Paul: Difference between revisions

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(added a quick blurb about our big strong man, have to run some errands, but I will add the necessary hotlinks and etc later tonight)
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|heat={{Plainlist|
|heat={{Plainlist|
* Gains guard breaking moves.
* Gains guard breaking moves.
* Deathfist launches and wallsplats.}}
* Phoenix Smasher and other related moves wall splat from further away and are safer on block.
* A charged Hammer of the Gods and Crushing Wind launch on regular hit.}}
|heatSmash=Low, i18, {{MoveGet|Paul-H.2+3|block}}
|heatSmash=Low, i18, {{MoveGet|Paul-H.2+3|block}}
|heatEngagers={{Dotlist|
|heatEngagers={{Dotlist|
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}}
}}
|stances=|stances={{Plainlist|
|stances=|stances={{Plainlist|
* Sway - qcf
* Sway (SWA) - qcf
* Backsway - qcb
* Backsway (BSW) - qcb
* Deep Dive (DPD) - qcf (or qcb), df
}}
}}
|launch={{Plainlist|
|launch={{Plainlist|
* i15 – df+2}}
* i14 – b+3 ''(high)''
* i15 – df+2, uf+4, uf+3,4 ''(mid)''
* i15 – WS2 ''(crouching)''}}
|chLaunch={{Plainlist|
|chLaunch={{Plainlist|
* i15 – qcb+4 ''(mid)''
* i15 (~17) – qcb+4 ''(high)''
* i21 (~23) – qcb+1 ''(mid)''
}}
|splat={{Plainlist|
* i10 – 2,3 ''(CH only)''
* i12 – b+1,2, d+1+2 ''(standing)''
* i13 – WS3,2 ''(crouching)''
}}
}}
|parry={{Plainlist|
|parry={{Plainlist|
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* ws4  ''(crouching)''}}
* ws4  ''(crouching)''}}
|powerLow=d4,2,1+2
|powerLow=d4,2,1+2
|lore=[[https://tekken.fandom.com/wiki/Paul_Phoenix|Paul Phoenix]]
|remappedGenerics={{Plainlist|
* d+1 → db+1
* d+4 → db+4}}
|lore=[[fandom:Paul Phoenix|Paul Phoenix]]
|twitter=T8_Paul
|twitter=T8_Paul
|discord=[https://discord.gg/sKY7Yeh TOP CONDITION OSU!]
}}
}}
{{See other}}
{{See other}}


'''Paul''' Phoenix is a strong, fundamentally sound character that can easily be 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.
'''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 [[Dash_block|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+1,4 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 90° to the side for a knockdown and good damage.
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 90° to the side for a knockdown and good damage.


Furthermore, Deathfist (qcf+2) and Demoman (d+4,2:1+2) make up one of Tekken's all-time classic mixups. Deathfist is a fast, astonishingly high damage whiff punish tool that becomes even more powerful in Heat, and Demoman is a just-barely-reactable i26~i27, L,m,m string that does great damage and knocks down. Compounding this already potent mixup, he is one of the select few characters with a Heat Smash that hits low, giving Paul an even more terrifying mixup while in Heat.
Furthermore, Phoenix Smasher (qcf+2, also colloquially known as Deathfist) and Demoman (d+4,2:1+2) make up one of Tekken's all-time classic [[Mixup|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.


{{BlueRed
{{BlueRed
Line 44: Line 58:
|blue=
|blue=
* Big boi and explosive DMG
* Explosive damage potential
* Unexpectedly evasive
* Great punishment suite, wall splatting at i12 standing or i13 crouching, can launch from standing at i14 or i13 during Heat
* Great pokes and CH
* Excellent keepout with qcb+4, qcb+2, and df+2
* Low heat smash
* Several panic moves in f+1+4, d+1+2, bf+1, db+1+2, uf+3,4, and parry
* Retains qcb+4 and qcb+1 as CH launchers that don't give up his turn
* Incredible mixup potential in df+1 and WS1,2 and their extensions/stance transitions, as well as pressuring at the wall
* Complete throw game along with the exceedingly rare Ultimate Tackle
* All Heat Engagers launch on Heat Dash
* Heat gives him farther wallsplats and relative safety for Deathfisting moves as well as the ability to guard break, and low Heat Smash is only -12 on block
|red=
|red=


* Linear kit
* Weak tracking, especially to SSR, demanding good reads on timing
* Fairly short ranged
* Exploitable strings outside df+1 and WS1,2
* Needs walls for huge damage
* Struggles punishing moves with pushback
* Subpar lows
* Requires decent execution for optimal damage and movement due to motion inputs
* Less reward off smaller punishes, making safer characters a rough matchup
* Can't do a backflip :(
}}
}}


