Paul: Difference between revisions

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(I changed my mind, I just didn't want to clutter the pros and cons.)
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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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* Sway (SWA) - qcf
* Sway (SWA) - qcf
* Backsway (BSW) - qcb
* Backsway (BSW) - qcb
* Deep Dive (DPD) - qcf (or qcb), df
}}
}}
|launch={{Plainlist|
|launch={{Plainlist|
* i14 – b+3
* i14 – b+3 ''(high)''
* i15 – df+2}}
* i15 – df+2, uf+4, uf+3,4 ''(mid)''
* i15 – WS2 ''(crouching)''}}
|chLaunch={{Plainlist|
|chLaunch={{Plainlist|
* i15 – qcb+4 ''(high)''
* i15 (~17) – qcb+4 ''(high)''
* i21 – qcb+1 ''(mid)''
* 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]
|discord=[https://discord.gg/sKY7Yeh TOP CONDITION OSU!]
}}
}}
{{See other}}
{{See other}}
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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.
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 [[Mixup|mixups]]. Deathfist (called Phoenix Smasher in the movelist, but mostly everyone calls this 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.
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
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|blue=
|blue=
* '''Deathfist''': One of the most feared whiff punishers in all of ''Tekken''. Does as much damage in a single hit as most mini-combos, and becomes a launcher with Heat Dash.
* Explosive damage potential
* '''Keepout''': qcb+4 is an incredibly oppressive long-range homing move that gives frame advantage and chip damage, as well as a potential counter-hit launch. qcb+1 is the linear mid hitting version of said move but is slightly more rewarding on regular hit.
* Great punishment suite, wall splatting at i12 standing or i13 crouching, can launch from standing at i14 or i13 during Heat
* '''Evasive''': Paul has a backsway, a crouch dash, a full dive for pulling opponents towards him, and several moves like d+1+2 and f+1+4 that are incredibly evasive. Even df+2 retains its jab evasion.
* Excellent keepout with qcb+4, qcb+2, and df+2
* '''Safe Pressure and Launchers''': df+2 and b+3 are both safe on block, and Paul has a good number of safe strings to keep his opponents in check.
* Several panic moves in f+1+4, d+1+2, bf+1, db+1+2, uf+3,4, and parry
* '''Brutal Heat Buffs''': Paul gains several guard breaks in Heat that supplement his offense. He also has incredibly high wall damage, to the point where a single correct Heat Engage can end up winning the round.
* Retains qcb+4 and qcb+1 as CH launchers that don't give up his turn
* '''Great Mixups''': Demoman and Deathfist create a 50/50 with good reward on both options. Paul's Heat Smash is also a low, giving him great burst damage potential for closing out rounds.
* 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=


* '''Linearity''': Many of Paul's key moves are steppable, which requires him to be pretty conservative with his moves at higher levels and makes him more reliant on matching the opponent's movement to keep himself aligned.
* Weak tracking, especially to SSR, demanding good reads on timing
* '''Walled Out''': Paul likes to play defensively, but struggles to get in and make big comebacks. Deep Dive can cover distance, but remains a linear approach option.
* Exploitable strings outside df+1 and WS1,2
* '''Lows''': Demoman can often be backdashed out of clean hit range, and Paul's non-Demoman lows are unimpressive. While qcf+3 has great range, it also needs a clean hit for a mini-combo on counter-hit.
* 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 :(
* Can't do a backflip :(
}}
}}
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{{KeyTechs|
{{KeyTechs|
{{KeyTech|Just Frame Demoman|importance=3|value=2|dexterity=1|rhythm=3}}
{{KeyTech|Just Frame Demoman|importance=3|value=2|dexterity=1|rhythm=3}}
{{KeyTech|Deathfist Block Punish|importance=3|value=5|dexterity=3|rhythm=4}}
{{KeyTech|QCF1 Execution|importance=3|value=2|dexterity=3|rhythm=4}}
{{KeyTech|QCF1 Execution|importance=4|value=5|dexterity=3|rhythm=4}}
{{KeyTech|Deathfist Block Punish|importance=3|value=4|dexterity=3|rhythm=4}}
{{KeyTech|Sway Cancel Deathfist|importance=4|value=5|dexterity=4|rhythm=4}}
{{KeyTech|Sway Cancel Deathfist|importance=3|value=5|dexterity=4|rhythm=4}}
{{KeyTech|iWR2|importance=2|value=2|dexterity=3|rhythm=2}}
{{KeyTech|Instant WR2|importance=3|value=2|dexterity=3|rhythm=2}}
}}
}}


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== 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
* [https://www.youtube.com/@onepunchmanPaul One Punch Man Paul character guide]


{{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