2:1 i15~17[1] 14,24
ws3,2 i13~14 16,21
DPD.2,1 i14[1] 10,20
f,F+3,4,4 i15~16[1] 17,10,25
qcf+1 i16~17[1] 21
  1. 1.0 1.1 1.2 1.3 Unbufferable
d+4,2:1+2
Optimal ender for damage and wall carry. Perfect input required to maximize both.
f,F+2:1
Useful for splatting at ranges where Demoman will not recover in time for a wall combo follow-up.
ws3,2
Useful for splatting at ranges where Demoman and f,F+2:1 will not recover in time for a wall combo follow-up.
DPD.2,1
High damage 2-hit carry string. Second hit uses Tornado, which can limit follow-up combo potential after a wall splat.
f,F+3,4,4
Paul's highest damage carry from ranges where Demoman is too far to wall splat.

At Wall

ff+1+2

Sets up wall combo if unbroken. Risky - causes FDFA knockdown if broken at wall.

df+1+3:qcf+2

Safer option for wall setups, but missing the perfect execution window can limit combo possibilities.