{{KeyTechs|
{{KeyTechs|
{{KeyTech|Mashing|importance=5|value=5|dexterity=1|rhythm=2}}
{{KeyTech|Just Frame Demoman|importance=3|value=2|dexterity=1|rhythm=3}}
{{KeyTech|Blocking|importance=0|value=0|dexterity=5|rhythm=5}}
{{KeyTech|QCF1 Execution|importance=3|value=2|dexterity=3|rhythm=4}}
{{KeyTech|Deathfist Block Punish|importance=3|value=4|dexterity=3|rhythm=4}}
{{KeyTech|Sway Cancel Deathfist|importance=3|value=5|dexterity=4|rhythm=4}}
{{KeyTech|Instant WR2|importance=3|value=2|dexterity=3|rhythm=2}}
}}
}}
{{PunishmentChart|Paul}}


== External links ==
== External links ==


* [https://www.youtube.com/watch?v=4F1dgW24nLM Paul 8 minute guide by TheMainManSWE]
* [https://www.youtube.com/watch?v=4F1dgW24nLM TEKKEN 8 In Eight Minutes | Paul Phoenix Guide] by TheMainManSWE
 
* [https://www.youtube.com/watch?v=CChX2GMUPfc Paul Guide] by Joey Fury
* [https://www.youtube.com/watch?v=CChX2GMUPfc Joey Fury's Paul Guide]
* [https://www.youtube.com/watch?v=GZrVy4ys6OY Paul Phoenix Combo Guide | TEKKEN 8] by RyzingSol
* [https://www.youtube.com/watch?v=Io6vfBZJxac&list=PLz6d25-hHxIBvzuLPyKqyEw48Cb9Z19PH Various Paul Guides] by onepunchmanPaul


{{Navbox fighters}}
{{Navbox fighters}}
__NOTOC__
__NOTOC__

Latest revision as of 11:02, 1 October 2024

Paul
Heat
  • Gains guard breaking moves.
  • Phoenix Smasher and other related moves wall splat from further away and are safer on block.
  • A charged Hammer of the Gods and Crushing Wind launch on regular hit.
Heat Smash Low, i18, -12
Heat Engagers
  • uf+2
  • qcf+2
  • f+4
  • qcb+2
  • f+2
Stances
  • Sway (SWA) - qcf
  • Backsway (BSW) - qcb
  • Deep Dive (DPD) - qcf (or qcb), df
Fastest
Launch
  • i14 – b+3 (high)
  • i15 – df+2, uf+4, uf+3,4 (mid)
  • i15 – WS2 (crouching)
CH launch
  • i15 (~17) – qcb+4 (high)
  • i21 (~23) – qcb+1 (mid)
Wall splat
  • i10 – 2,3 (CH only)
  • i12 – b+1,2, d+1+2 (standing)
  • i13 – WS3,2 (crouching)
Archetypal moves
Parry
  • b+1+3 (high or mid attacks)
Mid check
  • df+1 (standing)
  • ws4 (crouching)
Power low d4,2,1+2
Generic moves
Remapped
  • d+1 → db+1
  • d+4 → db+4
Missing (none)
External links
Lore Paul Phoenix
Twitter #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 90° to the side for a knockdown and good damage.

Furthermore, Phoenix Smasher (qcf+2, also colloquially known as Deathfist) and Demoman (d+4,2:1+2) 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.

Strengths
  • Explosive damage potential
  • Great punishment suite, wall splatting at i12 standing or i13 crouching, can launch from standing at i14 or i13 during Heat
  • Excellent keepout with qcb+4, qcb+2, and df+2
  • Several panic moves in f+1+4, d+1+2, bf+1, db+1+2, uf+3,4, and parry
  • Retains qcb+4 and qcb+1 as CH launchers that don't give up his turn
  • Incredible mixup potential in df+1 and WS1,2 and their extensions/stance transitions, as well as pressuring at the wall
  • Complete throw game along with the exceedingly rare Ultimate Tackle
  • All Heat Engagers launch on Heat Dash
  • Heat gives him farther wallsplats and relative safety for Deathfisting moves as well as the ability to guard break, and low Heat Smash is only -12 on block
Weaknesses
  • Weak tracking, especially to SSR, demanding good reads on timing
  • Exploitable strings outside df+1 and WS1,2
  • Struggles punishing moves with pushback
  • Requires decent execution for optimal damage and movement due to motion inputs
  • Less reward off smaller punishes, making safer characters a rough matchup
  • Can't do a backflip :(
Just Frame Demoman
importance
★★★☆☆
value
★★☆☆☆
dexterity
★☆☆☆☆
rhythm
★★★☆☆
QCF1 Execution
importance
★★★☆☆
value
★★☆☆☆
dexterity
★★★☆☆
rhythm
★★★★☆
Deathfist Block Punish
importance
★★★☆☆
value
★★★★☆
dexterity
★★★☆☆
rhythm
★★★★☆
Sway Cancel Deathfist
importance
★★★☆☆
value
★★★★★
dexterity
★★★★☆
rhythm
★★★★☆
Instant WR2
importance
★★★☆☆
value
★★☆☆☆
dexterity
★★★☆☆
rhythm
★★☆☆☆


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

External links